D2TxtAnalyser : debug your Mod easily
Moderator: Paul Siramy
Re: D2TxtAnalyser : debug your Mod easily
You can use my properties.txt from Udie2 as a starting point Paul.
I have each stat split.
I had property links in 1.09 for the stats but 1.10 changed the way properties linked so that info is invalid now. (though it's still in the file ;-)
You will run into problems with changed & added stats/properties though.
I have each stat split.
I had property links in 1.09 for the stats but 1.10 changed the way properties linked so that info is invalid now. (though it's still in the file ;-)
You will run into problems with changed & added stats/properties though.
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Re: D2TxtAnalyser : debug your Mod easily
New version released (2.4).
It now test prop/param/min/max columns in all .txt, for at least basic errors (FoxBat should appreciate ). I still have to implement SVR idea about states.txt ID for instance (a column that uses ID should take the appropiate .txt, and check if the IDs are truly exists).
As always, if you have other ideas / needs for that tool, ask there.
It now test prop/param/min/max columns in all .txt, for at least basic errors (FoxBat should appreciate ). I still have to implement SVR idea about states.txt ID for instance (a column that uses ID should take the appropiate .txt, and check if the IDs are truly exists).
As always, if you have other ideas / needs for that tool, ask there.
Last edited by Paul Siramy on Mon Jul 19, 2004 11:22 am, edited 1 time in total.
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Re: D2TxtAnalyser : debug your Mod easily
Oh man, this tool just keeps getting better and better. What's next?!? Can't wait
Does this error "matter"? I swear i've used negative modifiers listed in that way before without them malfunctioning in-game. HMmm, could be negative modifiers are handled specially by the game. I'll look into it and let you know
* ERROR : Propertie (dmg-ac) : 'mod1min' (-25) should be <= than 'mod1max' (-40), row 47 (of Perforation)
* ERROR : Propertie (dmg-ac) : 'mod1min' (-10) should be <= than 'mod1max' (-20), row 48 (of Puncturing)
What about this one? -->
In Data\Global\Excel\Armor.txt :
* ERROR : Item 'code' (ci2) at row 117 (Tiara) has 'normcode' (ci1), expected (ci0)
* ERROR : Item 'code' (ci3) at row 118 (Diadem) has 'normcode' (ci1), expected (ci0)
I messed around with it, but can't seem to fix the error. Just wonder though if this error report simply reflects on how your program analyzes the txt files, or if in it's Vanilla form there's actually (for example) funky functionality when gambling for a circlet or something. I could i'll have to look into this one as well :p
Does this error "matter"? I swear i've used negative modifiers listed in that way before without them malfunctioning in-game. HMmm, could be negative modifiers are handled specially by the game. I'll look into it and let you know
* ERROR : Propertie (dmg-ac) : 'mod1min' (-25) should be <= than 'mod1max' (-40), row 47 (of Perforation)
* ERROR : Propertie (dmg-ac) : 'mod1min' (-10) should be <= than 'mod1max' (-20), row 48 (of Puncturing)
What about this one? -->
In Data\Global\Excel\Armor.txt :
* ERROR : Item 'code' (ci2) at row 117 (Tiara) has 'normcode' (ci1), expected (ci0)
* ERROR : Item 'code' (ci3) at row 118 (Diadem) has 'normcode' (ci1), expected (ci0)
I messed around with it, but can't seem to fix the error. Just wonder though if this error report simply reflects on how your program analyzes the txt files, or if in it's Vanilla form there's actually (for example) funky functionality when gambling for a circlet or something. I could i'll have to look into this one as well :p
Last edited by Sduibek on Tue Jul 20, 2004 3:43 am, edited 7 times in total.
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Re: D2TxtAnalyser : debug your Mod easily
[quote=Sduibek";p="184287"]Does this error "matter"? I swear i've used negative modifiers listed in that way before without them malfunctioning in-game. HMmm, could be negative modifiers are handled specially by the game. I'll look into it and let you know
* ERROR : Propertie (dmg-ac) : 'mod1min' (-25) should be <= than 'mod1max' (-40), row 47 (of Perforation)
* ERROR : Propertie (dmg-ac) : 'mod1min' (-10) should be <= than 'mod1max' (-20), row 48 (of Puncturing)[/quote]
The fact is I don't know what the game does in that case. On the pure mathematical side, -25 is greater than -40, so -40 should have been put into the MIN field, while -25 in the MAX field. Now, it depends how the game handle this case. It MAY detect that the MAX field is lower than the MIN field and therefore maybe it swap the values, making it correctly use the range [-40; -25]. I don't know, and I'm waiting for feedbacks / tests on this.
