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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// https://d2mods.info/forum/kb/viewarticle?a=360
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2020-12-18 12:59:29 -05:00
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// MonStats stores all of the MonStatRecords
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type MonStats map[string]*MonStatRecord
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2020-09-19 14:33:40 -04:00
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type (
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2020-12-18 12:59:29 -05:00
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// MonStatRecord represents a single row from `data/global/excel/monstats.txt` in the MPQ files.
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2020-09-19 14:33:40 -04:00
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// These records are used for creating monsters.
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2020-12-18 12:59:29 -05:00
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MonStatRecord struct {
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2020-09-19 14:33:40 -04:00
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// Key contains the pointer that will be used in other txt files
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// such as levels.txt and superuniques.txt.
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Key string // called `Id` in monstats.txt
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// Id is the actual internal ID of the unit (this is what the ID pointer
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// actually points at) remember that no two units can have the same ID,
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// this will result in lots of unpredictable behavior and crashes so please
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// don’t do it. This 'HarcCodedInDeX' is used for several things, such as
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// determining whenever the unit uses DCC or DC6 graphics (like mephisto
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// and the death animations of Diablo, the Maggoc Queen etc.), the hcIdx
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// column also links other hardcoded effects to the units, such as the
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// transparency on necro summons and the name-color change on unique boss
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// units (thanks to Kingpin for the info)
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ID int // called `hcIdx` in monstats.txt
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// BaseKey is an ID pointer of the “base” unit for this specific
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// monster type (ex. There are five types of “Fallen”; all of them have
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// fallen1 as their “base” unit).
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BaseKey string // called `BaseId` in monstats.txt
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// NextKey is the ID of the next unit in the chain. (fallen1 has the ID pointer of fallen2 in here).
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// The game uses this for “map generated” monsters such as the fallen in the fallen camps,
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// which get picked based on area level.
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NextKey string // called `NextInClass` in monstats.txt
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// NameStringTableKey the string-key used in the TBL (string.tbl,
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// expansionstring.tbl and patchstring.tbl) files to make this monsters
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// name appear when you highlight it.
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NameString string // called `NameStr` in monstats.txt
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// ExtraDataKey the ID pointer to an entry in MonStats2.txt.
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ExtraDataKey string // called `MonStatsEx` in monstats.txt
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// PropertiesKey contains the ID pointer to an entry in MonProp.txt which
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// controls what special modifiers are appended to the unit
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PropertiesKey string // called `MonProp` in monstats.txt
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// MonsterGroup contains the group ID of the “super group” this monster
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// belongs to, IE all skeletons belong to the "super group" skeleton. The
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MonsterGroup string // called `MonType` in monstats.txt
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// AiKey tells the game which AI to use for this monster. Every AI
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// needs a specific set of animation modes (GH, A1, A2, S1, WL, RN etc).
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AiKey string // called `AI` in monstats.txt
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// DescriptionStringTableKey contains the string-key used in the TBL (string.tbl,
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// expansionstring.tbl and patchstring.tbl) files for the monsters
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// description (leave it blank for no description).
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// NOTE: ever wondered how to make it say something below the monster
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// name (such as “Drains Mana and Stamina etc), well this is how you do it.
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// Just put the string-key of the string you want to display below the
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// monsters name in here.
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DescriptionStringTableKey string // called `DescStr` in monstats.txt
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// AnimationDirectoryToken controls which token (IE name of a folder that
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// contains animations) the game uses for this monster.
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AnimationDirectoryToken string // called `Code` in monstats.txt
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// SpawnKey contains the key of the unit to spawn.
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SpawnKey string // called `spawn` in monstats.txt
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// SpawnAnimationKey
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// which animation mode will the spawned monster be spawned in.
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SpawnAnimationKey string // called `spawnmode` in monstats.txt
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// MinionId1 is an Id of a minion that spawns when this monster is created
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MinionId1 string //nolint:golint,stylecheck // called `minion1` in monstats.txt
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// MinionId2 is an Id of a minion that spawns when this monster is created
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MinionId2 string //nolint:golint,stylecheck // called `minion2` in monstats.txt
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// SoundKeyNormal, SoundKeySpecial
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// specifies the ID pointer to this monsters “Sound Bank” in MonSound.txt
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// when this monster is normal.
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SoundKeyNormal string // called `MonSound` in monstats.txt
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SoundKeySpecial string // called `UMonSound` in monstats.txt
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// MissileA1 -- MissileSQ
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// these columns control “non-skill-related” missiles used by the monster.
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// For example if you enter a missile ID pointer (from Missiles.txt) in
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// MissA1 then, whenever the monster uses its A1 mode, it will shoot a
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// missile, this however will successfully prevent it from dealing any damage
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// with the swing of A1.
