diff --git a/CONTRIBUTORS b/CONTRIBUTORS index bac2b46d..528b3a88 100644 --- a/CONTRIBUTORS +++ b/CONTRIBUTORS @@ -12,6 +12,7 @@ Lectem wtfblub q3cpma averrin +Dylan "Gravestench" Knuth * DIABLO2 LOGO Jose Pardilla (th3-prophetman) diff --git a/d2common/d2data/d2datadict/monstats.go b/d2common/d2data/d2datadict/monstats.go index beb50bcd..fffca4b0 100644 --- a/d2common/d2data/d2datadict/monstats.go +++ b/d2common/d2data/d2datadict/monstats.go @@ -2,10 +2,1056 @@ package d2datadict import ( "github.com/OpenDiablo2/OpenDiablo2/d2common" + "log" ) -var MonStatsDictionary *d2common.DataDictionary +// https://d2mods.info/forum/kb/viewarticle?a=360 + +// TODO: these types are described in the notes below, but they aren't used yet +type MonsterCombatType int + +const ( + // see notes on column `rangedtype` + MonsterMelee MonsterCombatType = iota + MonsterRanged +) + +type MonsterAlignmentType int + +const ( + MonsterEnemy MonsterAlignmentType = iota + MonsterFriend + MonsterNeutral +) + +// i've tried to choose better field names instead of what's inside of the txt +// file. after the definition, if there is a comment after the type, it will +// be the original column name corresponding to that field. +// i've tried to preserve the order of the columns, as well. +type MonStatsRecord struct { + + // this column contains the pointer that will be used in other txt files + // such as levels.txt and superuniques.txt. + Key string // Id <-- this is the original field name + + // this is the actual internal ID of the unit (this is what the ID pointer + // actually points at) remember that no two units can have the same ID, + // this will result in lots of unpredictable behaviour and crashes so please + // don’t do it. This 'HarcCodedInDeX' is used for several things, such as + // determining whenever the unit uses DCC or DC6 graphics (like mephisto + // and the death animations of Diablo, the Maggoc Queen etc.), the hcIdx + // column also links other hardcoded effects to the units, such as the + // transparency on necro summons and the name-color change on unique boss + // units (thanks to Kingpin for the info) + Id string // hcIdx + + // this column contains the ID pointer of the “base” unit for this specific + // monster type (ex. There are five types of “Fallen”; all of them have + // fallen1 as their “base” unit). The baseID is responsible for some + // hardcoded behaviours, for example moving thru walls (ghosts), knowing + // what units to ressurect, create etc (putrid defilers, shamans etc), the + // explosion appended to suicide minions (either cold, fire or ice). Thanks + // to Kingpin for additional info on this column. + BaseKey string // BaseId + + // this column contains the ID of the next unit in the chain. (Continuing + // on the above example, fallen1 has the ID pointer of fallen2 in here). + // If you want to make a monster subtype less you should simply leave this + // blank and make BaseId point at itself (its ID pointer). The game uses + // this for “map generated” monsters such as the fallen in the fallen camps, + // which get picked based on area level (the same camp, that in the cold + // plains contains normal fallen will contain carvers and devilkin + // elsewhere, read Levels.txt to check how to adjust area level). + NextKey string // NextInClass + + // this indicates which palette (color) entry the unit will use, most + // monsters have a palshift.dat file in their COF folder, this file + // contains 8 palettes, starting from index 0. These palettes are used by + // the game to make the various monster sub-types appear with color + // variations. The game with use the palette from the palettes file + // corresponding to the value in this column plus 2; eg: translvl = 0 will + // use the third palette in the file. + // NOTE: some tokens (token = IE name of a folder that contains animations) + // such as FC do not accept their palettes. + // NOTE no 2: some monsters got unused palettes, ZM (zombie) for example + // will turn light-rotten-green with palette nr 5 and pink-creamy with 6. + PaletteId int // TransLvl + + // this column contains the string-key used in the TBL (string.tbl, + // expansionstring.tbl and patchstring.tbl) files to make this monsters + // name appear when you highlight it. Without that your monster will be + // displayed as "not used - tell ken" or "an evil force". + // Warning: string keys are case sensitive, so if you enter a key like “Foo” + // in monstats.txt you must enter exactly that in the TBL file! (IE if you + // enter “foo” or “fOO” you will get "not used - tell ken" or "an evil force"). + NameStringTableKey string // NameStr + + // this column contains the ID pointer to an entry in MonStats2.txt. + // In 1.10 Blizzard has moved all the graphical aspects (light radius, + // bleeding etc) to a new file to conserve space (MonStats.txt is one column + // short of 256, the maximum MS Excel can handle, and that’s what they + // probably used for their files). + ExtraDataKey string // MonStatsEx + + // this column contains the ID pointer to an entry in MonProp.txt which + // controls what special modifiers are appended to the unit, for example + // you can use it to give your monsters auras, states, random resistances + // or immunities, give them “get hit skills” and almost anything else. + PropertiesKey string // MonProp + + // this column contains the group ID of the “super group” this monster + // belongs to, IE all skeletons belong to the "super group" skeleton. The + // 1.10 MonType.txt works exactly like ItemTypes.txt, furthermore this file + // is used for special modifiers such as additional damage vs. monster-class. + MonsterGroup string // MonType + + // this column tells the game which AI to use for this monster. Every AI + // needs a specific set of animation modes (GH, A1, A2, S1, WL, RN etc). + // Most of AI's require a configuration in aip columns (read about them + // below), without that they (most of them) will do absolutely nothing. + AiKey string // AI + + // this column contains the string-key used in the TBL (string.tbl, + // expansionstring.tbl and patchstring.tbl) files for the monsters + // description (leave it blank for no description). + // NOTE: ever wondered how to make it say something below the monster + // name (such as “Drains Mana and Stamina etc), well this is how you do it. + // Just put the string-key of the string you want to display below the + // monsters name in here. + DescriptionStringTableKey string // DescStr + + // this