Missiles.txt File Guide (incomplete)
Description: by Alkalund (with some new input from Nefarius)
Categories: File Guides (1.10 - 1.14)
missiles.txt (Incomplete)
Yellow fields are not used by the game, they're just for reference
Missile - Missile Name
Id - Missile Id number
pCltDoFunc - Client Movement Function to be used by this missile
pCltHitFunc - Client Collision Function to be used by this missile
pSrvDoFunc - Server Movement Function to be used by this missile
pSrvHitFunc - Server Collision Function to be used by this missile
pSrvDmgFunc - Server Damage Function to be used by this missile
SrvCalc1 -
*srv calc 1 desc - description for SrvCalc1 column
Param1 - Parameter 1 used by Server Movement Function
*param1 desc - description for Param1
Param2 - Parameter 2 used by Server Movement Function
*param2 desc - description for Para2
Param3 - Parameter 3 used by Server Movement Function
*param3 desc - description for Param3
Param4 - Parameter 4 used by Server Movement Function
*param4 desc - description for Param4
Param5 - Parameter 5 used by Server Movement Function
*param5 desc - description for Param5
CltCalc1 -
*client calc 1 desc - description for CltCalc1 column
CltParam1 - Client Parameter 1
*client param1 desc - description for Client Parameter 1
CltParam2 - Client Parameter 2
*client param2 desc - description for Client Parameter 2
CltParam3 - Client Parameter 3
*client param3 desc - description for Client Parameter 3
CltParam4 - Client Parameter 4
*client param4 desc - description for Client Parameter 4
CltParam5 - Client Parameter 5
*client param5 desc - description for Client Parameter 5
SHitCalc1 -
*server hit calc 1 desc - description for SHitCalc1 column
sHitPar1 - Parameter 1 used by Server Collision Function
*server hit param1 desc - description for ShitPar1 column
sHitPar2 - Parameter 2 used by Server Collision Function
*server hit param2 desc - description for ShitPar2
sHitPar3 - Parameter 3 used by Server Collision Function
*server hit param3 desc - description for ShitPar3
CHitCalc1 -
*client hit calc1 desc - description for CHitCalc1 column
cHitPar1 - Parameter 1 used by Client Collision Function
*client hit param1 desc - description for CHitPar1
cHitPar2 - Parameter 2 used by Client Collision Function
*client hit param2 desc - description for CHitPar2
cHitPar3 - Parameter 3 used by Client Collision Function
*client hit param3 desc - description for CHitPar3
DmgCalc1 - If the Server Damage Function requires a formula, here's where it goes. You can add your formula to misscalc.txt and refer to it here by its code.
*damage calc 1 - description for DmgCalc1 column
dParam1 - Parameter 1 used by Server Damage Function (if DmgCalc1 is used, this is a parameter for the formula)
*damage param1 desc - description for dParam1
dParam2 - Parameter 2 used by Server Damage Function (if DmgCalc1 is used, this is a parameter for the formula)
*damage param2 desc - description for dParam2
Vel - Missile velocity
MaxVel - Maximum velocity of the missile
VelLev - Velocity bonus per level
Accel - Acceleration for the missile, the rate on which the velocity changes
Range - Missile Range Nefarius: to get the distance the missile will travel you multiply speed*range, speed=number of pixels to travel per frame, range=number of frames to exist
LevRange - Range bonus per level
Light - Light Radius of Missile
Flicker - Creates a Flickering Light Effect
Red - Adds red to the missile's light
Green - Adds green to the missile's light
Blue - Adds blue to the missile's light
InitSteps - Number of frames in CelFile (read column CelFile below) to execute before missile is in flight
Activate -
LoopAnim - Do you want the CelFile animation to play in a Loop? 0 = No, 1 = Yes
CelFile - main dcc file used for this missile (filename without its dcc extention)
animrate - ??? The speed in which the CelFile animation is displayed on screen. 1024 = normal speed, 512 = double speed, etc
AnimLen - The number of frames from the CelFile you want to use for this missile. If CelFile has X frames and you put Y here, it will use only the first Y frames of the animation (make sure Y is less than or equal to X)
AnimSpeed - Number of Frames played per second at normal rate, and later modified by animrate???
RandStart - Nefarius: most likely start at a random frame
SubLoop - Does this missile uses a CelFile animation SubLoop? Leave empty if not, or put 1 here if yes
SubStart - (only use if SubLoop is set to 1) Frame on which the animation subloop starts
SubStop - (only use if SubLoop is set to 1) Frame on which the animation subloop stops (animation then loops back to frame indicated by SubStart)
CollideType -
CollideKill - Will the missile vanish after colliding with something? 1 = Yes
CollideFriend - Can the Missile Collide on friendly units and allies (eg. Holy bolt)? 1 = Yes
LastCollide -
Collision -
ClientCol -
ClientSend -
NextHit - ??? Can this missile hit more than one target?
NextDelay - ??? Number of frames until next missile hit (25 frames = 1 second)
yoffset -
Size - ??? How wide the missile is?
