Updated Magic Modifier List

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Re: Updated Magic Modifier List

Post by Useless_Ally » Tue Apr 15, 2003 10:23 pm

looking at the guide (a nice one too btw :D ) i see walk1, walk2, walk 3, swing 1, swing 2, swing 3, and so on...

is there any real difference to those numbers?
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Re: Updated Magic Modifier List

Post by Char » Tue Apr 15, 2003 10:28 pm

yeah, they show up differently.

swing1 - 15 15
turns to "15% fast attack speed"

swing2 - 15 15
turns to "15% faster attack speed"

swing3 - 15 15
turns to "15% fastest attack speed"

that's all.

you can use that to make own item descriptions show up. only use swing2 and modify the sting used by swing1 to whatever you want it to be.
the only problem is that the "+1%" stays and your attack speed actually increases by 1%. but noone will realize that it actually gets any faster.

EDIT:
of course, this can be done much better through code editing, but if you do not want to code edit...

anyways, found two things: first minimum and maximum damage modifiers are switched (dmg-min and dmg-max) but i think anyone will be able to realize that, and second kick damage does not work. it shows up but actually does nothing.
Last edited by Char on Tue Apr 15, 2003 10:31 pm, edited 1 time in total.

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Re: Updated Magic Modifier List

Post by Nefarius » Wed Apr 16, 2003 3:08 am

Their savebit values are different under itemstatcost.txt, so move1 has a lower maximum then move2 and move3.
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Re: Updated Magic Modifier List

Post by kingpin » Tue May 27, 2003 12:11 am

Code: Select all

+ to Assassin Skills                 [color=red] asn [/color]                   min       max
it should be ass and not asn that are in the list.

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Re: Updated Magic Modifier List

Post by XeroKool » Tue Jul 08, 2003 7:58 am

Is there a limit to where you can put the magic modifier for indestructible??? Could you use it as one of the perks for getting a complete set, or a partial for that matter??? The max and min have to be set to 1 each to get it to be indestructible right???
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Re: Updated Magic Modifier List

Post by jbouley » Tue Jul 08, 2003 10:22 pm

XeroKool";p="112364" wrote:Is there a limit to where you can put the magic modifier for indestructible??? Could you use it as one of the perks for getting a complete set, or a partial for that matter??? The max and min have to be set to 1 each to get it to be indestructible right???
I'm a little light on sleep right now, but I'm pretty sure the 1 goes in both the min and max column. It's a boolean value, 1=on, 0=off

As for making it a partial or full set bonus, I don't think that will work. By all means test it out, but I'm 90% sure the property has to be on a specific item to grant indestructibility to an item.
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Re: Updated Magic Modifier List

Post by Kraj » Wed Jul 16, 2003 10:42 am

I haven't seen anyone post this yet so here goes:

The new modifiers and their useage for v1.10

state * statename Boolean Boolean
- applies state to character

fade Boolean Boolean
- applies fade state

ethereal Boolean Boolean
- force spawns item as ethereal

rip Boolean Boolean
- corpse cannot be resurrected/targeted/etc.

oskill skillname Min Max
- +skill to other char classes, reduced bonus to char class with skill

kill-skill skillname %chance Level
- casts skill when a monster is killed

death-skill skillname %chance Level
- casts skill when player is killed

levelup-skill skillname %chance Level
- casts skill when player levels

skill-rand #skill levels firstskillID lastskillID
- spawns random skill within range given

extra-fire Min% Max%
- adds % dmg to fire skills

extra-ltng Min% Max%
- adds % dmg to lighnting skills

extra-cold Min% Max%
- adds % dmg to cold skills

extra-pois Min% Max%
- adds % dmg to poison skills

pierce-fire Min% Max%
- reduces monster fire resist

pierce-ltng Min% Max%
- reduces monster lightning resist

pierce-cold Min% Max%
- reduces monster cold resist

pierce-pois Min% Max%
- reduces monster poison resist

dmg-elem ? Min Max
- add fire, lightning, and cold dmg

cheap Min% Max%
- reduces vendor cost

addxp Min% Max%
- increases xp gained

heal-kill Min Max
- hp gained after every kill

aura skillname Minlevel Maxlevel
- applies aura

all-stats Min Max
- increases str, dex, mag, vit

reanimate + monsterID %chancemin %chancemax
- revives corpse as new monster


*appears to be graphical only
? = function of value unknown; changing it did not appear to affect result
+ super cool! acts as a custom Revive spell; appears to work for any monster ID


Formatting this message is a pain in the butt. Sorry; hopefully someone can add it to the master list quickly.

