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3.10.6
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Fixed PM Spell Damage.
Added Gold Find.
Added Factor Cap; 100% means you don't benefit from having more factor.
Removed resists; you can see them on the character sheet now.
Removed Open Wounds.
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Kyromyr committed Jan 20, 2019
1 parent e249d9b commit d9eb7fb
Showing 1 changed file with 32 additions and 28 deletions.
60 changes: 32 additions & 28 deletions D2Stats.au3
Original file line number Diff line number Diff line change
Expand Up @@ -20,8 +20,8 @@
#pragma compile(Icon, Assets/icon.ico)
#pragma compile(FileDescription, Diablo II Stats reader)
#pragma compile(ProductName, D2Stats)
#pragma compile(ProductVersion, 3.10.5)
#pragma compile(FileVersion, 3.10.5)
#pragma compile(ProductVersion, 3.10.6)
#pragma compile(FileVersion, 3.10.6)
#pragma compile(Comments, 20.01.2019)
#pragma compile(UPX, True) ;compression
#pragma compile(inputboxres, True)
Expand Down Expand Up @@ -386,6 +386,10 @@ func UpdateStatValues()

$g_aiStatsCache[1][900+$i] = Ceiling($iTotal / (1 + $iPercent / 100) - $iBase)
next

; Factor cap
local $iFactor = Floor((GetStatValue(278) * GetStatValue(0, 1) + GetStatValue(485) * GetStatValue(1, 1)) / 3e6)
$g_aiStatsCache[1][904] = $iFactor > 100 ? 100 : $iFactor
endif
endfunc

Expand Down Expand Up @@ -1198,11 +1202,11 @@ func CreateGUI()
_GUI_NewItem(04, "{001} Energy")

_GUI_NewItem(06, "{080}% M.Find", "Magic Find")
_GUI_NewItem(07, "{085}% Exp.Gain", "Experience gained")
_GUI_NewItem(08, "{479} M.Skill", "Maximum Skill Level")
_GUI_NewItem(09, "{185} Sig.Stat [185:500/500]", "Signets of Learning. Up to 500 can be used||Any sacred unique item x1-25 + Catalyst of Learning ? Signet of Learning x1-25 + Catalyst of Learning|Any set item x1-25 + Catalyst of Learning ? Signet of Learning x1-25 + Catalyst of Learning|Unique ring/amulet/jewel/quiver + Catalyst of Learning ? Signet of Learning + Catalyst of Learning")
_GUI_NewItem(10, "{186} Sig.Skill [186:3/3]", "Signets of Skill. Up to 3 can be used||On Destruction difficulty, monsters in the Torajan Jungles have a chance to drop these")
_GUI_NewItem(11, "Veteran tokens [219:1/1]", "On Terror and Destruction difficulty, you can find veteran monsters near the end of|each Act. There are five types of veteran monsters, one for each Act||[Class Charm] + each of the 5 tokens ? returns [Class Charm] with added bonuses| +1 to [Your class] Skill Levels| +20% to Experience Gained")
_GUI_NewItem(07, "{079}% G.Find", "Gold Find")
_GUI_NewItem(08, "{085}% Exp.Gain", "Experience gained")
_GUI_NewItem(09, "{479} M.Skill", "Maximum Skill Level")
_GUI_NewItem(10, "{185} Sig.Stat [185:400/400]", "Signets of Learning. Up to 400 can be used||Any sacred unique item x1-25 + Catalyst of Learning ? Signet of Learning x1-25 + Catalyst of Learning|Any set item x1-25 + Catalyst of Learning ? Signet of Learning x1-25 + Catalyst of Learning|Unique ring/amulet/jewel/quiver + Catalyst of Learning ? Signet of Learning + Catalyst of Learning")
_GUI_NewItem(11, "Veteran tokens [219:1/1]", "On Nightmare and Hell difficulty, you can find veteran monsters near the end of|each Act. There are five types of veteran monsters, one for each Act||[Class Charm] + each of the 5 tokens ? returns [Class Charm] with added bonuses| +1 to [Your class] Skill Levels| +20% to Experience Gained")

_GUI_GroupNext()
_GUI_NewText(00, "Bonus stats")
Expand All @@ -1224,37 +1228,36 @@ func CreateGUI()
_GUI_NewItem(02, "{025}% EWD", "Enchanced Weapon Damage")
_GUI_NewItem(03, "{171}% TCD", "Total Character Defense")
_GUI_NewItem(04, "{119}% AR", "Attack Rating")
_GUI_NewItem(05, "{035} MDR", "Magic Damage Reduction")
_GUI_NewItem(06, "{338}% Dodge", "Chance to avoid melee attacks while standing still")
_GUI_NewItem(07, "{339}% Avoid", "Chance to avoid projectiles while standing still")
_GUI_NewItem(08, "{340}% Evade", "Chance to avoid any attack while moving")
_GUI_NewItem(05, "{034} PDR", "Physical Damage Reduction")
_GUI_NewItem(06, "{035} MDR", "Magic Damage Reduction")
_GUI_NewItem(07, "{338}% Dodge", "Chance to avoid melee attacks while standing still")
_GUI_NewItem(08, "{339}% Avoid", "Chance to avoid projectiles while standing still")
_GUI_NewItem(09, "{340}% Evade", "Chance to avoid any attack while moving")