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// NOTE: for the beginners, A1=Attack1, A2=Attack2, S1=Skill1, S2=Skill2,
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// S3=Skill3, S4=Skill4, C=Cast, SQ=Sequence.
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MissileA1 string // called `MissA1` in monstats.txt
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MissileA2 string // called `MissA2` in monstats.txt
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MissileS1 string // called `MissS1` in monstats.txt
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MissileS2 string // called `MissS2` in monstats.txt
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MissileS3 string // called `MissS3` in monstats.txt
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MissileS4 string // called `MissS4` in monstats.txt
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MissileC string // called `MissC` in monstats.txt
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MissileSQ string // called `MissSQ` in monstats.txt
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// SkillId1 -- SkillId8
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// the ID Pointer to the skill (from Skills.txt) the monster will cast when
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// this specific slot is accessed by the AI. Which slots are used is
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// determined by the units AI.
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SkillId1 string //nolint:golint,stylecheck // called `Skill1` in monstats.txt
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SkillId2 string //nolint:golint,stylecheck // called `Skill2` in monstats.txt
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SkillId3 string //nolint:golint,stylecheck // called `Skill3` in monstats.txt
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SkillId4 string //nolint:golint,stylecheck // called `Skill4` in monstats.txt
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SkillId5 string //nolint:golint,stylecheck // called `Skill5` in monstats.txt
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SkillId6 string //nolint:golint,stylecheck // called `Skill6` in monstats.txt
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SkillId7 string //nolint:golint,stylecheck // called `Skill7` in monstats.txt
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SkillId8 string //nolint:golint,stylecheck // called `Skill8` in monstats.txt
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// SkillAnimation1 -- SkillAnimation8
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// the graphical MODE (or SEQUENCE) this unit uses when it uses this skill.
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SkillAnimation1 string // called `Sk1mode` in monstats.txt
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SkillAnimation2 string // called `Sk2mode` in monstats.txt
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SkillAnimation3 string // called `Sk3mode` in monstats.txt
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SkillAnimation4 string // called `Sk4mode` in monstats.txt
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SkillAnimation5 string // called `Sk5mode` in monstats.txt
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SkillAnimation6 string // called `Sk6mode` in monstats.txt
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SkillAnimation7 string // called `Sk7mode` in monstats.txt
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SkillAnimation8 string // called `Sk8mode` in monstats.txt
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// DamageSkillId
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// ID Pointer to the skill that controls this units damage. This is used for
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// the druids summons. IE their damage is specified solely by Skills.txt and
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// not by MonStats.txt.
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DamageSkillId string //nolint:golint,stylecheck // called `SkillDamage` in monstats.txt
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// ElementAttackMode1 -- ElementAttackMode3
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// the mode to which the elemental damage is appended. The modes to which
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// you would usually attack elemental damage are A1, A2, S1, S2, S3, S4, SQ
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// or C as these are the only ones that naturally contain trigger bytes.
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ElementAttackMode1 string // called `El1Mode` in monstats.txt
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ElementAttackMode2 string // called `El2Mode` in monstats.txt
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ElementAttackMode3 string // called `El3Mode` in monstats.txt
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// ElementType1 -- ElementType3
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// the type of the elemental damage appended to an attack. There are several
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// elements: fire=Fire Damage, ltng=Lightning Damage, cold=Cold Damage
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// (uses duration), pois = Poison Damage (uses duration), mag=Magic Damage,
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// life=Life Drain (the monster heals the specified amount when it hits
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// you), mana=Mana Drain (the monster steals the specified amount of mana
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// when it hits you), stam=Stamina Drain (the monster steals the specified
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// amount of stamina when it hits you), stun=Stun Damage (uses duration,
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// damage is not used, this only effects pets and mercs, players will not
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// get immobilized but they will get thrown into hit recovery whenever they
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// get hit by an attack, no matter what type of attack it is, thanks to
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// Brother Laz clearing this one up), rand=Random Damage (uses duration,
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// either does Poison, Cold, Fire or Lightning damage, randomly picked for
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// every attack), burn=Burning Damage (uses duration, this damage type
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// cannot be resisted or reduced in any way), frze=Freezing Damage (uses
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// duration, this will effect players like normal cold damage but will
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// freeze and shatter pets). If you want to give your monster knockback use
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// MonProp.txt.
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ElementType1 string // called `El1Type` in monstats.txt
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ElementType2 string // called `El2Type` in monstats.txt
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ElementType3 string // called `El3Type` in monstats.txt
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// TreasureClassNormal
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// Treasure class for normal monsters, champions, uniques, and quests
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// on the respective difficulties.
