2020-09-19 14:33:40 -04:00
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package d2records
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import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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2020-12-18 01:40:54 -05:00
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// LevelDetails has all of the LevelDetailRecords
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type LevelDetails map[int]*LevelDetailRecord
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2020-09-19 14:33:40 -04:00
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2020-12-18 01:40:54 -05:00
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// LevelDetailRecord is a representation of a row from levels.txt
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2020-09-19 14:33:40 -04:00
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// it describes lots of things about the levels, like where they are connected,
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// what kinds of monsters spawn, the level generator type, and lots of other stuff.
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2020-12-18 01:40:54 -05:00
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type LevelDetailRecord struct {
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2020-09-19 14:33:40 -04:00
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// Name
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// This column has no function, it only serves as a comment field to make it
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// easier to identify the Level name
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Name string // Name <-- the corresponding column name in the txt
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// mon1-mon25 work in Normal difficulty, while nmon1-nmon25 in Nightmare and
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// Hell. They tell the game which monster ID taken from MonStats.txt.
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// NOTE: you need to manually add from mon11 to mon25 and from nmon11 to
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// nmon25 !
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MonsterID1Normal string // mon1
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MonsterID2Normal string // mon2
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MonsterID3Normal string // mon3
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MonsterID4Normal string // mon4
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MonsterID5Normal string // mon5
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MonsterID6Normal string // mon6
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MonsterID7Normal string // mon7
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MonsterID8Normal string // mon8
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MonsterID9Normal string // mon9
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MonsterID10Normal string // mon10
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MonsterID1Nightmare string // nmon1
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MonsterID2Nightmare string // nmon2
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MonsterID3Nightmare string // nmon3
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MonsterID4Nightmare string // nmon4
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MonsterID5Nightmare string // nmon5
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MonsterID6Nightmare string // nmon6
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MonsterID7Nightmare string // nmon7
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MonsterID8Nightmare string // nmon8
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MonsterID9Nightmare string // nmon9
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MonsterID10Nightmare string // nmon10
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// Gravestench - adding additional fields for Hell, original txt combined
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// the nighmare and hell ID's stringo the same field
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MonsterID1Hell string // nmon1
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MonsterID2Hell string // nmon2
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MonsterID3Hell string // nmon3
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MonsterID4Hell string // nmon4
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MonsterID5Hell string // nmon5
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MonsterID6Hell string // nmon6
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MonsterID7Hell string // nmon7
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MonsterID8Hell string // nmon8
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MonsterID9Hell string // nmon9
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MonsterID10Hell string // nmon10
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// Works only in normal and it tells which ID will be used for Champion and
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// Random Uniques. The ID is taken from MonStats.txtOnly the first ten
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// columns appear in the unmodded file. In 1.10 final, beta 1.10s and
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// v1.11+ you can add the missing umon11-umon25 columns.
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// NOTE: you can allow umon1-25 to also work in Nightmare and Hell by
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// following this simple ASM edit
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// (https://d2mods.info/forum/viewtopic.php?f=8&t=53969&p=425179&hilit=umon#p425179)
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MonsterUniqueID1 string // umon1
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MonsterUniqueID2 string // umon2
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MonsterUniqueID3 string // umon3
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MonsterUniqueID4 string // umon4
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MonsterUniqueID5 string // umon5
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MonsterUniqueID6 string // umon6
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MonsterUniqueID7 string // umon7
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MonsterUniqueID8 string // umon8
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MonsterUniqueID9 string // umon9
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MonsterUniqueID10 string // umon10
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// Critter Species 1-4. Uses the ID from monstats2.txt and only monsters
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// with critter column set to 1 can spawn here. critter column is also found
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// in monstats2.txt. Critters are in reality only present clientside.
