mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-01 08:54:20 -04:00
run goimports
to format all Go source files of the project (#88)
Actual command run: find . -type f -name '*.go' | xargs -I '{}' goimports -w '{}'
This commit is contained in:
parent
4a24fc0b8c
commit
ab7d19197e
@ -8,7 +8,7 @@ import (
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)
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type LevelPresetRecord struct {
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Name string
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Name string
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DefinitionId int
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LevelId int
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Populate bool
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@ -26,7 +26,7 @@ type LevelPresetRecord struct {
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FileCount int
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Files [6]string
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Dt1Mask uint
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Beta bool
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Beta bool
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Expansion bool
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}
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@ -38,22 +38,22 @@ func createLevelPresetRecord(props []string) LevelPresetRecord {
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return i
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}
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result := LevelPresetRecord{
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Name: props[inc()],
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Name: props[inc()],
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DefinitionId: StringToInt(props[inc()]),
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LevelId: StringToInt(props[inc()]),
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Populate: StringToUint8(props[inc()]) == 1,
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Logicals: StringToUint8(props[inc()]) == 1,
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Outdoors: StringToUint8(props[inc()]) == 1,
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Animate: StringToUint8(props[inc()]) == 1,
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KillEdge: StringToUint8(props[inc()]) == 1,
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FillBlanks: StringToUint8(props[inc()]) == 1,
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SizeX: StringToInt(props[inc()]),
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SizeY: StringToInt(props[inc()]),
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AutoMap: StringToUint8(props[inc()]) == 1,
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Scan: StringToUint8(props[inc()]) == 1,
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Pops: StringToInt(props[inc()]),
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PopPad: StringToInt(props[inc()]),
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FileCount: StringToInt(props[inc()]),
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LevelId: StringToInt(props[inc()]),
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Populate: StringToUint8(props[inc()]) == 1,
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Logicals: StringToUint8(props[inc()]) == 1,
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Outdoors: StringToUint8(props[inc()]) == 1,
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Animate: StringToUint8(props[inc()]) == 1,
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KillEdge: StringToUint8(props[inc()]) == 1,
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FillBlanks: StringToUint8(props[inc()]) == 1,
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SizeX: StringToInt(props[inc()]),
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SizeY: StringToInt(props[inc()]),
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AutoMap: StringToUint8(props[inc()]) == 1,
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Scan: StringToUint8(props[inc()]) == 1,
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Pops: StringToInt(props[inc()]),
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PopPad: StringToInt(props[inc()]),
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FileCount: StringToInt(props[inc()]),
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Files: [6]string{
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props[inc()],
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props[inc()],
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@ -62,8 +62,8 @@ func createLevelPresetRecord(props []string) LevelPresetRecord {
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props[inc()],
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props[inc()],
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},
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Dt1Mask: StringToUint(props[inc()]),
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Beta: StringToUint8(props[inc()]) == 1,
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Dt1Mask: StringToUint(props[inc()]),
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Beta: StringToUint8(props[inc()]) == 1,
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Expansion: StringToUint8(props[inc()]) == 1,
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}
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return result
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@ -79,7 +79,7 @@ func LoadLevelPresets(fileProvider FileProvider) {
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continue
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}
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props := strings.Split(line, "\t")
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if(props[1] == "") {
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if props[1] == "" {
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continue // any line without a definition id is skipped (e.g. the "Expansion" line)
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}
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rec := createLevelPresetRecord(props)
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@ -34,14 +34,14 @@ type MissileAnimation struct {
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AnimationRate int // seems to do nothing
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AnimationLength int
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AnimationSpeed int
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StartingFrame int // called "RandFrame"
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StartingFrame int // called "RandFrame"
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HasSubLoop bool // runs after first animation ends
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SubStartingFrame int
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SubEndingFrame int
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}
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type MissileCollision struct {
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CollisionType int // controls the kind of collision
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CollisionType int // controls the kind of collision
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// 0 = none, 1 = units only, 3 = normal (units, walls),
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// 6 = walls only, 8 = walls, units, and floors
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DestroyedUponCollision bool
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@ -51,141 +51,141 @@ type MissileCollision struct {
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ClientCollision bool // unknown
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ClientSend bool // unclear
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UseCollisionTimer bool // after hit, use timer before dying
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TimerFrames int // how many frames to persist
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TimerFrames int // how many frames to persist
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}
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type MissileDamage struct {
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MinDamage int
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MaxDamage int
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MinLevelDamage [5]int // additional damage per missile level
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MinDamage int
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MaxDamage int
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MinLevelDamage [5]int // additional damage per missile level
