Missiles.txt File Guide (incomplete)

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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