is the only graphical setting (besides TransLvl) left in + // MonStats.txt, this controls which token (IE name of a folder that + // contains animations) the game uses for this monster. + AnimationDirectoryToken string // Code + + // Boolean, 1=enabled, 0=disabled. This controls whenever the unit can be + // used at all for any purpose whatsoever. This is not the only setting + // that controls this; there are some other things that can also disable + // the unit (Rarity and isSpawn columns see those for description). + Enabled bool // enabled + + // Boolean, 1=ranged attacker, 0=melee attacker. This tells the game + // whenever this is a ranged attacker. It will make it possible for + // monsters to spawn with multiple shot modifier. Also, I suspect this has + // to do with the RANGEDSPAWN column in Levels.txt. (Could it be the game + // uses this for preference settings when spawning monsters to avoid areas + // being populated only with melee monsters, IE the game picks a set amount + // of monsters for every level, randomly, only based on their rarity values, + // from those specified in Levels.txt, now I assume that it could pick 4 + // melee monsters, however in 1.10 Blizzard added a check to prevent this + // from happening AFAIK and this could be how they control it.) + IsRanged int // rangedtype + + // Boolean, 1=spawner, 0=not a spawner. This tells the game whenever this + // unit is a “nest”. IE, monsters that spawn new monsters have this set to + // 1. Note that you can make any monster spawn new monsters, irregardless of + // its AI, all you need to do is adjust spawn related columns and make sure + // one of its skills is either “Nest” or “Minion Spawner”. + SpawnsMinions bool // placespawn + + // this column contains the ID pointer of the unit to spawn. (in case it is + // a spawner that is), so if you want to make a new monster that generates + // Balrogs this is where you would put the Balrog ID pointer. + SpawnId string // spawn + + // the x/y offsets at which spawned monsters are placed. IE this prevents + // the spawned monsters from being created at the same x/y coordinates as + // the spawner itself, albeit its not needed, Blizzards collision detection + // system is good enough to prevent them from getting stuck. + SpawnOffsetX int // spawnx + SpawnOffsetY int // spawny + + // which animation mode will the spawned monster be spawned in. IE. If you + // make a golem summoner (yes I know, “very original”) you could put S1 in + // here to make it look as if the golems are really summoned (otherwise they + // would just appear), in most cases you will probably want to use NU mode + // or a sequence though. + SpawnAnimationKey string // spawnmode + + // these columns contain the ID pointers to the minions that spawn around + // this unit when it is created. + // NOTE + MINI TUTORIAL: lets say you want your super-strong boss to spawn + // with 5 Oblivion Knights. To do this you would simply enter the Oblivion + // Knights ID pointer in the MINION1 column. And set PARTYMIN and PARTYMAX + // both to 5. MINION1/2 are used for several other things. If the monster + // spawns as unique or superunique then it will have the unit from MINION1/2 + // set as its minion instead of monsters of its own type. That’s why + // Lord De Seis doesn’t spawn with other oblivion knights anymore. To + // semi-circumvent this I suggest you simply put the monsters ID pointer in + // the MINION2 column (I.E. if you give the Oblivion Knights their own ID + // pointer in MINION2, Lord De Seis should spawn with both Doom Knights and + // Oblivion Knights again). The other use controls what monster is created + // when this unit dies. For example Flayer Shamans will spawn a regular + // Flayer when they are killed. To enable this you must set SPLENDDEATH to + // 1, make sure the unit you spawn this was has a raise or resurrect + // sequence otherwise it will look weird (but it works). + // NOTE: THESE ARE SPAWNED ON MONSTER CREATION, NOTHING TO DO WITH ABOVE + MinionId1 string // minion1 + MinionId2 string // minion2 + + // Boolean, 1=set unit as boss, 0=don’t set unit as boss. This is related to + // hardcoded behavior of some of the AI's. IE Scarabs are spawned a bit + // different than most of other monsters. There are 1 or 2 with minions of + // own kind. Thanks to this colums, the "bosses" of a group can have + // ('can" because you may set the chance in percentages ia aip5 column of + // Scarab AI) a chance to order "raid on tagret", what does it change is + // they will always use SK1 instead of A1 and A2 modes while raiding. + IsLeader bool // SetBoss + + // Boolean, 1=true, 0=false. This field is connected with the previous one, + // when "boss of the group" is killed, his "leadership" is passed to one of + // his minions. + TransferLeadership bool // BossXfer + + // how many minions are spawned together with this unit. As mentioned above + // in the MINION1/2 columns, this controls the quantity of minions this + // unit has. + MinionPartyMin int // PartyMin + MinionPartyMax int // PartyMax + + // exactly like the previous two columns, just that this controls how many + // units of the base unit to spawn. In versions 1.00-1.06, setting the + // minimum to more then 99 would crash the game. + MinionGroupMin int // MinGrp + MinionGroupMax int // MaxGrp + + // this column controls the overall chance something will spawn in + // percentages, leaving it blank is the same as 100%. If you enter "80" in + // this column then whenever the game chooses to spawn this unit it will + // first roll out the chances. So in 2 out of 10 cases the monster will not + // be spawned and other one may take its place. If you use some low number + // there can be a situation when the game doesn't roll out the monster and + // if this monster has units specified in minion1/minion2 columns it will + // only spawn those minions without the "main" unit. + PopulationReductionPercent int // sparsePopulate + + // controls the walking and running speed of this monster respectively. + // NOTE: RUN is only used if the monster has a RN mode and its AI uses that + // mode. + SpeedBase int // Velocity + SpeedRun int // Run + + // this column controls the overall odds that this monster will be spawned. + // IE Lets say in Levels.txt you have two monsters set to spawn - Monster A + // has rarity of 10 whereas Monster B has rarity of 1 and the level in + // question is limited to 1 monster type. First the game sums up the + // chances (11) and