[quote=Sduibek";p="184287"]What about this one? -->
In Data\Global\Excel\Armor.txt :
* ERROR : Item 'code' (ci2) at row 117 (Tiara) has 'normcode' (ci1), expected (ci0)
* ERROR : Item 'code' (ci3) at row 118 (Diadem) has 'normcode' (ci1), expected (ci0)
I messed around with it, but can't seem to fix the error. Just wonder though if this error report simply reflects on how your program analyzes the txt files, or if in it's Vanilla form there's actually (for example) funky functionality when gambling for a circlet or something. I could i'll have to look into this one as well :p[/quote]
"Circlet" is 'code' ci0, and has norm/uber/ultra codes set to ci0, ci2 and ci3. So Circlet is the normal variation of that item (ci0 beeing in normcode), and the exceptionel & elite versions are Tiara (ci2) and Diadem (ci3).
If all goes right, normallly Tiara & Diadem rows should have ci0/ci2/ci3 in norm/uber/ultra codes as well but ... Tiara (ci2) has ci1/ci2/ci3 in norm/uber/ultra codes, so here's the explantion for the "* ERROR : Item 'code' (ci2) at row 117 (Tiara) has 'normcode' (ci1), expected (ci0)" error detected.
I don't know exactly for what norm/exceptionel/elite links are important for, but I guess that it has something to do with Vendors in nightmare/hell difficulties, Cube Recipes, and maybe Gambling too. Incorect linkage may bring problems in these areas.
Btw, thanks to have found that "HratliMagicLvl" bug for me Sduibek
* ERROR : Propertie (dmg-ac) : 'mod1min' (-25) should be <= than 'mod1max' (-40), row 47 (of Perforation)
* ERROR : Propertie (dmg-ac) : 'mod1min' (-10) should be <= than 'mod1max' (-20), row 48 (of Puncturing)[/quote]
The fact is I don't know what the game does in that case. On the pure mathematical side, -25 is greater than -40, so -40 should have been put into the MIN field, while -25 in the MAX field. Now, it depends how the game handle this case. It MAY detect that the MAX field is lower than the MIN field and therefore maybe it swap the values, making it correctly use the range [-40; -25]. I don't know, and I'm waiting for feedbacks / tests on this.
[quote=Sduibek";p="184287"]What about this one? -->
In Data\Global\Excel\Armor.txt :
* ERROR : Item 'code' (ci2) at row 117 (Tiara) has 'normcode' (ci1), expected (ci0)
* ERROR : Item 'code' (ci3) at row 118 (Diadem) has 'normcode' (ci1), expected (ci0)
I messed around with it, but can't seem to fix the error. Just wonder though if this error report simply reflects on how your program analyzes the txt files, or if in it's Vanilla form there's actually (for example) funky functionality when gambling for a circlet or something. I could i'll have to look into this one as well :p[/quote]
"Circlet" is 'code' ci0, and has norm/uber/ultra codes set to ci0, ci2 and ci3. So Circlet is the normal variation of that item (ci0 beeing in normcode), and the exceptionel & elite versions are Tiara (ci2) and Diadem (ci3).
If all goes right, normallly Tiara & Diadem rows should have ci0/ci2/ci3 in norm/uber/ultra codes as well but ... Tiara (ci2) has ci1/ci2/ci3 in norm/uber/ultra codes, so here's the explantion for the "* ERROR : Item 'code' (ci2) at row 117 (Tiara) has 'normcode' (ci1), expected (ci0)" error detected.
I don't know exactly for what norm/exceptionel/elite links are important for, but I guess that it has something to do with Vendors in nightmare/hell difficulties, Cube Recipes, and maybe Gambling too. Incorect linkage may bring problems in these areas.
Btw, thanks to have found that "HratliMagicLvl" bug for me Sduibek
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Re: D2TxtAnalyser : debug your Mod easily
Funny thing is, when I change ci1 to ci0 it gives me an error as well
Like I said though, i'll look into both and let ya know what I find. Another thing on the To Do list....
Like I said though, i'll look into both and let ya know what I find. Another thing on the To Do list....
Last edited by Sduibek on Tue Jul 20, 2004 10:30 pm, edited 1 time in total.
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Re: D2TxtAnalyser : debug your Mod easily
[quote=Sduibek";p="184443"]Funny thing is, when I change ci1 to ci0 it gives me an error as well [/quote]
But on another items.