SrcTown -
CltSrcTown -
CanDestroy -
ToHit - ??? Does this missile use to hit calculations based on attack rating? 1 = Yes
AlwaysExplode - Will the missile always Explode? 1 = Yes
Explosion - Is the missile an explosion? 1 = Yes
Town - Can this missile be used in town? 1 = Yes (note that if you enable a skill to be cast in town in skills.txt and the skill uses a missile, you have to enable this column as well)
NoMultiShot -
Holy - Is this missile Holy? (eg. Holy Bolt, Sanctuary Bolt) 1 = Yes
CanSlow - Can this missile be slowed? (with Slow missiles for example) 1 = Yes
ReturnFire -
GetHit - Can this missile activate 'Get Hit' skills? 1 = Yes
SoftHit -
KnockBack - If the missile can knock enemies back (NOT a boolean, more like percentage it seems)
Trans - ??? Is the missile translucent? 1 = Yes
Qty -
Pierce - Can this missile pierce? 1 = Yes
SpecialSetup -
MissileSkill -
Skill - The skill in skills.txt that uses this missile
ResultFlags -
HitFlags -
HitShift - Scale factor for damage values. 8 = no change, 7 = half damage, 6 = 1/4 damage, and so on (if it works like it did in 1.09)
ApplyMastery - ??? Only meteorfire has this one set to 1, all others are empty
SrcDamage - Nefarius: percentage of damage, in 128ths
Half2HSrc -
SrcMissDmg -
MinDamage - Minimum base physical damage
MinLevDam1 - Additional minimum physical damage added per level, from lvl 2 to lvl 8
MinLevDam2 - Additional minimum physical damage added per level, from lvl 9 to lvl 16
MinLevDam3 - Additional minimum physical damage added per level, from lvl 17 to lvl 22
MinLevDam4 - Additional minimum physical damage added per level, from lvl 23 to lvl 28
MinLevDam5 - Additional minimum physical damage added per level, for levels 29 and above
MaxDamage - Maximum base physical damage
MaxLevDam1 - Additional maximum physical damage added per level, from lvl 2 to lvl 8
MaxLevDam2 - Additional maximum physical damage added per level, from lvl 9 to lvl 16
MaxLevDam3 - Additional maximum physical damage added per level, from lvl 17 to lvl 22
MaxLevDam4 - Additional maximum physical damage added per level, from lvl 23 to lvl 28
MaxLevDam5 - Additional maximum physical damage added per level, for levels 29 and above
DmgSymPerCalc - Synergy related physical damage bonus (I think)
EType - Elemental type of damage
EMin - Minimum base elemental damage
MinELev1 - Additional minimum elemental damage added per level, from lvl 2 to lvl 8
MinELev2 - Additional minimum elemental damage added per level, from lvl 9 to lvl 16
MinELev3 - Additional minimum elemental damage added per level, from lvl 17 to lvl 22
MinELev4 - Additional minimum elemental damage added per level, from lvl 23 to lvl 28
MinELev5 - Additional minimum elemental damage added per level, for levels 29 and above
Emax - Maximum base elemental damage
MaxELev1 - Additional maximum elemental damage added per level, from lvl 2 to lvl 8
MaxELev2 - Additional maximum elemental damage added per level, from lvl 9 to lvl 16
MaxELev3 - Additional maximum elemental damage added per level, from lvl 17 to lvl 22
MaxELev4 - Additional maximum elemental damage added per level, from lvl 23 to lvl 28
MaxELev5 - Additional maximum elemental damage added per level, for levels 29 and above
EDmgSymPerCalc - Synergy related elemental damage bonus (I think)
ELen - Base length (duration) of elemental effect
ELevLen1 - Additional length of elemental effect per level, from lvl X to lvl Y level range still unknown
ELevLen2 - Additional length of elemental effect per level, from lvl X to lvl Y level range still unknown
ELevLen3 - Additional length of elemental effect per level, from lvl X to lvl Y level range still unknown
HitClass -
NumDirections - Number of directions of the missile (1, 4, 8, 16, or 32)
LocalBlood -
DamageRate -
TravelSound - Sound played when missile is moving
HitSound - Sound played when missile collides
ProgSound - Progressive sound for missile (whatever that means)
ProgOverlay - Progressive overlay for missile (the overlay displayed over the unit the missile collided with, I think)
ExplosionMissile - Missile fired on explosion (if any)
SubMissile1 - Additional missile called by this missile while moving (Server side)
SubMissile2 - Additional missile called used by this missile while moving (Server side)
SubMissile3 - Additional missile called used by this missile while moving (Server side)
HitSubMissile1 - Additional missile called by this missile while colliding (Server side)
HitSubMissile2 - Additional missile called by this missile while colliding (Server side)
HitSubMissile3 - Additional missile called by this missile while colliding (Server side)
HitSubMissile4 - Additional missile called by this missile while colliding (Server side)
CltSubMissile1 - Additional missile called used by this missile while moving (Client side)
CltSubMissile2 - Additional missile called used by this missile while moving (Client side)
CltSubMissile3 - Additional missile called used by this missile while moving (Client side)
CltHitSubMissile1 - Additional missile called used by this missile while colliding (Client side)
CltHitSubMissile2 - Additional missile called used by this missile while colliding (Client side)
CltHitSubMissile3 - Additional missile called used by this missile while colliding (Client side)
CltHitSubMissile4 - Additional missile called used by this missile while colliding (Client side)
EOL - End Of Line.
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