then calculates the odds of the monster spawning. Which + // would be 1/11 (9% chance) for Monster B and 10/11 (91% chance) for + // Monster A, thus Monster A is a lot more common than monster B. If you set + // this column to 0 then the monster will never be selected by Levels.txt + // for obvious reasons. + Rarity int // Rarity + + // controls the monsters level on the specified difficulty. This setting is + // only used on normal. On nightmare and hell the monsters level is + // identical with the area level from Levels.txt, unless your monster has + // BOSS column set to 1, in this case its level will be always taken from + // these 3 columns. + LevelNormal int // Level + LevelNightmare int // Level(N) + LevelHell int // Level(H) + + // specifies the ID pointer to this monsters “Sound Bank” in MonSound.txt + // when this monster is normal. + SoundKeyNormal string // MonSound + SoundKeySpecial string // UMonSound + + // used by the game to tell AIs which unit to target first. The higher this + // is the higher the threat level. Setting this to 25 or so on Maggot Eggs + // would make your Merc try to destroy those first. + ThreatLevel int // threat + + // this controls delays between AI ticks (on normal, nightmare and hell). + // The lower the number, the faster the AI's will attack thanks to reduced + // delay between swings, casting spells, throwing missiles etc. Please + // remember that some AI's got individual delays between attacks, this will + // still make them faster and seemingly more deadly though. + AiDelayNormal int // aidel + AiDelayNightmare int // aidel(N) + AiDelayHell int // aidel(H) + + // the distance in cells from which AI is activated. Most AI"s have base + // hardcoded activation radius of 35 which stands for a distamnce of about + // 1 screen, thus leaving these fields blank sets this to 35 automatically. + AiDistanceNormal int // aidist + AiDistanceNightmare int // aidist(N) + AiDistanceHell int // aidist(H) + + // these cells are very important, they pass on parameters (in percentage) + // to the AI code. For descriptions about what all these AI's do, check + // The AI Compendium. https://d2mods.info/forum/viewtopic.php?t=36230 + // Warning: many people have trouble with the AI of the Imps, this AI is + // special and uses multiple rows. + AiParameterNormal1 int // aip1 + AiParameterNormal2 int // aip2 + AiParameterNormal3 int // aip3 + AiParameterNormal4 int // aip4 + AiParameterNormal5 int // aip5 + AiParameterNormal6 int // aip6 + AiParameterNormal7 int // aip7 + AiParameterNormal8 int // aip8 + AiParameterNightmare1 int // aip1 + AiParameterNightmare2 int // aip2 + AiParameterNightmare3 int // aip3 + AiParameterNightmare4 int // aip4 + AiParameterNightmare5 int // aip5 + AiParameterNightmare6 int // aip6 + AiParameterNightmare7 int // aip7 + AiParameterNightmare8 int // aip8 + AiParameterHell1 int // aip1 + AiParameterHell2 int // aip2 + AiParameterHell3 int // aip3 + AiParameterHell4 int // aip4 + AiParameterHell5 int // aip5 + AiParameterHell6 int // aip6 + AiParameterHell7 int // aip7 + AiParameterHell8 int // aip8 + + // these columns control “non-skill-related” missiles used by the monster. + // For example if you enter a missile ID pointer (from Missiles.txt) in + // MissA1 then, whenever the monster uses its A1 mode, it will shoot a + // missile, this however will succesfully prevent it from dealing any damage + // with the swing of A1. + // NOTE: for the beginners, A1=Attack1, A2=Attack2, S1=Skill1, S2=Skill2, + // S3=Skill3, S4=Skill4, C=Cast, SQ=Sequence. + MissileA1 string // MissA1 + MissileA2 string // MissA2 + MissileS1 string // MissS1 + MissileS2 string // MissS2 + MissileS3 string // MissS3 + MissileS4 string // MissS4 + MissileC string // MissC + MissileSQ string // MissSQ + + // Switch, 0=enemy, 1=aligned, 2=neutral. This setting controls whenever the + // monster fights on your side or fights against you (or if it just walks + // around, IE a critter). If you want to turn some obsolete NPCs into + // enemies, this is one of the settings you will need to modify. Setting it + // to 2 without adjusting other settings (related to AI and also some in + // MonStats2) it will simply attack everything. + Alignment int // Align + + // Boolean, 1=spawnable, 0=not spawnable. This controls whenever this unit + // can be spawned via Levels.txt. + IsLevelSpawnable bool // isSpawn + + // Boolean, 1=melee attacker, 0=not a melee attacker. This controls whenever + // this unit can spawn with boss modifiers such as multiple shot or not. + // IE melee monsters will never spawn with multiple shot. + IsMelee bool // isMelee + + // Boolean, 1=I’m a NPC, 0=I’m not. This controls whenever the unit is a NPC + // or not. + IsNpc bool // npc + + // Boolean, 1=Special NPC features enabled, 0=No special NPC features. This + // controls whenever you can interact with this unit. IE this controls + // whenever it opens a speech-box or menu when you click on the unit. To + // turn units like Kaeleen or Flavie into enemies you will need to set this + // to 0 (you will also need to set NPC to 0 for that). + IsInteractable bool // interact + + // Boolean, 1=Has an inventory, 0=Has no inventory. Controls whenever this + // NPC or UNIT can carry items with it. For NPCs this means that you can + // access their Inventory and buy items (if you disable this and then try to + // access this feature it will cause a crash so don’t do it unless you know + // what you’re doing). For Monsters this means that they can access their + // equipment data in MonEquip.txt. + HasInventory bool // inventory + + // Boolean, 1=I can enter towns, 0=I can’t enter towns. This controls + // whenever enemies can follow you into a town or not. This should be set to + // 1 for everything that spawns in a town for obvious reasons. According to + // informations from Ogodei, it also disables/enables collision in + // singleplayer and allows pets to walk/not walk in city in multiplayer. + // In multiplayer collision is always set to 0 for pets. + CanEnterTown bool // inTown + + // Boolean. Blizzard used this to differentiate High and Low Undead (IE low + // undead like Zombies, Skeletons etc are set to 1 here), both this and + // HUNDEAD will make the unit be considered undead. Low undeads can be + // resurrected by high undeads. High undeads can't resurrect eachother. + IsUndeadLow bool // lUndead + IsUndeadHigh bool // hUndead + + // Boolean, This makes the game consider this unit a demon. + IsDemon bool // demon + + // Boolean, If you set this to 1 the monster will be able to move fly over + // obstacles such as puddles and rivers. + // TIP: Setting this to 1 for Mephisto will prevent the possibility of + // making him stuck and being slaughtered by blizzard or other ranged spells + // easily. + IsFlying bool // flying + + // Boolean, 1=I can open doors, 0=I’m too damn retarded to open doors. Ever + // wanted to make the game more like D1 (where closing doors could actually + // protect you), then this column is all you need. By setting this to 0 you + // will succesfully lobotomize the monster, thus he will not be able to open + // doors any more. + CanOpenDoors bool // opendoors + + // Boolean, 1=I’m a boss, 0=I’m not a boss. This controls whenever this unit + // is a special boss, as mentioned already, monsters set as boss IGNORE the + // level settings, IE they will always spawn with the levels specified in + // MonStats.txt. Boss will gain some special resistances, such as immunity + // to being stunned (!!!), also it will not be affected by things like + // deadly strike the way normal monsters are. + IsSpecialBoss bool // boss + + // Boolean, 1=I’m a prime evil, 0=I’m not a prime evil. (=Act Boss). + // Setting this to 1 will give your monsters huge (300% IIRC) damage bonus + // against hirelings and summons. Ever wondered why Diablo destroys your + // skeletons with 1 fire nova while barely doing anything to you? Here is + // your answer. + IsActBoss bool // primeevil + + // Setting this to 0 will make the monster absolutely unkillable. + IsKillable bool // killable + + // Boolean, 1=Can change sides, 0=Cannot change sides. Gives your monster + // something what I call "Strong Mind", it decides if this units mind may + // be altered by “mind altering skills” like Attract, Conversion, Revive + // etc or not. + IsAiSwitchable bool // switchai + + // Boolean, 1=Can’t get an aura, 0=Can get an aura. Monsters set to 0 here + // will not be effected by friendly auras + DisableAura bool // noAura + + // Boolean, 1=Can’t get multishot modifier, 0=Can get multishot modifier. + // This is another layer of security to prevent this modifier from spawning, + // besides the ISMELEE layer. + DisableMultiShot bool // nomultishot + + // Boolean, 1=Never accounted for, 0=Accounted for. Setting this to 1 + // prevents your pets from being counted as population in said area, for + // example thanks to this you can finish The Den Of Evil quest while having + // pets summoned. + DisableCounting bool // neverCount + + // Boolean 1=Summons and hirelings are ignored by this unit, 0=Summons and + // hirelings are noticed by this unit. If you set this to 1 you will the + // monsters going directly for the player. + IgnorePets bool // petIgnore + + // Boolean, 1=Damage players colliding with my death animation, 0=Don’t + // damage anything. This works similar to corpse explosion (its based on + // hitpoints) and damages the surrounding players when the unit dies. (Ever + // wanted to prevent those undead stygian dolls from doing damage when they + // die, this is all there is to it) + DealsDamageOnDeath bool // deathDmg + + // Boolean, 1=Use generic spawning, 0=Don’t use generic spawning. Has to do + // something is with minions being transformed into suicide minions, the + // exact purpose of this is a mystery to me though. + GenericSpawn bool // genericSpawn + + // Boolean, 1=true, 0=false. Unused. + // zoo + + // Switch, 1=Unknown, 2=Used for assassin traps, 0=Don’t send skills. This + // is only used by two of the Assassin traps, however it doesn't serve any + // purpose anymore. + // SendSkills + + // the ID Pointer to the skill (from Skills.txt) the monster will cast when + // this specific slot is accessed by the AI. Which slots are used is + // determined by the units AI. + SkillId1 string // Skill1 + SkillId2 string // Skill2 + SkillId3 string // Skill3 + SkillId4 string // Skill4 + SkillId5 string // Skill5 + SkillId6 string // Skill6 + SkillId7 string // Skill7 + SkillId8 string // Skill8 + + // the graphical MODE (or SEQUENCE) this unit uses when it uses this skill. + SkillAnimation1 string // Sk1mode + SkillAnimation2 string // Sk2mode + SkillAnimation3 string // Sk3mode + SkillAnimation4 string // Sk4mode + SkillAnimation5 string // Sk5mode + SkillAnimation6 string // Sk6mode + SkillAnimation7 string // Sk7mode + SkillAnimation8 string // Sk8mode + + // the skill level of the skill in question. This gets a bonus on nightmare + // and hell which you can modify in DifficultyLevels.txt. + SkillLevel1 int // Sk1lvl + SkillLevel2 int // Sk2lvl + SkillLevel3 int // Sk3lvl + SkillLevel4 int // Sk4lvl + SkillLevel5 int // Sk5lvl + SkillLevel6 int // Sk6lvl + SkillLevel7 int // Sk7lvl + SkillLevel8 int // Sk8lvl + + // controls the effectiveness of Life and Mana steal from equipment on this + // unit on the respective difficulties. 0=Can’t leech at all. (negative + // values don't damage you, thanks to Doombreed-x for testing this), setting + // it to more then 100 would make LL and ML more effective. Remember that + // besides this, Life and Mana Steal is further limited by + // DifficultyLevels.txt. + LeechSensitivityNormal int // Drain + LeechSensitivityNightmare int // Drain(N) + LeechSensitivityHell int // Drain(H) + + // controls the effectiveness of cold effect and its duration and freeze + // duration on this unit. The lower this value is, the more speed this unit + // looses when its under the effect of cold, also freezing/cold effect will + // stay for longer. Positive values will make the unit faster (thanks to + // Brother Laz for confirming my assumption), and 0 will make it + // unfreezeable. Besides this, cold length and freeze length settings are + // also set in DifficultyLevels.txt. + ColdSensitivityNormal int // coldeffect + ColdSensitivityNightmare int // coldeffect(N) + ColdSensitivityHell int // coldeffect(H) + + // damage resistance on the respective difficulties. Negative values mean + // that the unit takes more damage from this element, values at or above 100 + // will result in immunity. + // NOTE: even though it may be quite obvious, I already met many people who + // do not know about it. Each point of resistance means 1% of reduction (or + // increase if the value is <0) of damage from said source. The same stands + // for player characters. Same stands for all other resistances. 