Hi all, thought id post what ive learned and what i often have in the background when i modify spells with this great program.
Maybe this can be useful for someone else aswell.
Spell Description/Tooltip Variables
$ values in description or tooltip are used to use values that adjusts based on other factors that also modifies it
If u use for example $s1 on a spell that deals school damage and increases with level then the value shown will always be up to date
$a = Radius in all spell effects 1 2 3 together
$a1 $a2 $a3 for individual versions
$t = Amplitude in all spell effects 1 2 3 together
$t1 $t2 $t3 for individual versions
$o = the total damage or healing value on periodic spells calculated from the duration value + amplitude value
$o is for all 3 spell effects together
$o1 $o2 $o3 for individual.
$x = Chain Target in spell effects
$x1 $x2 $x3 for individual.
$h = Proc Chance in Effects -> Effects 1
$n = Proc Charges in effect -> effect 1
$d = duration in Base section
$u = stacks in base section
$r = range in base section
You can link to another spells values by writing the ID of that spell between the $ symbol and the letter
For example $78s1 links to spell ID 78 spell effects 1 value
Some spells uses extra divison values like $/1000;s1 in order to divide the s1 value with 1000 etc
This is mostly used by spells that uses 107 Flat modifier aura
Other things
The row called Damage Multipler 1 is used by chain spells (like Chain Lightning) that have a value of 1 or higher in Chain target row
a value of 0 will make it do 0 damage on next mobs in the chain
a value of 1 will make it do same damage to all targets in the chain as to what it did on the first target
a value of 0.5 will make it do 50% less for each jump in the chain.
Multiple Value is used for spells like Drain Life in which
a value of 1 = it will heal the same amount of HP on the caster itself as it damage it deals on the target
a value of 2 = it will heal twice the amount of HP on the caster itself as it damage it deals on the target
Can be higher than 2 aswell dont know what the cap is
Some Auras that I think have the wrong name
Spell_Aura_230 = Raw Health, each base point = 1 health point
Spell_Aura_48 = some kind of trigger spell function (like aura 23) that uses the amplitude and trigger spell rows
118 Spell_aura_mod_healing_pct
This is healing taken so should prolly be called "taken" aswell
mod_healing_taken_pct
193 Spell_Aura_Melee_Slow
This aura provides Haste Rating in PCT so maybe, Aura_Mod_Haste_Rating_PCT
Hi all, thought id post what ive learned and what i often have in the background when i modify spells with this great program. Maybe this can be useful for someone else aswell.
Spell Description/Tooltip Variables
$ values in description or tooltip are used to use values that adjusts based on other factors that also modifies it If u use for example $s1 on a spell that deals school damage and increases with level then the value shown will always be up to date
$s = all 3 spell effects together $s1 = Spell effect 1 $s2 = Spell effect 2 $s3 = Spell effect 3
$a = Radius in all spell effects 1 2 3 together $a1 $a2 $a3 for individual versions
$t = Amplitude in all spell effects 1 2 3 together $t1 $t2 $t3 for individual versions
$o = the total damage or healing value on periodic spells calculated from the duration value + amplitude value $o is for all 3 spell effects together $o1 $o2 $o3 for individual.
$x = Chain Target in spell effects $x1 $x2 $x3 for individual.
$h = Proc Chance in Effects -> Effects 1 $n = Proc Charges in effect -> effect 1
$d = duration in Base section
$u = stacks in base section
$r = range in base section
You can link to another spells values by writing the ID of that spell between the $ symbol and the letter
For example $78s1 links to spell ID 78 spell effects 1 value
Some spells uses extra divison values like $/1000;s1 in order to divide the s1 value with 1000 etc This is mostly used by spells that uses 107 Flat modifier aura
Other things
The row called Damage Multipler 1 is used by chain spells (like Chain Lightning) that have a value of 1 or higher in Chain target row a value of 0 will make it do 0 damage on next mobs in the chain a value of 1 will make it do same damage to all targets in the chain as to what it did on the first target a value of 0.5 will make it do 50% less for each jump in the chain.
Multiple Value is used for spells like Drain Life in which a value of 1 = it will heal the same amount of HP on the caster itself as it damage it deals on the target a value of 2 = it will heal twice the amount of HP on the caster itself as it damage it deals on the target Can be higher than 2 aswell dont know what the cap is
Some Auras that I think have the wrong name
Spell_Aura_230 = Raw Health, each base point = 1 health point Spell_Aura_48 = some kind of trigger spell function (like aura 23) that uses the amplitude and trigger spell rows
118 Spell_aura_mod_healing_pct This is healing taken so should prolly be called "taken" aswell mod_healing_taken_pct
193 Spell_Aura_Melee_Slow This aura provides Haste Rating in PCT so maybe, Aura_Mod_Haste_Rating_PCT