| Author |
Message |
|
Radagor
Joined: Mon Jul 16, 2012 10:50 pm Posts: 13
|
 AffixList.gam - ModCode - modParam1
modParam1 - point in some sets lke "Type of Damage", "Type of Resourse", "Type of Monster" etc. How undestood in what sets point current mod?
|
| Sat Jul 28, 2012 12:17 pm |
|
 |
|
Radagor
Joined: Mon Jul 16, 2012 10:50 pm Posts: 13
|
 Re: AffixList.gam - ModCode - modParam1
So it is not posible? I do it by hands There are mods like Increases {VALUE1} Damage by [{VALUE2}*100]% Reduces resource cost of {VALUE1} by {VALUE2} {VALUE3}. How undestood where get VALUE1, VALUE2, VALUE3 ?
|
| Sat Aug 25, 2012 12:17 am |
|
 |
|
jonv11
Joined: Fri Aug 10, 2012 1:45 pm Posts: 26
|
 Re: AffixList.gam - ModCode - modParam1
here is what i use i'ts not complete yet but i'm working on it when i found new/incomplete entry i didnt have yet it's based on the attribute.xml extracted from the client
hope this can help
|
| Thu Aug 30, 2012 6:36 am |
|
 |
|
admin
Site Admin
Joined: Tue Aug 16, 2011 12:49 am Posts: 229
|
 Re: AffixList.gam - ModCode - modParam1
Here's a snippet of my PHP code for stuff like that: Code: $this->U3 = $attribute_array['U3']; if ($attribute_array['U3'] == 0) // damage_type $this->is_damage_related = true; elseif ($attribute_array['U3'] == 10) // resource_type $this->is_resource_related = true; elseif ($attribute_array['U3'] == 18) // monster_type $this->is_monster_related = true;
public static $ATTRIBUTE_DESCRIPTION_KEYS = array( "damage_type" => array( 0 => "Physical", 1 => "Fire", 2 => "Lightning", 3 => "Cold", 4 => "Poison", 5 => "Arcane", 6 => "Holy", ), "resource_type" => array( 0 => "Mana", 1 => "Arcanum", 2 => "Fury", 3 => "Spirit", 4 => "(unused)", 5 => "Hatred", 6 => "Discipline", ), "monster_type" => array( 0 => "Undead", 1 => "Demon", 2 => "Beast", 3 => "Human", ), )
|
| Thu Aug 30, 2012 10:41 am |
|
 |
|
Radagor
Joined: Mon Jul 16, 2012 10:50 pm Posts: 13
|
 Re: AffixList.gam - ModCode - modParam1
Item_Power_Passive need - list of ModParams1
|
| Wed Sep 26, 2012 7:12 am |
|
 |
|
admin
Site Admin
Joined: Tue Aug 16, 2011 12:49 am Posts: 229
|
 Re: AffixList.gam - ModCode - modParam1
Radagor wrote: Item_Power_Passive need - list of ModParams1 Looks like anything related to skills has a U3="4". Can you give me an example of an item (Legendary I presume) that has this so I can investigate.
|
| Wed Sep 26, 2012 2:49 pm |
|
 |
|
Radagor
Joined: Mon Jul 16, 2012 10:50 pm Posts: 13
|
 Re: AffixList.gam - ModCode - modParam1
"modCode";"modParam1";"itemName" " 845";" 245 741";"Unique_Dagger_007_104" " 845";" 245 429";"Unique_Dagger_010_104" " 845";" 245 764";"Unique_CeremonialDagger_002_104" " 845";" 247 640";"Unique_CeremonialDagger_008_104" " 845";" 247 652";"Unique_Sword_1H_004_104" " 845";" 249 963";"Unique_Sword_1H_007_104" " 845";" 248 538";"Unique_Sword_1H_012_104" " 845";" 247 437";"Unique_Sword_2H_004_104" " 845";" 248 948";"Unique_Sword_2H_010_104" " 845";" 245 853";"Unique_Axe_1H_003_104" " 845";" 248 415";"Unique_Axe_1H_006_104" " 845";" 246 108";"Unique_Axe_1H_007_104" " 845";" 245 939";"Unique_Axe_1H_005_104" " 845";" 246 116";"Unique_Axe_2H_001_104" " 845";" 248 305";"Unique_Axe_2H_010_104" " 845";" 246 816";"Unique_Mace_1H_002_104" " 845";" 249 954";"Unique_Mace_2H_003_104" " 845";" 247 904";"Unique_Mace_2H_009_104" " 845";" 247 615";"Unique_Polearm_001_104" " 845";" 246 499";"Unique_Bow_008_104" " 845";" 248 776";"Unique_Bow_015_104" " 845";" 247 361";"Unique_XBow_001_104" " 845";" 248 309";"Unique_XBow_011_104" " 845";" 247 362";"Unique_XBow_012_104" " 845";" 247 576";"Unique_XBow_002_104" " 845";" 246 643";"Unique_HandXBow_012_104" " 845";" 246 823";"Unique_Mighty_1H_006_104" " 845";" 247 724";"Unique_CombatStaff_2H_007_104" " 845";" 246 518";"Unique_CombatStaff_2H_009_104" " 845";" 246 766";"Unique_Staff_006_104" " 845";" 246 917";"Unique_Staff_007_104" " 845";" 248 629";"Unique_Wand_013_104" " 845";" 247 018";"Unique_Shield_008_104" " 845";" 246 794";"Unique_Helm_003_104" " 845";" 246 365";"Unique_Boots_007_104" " 845";" 246 509";"Unique_Chest_001_104" " 845";" 246 916";"Unique_Pants_007_104" " 845";" 247 606";"Unique_Shoulder_002_104" " 845";" 250 848";"Unique_VoodooMask_002_104" " 845";" 247 007";"Unique_WizardHat_004_104" " 845";" 246 228";"Unique_BarbBelt_003_104" " 845";" 246 592";"Unique_Amulet_003_104" " 845";" 247 781";"Unique_Ring_004_104" " 845";" 246 842";"Unique_Ring_020_104" " 845";" 248 824";"Unique_Ring_001_104" " 845";" 247 592";"Unique_Amulet_011_104"
|
| Fri Sep 28, 2012 8:42 am |
|
 |
|
admin
Site Admin
Joined: Tue Aug 16, 2011 12:49 am Posts: 229
|
 Re: AffixList.gam - ModCode - modParam1
I took a look at "Unique_Dagger_010_104" which is the Legendary Dagger Wizardspike.
It has a modCode of 34D (845 decimal) which corresponds to "Item_Power_Passive". The modParam of 0x0003BEB5 I assume corresponds to the Frozen Orb skill. I don't actually have the mappings for spells, but this makes sense based on the data I saw.
I also looks at the op code formula for this modCode and sure enough it gave me a range of 20% to 35% which is the proc chance for this spell.
What I am not sure about is exactly where this spell is defined. I looked in the "Power" directory, but didn't find it there. I'd recommend looking at the old Mooege code to see how all the spells and powers were loaded from the MPQ.
|
| Mon Oct 01, 2012 4:48 pm |
|
 |
|