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MonsterCritterID1 string // cmon1
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MonsterCritterID2 string // cmon2
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MonsterCritterID3 string // cmon3
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MonsterCritterID4 string // cmon4
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// String Code for the Display name of the Level
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LevelDisplayName string // LevelName
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LevelWarpName string // LevelWarp
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// Which *.DC6 Title Image is loaded when you enter this area. this file
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// MUST exist, otherwise you will crash with an exception when you enter the
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// level (for all levels below the expansion row, the files must be
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// present in the expension folders)
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TitleImageName string // EntryFile
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// ID
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// Level ID (used in columns like VIS0-7)
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ID int
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// Palette is the Act Palette . Reference only
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Palette int // Pal
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// Act that the Level is located in (internal enumeration ranges from 0 to 4)
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Act int // Act
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// QuestFlag, QuestExpansionFlag
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// Used the first one in Classic games and the latter in Expansion games ,
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// they set a questflag. If this flag is set, a character must have
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// completed the quest associated with the flag to take a town portal to
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// the area in question. A character can always use a portal to get back to
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// town.
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QuestFlag int // QuestFlag
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QuestFlagExpansion int // QuestFlagEx
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// Each layer is an unique ID. This number is used to store each automap on
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// a character. This is used by the game to remember what level the automap
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// are for.
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// NOTE: you need to use the extended levels plugin to be able to add
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// additional layers.
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AutomapIndex int // Layer
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// SizeXNormal -- SizeYHell If this is a preset area this sets the
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// X size for the area. Othervise use the same value here that are used in
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// lvlprest.txt to set the size for the .ds1 file.
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SizeXNormal int // SizeX
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SizeYNormal int // SizeY
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SizeXNightmare int // SizeX(N)
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SizeYNightmare int // SizeY(N)
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SizeXHell int // SizeX(H)
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SizeYHell int // SizeY(H)
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// They set the X\Y position in the world space
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WorldOffsetX int // OffsetX
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WorldOffsetY int // OffsetY
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// This set what level id's are the Depended level.
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// Example: Monastery uses this field to place its entrance always at same
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// location.
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DependantLevelID int // Depend
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// The type of the Level (Id from lvltypes.txt)
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LevelType int // LevelType
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// Controls if teleport is allowed in that level.
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// 0 = Teleport not allowed
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// 1 = Teleport allowed
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// 2 = Teleport allowed, but not able to use teleport throu walls/objects
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// (maybe for objects this is controlled by IsDoor column in objects.txt)
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TeleportFlag d2enum.TeleportFlag // Teleport
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// Setting for Level Generation: You have 3 possibilities here:
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// 1 Random Maze
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// 2 Preset Area
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// 3 Wilderness level
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LevelGenerationType d2enum.LevelGenerationType // DrlgType
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// NOTE
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// IDs from LvlSub.txt, which is used to randomize outdoor areas, such as
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// spawning ponds in the blood moor and more stones in the Stoney Field.
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// This is all changeable, the other subcolumns are explained in this post.
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// Setting Regarding the level sub-type.
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// Example: 6=wilderness, 9=desert etc, -1=no subtype.
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SubType int // SubType
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// Tells which subtheme a wilderness area should use.
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// Themes ranges from -1 (no subtheme) to 4.
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SubTheme int // SubTheme
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// Setting Regarding Waypoints
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// NOTE: it does NOT control waypoint placement.
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SubWaypoint int // SubWaypoint
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// Setting Regarding Shrines.
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// NOTE: it does NOT control which Shrine will spawn.
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SubShrine int // SubShrine
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// These fields allow linking level serverside, allowing you to travel
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// through areas. The Vis must be filled in with the LevelID your level is
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// linked with, but the actuall number of Vis ( 0 - 7 ) is determined by
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// your actual map (the .ds1 fle).
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// Example: Normally Cave levels are only using vis 0-3 and wilderness areas 4-7 .
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LevelLinkID0 int // Vis0
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LevelLinkID1 int // Vis1
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LevelLinkID2 int // Vis2
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LevelLinkID3 int // Vis3
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LevelLinkID4 int // Vis4
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LevelLinkID5 int // Vis5
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LevelLinkID6 int // Vis6
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LevelLinkID7 int // Vis7
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// This controls the visual graphics then you move the mouse pointer over
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// an entrance. To show the graphics you use an ID from lvlwarp.txt and the
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// behavior on the graphics is controlled by lvlwarp.txt. Your Warps must
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// match your Vis.
