irtsiam Posted May 9, 2019 Posted May 9, 2019 Is out there any site or program to construct a build, where show me all % of my powers? Health Regen / sec, Stamina Regen / sec, Resists and Defenses?
Adeon Hawkwood Posted May 9, 2019 Posted May 9, 2019 Yep, you need Mids/Pines. This is the version that's been (mostly) updated for the Homecoming servers: https://score.savecoh.com/index.php/topic,541 Defender Smash!
Myrmidon Posted May 9, 2019 Posted May 9, 2019 Too bad we don’t have an App for this. I would love to work on builds away from the computer. Playing CoX is it’s own reward
WanderingAries Posted May 9, 2019 Posted May 9, 2019 Too bad we don’t have an App for this. I would love to work on builds away from the computer. If you have the means, then talk to the creators at Titan about it. From what I've read it might be a headache. OG Server: Pinnacle <||> Current Primary Server: Torchbearer || Also found on the others if desired <||> Generally Inactive Installing CoX: Windows || MacOS || MacOS for M1 <||> Migrating Data from an Older Installation Clubs: Mid's Hero Designer || PC Builders || HC Wiki || Jerk Hackers Old Forums <||> Titan Network <||> Heroica! (by @Shenanigunner)
_NOPE_ Posted May 9, 2019 Posted May 9, 2019 I just looked at the code itself, it would indeed NOT be a simple process. Every power doesn't just exist like in an Excel sheet with a bunch of columns for each attribute. No, each power is its own C object, and has MULTIPLE attributes called AttribMods under them. These are structures that describe ONE attribute of a power. And each power has MANY MANY attributes. Here's one example, Defender's Personal Force Field (every character type has their own copy with a similar structure): Power Defender_Buff.Force_Field.Personal_Force_Field { CRCFullName 2071994066 Name Personal_Force_Field SourceName Defender_Buff.Force_Field.Personal_Force_Field DisplayName P3978803010 DisplayHelp P1475204497 DisplayShortHelp P3032934705 DisplayAttackerHit P3782792257 IconName ForceField_PersonalForceField.tga Type kToggle NumAllowed 1 Accuracy 1 TargetNearGround false ToggleIgnoreHold true ToggleIgnoreSleep true ToggleIgnoreStun true BoxOffset 0, 0, 0 BoxSize 0, 0, 0 TimeToActivate 2.03 RechargeTime 15 ActivatePeriod 0.5 EnduranceCost 0.13 DestroyOnLimit true Target kCaster EntsAutoHit kCaster EntsAffected kCaster BoostsAllowed kBio_Group, kRecharge_Boost, kSprintRoot_Group GroupMembership ANIM_TURNLEFT ModesDisallowed kStealth_Group AttribMod { Name Ones ShowFloaters true Attrib SEQBITS_TELEPORT Target kCaster Table Melee_Ones Scale 0.75 Type kDuration Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods false UseDurationCombatMods true StackType kReplace StackLimit 2 StackKey -1 Duration 0 Magnitude kToHit RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib ANIM_THROWSTAR Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kFlyingRoot_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDisable_Pool Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kStealth_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kAscendant_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib ANIM_COMBAT Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDamageType06 Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Ones ShowFloaters true Attrib ANIM_TARANTULAPSIBOLT Aspect kStrength Target kCaster Table Melee_Ones Scale 0.5 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib ANIM_DIVE Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType04 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType06 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType05 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib ANIM_WHIP Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kEnergy_Attack Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType08 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kFlyingRoot_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDisable_Pool Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kStealth_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kAscendant_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib ANIM_COMBAT Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDamageType06 Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Ones ShowFloaters true Attrib ANIM_COMBO2 Aspect kResistance Target kCaster Table Melee_Ones Scale 1 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } ShowBuffIcon true ShowInInventory true ShowInManage true ShowInInfo true MaxBoosts 6 BoostTradeable true BoostCombinable true BoostLicenseLevel 999 MinSlotLevel -3 MaxSlotLevel 49 MaxBoostLevel 50 HighlightRing 0, 0, 0, 0 PreferenceMultiplier 1 ForceLevelBought -1 AbusiveBuff true FaceTarget true VisualFX MENU/POWERS/ANIMFX/PLAYERPOWERS/DEFENDERBUFF_FORCEFIELD_PERSONALFORCEFIELD.PFX ActivationBits ANIM_COMBAT, ANIM_RADIUSEFFECT, ANIM_NOTROOTED ActivationFX POWERS/FORCEFIELD/FORCEBUBBLE.FX FramesBeforeHit 25 AttackFrames 61 InitialFramesBeforeHit 25 ProjectileSpeed 3.403e+038 CustomFX Bright ActivationBits ANIM_COMBAT, ANIM_RADIUSEFFECT, ANIM_NOTROOTED ActivationFX CUSTOMIZEABLEPOWERS/FORCEFIELD/FORCEBUBBLE.FX FramesBeforeHit 25 AttackFrames 61 InitialFramesBeforeHit 25 ProjectileSpeed 3.403e+038 Palette Additive End CustomFX Dark ActivationBits ANIM_COMBAT, ANIM_RADIUSEFFECT, ANIM_NOTROOTED ActivationFX CUSTOMIZEABLEPOWERS/FORCEFIELD/SUBTRACTIVE/FORCEBUBBLE.FX FramesBeforeHit 25 AttackFrames 61 InitialFramesBeforeHit 25 ProjectileSpeed 3.403e+038 Palette Subtractive End } ...and that's ONE power. Now, someone with more time than I've got could make a parsing program that could go through all of these AttribMods, and collect the list of all attributes, and then build a UI that could show all of these attributes... in fact I'd LOVE it if I had the time to do that. But unless I'm getting paid for it... I kinda have to work a little bit to keep my current job as a programmer... I'm out.
chigiabelo Posted May 9, 2019 Posted May 9, 2019 Where is all this powers data stored? In the database/server or client?
_NOPE_ Posted May 9, 2019 Posted May 9, 2019 Where is all this powers data stored? In the database/server or client? On a server-side file, not even in the database, which SHOCKED me. Makes it MUCH harder to parse. I'm out.
chigiabelo Posted May 9, 2019 Posted May 9, 2019 Hmmm. I'm surprised they didn't use the database to store this stuff. So it's in what, one of the Piggs? I'm a developer that builds and maintains billing apps for my company and have used SQL server for years. It surprised me how small the initial database was, relatively speaking.
_NOPE_ Posted May 9, 2019 Posted May 9, 2019 All of the data for the game are in .BIN files. I'm out.
oedipus_tex Posted May 10, 2019 Posted May 10, 2019 Considering when this game was made (late 90s/early 2000s) it's not surprising each power/spell is a C object. That's how a lot of games in that period implemented spells. See Neverwinter Nights for an example that is accessible to the public (altho that is a bit different in that each power is a C method, not an object).
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