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TreasureClassNormal string // called `TreasureClass1` in monstats.txt
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TreasureClassNightmare string // called `TreasureClass1(N)` in monstats.txt
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TreasureClassHell string // called `TreasureClass1(H)` in monstats.txt
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TreasureClassChampionNormal string // called `TreasureClass2` in monstats.txt
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TreasureClassChampionNightmare string // called `TreasureClass2(N)` in monstats.txt
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TreasureClassChampionHell string // called `TreasureClass2(H)` in monstats.txt
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TreasureClass3UniqueNormal string // called `TreasureClass3` in monstats.txt
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TreasureClass3UniqueNightmare string // called `TreasureClass3(N)` in monstats.txt
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TreasureClass3UniqueHell string // called `TreasureClass3(H)` in monstats.txt
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TreasureClassQuestNormal string // called `TreasureClass4` in monstats.txt
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TreasureClassQuestNightmare string // called `TreasureClass4(N)` in monstats.txt
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TreasureClassQuestHell string // called `TreasureClass4(H)` in monstats.txt
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// TreasureClassQuestTriggerId
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// the ID of the Quest that triggers the Quest Treasureclass drop.
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TreasureClassQuestTriggerId string //nolint:golint,stylecheck // called `TCQuestId` in monstats.txt
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// TreasureClassQuestCompleteId
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// the ID of the Quest State that you need to complete to trigger the Quest
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// Treasureclass trop.
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TreasureClassQuestCompleteId string //nolint:golint,stylecheck // called `TCQuestCP` in monstats.txt
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// PaletteId indicates which palette (color) entry the unit will use, most
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// monsters have a palshift.dat file in their COF folder, this file
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// contains 8 palettes, starting from index 0. These palettes are used by
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// the game to make the various monster sub-types appear with color
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// variations. The game with use the palette from the palettes file
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// corresponding to the value in this column plus 2; eg: translvl = 0 will
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// use the third palette in the file.
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// NOTE: some tokens (token = IE name of a folder that contains animations)
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// such as FC do not accept their palettes.
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// NOTE no 2: some monsters got unused palettes, ZM (zombie) for example
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// will turn light-rotten-green with palette nr 5 and pink-creamy with 6.
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PaletteId int //nolint:golint,stylecheck // called `TransLvl` in monstats.txt
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// SpawnOffsetX, SpawnOffsetY
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// are the x/y offsets at which spawned monsters are placed. IE this prevents
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// the spawned monsters from being created at the same x/y coordinates as
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// the spawner itself.
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SpawnOffsetX int // called `spawnx` in monstats.txt
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SpawnOffsetY int // called `spawny` in monstats.txt
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// MinionPartyMin, MinionPartyMax controls how many minions are spawned together with this unit.
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MinionPartyMin int // called `PartyMin` in monstats.txt
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MinionPartyMax int // called `PartyMax` in monstats.txt
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// MinionGroupMin, MinionGroupMax
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// controls how many units of the base unit to spawn.
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MinionGroupMin int // called `MinGrp` in monstats.txt
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MinionGroupMax int // called `MaxGrp` in monstats.txt
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// PopulationReductionPercent controls the overall chance something will spawn in
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// percentages. Blank entries are the same as 100%.
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PopulationReductionPercent int // called `sparsePopulate` in monstats.txt
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// SpeedBase, SpeedRun
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// controls the walking and running speed of this monster respectively.
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// NOTE: RUN is only used if the monster has a RN mode and its AI uses that
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// mode.
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SpeedBase int // called `Velocity` in monstats.txt
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SpeedRun int // called `Run` in monstats.txt
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// Rarity controls the overall odds that this monster will be spawned.
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// IE Lets say in Levels.txt you have two monsters set to spawn - Monster A
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// has rarity of 10 whereas Monster B has rarity of 1 and the level in
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// question is limited to 1 monster type. First the game sums up the
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// chances (11) and then calculates the odds of the monster spawning. Which
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// would be 1/11 (9% chance) for Monster B and 10/11 (91% chance) for
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// Monster A, thus Monster A is a lot more common than monster B. If you set
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// this column to 0 then the monster will never be selected by Levels.txt
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// for obvious reasons.
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Rarity int // called `Rarity` in monstats.txt
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// LevelNormal, LevelNightmare, LevelHell
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// controls the monsters level on the specified difficulty. This setting is
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// only used on normal. On nightmare and hell the monsters level is
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// identical with the area level from Levels.txt, unless your monster has
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// BOSS column set to 1, in this case its level will be always taken from
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// these 3 columns.
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LevelNormal int // called `Level` in monstats.txt
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LevelNightmare int // called `Level(N)` in monstats.txt
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LevelHell int // called `Level(H)` in monstats.txt
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// used by the game to tell AIs which unit to target first. The higher this
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// is the higher the threat level. Setting this to 25 or so on Maggot Eggs
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// would make your Mercenary NPC try to destroy those first.
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ThreatLevel int // called `threat` in monstats.txt
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// AiDelayNormal, AiDelayNightmare, AiDelayHell
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// this controls delays between AI ticks (on normal, nightmare and hell).