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// Example: If your level uses Vis 3,5,7 then you must also use Warp 3,5,7 .
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WarpGraphicsID0 int // Warp0
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WarpGraphicsID1 int // Warp1
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WarpGraphicsID2 int // Warp2
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WarpGraphicsID3 int // Warp3
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WarpGraphicsID4 int // Warp4
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WarpGraphicsID5 int // Warp5
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WarpGraphicsID6 int // Warp6
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WarpGraphicsID7 int // Warp7
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// These settings handle the light intensity as well as its RGB components
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LightIntensity int // Intensity
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Red int // Red
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Green int // Green
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Blue int // Blue
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// What quest is this level related to. This is the quest id (as example the
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// first quest Den of Evil are set to 1, since its the first quest).
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QuestID int // Quest
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// This sets the minimum distance from a VisX or WarpX location that a
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// monster, object or tile can be spawned at. (also applies to waypoints and
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// some preset portals).
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WarpClearanceDistance int // WarpDist
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// Area Level on Normal-Nightmare-Hell in Classic and Expansion.
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// It controls the item level of items that drop from chests etc.
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MonsterLevelNormal int // MonLvl1
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MonsterLevelNightmare int // MonLvl2
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MonsterLevelHell int // MonLvl3
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MonsterLevelNormalEx int // MonLvl1Ex
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MonsterLevelNightmareEx int // MonLvl2Ex
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MonsterLevelHellEx int // MonLvl3Ex
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// This is a chance in 100000ths that a monster pack will spawn on a tile.
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// The maximum chance the game allows is 10% (aka 10000) in v1.10+,
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MonsterDensityNormal int // MonDen
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MonsterDensityNightmare int // MonDen(N)
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MonsterDensityHell int // MonDen(H)
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// Minimum - Maximum Unique and Champion Monsters Spawned in this Level.
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// Whenever any spawn at all however is bound to MonDen.
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MonsterUniqueMinNormal int // MonUMin
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MonsterUniqueMinNightmare int // MonUMin(N)
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MonsterUniqueMinHell int // MonUMin(H)
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MonsterUniqueMaxNormal int // MonUMax
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MonsterUniqueMaxNightmare int // MonUMax(N)
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MonsterUniqueMaxHell int // MonUMax(H)
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// Number of different Monster Types that will be present in this area, the
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// maximum is 13. You can have up to 13 different monster types at a time in
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// Nightmare and Hell difficulties, selected randomly from nmon1-nmon25. In
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// Normal difficulty you can have up to 13 normal monster types selected
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// randomly from mon1-mon25, and the same number of champion and unique
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// types selected randomly from umon1-umon25.
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NumMonsterTypes int // NumMon
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// Controls the chance for a critter to spawn.
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MonsterCritter1SpawnChance int // cpct1
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MonsterCritter2SpawnChance int // cpct2
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MonsterCritter3SpawnChance int // cpct3
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MonsterCritter4SpawnChance int // cpct4
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// Referes to a entry in SoundEnviron.txt (for the Levels Music)
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SoundEnvironmentID int // SoundEnv
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// 255 means no Waipoint for this level, while others state the Waypoint' ID
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// for the level
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// NOTE: you can switch waypoint destinations between areas this way, not
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// between acts however so don't even bother to try.
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WaypointID int // Waypoint
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// this field uses the ID of the ObjectGroup you want to Spawn in this Area,
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// taken from Objgroup.txt.