Look : there are 4 items (Circlet, Coronet, Tiara, Diadem), that are linked together incorrectly.
Circlet < Tiara < Diadem
Coronet < Tiara < Diadem
If you remove the Circlet (ci0) item completly from Armor.txt, that should solve this problem (but introduce new ones )
But on another items.
Look : there are 4 items (Circlet, Coronet, Tiara, Diadem), that are linked together incorrectly.
Circlet < Tiara < Diadem
Coronet < Tiara < Diadem
If you remove the Circlet (ci0) item completly from Armor.txt, that should solve this problem (but introduce new ones )
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the -25 -40 issue is handled correctly by the game.
It detects if value are < 0 and swap the value and test for absolute vlue.
All my affix file use stuff like :
hp -1 -5 and works correctly
It detects if value are < 0 and swap the value and test for absolute vlue.
All my affix file use stuff like :
hp -1 -5 and works correctly
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Re: D2TxtAnalyser : debug your Mod easily
Hmmm, and if only 1 value is negative ?
Min = -10, Max = 20, what becomes the range, [-10; 20] as expected ? What about Min = 20, Max = -10, and Min = -20, Max = 10 ?
Min = -10, Max = 20, what becomes the range, [-10; 20] as expected ? What about Min = 20, Max = -10, and Min = -20, Max = 10 ?
Last edited by Paul Siramy on Wed Jul 21, 2004 12:21 pm, edited 1 time in total.
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Re: D2TxtAnalyser : debug your Mod easily
[quote=Paul Siramy";p="184457"]If you remove the Circlet (ci0) item completly from Armor.txt, that should solve this problem (but introduce new ones )[/quote]
Yep.
Yep.
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Re: D2TxtAnalyser : debug your Mod easily
[quote=Paul Siramy";p="184542"]Hmmm, and if only 1 value is negative ?
Min = -10, Max = 20, what becomes the range, [-10; 20] as expected ? What about Min = 20, Max = -10, and Min = -20, Max = 10 ?[/quote]
I don't know. For those kind of intrval, I've been a smartass.
I made two affix one with -1 -10 and one with 0 20 ^^
Min = -10, Max = 20, what becomes the range, [-10; 20] as expected ? What about Min = 20, Max = -10, and Min = -20, Max = 10 ?[/quote]
I don't know. For those kind of intrval, I've been a smartass.
I made two affix one with -1 -10 and one with 0 20 ^^
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Re: D2TxtAnalyser : debug your Mod easily
Seems like you fixed it for Misc.txt only to break Armor.txt and Weapons.txt... now I get:
* 104 : HraltiMagicLvl not found
On both of those files. I think it means misc.txt was a special case...
Suggestion:
When listing the files in log_extracted_txt, there could easily be some confusion. For example, right now i'm staring at the line:
* 16 : fInit not found
But both Mhyrginoc's FieldDataTypes list and the 1.10 MonuMod.txt guide say that this column is not read by the game at all. Shouldn't you only include columns in log_extracted_txt that the game actually reads? It seems kind of fruitless to say, "Uh oh, column not found" when the column in question is simply a comment field.. or not read by the game.. or both
One other thing... if I set the first 3 circlets to ci0, ci1, and ci2, then set the Diadam (circlet #4) to ci3, ci3, ci3.. then your program gives no complaints. Would this configuration cause any gameplay problems that you can foresee? Hmmm.
* 104 : HraltiMagicLvl not found
On both of those files. I think it means misc.txt was a special case...
Suggestion:
When listing the files in log_extracted_txt, there could easily be some confusion. For example, right now i'm staring at the line:
* 16 : fInit not found
But both Mhyrginoc's FieldDataTypes list and the 1.10 MonuMod.txt guide say that this column is not read by the game at all. Shouldn't you only include columns in log_extracted_txt that the game actually reads? It seems kind of fruitless to say, "Uh oh, column not found" when the column in question is simply a comment field.. or not read by the game.. or both
One other thing... if I set the first 3 circlets to ci0, ci1, and ci2, then set the Diadam (circlet #4) to ci3, ci3, ci3.. then your program gives no complaints. Would this configuration cause any gameplay problems that you can foresee? Hmmm.
Last edited by Sduibek on Fri Jul 30, 2004 3:15 pm, edited 7 times in total.