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// The lower the number, the faster the AI's will attack thanks to reduced
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// delay between swings, casting spells, throwing missiles etc. Please
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// remember that some AI's got individual delays between attacks, this will
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// still make them faster and seemingly more deadly though.
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AiDelayNormal int // called `aidel` in monstats.txt
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AiDelayNightmare int // called `aidel(N)` in monstats.txt
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AiDelayHell int // called `aidel(H)` in monstats.txt
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// AiDistanceNormal, AiDistanceNightmare, AiDistanceHell
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// the distance in cells from which AI is activated. Most AI"s have base
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// hardcoded activation radius of 35 which stands for a distamnce of about
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// 1 screen, thus leaving these fields blank sets this to 35 automatically.
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AiDistanceNormal int // called `aidist` in monstats.txt
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AiDistanceNightmare int // called `aidist(N)` in monstats.txt
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AiDistanceHell int // called `aidist(H)` in monstats.txt
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// AiParameterNormal1, AiParameterNightmare1, AiParameterHell1
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// these cells are very important, they pass on parameters (in percentage)
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// to the AI code. For descriptions about what all these AI's do, check
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// The AI Compendium. https://d2mods.info/forum/viewtopic.php?t=36230
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// Warning: many people have trouble with the AI of the Imps, this AI is
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// special and uses multiple rows.
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AiParameterNormal1 int // called `aip1` in monstats.txt
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AiParameterNormal2 int // called `aip2` in monstats.txt
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AiParameterNormal3 int // called `aip3` in monstats.txt
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AiParameterNormal4 int // called `aip4` in monstats.txt
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AiParameterNormal5 int // called `aip5` in monstats.txt
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AiParameterNormal6 int // called `aip6` in monstats.txt
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AiParameterNormal7 int // called `aip7` in monstats.txt
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AiParameterNormal8 int // called `aip8` in monstats.txt
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AiParameterNightmare1 int // called `aip1(N)` in monstats.txt
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AiParameterNightmare2 int // called `aip2(N)` in monstats.txt
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AiParameterNightmare3 int // called `aip3(N)` in monstats.txt
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AiParameterNightmare4 int // called `aip4(N)` in monstats.txt
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AiParameterNightmare5 int // called `aip5(N)` in monstats.txt
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AiParameterNightmare6 int // called `aip6(N)` in monstats.txt
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AiParameterNightmare7 int // called `aip7(N)` in monstats.txt
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AiParameterNightmare8 int // called `aip8(N)` in monstats.txt
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AiParameterHell1 int // called `aip1(H)` in monstats.txt
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AiParameterHell2 int // called `aip2(H)` in monstats.txt
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AiParameterHell3 int // called `aip3(H)` in monstats.txt
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AiParameterHell4 int // called `aip4(H)` in monstats.txt
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AiParameterHell5 int // called `aip5(H)` in monstats.txt
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AiParameterHell6 int // called `aip6(H)` in monstats.txt
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AiParameterHell7 int // called `aip7(H)` in monstats.txt
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AiParameterHell8 int // called `aip8(H)` in monstats.txt
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// Alignment controls whenever the monster fights on your side or
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// fights against you (or if it just walks around, IE a critter).
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// If you want to turn some obsolete NPCs into enemies, this is
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// one of the settings you will need to modify. Setting it to 2
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// without adjusting other settings (related to AI and also some
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// in MonStats2) it will simply attack everything.
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Alignment d2enum.MonsterAlignmentType // called `Align` in monstats.txt
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// SkillLevel1 -- SkillLevel8
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// the skill level of the skill in question. This gets a bonus on nightmare
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// and hell which you can modify in DifficultyLevels.txt.
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SkillLevel1 int // called `Sk1lvl` in monstats.txt
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SkillLevel2 int // called `Sk2lvl` in monstats.txt
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SkillLevel3 int // called `Sk3lvl` in monstats.txt
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SkillLevel4 int // called `Sk4lvl` in monstats.txt
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SkillLevel5 int // called `Sk5lvl` in monstats.txt
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SkillLevel6 int // called `Sk6lvl` in monstats.txt
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SkillLevel7 int // called `Sk7lvl` in monstats.txt
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SkillLevel8 int // called `Sk8lvl` in monstats.txt
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// LeechSensitivityNormal / Nightmare / Hell
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// controls the effectiveness of Life and Mana steal from equipment on this
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// unit on the respective difficulties. 0=Can’t leech at all. Remember that
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// besides this, Life and Mana Steal is further limited by DifficultyLevels.txt.