81% of fire + // resist means 81% of incoming fire damage reduction. + // NOTE 2: when resistance is >100 (immunity), you need 5 points of + // resistance reducing stat applied DIRECTLY to the unit to reduce 1% of + // immunity. It means if you want to break 105% immunity, you will need at + // least 30 resist reduction stat (105 - 6 = 99 and 6 * 5 = 30). + // NOTE 3: yes, yes, indeed, "damage reduced by x%" stat that may spawn on + // items such as The Crown Of Ages or Ber rune is nothing else than physical + // resistance. + ResistancePhysicalNormal int // ResDm + ResistancePhysicalNightmare int // ResDm(N) + ResistancePhysicalHell int // ResDm(H) + + ResistanceMagicNormal int // ResMa + ResistanceMagicNightmare int // ResMa(N) + ResistanceMagicHell int // ResMa(H) + + ResistanceFireNormal int // ResFi + ResistanceFireNightmare int // ResFi(N) + ResistanceFireHell int // ResFi(H) + + ResistanceLightningNormal int // ResLi + ResistanceLightningNightmare int // ResLi(N) + ResistanceLightningHell int // ResLi(H) + + ResistanceColdNormal int // ResCo + ResistanceColdNightmare int // ResCo(N) + ResistanceColdHell int // ResCo(H) + + ResistancePoisonNormal int // ResPo + ResistancePoisonNightmare int // ResPo(N) + ResistancePoisonHell int // ResPo(H) + + // this controls how much health this unit regenerates per frame. Sometimes + // this is altered by the units AI. The formula is (REGEN * HP) / 4096. So + // a monster with 200 hp and a regen rate of 10 would regenerate ~0,5 HP + // (~12 per second) every frame (1 second = 25 frames). + HealthRegenPerFrame int // DamageRegen + + // ID Pointer to the skill that controls this units damage. This is used for + // the druids summons. IE their damage is specified solely by Skills.txt and + // not by MonStats.txt. + DamageSkillId string // SkillDamage + + // Boolean, 1=Don’t use MonLevel.txt, 0=Use MonLevel.txt. Does this unit use + // MonLevel.txt or does it use the stats listed in MonStats.txt as is. + // Setting this to 1 will result in an array of problems, such as the + // appended elemental damage being completely ignored, irregardless of the + // values in it. + IgnoreMonLevelTxt bool // noRatio + + // Boolean, 1=Can block without a blocking animation, 0=Can’t block without + // a blocking animation. Quite self explanatory, in order for a unit to + // block it needs the BL mode, if this is set to 1 then it will block + // irregardless of what modes it has. + CanBlockWithoutShield bool // NoShldBlock + + // this units chance to block. See the above column for details when this + // applies or not. Monsters are capped at 75% block as players are AFAIK. + ChanceToBlockNormal int // ToBlock + ChanceToBlockNightmare int // ToBlock(N) + ChanceToBlockHell int // ToBlock(H) + + // this units chance of scoring a critical hit (dealing double the damage). + ChanceDeadlyStrike int // Crit + + // minHp, maxHp, minHp(N), maxHp(N), minHp(H), maxHp(H): this units minimum + // and maximum HP on the respective difficulties. + // NOTE: Monster HitPoints are calculated as the following: (minHp * Hp from + // MonLvl.txt)/100 for minimal hp and (maxHp * Hp from MonLvl.txt)/100 for + // maximum hp. + // To make this guide idiot-proof, we will calculate the hit points of a + // Hungry Dead from vanilla on Normal difficulty and Single Player mode. + // It has minHp = 101 and maxHp = 186 and level 2. Hp for level 2 in + // MonLvl.txt = 9 + // It means Hungry Dead has (101*9)/100 ~ 9 of minimum hp and + // (186*9)/100 ~ 17 maximum hit points. You have to remember monsters on + // nightmare and hell take their level (unless Boss = 1) from area level of + // Levels.txt instead of Level column of MonStats.txt. I hope this is clear. + MinHPNormal int // minHP + MinHPNightmare int // MinHP(N) + MinHPHell int // MinHP(H) + + MaxHPNormal int // maxHP + MaxHPNightmare int // MaxHP(N) + MaxHPHell int // MaxHP(H) + + // this units Armor Class on the respective difficulties. The calculation is + // the same (analogical) as for hit points. + ArmorClassNormal int // AC + ArmorClassNightmare int // AC(N) + ArmorClassHell int // AC(H) + + // the experience you get when killing this unit on the respective + // difficulty. The calculation is the same (analogical) as for hit points. + ExperienceNormal int // Exp + ExperienceNightmare int // Exp(N) + ExperienceHell int // Exp(H) + + // this units minimum and maximum damage when it uses A1/A2/S1 mode. + // The calculation is the same (analogical) as for hit points. + DamageMinA1Normal int // A1MinD + DamageMinA1Nightmare int // A1MinD(N) + DamageMinA1Hell int // A1MinD(H) + + DamageMaxA1Normal int // A1MaxD + DamageMaxA1Nightmare int // A1MaxD(N) + DamageMaxA1Hell int // A1MaxD(H) + + DamageMinA2Normal int // A2MinD + DamageMinA2Nightmare int // A2MinD(N) + DamageMinA2Hell int // A2MinD(H) + + DamageMaxA2Normal int // A2MaxD + DamageMaxA2Nightmare int // A2MaxD(N) + DamageMaxA2Hell int // A2MaxD(H) + + DamageMinS1Normal int // S1MinD + DamageMinS1Nightmare int // S1MinD(N) + DamageMinS1Hell int // S1MinD(H) + + DamageMaxS1Normal int // S1MaxD + DamageMaxS1Nightmare int // S1MaxD(N) + DamageMaxS1Hell int // S1MaxD(H) + + // this units attack rating for A1/A2/S1 mode on the respective difficulties + // The calculation is the same (analogical) as for hit points. + AttackRatingA1Normal int // A1TH + AttackRatingA1Nightmare int // A1TH(N) + AttackRatingA1Hell int // A1TH(H) + + AttackRatingA2Normal int // A2TH + AttackRatingA2Nightmare int // A2TH(N) + AttackRatingA2Hell int // A2TH(H) + + AttackRatingS1Normal int // S1TH + AttackRatingS1Nightmare int // S1TH(N) + AttackRatingS1Hell int // S1TH(H) + + // the mode to which the elemental damage is appended. The modes to which + // you would usually attack elemental damage are A1, A2, S1, S2, S3, S4, SQ + // or C as these are the only ones that naturally contain trigger bytes. + ElementAttackMode1 string // El1Mode + ElementAttackMode2 string // El2Mode + ElementAttackMode3 string // El3Mode + + // the type of the elemental damage appended to an attack. There are several + // elements: fire=Fire Damage, ltng=Lightning Damage, cold=Cold Damage + // (uses duration), pois = Poison Damage (uses duration), mag=Magic Damage, + // life=Life Drain (the monster heals the specified amount when it hits + // you), mana=Mana Drain (the monster steals the specified amount of mana + // when it hits you), stam=Stamina Drain (the monster steals the specified + // amount of stamina when it hits you), stun=Stun Damage (uses duration, + // damage is not used, this only effects pets and mercs, players will not + // get immobilized but they will get thrown into hit recovery whenever they + // get hit by an attack, no matter what type of attack it is, thanks to + // Brother Laz clearing this one up), rand=Random Damage (uses duration, + // either does Poison, Cold, Fire or Lightning damage, randomly picked for + // every attack), burn=Burning Damage (uses duration, this damage type + // cannot be resisted or reduced in any way), frze=Freezing Damage (uses + // duration, this will effect players like normal cold damage but will + // freeze and shatter pets). If you want to give your monster knockback use + // MonProp.txt. + ElementType1 string // El1Type + ElementType2 string // El2Type + ElementType3 string // El3Type + + // chance to append elemental damage to an attack on the respective + // difficulties. 