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ObjectGroupID0 int // ObjGrp0
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ObjectGroupID1 int // ObjGrp1
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ObjectGroupID2 int // ObjGrp2
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ObjectGroupID3 int // ObjGrp3
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ObjectGroupID4 int // ObjGrp4
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ObjectGroupID5 int // ObjGrp5
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ObjectGroupID6 int // ObjGrp6
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ObjectGroupID7 int // ObjGrp7
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// These fields indicates the chance for each object group to spawn (if you
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// use ObjGrp0 then set ObjPrb0 to a value below 100)
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ObjectGroupSpawnChance0 int // ObjPrb0
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ObjectGroupSpawnChance1 int // ObjPrb1
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ObjectGroupSpawnChance2 int // ObjPrb2
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ObjectGroupSpawnChance3 int // ObjPrb3
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ObjectGroupSpawnChance4 int // ObjPrb4
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ObjectGroupSpawnChance5 int // ObjPrb5
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ObjectGroupSpawnChance6 int // ObjPrb6
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ObjectGroupSpawnChance7 int // ObjPrb7
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// It sets whether rain or snow (in act 5 only) can fall . Set it to 1 in
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// order to enable it, 0 to disable it.
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EnableRain bool // Rain
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// Unused setting (In pre beta D2 Blizzard planned Rain to generate Mud
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// which would have slowed your character's speed down, but this never made
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// it into the final game). the field is read by the code but the return
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// value is never utilized.
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EnableMud bool // Mud
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// Setting for 3D Enhanced D2 that disables Perspective Mode for a specific
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// level. A value of 1 enables the users to choose between normal and
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// Perspective view, while 0 disables that choice.
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EnablePerspective bool // NoPer
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// Allows you to look through objects and walls even if they are not in a
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// wilderness level. 1 enables it, 0 disables it.
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EnableLineOfSightDraw bool // LOSDraw
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// Unknown. Probably has to do with Tiles and their Placement.
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// 1 enables it, 0 disables it.
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EnableFloorFliter bool // FloorFilter
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// Unknown. Probably has to do with tiles and their placement.
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// 1 enables it, 0 disables it.
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EnableBlankScreen bool // BlankScreen
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// for levels bordered with mountains or walls, like the act 1 wildernesses.
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// 1 enables it, 0 disables it.
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EnableDrawEdges bool // DrawEdges
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// Setting it to 1 makes the level to be treated as an indoor area, while
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// 0 makes this level an outdoor. Indoor areas are not affected by day-night
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// cycles, because they always use the light values specified in Intensity,
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// Red, Green, Blue. this field also controls whenever sounds will echo if
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// you're running the game with a sound card capable of it and have
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// environment sound effects set to true.
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IsInside bool // IsInside
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// This field is required for some levels, entering those levels when portal
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// field isn't set will often crash the game. This also applies to
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// duplicates of those levels created with both of the extended level
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// plugins.
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PortalEnable bool // Portal
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// This controls if you can re-position a portal in a level or not. If it's
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// set to 1 you will be able to reposition the portal by using either map
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// entry#76 Tp Location #79. If both tiles are in the level it will use Tp
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// Location #79. If set to 0 the map won't allow repositioning.
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PortalRepositionEnable bool // Position
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// Setting this field to 1 will make the monsters status saved in the map.
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// Setting it to 0 will allow some useful things like NPC refreshing their
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// stores.
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// WARNING: Do not set this to 1 for non-town areas, or the monsters you'll
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// flee from will simply vanish and never reappear. They won't even be
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// replaced by new ones
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// Gravestench - this funcionality should not be in one field
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SaveMonsterStates bool // SaveMonsters
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SaveMerchantStates bool // SaveMonsters
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// No info on the PK page, but I'm guessing it's for monster wandering
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MonsterWanderEnable bool // MonWndr
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// This setting is hardcoded to certain level Ids, like the River Of Flame,
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// enabling it in other places can glitch up the game, so leave it alone.
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// It is not known what exactly it does however.
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MonsterSpecialWalk bool // MonSpcWalk
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// Give preference to monsters set to ranged=1 in MonStats.txt on Nightmare
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// and Hell difficulties when picking something to spawn.
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MonsterPreferRanged bool // rangedspawn
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}
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