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LeechSensitivityNormal int // called `Drain` in monstats.txt
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LeechSensitivityNightmare int // called `Drain(N)` in monstats.txt
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LeechSensitivityHell int // called `Drain(H)` in monstats.txt
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// ColdSensitivityNormal / Nightmare / Hell
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// controls the effectiveness of cold effect and its duration and freeze
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// duration on this unit. The lower this value is, the more speed this unit
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// looses when its under the effect of cold, also freezing/cold effect will
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// stay for longer. Positive values will make the unit faster (thanks to
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// Brother Laz for confirming my assumption), and 0 will make it
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// unfreezeable. Besides this, cold length and freeze length settings are
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// also set in DifficultyLevels.txt.
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ColdSensitivityNormal int // called `coldeffect` in monstats.txt
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ColdSensitivityNightmare int // called `coldeffect(N)` in monstats.txt
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ColdSensitivityHell int // called `coldeffect(H)` in monstats.txt
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// ResistancePhysicalNormal
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// Damage resistance on the respective difficulties. Negative values mean
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// that the unit takes more damage from this element, values at or above 100
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// will result in immunity.
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ResistancePhysicalNormal int // called `ResDm` in monstats.txt
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ResistancePhysicalNightmare int // called `ResDm(N)` in monstats.txt
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ResistancePhysicalHell int // called `ResDm(H)` in monstats.txt
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ResistanceMagicNormal int // called `ResMa` in monstats.txt
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ResistanceMagicNightmare int // called `ResMa(N)` in monstats.txt
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ResistanceMagicHell int // called `ResMa(H)` in monstats.txt
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ResistanceFireNormal int // called `ResFi` in monstats.txt
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ResistanceFireNightmare int // called `ResFi(N)` in monstats.txt
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ResistanceFireHell int // called `ResFi(H)` in monstats.txt
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ResistanceLightningNormal int // called `ResLi` in monstats.txt
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ResistanceLightningNightmare int // called `ResLi(N)` in monstats.txt
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ResistanceLightningHell int // called `ResLi(H)` in monstats.txt
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ResistanceColdNormal int // called `ResCo` in monstats.txt
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ResistanceColdNightmare int // called `ResCo(N)` in monstats.txt
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ResistanceColdHell int // called `ResCo(H)` in monstats.txt
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ResistancePoisonNormal int // called `ResPo` in monstats.txt
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ResistancePoisonNightmare int // called `ResPo(N)` in monstats.txt
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ResistancePoisonHell int // called `ResPo(H)` in monstats.txt
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// HealthRegenPerFrame
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// this controls how much health this unit regenerates per frame. Sometimes
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// this is altered by the units AI. The formula is (REGEN * HP) / 4096. So
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// a monster with 200 hp and a regen rate of 10 would regenerate ~0,5 HP
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// (~12 per second) every frame (1 second = 25 frames).
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HealthRegenPerFrame int // called `DamageRegen` in monstats.txt
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// ChanceToBlockNormal / Nightmare / Hell
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// this units chance to block. See the above column for details when this
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// applies or not. Monsters are capped at 75% block as players are AFAIK.
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ChanceToBlockNormal int // called `ToBlock` in monstats.txt
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ChanceToBlockNightmare int // called `ToBlock(N)` in monstats.txt
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ChanceToBlockHell int // called `ToBlock(H)` in monstats.txt
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// ChanceDeadlyStrike
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// this units chance of scoring a critical hit (dealing double the damage).
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ChanceDeadlyStrike int // called `Crit` in monstats.txt
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// MinHPNormal -- MaxHPHell
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// minHp, maxHp, minHp(N), maxHp(N), minHp(H), maxHp(H): this units minimum
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// and maximum HP on the respective difficulties.
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// NOTE: Monster HitPoints are calculated as the following: (minHp * Hp from
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// MonLvl.txt)/100 for minimal hp and (maxHp * Hp from MonLvl.txt)/100 for
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// maximum hp.
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// To make this guide idiot-proof, we will calculate the hit points of a
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// Hungry Dead from vanilla on Normal difficulty and Single Player mode.
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// It has minHp = 101 and maxHp = 186 and level 2. Hp for level 2 in
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// MonLvl.txt = 9
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// It means Hungry Dead has (101*9)/100 ~ 9 of minimum hp and
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// (186*9)/100 ~ 17 maximum hit points. You have to remember monsters on
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// nightmare and hell take their level (unless Boss = 1) from area level of
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// Levels.txt instead of Level column of MonStats.txt. I hope this is clear.
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MinHPNormal int // called `minHP` in monstats.txt
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MinHPNightmare int // called `MinHP(N)` in monstats.txt
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MinHPHell int // called `MinHP(H)` in monstats.txt
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MaxHPNormal int // called `maxHP` in monstats.txt
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MaxHPNightmare int // called `MaxHP(N)` in monstats.txt
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MaxHPHell int // called `MaxHP(H)` in monstats.txt
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// ArmorClassNormal -- Hell
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// this units Armor Class on the respective difficulties. The calculation is
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// the same (analogical) as for hit points.