_GUI_NewItem(10, "{136}% CB", "Crushing Blow. Chance to deal physical damage based on target's current health")
_GUI_NewItem(11, "{135}% OW", "Open Wounds. Chance to disable target's natural health regen for 8 seconds")
_GUI_NewItem(11, "{136}% CB", "Crushing Blow. Chance to deal physical damage based on target's current health")
_GUI_NewItem(12, "{141}% DS", "Deadly Strike. Chance to double physical damage of attack")
_GUI_NewItem(13, "{164}% UA", "Uninterruptable Attack")

_GUI_GroupNext()
_GUI_NewText(00, "Res/Abs/Flat", "Resist / Absorb / Flat absorb")
_GUI_NewItem(01, "{039}%/{142}%/{143}", "Fire", $g_iColorRed)
_GUI_NewItem(02, "{043}%/{148}%/{149}", "Cold", $g_iColorBlue)
_GUI_NewItem(03, "{041}%/{144}%/{145}", "Lightning", $g_iColorGold)
_GUI_NewItem(04, "{045}%/0%/0", "Poison", $g_iColorGreen)
_GUI_NewItem(05, "{037}%/{146}%/{147}", "Magic", $g_iColorPink)
_GUI_NewItem(06, "{036}%/{034}", "Physical (aka Damage Reduction)")

_GUI_NewText(08, "Damage/Pierce", "Spell damage / -Enemy resist")
_GUI_NewItem(09, "{329}%/{333}%", "Fire", $g_iColorRed)
_GUI_NewItem(10, "{331}%/{335}%", "Cold", $g_iColorBlue)
_GUI_NewItem(11, "{330}%/{334}%", "Lightning", $g_iColorGold)
_GUI_NewItem(12, "{332}%/{336}%", "Poison", $g_iColorGreen)
_GUI_NewItem(13, "{377}%/0%", "Physical/Magic", $g_iColorPink)
_GUI_NewText(00, "Abs/Flat", "Absorb / Flat absorb")
_GUI_NewItem(01, "{142}%/{143}", "Fire", $g_iColorRed)
_GUI_NewItem(02, "{148}%/{149}", "Cold", $g_iColorBlue)
_GUI_NewItem(03, "{144}%/{145}", "Lightning", $g_iColorGold)
_GUI_NewItem(04, "{146}%/{147}", "Magic", $g_iColorPink)

_GUI_NewText(06, "Damage/Pierce", "Spell damage / -Enemy resist")
_GUI_NewItem(07, "{329}%/{333}%", "Fire", $g_iColorRed)
_GUI_NewItem(08, "{331}%/{335}%", "Cold", $g_iColorBlue)
_GUI_NewItem(09, "{330}%/{334}%", "Lightning", $g_iColorGold)
_GUI_NewItem(10, "{332}%/{336}%", "Poison", $g_iColorGreen)
_GUI_NewItem(11, "{431}% PSD", "Poison Skill Duration", $g_iColorGreen)
_GUI_NewItem(12, "{357}%/0%", "Physical/Magic", $g_iColorPink)

GUICtrlCreateTabItem("Page 2")
_GUI_GroupFirst()
_GUI_NewItem(00, "{278} SF", "Strength Factor")
_GUI_NewItem(01, "{485} EF", "Energy Factor")
_GUI_NewItem(02, "{431}% PSD", "Poison Skill Duration")
_GUI_NewItem(02, "{904}% F.Cap", "Factor cap. 100% means you don't benefit from more str/ene factor")
_GUI_NewItem(03, "{409}% Buff.Dur", "Buff/Debuff/Cold Skill Duration")
_GUI_NewItem(04, "{27}% Mana.Reg", "Mana Regeneration")
_GUI_NewItem(05, "{109}% CLR", "Curse Length Reduction")
Expand Down Expand Up @@ -1289,6 +1292,7 @@ func CreateGUI()
_GUI_NewItem(07, "{023}-{024}", "Two-hand/Ranged physical damage. Estimated; may be inaccurate, especially when dual wielding")

_GUI_GroupNext()
_GUI_NewItem(00, "RIP [108:1/1]", "Slain Monsters Rest In Peace")
#EndRegion

LoadGUISettings()
Expand Down

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