Author
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Topic: missile.txt - meaning of columns
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WanabeCoder Serf
Posts: 16 From: Germany Registered: Feb 2002 |
posted 14 February 2002 13:52
Hi!Iam trying to reduce the damage of this damn charged bolt released by lightning enchanted bosses everytime they get hit. FoxBat wrote me this can be done in the missiles.txt under the line "uniquelight". I had a look at this but most of the columns i dont know what they are doing. I guess there are a lot modders out there who know... I want to reduce that damage by half, alternatives are casting delays or chances to cast (like a charged bolt armor). Perhaps somewhat of this can be done there - if i would know the meaning and effect of each column in this file (maybe its not the only one i have to change for it?) plz let me know

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 14 February 2002 13:57
Change the Emin, Emax as well as the Elevel1, Elevel2, Elevel3 which will all change the damage. OR, try to change the hitshift column to 7 which should divide the value damages by 2(I believe).

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 14 February 2002 14:05
UniqueLight is referring to a ROW not a column. (Well it exists in the name column) And apoc just gave you an idea of what to change. The columns emin/emax are elemental minimum/maximum damage. elev1 is the additional damage per level until level 8, elev2 additional till 16, and elev3 from 17 onwards. HitShift determines the "precision" of the damage. If it's 8 then the emin/max/lvl columns will be whole number. If it's 7 then they will be treated halves. (So 3 damage in the emin/emax will be treated as 1.5 damage) If it's 6 they will be fourths, if 5 they'll be eigths, etc.

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WanabeCoder Serf
Posts: 16 From: Germany Registered: Feb 2002 |
posted 14 February 2002 17:11
Ha!Thats exactly what i wanted to hear! Thx a lot, apoc & FoxBat. To FoxBat: That i have to change the values in the ROW i knew - just did'nt know what will happen if i do so 'cause i did'nt know what the columns are for. Btw - what do the rest of the columns as far as it does'nt stand there in cleartype?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 14 February 2002 17:13
Which columns do you need an explanation of. Perhaps I should make a missiles.txt column tutorial...

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WanabeCoder Serf
Posts: 16 From: Germany Registered: Feb 2002 |
posted 14 February 2002 17:53
That would be grat apoc! To prevent further asking (and try-it-out-crashes) give a list of all of them.Some other question - is there a way to calculate the bolt damage a lightning boss will do in the game out of this missile.txt? The values under lightunique seems very small - nothing to kill a druid with max res all and 400hp with only one bolt (happens regularly). Maybe there are other modifiers too? But first i'll try this out - tomorrow (its 2.00 in the night here...)

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 14 February 2002 18:08
I'll make a tutorial in a few days though, not now...

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 14 February 2002 19:22
The modifier is per level. A Hell diff monster is up around L90...and EACH hit releases a zap pattern. That is how the damage adds up so quickly if you don't have obscene lightning resists and absorbs.

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WanabeCoder Serf
Posts: 16 From: Germany Registered: Feb 2002 |
posted 15 February 2002 13:59
a thought only - if my grizzly hits this boss all the damage he does is carried to the boss in one frame? If not maybe he creates more than one bolt that are visually on the same location. But i read nothing about divide damage to be dealt in more than one frame in Jarulfs article (NOT the guide for Diab I and Hellf.).Another thing is that charged bolt seems to work with multishot and/or spectral hit too with causes some monsterskill-combination to become ultra-hard (referred to bosses charged bolt damage). This was ment with "other modifiers" in my previous post. Maybe there is a way to exclude some combinations (not ment the picking of one to three skills for each difficulty level 'cause the random skills can still create those combinations). I dont want to make the game unchallenging in my mod but to remove the now-you-die-in-every-case difficulty peaks that destroy the fun to play (in solo). got any ideas?

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