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ArmorClassNormal int // called `AC` in monstats.txt
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ArmorClassNightmare int // called `AC(N)` in monstats.txt
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ArmorClassHell int // called `AC(H)` in monstats.txt
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// ExperienceNormal -- Hell
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// the experience you get when killing this unit on the respective
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// difficulty. The calculation is the same (analogical) as for hit points.
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ExperienceNormal int // called `Exp` in monstats.txt
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ExperienceNightmare int // called `Exp(N)` in monstats.txt
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ExperienceHell int // called `Exp(H)` in monstats.txt
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// DamageMinA1Normal / Nightmare / Hell
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// DamageMaxA1Normal / Nightmare /Hell
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// this units minimum and maximum damage when it uses A1/A2/S1 mode.
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// The calculation is the same (analogical) as for hit points.
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DamageMinA1Normal int // called `A1MinD` in monstats.txt
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DamageMinA1Nightmare int // called `A1MinD(N)` in monstats.txt
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DamageMinA1Hell int // called `A1MinD(H)` in monstats.txt
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DamageMaxA1Normal int // called `A1MaxD` in monstats.txt
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DamageMaxA1Nightmare int // called `A1MaxD(N)` in monstats.txt
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DamageMaxA1Hell int // called `A1MaxD(H)` in monstats.txt
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DamageMinA2Normal int // called `A2MinD` in monstats.txt
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DamageMinA2Nightmare int // called `A2MinD(N)` in monstats.txt
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DamageMinA2Hell int // called `A2MinD(H)` in monstats.txt
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DamageMaxA2Normal int // called `A2MaxD` in monstats.txt
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DamageMaxA2Nightmare int // called `A2MaxD(N)` in monstats.txt
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DamageMaxA2Hell int // called `A2MaxD(H)` in monstats.txt
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DamageMinS1Normal int // called `S1MinD` in monstats.txt
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DamageMinS1Nightmare int // called `S1MinD(N)` in monstats.txt
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DamageMinS1Hell int // called `S1MinD(H)` in monstats.txt
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DamageMaxS1Normal int // called `S1MaxD` in monstats.txt
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DamageMaxS1Nightmare int // called `S1MaxD(N)` in monstats.txt
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DamageMaxS1Hell int // called `S1MaxD(H)` in monstats.txt
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// AttackRatingA1Normal AttackRatingS1Hell
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// this units attack rating for A1/A2/S1 mode on the respective difficulties
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// The calculation is the same (analogical) as for hit points.
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AttackRatingA1Normal int // called `A1TH` in monstats.txt
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AttackRatingA1Nightmare int // called `A1TH(N)` in monstats.txt
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AttackRatingA1Hell int // called `A1TH(H)` in monstats.txt
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AttackRatingA2Normal int // called `A2TH` in monstats.txt
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AttackRatingA2Nightmare int // called `A2TH(N)` in monstats.txt
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AttackRatingA2Hell int // called `A2TH(H)` in monstats.txt
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AttackRatingS1Normal int // called `S1TH` in monstats.txt
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AttackRatingS1Nightmare int // called `S1TH(N)` in monstats.txt
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AttackRatingS1Hell int // called `S1TH(H)` in monstats.txt
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// ElementChance1Normal -- ElementChance3Hell
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// chance to append elemental damage to an attack on the respective
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// difficulties. 0=Never append, 100=Always append.
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ElementChance1Normal int // called `El1Pct` in monstats.txt
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ElementChance1Nightmare int // called `El1Pct(N)` in monstats.txt
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ElementChance1Hell int // called `El1Pct(H)` in monstats.txt
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ElementChance2Normal int // called `El2Pct` in monstats.txt
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ElementChance2Nightmare int // called `El2Pct(N)` in monstats.txt
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ElementChance2Hell int // called `El2Pct(H)` in monstats.txt
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ElementChance3Normal int // called `El3Pct` in monstats.txt
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ElementChance3Nightmare int // called `El3Pct(N)` in monstats.txt
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ElementChance3Hell int // called `El3Pct(H)` in monstats.txt
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// ElementDamageMin1Normal -- ElementDamageMax3Hell
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// minimum and Maximum elemental damage to append to the attack on the
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|
// respective difficulties. Note that you should only append elemental
|
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// damage to those missiles that don’t have any set in Missiles.txt. The
|
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|
|
// calculation is the same (analogical) as for hit points.