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Re: Updated Magic Modifier List

Post by jbouley » Sun Jul 20, 2003 3:24 am

We'll try to get an updated list for 1.10 put together soon...
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Re: Updated Magic Modifier List

Post by Phrozen Heart » Thu Aug 07, 2003 4:30 pm

Just thought I'd take a quick stab at putting something together since Nefarius is occupied with RL.

Magic Code Master List

This version is purely porting Nefarius' list into a web document and then tacking on Kraj's extras at the bottom and therefore it's COMPLETELY untested by me with v1.10 or v1.10s so I need you guys and gals to take a look through and see if any comments need tacking on, new codes need adding or pretty much anything else to make this the definitive listing for the Keep.
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Re: Updated Magic Modifier List

Post by kingpin » Thu Aug 07, 2003 4:48 pm

The list needs to be tested a lot. Since there are a lot of new modifiers in 1.10 + 1.10s. Also, some of the old are changed to work in 1.10 in ways that it didn't work in 1.09 (as example +tab skill, +skill to setitems).

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Re: Updated Magic Modifier List

Post by Phrozen Heart » Thu Aug 07, 2003 5:13 pm

kingpin";p="120304" wrote:The list needs to be tested a lot. Since there are a lot of new modifiers in 1.10 + 1.10s. Also, some of the old are changed to work in 1.10 in ways that it didn't work in 1.09 (as example +tab skill, +skill to setitems).
Precisely and while bugs may or may not be fixed in the official v1.10 patch, if we can get this list complete first then it'll just be a matter of tweaking. Wonder what it'd take to get Isolde to take a glance... ;)
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Re: Updated Magic Modifier List

Post by Forsaken » Thu Aug 14, 2003 11:13 am

Ruvanal";p="81733" wrote:
kingpin";p="81729" wrote:
jbouley";p="81712" wrote:So, I've been deluding myself all this time that att-skill works? You mean it's completely nonfunctional in all versions?

I could have sworn it was working...no time to test it tonight...Please tell me that's a typo and that I won't have to go back and fix those, thus delaying 2.21 of my mod by another week... :cry:
I think this is a typo. Since the last time i was working on att-skill items they worked in the way they should. I can re-check this when i have time with that ;)
Just tested it (v1.09b DLLs) and the att-skill was working with melee attacks for the skills I tested (frost nova and ice blast). Neither would work with ranged attacks. And most of the targets were too hard too hit very often normally, so it was going off just because the attack was initiated.
just before I installed 1.10s i was fooling around with some of my old textfiles for a bit, one of them being a cube recipe to add a holy bolt att-skill to weapons. My Act 1 Merc had a jolly good time with that puppy ;-)

This was under 1.09d btw
Last edited by Forsaken on Thu Aug 14, 2003 11:14 am, edited 1 time in total.
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Re: Updated Magic Modifier List

Post by kingpin » Fri Aug 15, 2003 4:33 pm

I have an additional idea for Magic Modifier List.

Since we now can add modifiers to monsters it would be good to mark what modifiers works on monsters/pets/summons.

As example:
You can use Openwounds as an ability on a monster. When a monster hits you and openwounds triggers. You starts to bleed, you will not have the visual look of bleeding. But the actual effect still works.

Manasteal: This doesn't work as an ability on monsters.

¤ Marks that this ability works as monster properity.

¤Openwounds

How sounds this?

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Re: Updated Magic Modifier List

Post by jbouley » Fri Aug 15, 2003 9:02 pm

Sounds like a good idea to me, kingpin.