0=Never append, 100=Always append. + ElementChance1Normal int // El1Pct + ElementChance1Nightmare int // El1Pct(N) + ElementChance1Hell int // El1Pct(H) + + ElementChance2Normal int // El2Pct + ElementChance2Nightmare int // El2Pct(N) + ElementChance2Hell int // El2Pct(H) + + ElementChance3Normal int // El3Pct + ElementChance3Nightmare int // El3Pct(N) + ElementChance3Hell int // El3Pct(H) + + // minimum and Maximum elemental damage to append to the attack on the + // respective difficulties. Note that you should only append elemental + // damage to those missiles that don’t have any set in Missiles.txt. The + // calculation is the same (analogical) as for hit points. + ElementDamageMin1Normal int // El1MinD + ElementDamageMin1Nightmare int // El1MinD(N) + ElementDamageMin1Hell int // El1MinD(H) + + ElementDamageMin2Normal int // El2MinD + ElementDamageMin2Nightmare int // El2MinD(N) + ElementDamageMin2Hell int // El2MinD(H) + + ElementDamageMin3Normal int // El3MinD + ElementDamageMin3Nightmare int // El3MinD(N) + ElementDamageMin3Hell int // El3MinD(H) + + ElementDamageMax1Normal int // El1MaxD + ElementDamageMax1Nightmare int // El1MaxD(N) + ElementDamageMax1Hell int // El1MaxD(H) + + ElementDamageMax2Normal int // El2MaxD + ElementDamageMax2Nightmare int // El2MaxD(N) + ElementDamageMax2Hell int // El2MaxD(H) + + ElementDamageMax3Normal int // El3MaxD + ElementDamageMax3Nightmare int // El3MaxD(N) + ElementDamageMax3Hell int // El3MaxD(H) + + // duration of the elemental effect (for freeze, burn, cold, poison and + // stun) on the respective difficulties. + ElementDuration1Normal int // El1Dur + ElementDuration1Nightmare int // El1Dur(N) + ElementDuration1Hell int // El1Dur(H) + + ElementDuration2Normal int // El2Dur + ElementDuration2Nightmare int // El2Dur(N) + ElementDuration2Hell int // El2Dur(H) + + ElementDuration3Normal int // El3Dur + ElementDuration3Nightmare int // El3Dur(N) + ElementDuration3Hell int // El3Dur(H) + + // the TreasureClass used by this unit as a normal monster on the respective + // difficulties. + // NOTE: because of the new TreasureClass system introduced in 1.10 and + // later patches, TC entries are only of minor influence regarding what TC + // is being selected unless you change the system by editing + // TreasureClassEX.txt. + TreasureClassNormal string // TreasureClass1 + TreasureClassNightmare string // TreasureClass1(N) + TreasureClassHell string // TreasureClass1(H) + + TreasureClassChampionNormal string // TreasureClass2 + TreasureClassChampionNightmare string // TreasureClass2(N) + TreasureClassChampionHell string // TreasureClass2(H) + + TreasureClass3UniqueNormal string // TreasureClass3 + TreasureClass3UniqueNightmare string // TreasureClass3(N) + TreasureClass3UniqueHell string // TreasureClass3(H) + + TreasureClassQuestNormal string // TreasureClass4 + TreasureClassQuestNightmare string // TreasureClass4(N) + TreasureClassQuestHell string // TreasureClass4(H) + + // the ID of the Quest that triggers the Quest Treasureclass drop. + TreasureClassQuestTriggerId string // TCQuestId + + // the ID of the Quest State that you need to complete to trigger the Quest + // Treasureclass trop. + TreasureClassQuestComleteId string // TCQuestCP + + // TODO: fix these last 4 field names, they're fucking ridiculous + // Switch, 0=no special death, 1=spawn the monster in the MINION1 column + // when I die, 2=kill whatever monster is mounted to me when I die (used by + // guard towers that kill the imps that are on top of them when they die). + SpecialEndDeath int // SplEndDeath + + // Boolean, 1=Get Special Mode Chart, 0=Don’t get special mode chart. + // Unknown but could be telling the game to look at some internal table. + // This is used for some Act Bosses and monsters like Putrid Defilers. + SpecialGetModeChart bool // SplGetModeChart + + // Boolean, 1=true, 0=false. Works in conjunction with SPLCLIENTEND, this + // makes the unit untargetable when it is first spawned (used for those monsters that are under water, under ground or fly above you) + SpecialEndGeneric bool // SplEndGeneric + + // Boolean, 1=true, 0=false. Works in conjunction with SPLENDGENERIC, this + // makes the unit invisible when it is first spawned (used for those + // monsters that are under water, under ground or fly above you), this is + // also used for units that have other special drawing setups. + SpecialClientEnd bool // SplClientEnd +} + +var MonStats map[string]*MonStatsRecord func LoadMonStats(file []byte) { - MonStatsDictionary = d2common.LoadDataDictionary(string(file)) + dict := d2common.LoadDataDictionary(string(file)) + numRecords := len(dict.Data) + MonStats = make(map[string]*MonStatsRecord, numRecords) + for idx, _ := range dict.Data { + record := &MonStatsRecord{ + Key: dict.GetString("Id", idx), + Id: dict.GetString("hcIdx", idx), + BaseKey: dict.GetString("BaseId", idx), + NextKey: dict.GetString("NextInClass", idx), + PaletteId: dict.GetNumber("TransLvl", idx), + NameStringTableKey: dict.GetString("NameStr", idx), + ExtraDataKey: dict.GetString("MonStatsEx", idx), + PropertiesKey: dict.GetString("MonProp", idx), + MonsterGroup: dict.GetString("MonType", idx), + AiKey: dict.GetString("AI", idx), + DescriptionStringTableKey: dict.GetString("DescStr", idx), + AnimationDirectoryToken: dict.GetString("Code", idx), + Enabled: dict.GetNumber("enabled", idx) > 0, + IsRanged: dict.GetNumber("rangedtype", idx), + SpawnsMinions: dict.GetNumber("placespawn", idx) > 0, + SpawnId: dict.GetString("spawn", idx), + SpawnOffsetX: dict.GetNumber("spawnx", idx), + SpawnOffsetY: dict.GetNumber("spawny", idx), + SpawnAnimationKey: dict.GetString("spawnmode", idx), + MinionId1: dict.GetString("minion1", idx), + MinionId2: dict.GetString("minion2", idx), + IsLeader: dict.GetNumber("SetBoss", idx) > 0, + TransferLeadership: dict.GetNumber("BossXfer", idx) > 0, + MinionPartyMin: dict.GetNumber("PartyMin", idx), + MinionPartyMax: dict.GetNumber("PartyMax", idx), + MinionGroupMin: dict.GetNumber("MinGrp", idx), + MinionGroupMax: dict.GetNumber("MaxGrp", idx), + PopulationReductionPercent: dict.GetNumber("sparsePopulate", idx), + SpeedBase: dict.GetNumber("Velocity", idx), + SpeedRun: dict.GetNumber("Run", idx), + Rarity: dict.GetNumber("Rarity", idx), + LevelNormal: dict.GetNumber("Level", idx), + LevelNightmare: dict.GetNumber("Level(N)", idx), + LevelHell: dict.GetNumber("Level(H)", idx), + SoundKeyNormal: dict.GetString("MonSound", idx), + SoundKeySpecial: dict.GetString("UMonSound", idx), + ThreatLevel: dict.GetNumber("threat", idx), + AiDelayNormal: dict.GetNumber("aidel", idx), + AiDelayNightmare: dict.GetNumber("aidel(N)", idx), + AiDelayHell: dict.GetNumber("aidel(H)", idx), + AiDistanceNormal: dict.GetNumber("aidist", idx), + AiDistanceNightmare: dict.GetNumber("aidist(N)", idx), + AiDistanceHell: dict.GetNumber("aidist(H)", idx), + AiParameterNormal1: dict.GetNumber("aip1", idx), + AiParameterNormal2: dict.GetNumber("aip2", idx), + AiParameterNormal3: dict.GetNumber("aip3", idx), + AiParameterNormal4: dict.GetNumber("aip4", idx), + AiParameterNormal5: dict.GetNumber("aip5", idx), + AiParameterNormal6: dict.GetNumber("aip6", idx), + AiParameterNormal7: dict.GetNumber("aip7", idx), + AiParameterNormal8: dict.GetNumber("aip8", idx), + AiParameterNightmare1: dict.GetNumber("aip1", idx), + AiParameterNightmare2: dict.GetNumber("aip2", idx), + AiParameterNightmare3: dict.GetNumber("aip3", idx), + AiParameterNightmare4: dict.GetNumber("aip4", idx), + AiParameterNightmare5: dict.GetNumber("aip5", idx), + AiParameterNightmare6: dict.GetNumber("aip6", idx), + AiParameterNightmare7: dict.GetNumber("aip7", idx), + AiParameterNightmare8: dict.GetNumber("aip8", idx), + AiParameterHell1: dict.GetNumber("aip1", idx), + AiParameterHell2: dict.GetNumber("aip2", idx), + AiParameterHell3: dict.GetNumber("aip3", idx), + AiParameterHell4: dict.GetNumber("aip4", idx), + AiParameterHell5: dict.GetNumber("aip5", idx), + AiParameterHell6: dict.GetNumber("aip6", idx), + AiParameterHell7: dict.GetNumber("aip7", idx), + AiParameterHell8: dict.GetNumber("aip8", idx), + MissileA1: dict.GetString("MissA1", idx), + MissileA2: dict.GetString("MissA2", idx), + MissileS1: dict.GetString("MissS1", idx), + MissileS2: dict.GetString("MissS2", idx), + MissileS3: dict.GetString("MissS3", idx), + MissileS4: dict.GetString("MissS4", idx), + MissileC: dict.GetString("MissC", idx), + MissileSQ: dict.GetString("MissSQ", idx), + Alignment: dict.GetNumber("Align", idx), + IsLevelSpawnable: dict.GetNumber("isSpawn", idx) > 0, + IsMelee: dict.GetNumber("isMelee", idx) > 0, + IsNpc: dict.GetNumber("npc", idx) > 0, + IsInteractable: dict.GetNumber("interact", idx) > 0, + HasInventory: dict.GetNumber("inventory", idx) > 0, + CanEnterTown: dict.GetNumber("inTown", idx) > 0, + IsUndeadLow: dict.GetNumber("lUndead", idx) > 0, + IsUndeadHigh: dict.GetNumber("hUndead", idx) > 0, + IsDemon: dict.GetNumber("demon", idx) > 0, + IsFlying: dict.GetNumber("flying", idx) > 0, + CanOpenDoors: dict.GetNumber("opendoors", idx) > 0, + IsSpecialBoss: dict.GetNumber("boss", idx) > 0, + IsActBoss: dict.GetNumber("primeevil", idx) > 0, + IsKillable: dict.GetNumber("killable", idx) > 0, + IsAiSwitchable: dict.GetNumber("switchai", idx) > 0, + DisableAura: dict.GetNumber("noAura", idx) > 0, + DisableMultiShot: dict.GetNumber("nomultishot", idx) > 0, + DisableCounting: dict.GetNumber("neverCount", idx) > 0, + IgnorePets: dict.GetNumber("petIgnore", idx) > 0, + DealsDamageOnDeath: dict.GetNumber("deathDmg", idx) > 0, + GenericSpawn: dict.GetNumber("genericSpawn", idx) > 0, + SkillId1: dict.GetString("Skill1", idx), + SkillId2: dict.GetString("Skill2", idx), + SkillId3: dict.GetString("Skill3", idx), + SkillId4: dict.GetString("Skill4", idx), + SkillId5: dict.GetString("Skill5", idx), + SkillId6: dict.GetString("Skill6", idx), + SkillId7: dict.GetString("Skill7", idx), + SkillId8: dict.GetString("Skill8", idx), + SkillAnimation1: dict.GetString("Sk1mode", idx), + SkillAnimation2: dict.GetString("Sk2mode", idx), + SkillAnimation3: dict.GetString("Sk3mode", idx), + SkillAnimation4: dict.GetString("Sk4mode", idx), + SkillAnimation5: dict.GetString("Sk5mode", idx), + SkillAnimation6: dict.GetString("Sk6mode", idx), + SkillAnimation7: dict.GetString("Sk7mode", idx), + SkillAnimation8: dict.GetString("Sk8mode", idx), + SkillLevel1: dict.GetNumber("Sk1lvl", idx), + SkillLevel2: dict.GetNumber("Sk2lvl", idx), + SkillLevel3: dict.GetNumber("Sk3lvl", idx), + SkillLevel4: dict.GetNumber("Sk4lvl", idx), + SkillLevel5: dict.GetNumber("Sk5lvl", idx), + SkillLevel6: dict.GetNumber("Sk6lvl", idx), + SkillLevel7: dict.GetNumber("Sk7lvl", idx), + SkillLevel8: dict.GetNumber("Sk8lvl", idx), + LeechSensitivityNormal: dict.GetNumber("Drain", idx), + LeechSensitivityNightmare: dict.GetNumber("Drain(N)", idx), + LeechSensitivityHell: dict.GetNumber("Drain(H)", idx), + ColdSensitivityNormal: dict.GetNumber("coldeffect", idx), + ColdSensitivityNightmare: dict.GetNumber("coldeffect(N)", idx), + ColdSensitivityHell: dict.GetNumber("coldeffect(H)", idx), + ResistancePhysicalNormal: dict.GetNumber("ResDm", idx), + ResistancePhysicalNightmare: dict.GetNumber("ResDm(N)", idx), + ResistancePhysicalHell: dict.GetNumber("ResDm(H)", idx), + ResistanceMagicNormal: dict.GetNumber("ResMa", idx), + ResistanceMagicNightmare: dict.GetNumber("ResMa(N)", idx), + ResistanceMagicHell: dict.GetNumber("ResMa(H)", idx), + ResistanceFireNormal: dict.GetNumber("ResFi", idx), + ResistanceFireNightmare: dict.GetNumber("ResFi(N)", idx), + ResistanceFireHell: dict.GetNumber("ResFi(H)", idx), + ResistanceLightningNormal: dict.GetNumber("ResLi", idx), + ResistanceLightningNightmare: dict.GetNumber("ResLi(N)", idx), + ResistanceLightningHell: dict.GetNumber("ResLi(H)", idx), + ResistanceColdNormal: dict.GetNumber("ResCo", idx), + ResistanceColdNightmare: dict.GetNumber("ResCo(N)", idx), + ResistanceColdHell: dict.GetNumber("ResCo(H)", idx), + ResistancePoisonNormal: dict.GetNumber("ResPo", idx), + ResistancePoisonNightmare: dict.GetNumber("ResPo(N)", idx), + ResistancePoisonHell: dict.GetNumber("ResPo(H)", idx), + HealthRegenPerFrame: dict.GetNumber("DamageRegen", idx), + DamageSkillId: dict.GetString("SkillDamage", idx), + IgnoreMonLevelTxt: dict.GetNumber("noRatio", idx) > 0, + CanBlockWithoutShield: dict.GetNumber("NoShldBlock", idx) > 0, + ChanceToBlockNormal: dict.GetNumber("ToBlock", idx), + ChanceToBlockNightmare: dict.GetNumber("ToBlock(N)", idx), + ChanceToBlockHell: dict.GetNumber("ToBlock(H)", idx), + ChanceDeadlyStrike: dict.GetNumber("Crit", idx), + MinHPNormal: dict.GetNumber("minHP", idx), + MinHPNightmare: dict.GetNumber("MinHP(N)", idx), + MinHPHell: dict.GetNumber("MinHP(H)", idx), + MaxHPNormal: dict.GetNumber("maxHP", idx), + MaxHPNightmare: dict.GetNumber("MaxHP(N)", idx), + MaxHPHell: dict.GetNumber("MaxHP(H)", idx), + ArmorClassNormal: dict.GetNumber("AC", idx), + ArmorClassNightmare: dict.GetNumber("AC(N)", idx), + ArmorClassHell: dict.GetNumber("AC(H)", idx), + ExperienceNormal: dict.GetNumber("Exp", idx), + ExperienceNightmare: dict.GetNumber("Exp(N)", idx), + ExperienceHell: dict.GetNumber("Exp(H)", idx), + DamageMinA1Normal: dict.GetNumber("A1MinD", idx), + DamageMinA1Nightmare: dict.GetNumber("A1MinD(N)", idx), + DamageMinA1Hell: dict.GetNumber("A1MinD(H)", idx), + DamageMaxA1Normal: dict.GetNumber("A1MaxD", idx), + DamageMaxA1Nightmare: dict.GetNumber("A1MaxD(N)", idx), + DamageMaxA1Hell: dict.GetNumber("A1MaxD(H)", idx), + DamageMinA2Normal: dict.GetNumber("A2MinD", idx), + DamageMinA2Nightmare: dict.GetNumber("A2MinD(N)", idx), + DamageMinA2Hell: dict.GetNumber("A2MinD(H)", idx), + DamageMaxA2Normal: dict.GetNumber("A2MaxD", idx), + DamageMaxA2Nightmare: dict.GetNumber("A2MaxD(N)", idx), + DamageMaxA2Hell: dict.GetNumber("A2MaxD(H)", idx), + DamageMinS1Normal: dict.GetNumber("S1MinD", idx), + DamageMinS1Nightmare: dict.GetNumber("S1MinD(N)", idx), + DamageMinS1Hell: dict.GetNumber("S1MinD(H)", idx), + DamageMaxS1Normal: dict.GetNumber("S1MaxD", idx), + DamageMaxS1Nightmare: dict.GetNumber("S1MaxD(N)", idx), + DamageMaxS1Hell: dict.GetNumber("S1MaxD(H)", idx), + AttackRatingA1Normal: dict.GetNumber("A1TH", idx), + AttackRatingA1Nightmare: dict.GetNumber("A1TH(N)", idx), + AttackRatingA1Hell: dict.GetNumber("A1TH(H)", idx), + AttackRatingA2Normal: dict.GetNumber("A2TH", idx), + AttackRatingA2Nightmare: dict.GetNumber("A2TH(N)", idx), + AttackRatingA2Hell: dict.GetNumber("A2TH(H)", idx), + AttackRatingS1Normal: dict.GetNumber("S1TH", idx), + AttackRatingS1Nightmare: dict.GetNumber("S1TH(N)", idx), + AttackRatingS1Hell: dict.GetNumber("S1TH(H)", idx), + ElementAttackMode1: dict.GetString("El1Mode", idx), + ElementAttackMode2: dict.GetString("El2Mode", idx), + ElementAttackMode3: dict.GetString("El3Mode", idx), + ElementType1: dict.GetString("El1Type", idx), + ElementType2: dict.GetString("El2Type", idx), + ElementType3: dict.GetString("El3Type", idx), + ElementChance1Normal: dict.GetNumber("El1Pct", idx), + ElementChance1Nightmare: dict.GetNumber("El1Pct(N)", idx), + ElementChance1Hell: dict.GetNumber("El1Pct(H)", idx), + ElementChance2Normal: dict.GetNumber("El2Pct", idx), + ElementChance2Nightmare: dict.GetNumber("El2Pct(N)", idx), + ElementChance2Hell: dict.GetNumber("El2Pct(H)", idx), + ElementChance3Normal: dict.GetNumber("El3Pct", idx), + ElementChance3Nightmare: dict.GetNumber("El3Pct(N)", idx), + ElementChance3Hell: dict.GetNumber("El3Pct(H)", idx), + ElementDamageMin1Normal: dict.GetNumber("El1MinD", idx), + ElementDamageMin1Nightmare: dict.GetNumber("El1MinD(N)", idx), + ElementDamageMin1Hell: dict.GetNumber("El1MinD(H)", idx), + ElementDamageMin2Normal: dict.GetNumber("El2MinD", idx), + ElementDamageMin2Nightmare: dict.GetNumber("El2MinD(N)", idx), + ElementDamageMin2Hell: dict.GetNumber("El2MinD(H)", idx), + ElementDamageMin3Normal: dict.GetNumber("El3MinD", idx), + ElementDamageMin3Nightmare: dict.GetNumber("El3MinD(N)", idx), + ElementDamageMin3Hell: dict.GetNumber("El3MinD(H)", idx), + ElementDamageMax1Normal: dict.GetNumber("El1MaxD", idx), + ElementDamageMax1Nightmare: dict.GetNumber("El1MaxD(N)", idx), + ElementDamageMax1Hell: dict.GetNumber("El1MaxD(H)", idx), + ElementDamageMax2Normal: dict.GetNumber("El2MaxD", idx), + ElementDamageMax2Nightmare: dict.GetNumber("El2MaxD(N)", idx), + ElementDamageMax2Hell: dict.GetNumber("El2MaxD(H)", idx), + ElementDamageMax3Normal: dict.GetNumber("El3MaxD", idx), + ElementDamageMax3Nightmare: dict.GetNumber("El3MaxD(N)", idx), + ElementDamageMax3Hell: dict.GetNumber("El3MaxD(H)", idx), + ElementDuration1Normal: dict.GetNumber("El1Dur", idx), + ElementDuration1Nightmare: dict.GetNumber("El1Dur(N)", idx), + ElementDuration1Hell: dict.GetNumber("El1Dur(H)", idx), + ElementDuration2Normal: dict.GetNumber("El2Dur", idx), + ElementDuration2Nightmare: dict.GetNumber("El2Dur(N)", idx), + ElementDuration2Hell: dict.GetNumber("El2Dur(H)", idx), + ElementDuration3Normal: dict.GetNumber("El3Dur", idx), + ElementDuration3Nightmare: dict.GetNumber("El3Dur(N)", idx), + ElementDuration3Hell: dict.GetNumber("El3Dur(H)", idx), + TreasureClassNormal: dict.GetString("TreasureClass1", idx), + TreasureClassNightmare: dict.GetString("TreasureClass1(N)", idx), + TreasureClassHell: dict.GetString("TreasureClass1(H)", idx), + TreasureClassChampionNormal: dict.GetString("TreasureClass2", idx), + TreasureClassChampionNightmare: dict.GetString("TreasureClass2(N)", idx), + TreasureClassChampionHell: dict.GetString("TreasureClass2(H)", idx), + TreasureClass3UniqueNormal: dict.GetString("TreasureClass3", idx), + TreasureClass3UniqueNightmare: dict.GetString("TreasureClass3(N)", idx), + TreasureClass3UniqueHell: dict.GetString("TreasureClass3(H)", idx), + TreasureClassQuestNormal: dict.GetString("TreasureClass4", idx), + TreasureClassQuestNightmare: dict.GetString("TreasureClass4(N)", idx), + TreasureClassQuestHell: dict.GetString("TreasureClass4(H)", idx), + TreasureClassQuestTriggerId: dict.GetString("TCQuestId", idx), + TreasureClassQuestComleteId: dict.GetString("TCQuestCP", idx), + SpecialEndDeath: dict.GetNumber("SplEndDeath", idx), + SpecialGetModeChart: dict.GetNumber("SplGetModeChart", idx) > 0, + SpecialEndGeneric: dict.GetNumber("SplEndGeneric", idx) > 0, + SpecialClientEnd: dict.GetNumber("SplClientEnd", idx) > 0, + } + MonStats[record.Key] = record + } + log.Printf("Loaded %d MonStats records", len(MonStats)) } diff --git a/main.go b/main.go index 1978eaa1..ecb59aa3 100644 --- a/main.go +++ b/main.go @@ -397,6 +397,7 @@ func loadDataDict() error { {d2resource.MagicSuffix, d2datadict.LoadMagicSuffix}, {d2resource.ItemStatCost, d2datadict.LoadItemStatCosts}, {d2resource.CharStats, d2datadict.LoadCharStats}, + {d2resource.MonStats, d2datadict.LoadMonStats}, } for _, entry := range entries {