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Re: D2TxtAnalyser : debug your Mod easily
Hmmm, from Myhrginoc's rtf doc, I see that "HraltiMagicLvl" is used in the 3 files (weapons, armor, and misc). Further more, in D2Common.dll you can find "HraltiMagicLvl" but there's no "HratliMagicLvl". But it's true than in Armor of the 1.10 patch, you can find "HratliMagicLvl". So my best guess is that in Armor.txt and Weapons.txt, since the header names is incorrect (different than in dll) the game don't use it (someone, any experience here ?), or that these columns are accessed not by header but by column index (ignoring the name, whatever it can be)Sduibek";p="185931" wrote:Seems like you fixed it for Misc.txt only to break Armor.txt and Weapons.txt... now I get:
* 104 : HraltiMagicLvl not found
On both of those files. I think it means misc.txt was a special case...
My bad. I generated part of my source code using a program I made, and it was parsing the columns it found in the .txt. I'll remove that column.Suggestion:
When listing the files in log_extracted_txt, there could easily be some confusion. For example, right now i'm staring at the line:
* 16 : fInit not found
But both Mhyrginoc's FieldDataTypes list and the 1.10 MonuMod.txt guide say that this column is not read by the game at all. Shouldn't you only include columns in log_extracted_txt that the game actually reads? It seems kind of fruitless to say, "Uh oh, column not found" when the column in question is simply a comment field.. or not read by the game.. or both
Hmmm, I don't see any problems, but I'm not a specialist in this area.One other thing... if I set the first 3 circlets to ci0, ci1, and ci2, then set the Diadam (circlet #4) to ci3, ci3, ci3.. then your program gives no complaints. Would this configuration cause any gameplay problems that you can foresee? Hmmm.
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Re: D2TxtAnalyser : debug your Mod easily
You never read the column name, all tables is accessed index. There the next entry depends of the datatype for the column.Hmmm, from Myhrginoc's rtf doc, I see that "HraltiMagicLvl" is used in the 3 files (weapons, armor, and misc). Further more, in D2Common.dll you can find "HraltiMagicLvl" but there's no "HratliMagicLvl". But it's true than in Armor of the 1.10 patch, you can find "HratliMagicLvl". So my best guess is that in Armor.txt and Weapons.txt, since the header names is incorrect (different than in dll) the game don't use it (someone, any experience here ?), or that these columns are accessed not by header but by column index (ignoring the name, whatever it can be)
EDIT:
Forgott to mention that then the game compile the txt to bin it do read the column names. So, there is a chance that HratlyMagicLvl column isn't compiled. Need to check that to see if this is the case
Last edited by kingpin on Sat Jul 31, 2004 6:55 pm, edited 1 time in total.
Re: D2TxtAnalyser : debug your Mod easily
Hmm.. I may have to take back what I said about unneeded columns. I'll do some testing today to make sure, but so far it seems that removing even totally useless columns can mess up the game. (Everything runs too fast). Wierd. o_O
Re: D2TxtAnalyser : debug your Mod easily
These are from the d2common stack build for v1.10 final item files:
00099494 HraltiMin
00099488 HraltiMax
00099478 HraltiMagicMin
00099468 HraltiMagicMax
00099458 HraltiMagicLvl
If the column header is different in any of the item files (weapons, armor, misc) then that field will not load for any record in the file.
And yes, as kingpin found out, when the game compiles txt to bin it does refer to the column headers (Fog.10208). It ignores any field whose column header is not in the stack build. It doesn't like not finding any field whose column is listed in the stack build, so removing columns can be dangerous.
00099494 HraltiMin
00099488 HraltiMax
00099478 HraltiMagicMin
00099468 HraltiMagicMax
00099458 HraltiMagicLvl
If the column header is different in any of the item files (weapons, armor, misc) then that field will not load for any record in the file.
And yes, as kingpin found out, when the game compiles txt to bin it does refer to the column headers (Fog.10208). It ignores any field whose column header is not in the stack build. It doesn't like not finding any field whose column is listed in the stack build, so removing columns can be dangerous.
Last edited by Myhrginoc on Tue Aug 03, 2004 4:58 am, edited 1 time in total.
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Re: D2TxtAnalyser : debug your Mod easily
So, just for my general knowledge, this means than in Single Player, Hratli always use a MagicLevel of zero for his Weapons and Armors (typo with header names in weapons.txt & armor.txt), or something worst ?
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Re: D2TxtAnalyser : debug your Mod easily
That is correct. I checked armor.bin against armor.txt and the first four records are 255 in the txt but 00 in the bin. After that the field value in the txt changes, but the compiled data stays resolutely at 0.