Either that, or a separate list just of known modifiers that work on monsters/summons...which might be more clear than marking modifiers in the magic modifier list. :)
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Re: Updated Magic Modifier List

Post by Myhrginoc » Sat Aug 16, 2003 7:36 am

That makes a couple of tables to flip back and forth between. I think kingpin's idea makes sense, or have a column in the table "Works for monsters" (yes/no).
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Re: Updated Magic Modifier List

Post by kingpin » Sat Aug 16, 2003 2:30 pm

That was my thougth also, additional table is probably not necessary.
have a column in the table "Works for monsters" (yes/no)
This sounds better than my solution i think.

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Re: Updated Magic Modifier List

Post by Phrozen Heart » Sun Aug 17, 2003 6:26 pm

So any final thoughts on the subject? If so I can see about making any relevant changes if needed ready for testing to get underway.
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Re: Updated Magic Modifier List

Post by Kraj » Tue Aug 19, 2003 8:33 am

A couple new discoveries:

According to properties.txt, the function of the param field for the dmg-elem should be 'cold length'.

Also, att-mon% and dmg-mon% appear to work. They have functions defined and display when used as modifiers. The params should be: monster min max. However, I tried half a dozen monster types and the only one that displayed correctly was 'Fallen' and did so when I used "fallen" as the parameter. It displayed as 'an evil force' when using numerical ID or monster string name (such as 'Carver') or base ID (such as 'fallen1'. I tried a few other montypes and none worked, so I'm not sure if I simply did not find the correct value to use or if the modifiers are buggy. Sadly, I'm inclined to think they are buggy because they are not used in any texts containing item mods (sets.txt, magicprefix.txt, uniqueitems.txt, etc.). But perhaps someone else will have more luck with them.

I also just have to mention how awesome itemstatcosts.txt is with the ability to create new modifiers bases other than level. Although the math gets too complicated for it to be worth it for me, you can even use a modifier with a base as a base to create, for example, a modifier that increases the amount per level attack rating is increased based on strength.

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Re: Updated Magic Modifier List

Post by Joel » Tue Aug 19, 2003 8:38 am

There is already a topic explaining how to make att-mon% works correctly. you have to fill up the montype string column for a given montype and use montype ID as monster ID.
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Re: Updated Magic Modifier List

Post by Phrozen Heart » Tue Aug 19, 2003 8:31 pm

Two quick thoughts then:

1) Anyone with more free time than me care to apply the necessary changes to the document ready for testing?

2) Perhaps a tutorial for creating new modifiers through itemstatcosts.txt might be in order?
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Re: Updated Magic Modifier List

Post by kingpin » Tue Aug 19, 2003 10:32 pm

I'm already in testing what modifiers that works for monsters or not, so i can do the same test on characters also.

I belive a tutorial how to create a new modifiers through itemstatcosts.txt is a good idea.

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Re: Updated Magic Modifier List

Post by Drackin » Tue Aug 19, 2003 10:35 pm

PhrozenHeart";p="123177" wrote: 2) Perhaps a tutorial for creating new modifiers through itemstatcosts.txt might be in order?
kingpin";p="123213" wrote: I belive a tutorial how to create a new modifiers through itemstatcosts.txt is a good idea.

well, after seeing PhrozenHearts post, I decided I would make a tutorial on that, so here it is: [1.10s]Tutorial: Creating new magical modifiers
Last edited by Drackin on Tue Aug 19, 2003 10:36 pm, edited 1 time in total.
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Re: Updated Magic Modifier List

Post by Phrozen Heart » Wed Aug 20, 2003 12:54 am

Good work guys :)
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Re: Updated Magic Modifier List

Post by Ssergit » Wed Aug 20, 2003 11:15 pm

BOY I'm dumb. I can't believe I didn't see this topic in the first place. Perhaps there are too many stickies? Nah, there can never be too many stickies...

thanks Untamed for not calling me any names ;) even though I deserved it.

EDIT: I still didn't find the modifier I need. Is 'adds to all attributes' listed there? I did a find on 'all' and 'attributes' but I couldn't find it. I have seen it shown on new uniques for 1.10, and I can't imagine why it would be hardcoded (not to mention how). Am I blind again?
Last edited by Ssergit on Wed Aug 20, 2003 11:22 pm, edited 1 time in total.
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Re: Updated Magic Modifier List

Post by jbouley » Thu Aug 21, 2003 12:36 am

all-stats I think.

It's in a post on this page, several above yours, with new modifiers found in 1.10. :)
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