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ElementDamageMin1Normal int // called `El1MinD` in monstats.txt
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ElementDamageMin1Nightmare int // called `El1MinD(N)` in monstats.txt
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ElementDamageMin1Hell int // called `El1MinD(H)` in monstats.txt
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ElementDamageMin2Normal int // called `El2MinD` in monstats.txt
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ElementDamageMin2Nightmare int // called `El2MinD(N)` in monstats.txt
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ElementDamageMin2Hell int // called `El2MinD(H)` in monstats.txt
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ElementDamageMin3Normal int // called `El3MinD` in monstats.txt
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ElementDamageMin3Nightmare int // called `El3MinD(N)` in monstats.txt
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ElementDamageMin3Hell int // called `El3MinD(H)` in monstats.txt
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ElementDamageMax1Normal int // called `El1MaxD` in monstats.txt
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ElementDamageMax1Nightmare int // called `El1MaxD(N)` in monstats.txt
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ElementDamageMax1Hell int // called `El1MaxD(H)` in monstats.txt
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ElementDamageMax2Normal int // called `El2MaxD` in monstats.txt
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ElementDamageMax2Nightmare int // called `El2MaxD(N)` in monstats.txt
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ElementDamageMax2Hell int // called `El2MaxD(H)` in monstats.txt
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ElementDamageMax3Normal int // called `El3MaxD` in monstats.txt
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ElementDamageMax3Nightmare int // called `El3MaxD(N)` in monstats.txt
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ElementDamageMax3Hell int // called `El3MaxD(H)` in monstats.txt
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// ElementDuration1Normal -- ElementDuration3Hell
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// duration of the elemental effect (for freeze, burn, cold, poison and
|
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|
|
// stun) on the respective difficulties.
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ElementDuration1Normal int // called `El1Dur` in monstats.txt
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ElementDuration1Nightmare int // called `El1Dur(N)` in monstats.txt
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ElementDuration1Hell int // called `El1Dur(H)` in monstats.txt
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ElementDuration2Normal int // called `El2Dur` in monstats.txt
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ElementDuration2Nightmare int // called `El2Dur(N)` in monstats.txt
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ElementDuration2Hell int // called `El2Dur(H)` in monstats.txt
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ElementDuration3Normal int // called `El3Dur` in monstats.txt
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|
ElementDuration3Nightmare int // called `El3Dur(N)` in monstats.txt
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ElementDuration3Hell int // called `El3Dur(H)` in monstats.txt
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// SpecialEndDeath
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// 0 == no special death
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// 1 == spawn minion1 on death
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// 2 == kill mounted minion on death (ie the guard tower)
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SpecialEndDeath int // called `SplEndDeath` in monstats.txt
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// Enabled controls whenever the unit can be
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// used at all for any purpose whatsoever. This is not the only setting
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// that controls this; there are some other things that can also disable
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// the unit (Rarity and isSpawn columns see those for description).
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Enabled bool // called `enabled` in monstats.txt
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// SpawnsMinions tells the game whenever this
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// unit is a “nest”. IE, monsters that spawn new monsters have this set to
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// 1. Note that you can make any monster spawn new monsters, irregardless of
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// its AI, all you need to do is adjust spawn related columns and make sure
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// one of its skills is either “Nest” or “Minion Spawner”.
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SpawnsMinions bool // called `placespawn` in monstats.txt
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// IsLeader controls if a monster is the leader of minions it spawns
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// a leadercan order "raid on target" it causes group members to use
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// SK1 instead of A1 and A2 modes while raiding.
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IsLeader bool // called `SetBoss` in monstats.txt
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// TransferLeadership is connected with the previous one,
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// when "boss of the group" is killed, the "leadership" is passed to one of
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// his minions.
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TransferLeadership bool // called `BossXfer` in monstats.txt
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// Boolean, 1=spawnable, 0=not spawnable. This controls whenever this unit
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// can be spawned via Levels.txt.
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IsLevelSpawnable bool // called `isSpawn` in monstats.txt
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// IsMelee controls whenever
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// this unit can spawn with boss modifiers such as multiple shot or not.
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IsMelee bool // called `isMelee` in monstats.txt
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// IsNPC controls whenever the unit is a NPC or not.
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IsNpc bool // called `npc` in monstats.txt
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// IsInteractable
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// controls whenever you can interact with this unit. IE this controls
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// whenever it opens a speech-box or menu when you click on the unit. To
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// turn units like Kaeleen or Flavie into enemies you will need to set this
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// to 0 (you will also need to set NPC to 0 for that).
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IsInteractable bool // called `interact` in monstats.txt
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// IsRanged tells the game whenever this is a ranged attacker. It will make it possible for
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// monsters to spawn with multiple shot modifier.
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IsRanged bool // called `rangedtype` in monstats.txt
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// HasInventory Controls whenever this
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// NPC or UNIT can carry items with it. For NPCs this means that you can
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// access their Inventory and buy items (if you disable this and then try to
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// access this feature it will cause a crash so don’t do it unless you know
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// what you’re doing). For Monsters this means that they can access their
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// equipment data in MonEquip.txt.
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HasInventory bool // called `inventory` in monstats.txt
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// CanEnterTown
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// controls whenever enemies can follow you into a town or not. This should be set to
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// 1 for everything that spawns in a town for obvious reasons. According to
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// informations from Ogodei, it also disables/enables collision in
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// singleplayer and allows pets to walk/not walk in city in multiplayer.