To enable the field, just change the header from "HratliMagicLvl" to "HraltiMagicLvl" in both Weapons.txt and Armor.txt. And Paul's utility could check the field header, and then flag it or correct it, if he sets it up for that. (The other four Hratli fields are okay.)
To enable the field, just change the header from "HratliMagicLvl" to "HraltiMagicLvl" in both Weapons.txt and Armor.txt. And Paul's utility could check the field header, and then flag it or correct it, if he sets it up for that. (The other four Hratli fields are okay.)
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Re: D2TxtAnalyser : debug your Mod easily
Just been rearrangeing my misc.txt to keep things more organised,, added a bunsh of categories and empty lines
Analyzer gives duplicated code error for this.. My suggestion is to make it ignore empty lines or lines with only a title in first column in misc.txt.. Dont know if thats possible to do thou.
Analyzer gives duplicated code error for this.. My suggestion is to make it ignore empty lines or lines with only a title in first column in misc.txt.. Dont know if thats possible to do thou.
Re: D2TxtAnalyser : debug your Mod easily
[quote=Volf";p="190745"]Just been rearrangeing my misc.txt to keep things more organised,, added a bunsh of categories and empty lines
Analyzer gives duplicated code error for this.. My suggestion is to make it ignore empty lines or lines with only a title in first column in misc.txt.. Dont know if thats possible to do thou.[/quote]Isn't the first column read by the game? if so i wouldnt put comments in the first column, just add another column for your comments
Analyzer gives duplicated code error for this.. My suggestion is to make it ignore empty lines or lines with only a title in first column in misc.txt.. Dont know if thats possible to do thou.[/quote]Isn't the first column read by the game? if so i wouldnt put comments in the first column, just add another column for your comments
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[quote=Volf";p="225622"]The comments in first column are there by default, i have just added enpty rows as markers to make the file easier to manage.[/quote]
just something to keep in mind when adding empty lines in misc.txt, armor.txt and weapons.txt: this WILL make the RUNEWORDS not to work. I don't know why, but i had the problem many times. Didn't find a solution tho.
just something to keep in mind when adding empty lines in misc.txt, armor.txt and weapons.txt: this WILL make the RUNEWORDS not to work. I don't know why, but i had the problem many times. Didn't find a solution tho.
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There is a real need for testing mismatching brackets in calc areas. Currently you don't get a simple warning while some field are lost !
This means :
I hope you still have time to do this.
This means :
Code: Select all
Missiles :
SrvCalc1
CltCalc1
{filtered}
CHitCalc1
DmgCalc1
DmgSymPerCalc
EDmgSymPerCalc
SkillDesc :
ddam calc1
ddam calc2
p1dmmin
p1dmmax
p2dmmin
p2dmmax
p3dmmin
p3dmmax
desccalca1
desccalcb1
desccalca2
desccalcb2
desccalca3
desccalcb3
desccalca4
desccalcb4
desccalca5
desccalcb5
desccalca6
desccalcb6
dsc2calca1
dsc2calcb1
dsc2calca2
dsc2calcb2
dsc2calca3
dsc2calcb3
dsc2calca4
dsc2calcb4
dsc3calca1
dsc3calcb1
dsc3calca2
dsc3calcb2
dsc3calca3
dsc3calcb3
dsc3calca4
dsc3calcb4
dsc3calca5
dsc3calcb5
dsc3calca6
dsc3calcb6
dsc3calca7
dsc3calcb7
Armor/Misc/Weapons :
len
calc1
calc2
calc3
spelldesccalc
Skills :
prgcalc1
prgcalc2
prgcalc3
auralencalc
aurarangecalc
aurastatcalc1
aurastatcalc2
aurastatcalc3
aurastatcalc4
aurastatcalc5
aurastatcalc6
passivecalc1
passivecalc2
passivecalc3
passivecalc4
passivecalc5
petmax
sumsk1calc
sumsk2calc
sumsk3calc
sumsk4calc
sumsk5calc
cltcalc1
cltcalc2
cltcalc3
skpoints
delay
perdelay
calc1
calc2
calc3
calc4
ToHitCalc
DmgSymPerCalc
EDmgSymPerCalc
ELenSymPerCalc
I hope you still have time to do this.
Last edited by Ulmo on Tue Sep 13, 2005 7:43 am, edited 1 time in total.
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Re: D2TxtAnalyser : debug your Mod easily
Will a simple count of '(' and ')' characters in each formula field will be enough ? If yes, then it's really simple to do. It won't support the ternary "? :" operator tough.
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