mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
122 lines
4.4 KiB
Go
122 lines
4.4 KiB
Go
|
package d2records
|
||
|
|
||
|
import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
||
|
|
||
|
// AutoMagic has all of the AutoMagicRecords, used for generating magic properties for spawned items
|
||
|
type AutoMagic []*AutoMagicRecord
|
||
|
|
||
|
// AutoMagicRecord describes rules for automatically generating magic properties when spawning
|
||
|
// items
|
||
|
type AutoMagicRecord struct {
|
||
|
// IncludeItemCodes
|
||
|
// itype 1 to itype7
|
||
|
// "Include Type" fields. You need to place item codes in any of these columns to allow that item
|
||
|
// to receive mods from this row. See the note below.
|
||
|
IncludeItemCodes [7]string
|
||
|
|
||
|
// ModCode
|
||
|
// They're the Property codes from Properties.txt.
|
||
|
// These determine the actual properties which make up this autoprefix.
|
||
|
// Each autoprefix can include up to three modifiers.
|
||
|
ModCode [3]string
|
||
|
|
||
|
// ExcludeItemCodes
|
||
|
// etype 1 to etype3
|
||
|
// 'Exclude type' . This field prevents certain mods from spawning on specific item codes.
|
||
|
ExcludeItemCodes [3]string
|
||
|
|
||
|
// ModParam, min, max
|
||
|
// Parameter, min, and max values for the property
|
||
|
ModParam [3]int
|
||
|
ModMin [3]int
|
||
|
ModMax [3]int
|
||
|
|
||
|
// Name
|
||
|
// String Comment Blizzard lists the equivalent prefix/affix here.
|
||
|
// You can use what ever you wish here though. Handy for keeping track of groups.
|
||
|
Name string
|
||
|
|
||
|
// Version
|
||
|
// it needs to be set to 0 if the prefix\affix you want to create or edit is going to be a
|
||
|
// classic-only item ( with "classic" we mean "non-expansion" mode,
|
||
|
// which you can toggle on and off when creating a character) or set to 100 if it's going to be
|
||
|
// available in Expansion. This field is important,
|
||
|
// as Items with " version" set to 100 will NOT be generated in Classic Diablo II.
|
||
|
Version int
|
||
|
|
||
|
// MinSpawnLevel
|
||
|
// this field accepts numeric values and specifies the minimum level from which this autoprefix
|
||
|
// can spawn. The column in question can be combined with the following maxlevel: to effectively
|
||
|
// control groups of automods,
|
||
|
// because you can use this field to combine multiple rows so that the autoprefixes are assigned
|
||
|
// based on the level of the treasure drop [see below].
|
||
|
MinSpawnLevel int
|
||
|
|
||
|
// MaxSpawnLevel
|
||
|
// this field accepts numeric values and specifies the maximum level beyond which the automod
|
||
|
// stop spawning.
|
||
|
MaxSpawnLevel int
|
||
|
|
||
|
// LevelRequirement
|
||
|
// It is the level requirement for this autoprefix.
|
||
|
// This value is added to the Level Requirement of the item generated with this mod.
|
||
|
LevelRequirement int
|
||
|
|
||
|
// Class
|
||
|
// the class type
|
||
|
Class d2enum.Hero
|
||
|
|
||
|
// ClassLevelRequirement
|
||
|
// If class is set, this should allow a separate level requirement for this class.
|
||
|
// This is a polite thing to do,
|
||
|
// as other classes gain no advantage from class specific modifiers.
|
||
|
// I am uncertain that this actually works.
|
||
|
ClassLevelRequirement int
|
||
|
|
||
|
// Frequency
|
||
|
// For autoprefix groups, it states the chance to spawn this specific group member vs others.
|
||
|
// Higher numbers means the automod will be more common. The 1.
|
||
|
// 09 version file guide has some formuae relateing to this.
|
||
|
Frequency int
|
||
|
|
||
|
// Group
|
||
|
// This field accepts numeric values and groups all the lines with the same values,
|
||
|
// which are treated as a group. Only one autoprefix per group can be chosen,
|
||
|
// and groups are influenced by levelreq, classlevelreq and frequency The 1.
|
||
|
// 09 version file guide has a very nice tutorial about how to set up groups.
|
||
|
// NOTE: The group number must also be entered in the 'auto prefix' column of each entry in
|
||
|
// Weapons.txt or Armor.txt in order for the property to appear.
|
||
|
Group int
|
||
|
|
||
|
// PaletteTransform
|
||
|
// If transform is set to 1 then the item will be colored with the chosen color code,
|
||
|
// taken from Colors.txt
|
||
|
PaletteTransform int
|
||
|
|
||
|
// CostDivide
|
||
|
// Numeric value that acts as divisor for the item price.
|
||
|
CostDivide int
|
||
|
|
||
|
// CostMultiply
|
||
|
// Numeric value that acts as multiplier for the item price.
|
||
|
CostMultiply int
|
||
|
|
||
|
// CostAdd
|
||
|
// Numeric value that acts as a flat sum added to the item price.
|
||
|
CostAdd int
|
||
|
|
||
|
// Spawnable
|
||
|
// It is a boolean type field, and states if this autoprefix can actually spawn in the game.
|
||
|
// You can disable this row by setting it to 0 , or enable it by setting it to 1
|
||
|
Spawnable bool
|
||
|
|
||
|
// SpawnOnRare
|
||
|
// It decides whether this autoprefix spawns on rare quality items or not.
|
||
|
// You can prevent that from happening by setting it to 0 , or you can allow it by setting it to 1
|
||
|
SpawnOnRare bool
|
||
|
|
||
|
// transform
|
||
|
// It is a boolean value whichallows the colorization of the items.
|
||
|
Transform bool
|
||
|
}
|