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// In multiplayer collision is always set to 0 for pets.
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CanEnterTown bool // called `inTown` in monstats.txt
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// IsUndeadLow, IsUndeadHigh
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// Blizzard used this to differentiate High and Low Undead (IE low
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// undead like Zombies, Skeletons etc are set to 1 here), both this and
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// HUNDEAD will make the unit be considered undead. Low undeads can be
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// resurrected by high undeads. High undeads can't resurrect eachother.
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IsUndeadLow bool // called `lUndead` in monstats.txt
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IsUndeadHigh bool // called `hUndead` in monstats.txt
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// IsDemon makes the game consider this unit a demon.
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IsDemon bool // called `demon` in monstats.txt
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// IsFlying If you set this to 1 the monster will be able to move fly over
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// obstacles such as puddles and rivers.
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IsFlying bool // called `flying` in monstats.txt
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// CanOpenDoors controls whether monsters can open doors or not
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CanOpenDoors bool // called `opendoors` in monstats.txt
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// IsSpecialBoss controls whenever this unit
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// is a special boss, as mentioned already, monsters set as boss IGNORE the
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// level settings, IE they will always spawn with the levels specified in
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// MonStats.txt. Boss will gain some special resistances, such as immunity
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// to being stunned (!!!), also it will not be affected by things like
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// deadly strike the way normal monsters are.
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IsSpecialBoss bool // called `boss` in monstats.txt
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// IsActBoss
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// Setting this to 1 will give your monsters huge (300% IIRC) damage bonus
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// against hirelings and summons. Ever wondered why Diablo destroys your
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// skeletons with 1 fire nova while barely doing anything to you? Here is
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// your answer.
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IsActBoss bool // called `primeevil` in monstats.txt
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// IsKillable will make the monster absolutely unkillable.
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IsKillable bool // called `killable` in monstats.txt
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// IsAiSwitchable Gives controls if this units mind may
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// be altered by “mind altering skills” like Attract, Conversion, Revive
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IsAiSwitchable bool // called `switchai` in monstats.txt
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// DisableAura Monsters set to 0 here
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// will not be effected by friendly auras
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DisableAura bool // called `noAura` in monstats.txt
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// DisableMultiShot
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// This is another layer of security to prevent this modifier from spawning,
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// besides the ISMELEE layer.
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DisableMultiShot bool // called `nomultishot` in monstats.txt
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// DisableCounting
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// prevents your pets from being counted as population in said area, for
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// example thanks to this you can finish The Den Of Evil quest while having
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// pets summoned.
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DisableCounting bool // called `neverCount` in monstats.txt
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// IgnorePets
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// Summons and hirelings are ignored by this unit, 0=Summons and
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// hirelings are noticed by this unit. If you set this to 1 you will the
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// monsters going directly for the player.
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IgnorePets bool // called `petIgnore` in monstats.txt
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// DealsDamageOnDeath This works similar to corpse explosion (its based on
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// hitpoints) and damages the surrounding players when the unit dies. (Ever
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// wanted to prevent those undead stygian dolls from doing damage when they
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// die, this is all there is to it)
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DealsDamageOnDeath bool // called `deathDmg` in monstats.txt
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// GenericSpawn Has to do
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// something is with minions being transformed into suicide minions, the
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// exact purpose of this is a mystery.
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GenericSpawn bool // called `genericSpawn` in monstats.txt
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// IgnoreMonLevelTxt Does this unit use
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// MonLevel.txt or does it use the stats listed in MonStats.txt as is.
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// Setting this to 1 will result in an array of problems, such as the
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// appended elemental damage being completely ignored, irregardless of the
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// values in it.
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IgnoreMonLevelTxt bool // called `noRatio` in monstats.txt
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// CanBlockWithoutShield in order for a unit to
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// block it needs the BL mode, if this is set to 1 then it will block
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// irregardless of what modes it has.
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CanBlockWithoutShield bool // called `NoShldBlock` in monstats.txt
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// SpecialGetModeChart
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// Unknown but could be telling the game to look at some internal table.
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// This is used for some Act Bosses and monsters like Putrid Defilers.
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SpecialGetModeChart bool // called `SplGetModeChar` in monstats.txt
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// SpecialEndGeneric Works in conjunction with SPLCLIENTEND, this
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// makes the unit untargetable when it is first spawned (used for those monsters that are under water, under ground or fly above you)
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SpecialEndGeneric bool // called `SplEndGeneric` in monstats.txt
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// SpecialClientEnd Works in conjunction with SPLENDGENERIC, this
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// makes the unit invisible when it is first spawned (used for those
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// monsters that are under water, under ground or fly above you), this is
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// also used for units that have other special drawing setups.
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SpecialClientEnd bool // called `SplClientEnd` in monstats.txt
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}
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)
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