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// [0]: lvs 2-8, [1]: lvs 9-16, [2]: lvs 17-22, [3]: lvs 23-28, [4]: lv 29+
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MaxLevelDamage [5]int // see above
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DamageSynergyPerCalc string // works like synergy in skills.txt, not clear
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MaxLevelDamage [5]int // see above
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DamageSynergyPerCalc string // works like synergy in skills.txt, not clear
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}
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type MissileElementalDamage struct {
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Damage MissileDamage
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ElementType string
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Duration int // frames, 25 = 1 second
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Duration int // frames, 25 = 1 second
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LevelDuration [3]int // 0,1,2, unknown level intervals, bonus duration per level
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}
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type MissileRecord struct {
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Name string
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Id int
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Name string
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Id int
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ClientMovementFunc int
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ClientCollisionFunc int
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ServerMovementFunc int
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ServerCollisionFunc int
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ServerDamageFunc int
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ServerMovementCalc MissileCalc
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ClientMovementCalc MissileCalc
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ServerCollisionCalc MissileCalc
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ClientCollisionCalc MissileCalc
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ServerDamageCalc MissileCalc
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ClientMovementFunc int
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ClientCollisionFunc int
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ServerMovementFunc int
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ServerCollisionFunc int
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ServerDamageFunc int
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ServerMovementCalc MissileCalc
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ClientMovementCalc MissileCalc
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ServerCollisionCalc MissileCalc
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ClientCollisionCalc MissileCalc
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ServerDamageCalc MissileCalc
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Velocity int
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MaxVelocity int
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LevelVelocityBonus int
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Accel int
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Range int
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LevelRangeBonus int
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Velocity int
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MaxVelocity int
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LevelVelocityBonus int
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Accel int
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Range int
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LevelRangeBonus int
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Light MissileLight
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Light MissileLight
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Animation MissileAnimation
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Animation MissileAnimation
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Collision MissileCollision
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Collision MissileCollision
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XOffset int
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YOffset int
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ZOffset int
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Size int // diameter
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XOffset int
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YOffset int
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ZOffset int
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Size int // diameter
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DestroyedByTP bool // if true, destroyed when source player teleports to town
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DestroyedByTPFrame int // see above, for client side, (this is a guess) which frame it vanishes on
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CanDestroy bool // unknown
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DestroyedByTP bool // if true, destroyed when source player teleports to town
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DestroyedByTPFrame int // see above, for client side, (this is a guess) which frame it vanishes on
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CanDestroy bool // unknown
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UseAttackRating bool // if true, uses 'attack rating' to determine if it hits or misses
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UseAttackRating bool // if true, uses 'attack rating' to determine if it hits or misses
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// if false, has a 95% chance to hit.
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AlwaysExplode bool // if true, always calls its collision function when it is destroyed, even if it doesn't hit anything
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AlwaysExplode bool // if true, always calls its collision function when it is destroyed, even if it doesn't hit anything
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// note that some collision functions (lightning fury) seem to ignore this and always explode regardless of setting (requires investigation)
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ClientExplosion bool // if true, does not really exist
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ClientExplosion bool // if true, does not really exist
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// is only aesthetic / client side
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TownSafe bool // if true, doesn't vanish when spawned in town
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TownSafe bool // if true, doesn't vanish when spawned in town
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// if false, vanishes when spawned in town
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IgnoreBossModifiers bool // if true, doesn't get bonuses from boss mods
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IgnoreMultishot bool // if true, can't gain the mulitshot modifier
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HolyFilterType int // specifies what this missile can hit
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IgnoreBossModifiers bool // if true, doesn't get bonuses from boss mods
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IgnoreMultishot bool // if true, can't gain the mulitshot modifier
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HolyFilterType int // specifies what this missile can hit
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// 0 = all units, 1 = undead only, 2 = demons only, 3 = all units (again?)
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CanBeSlowed bool // if true, is affected by skill_handofathena
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TriggersHitEvents bool // if true, triggers events that happen "upon getting hit" on targets
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TriggersGetHit bool // if true, can cause target to enter hit recovery mode
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SoftHit bool // unknown
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KnockbackPercent int // chance of knocking the target back, 0-100
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CanBeSlowed bool // if true, is affected by skill_handofathena
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TriggersHitEvents bool // if true, triggers events that happen "upon getting hit" on targets
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TriggersGetHit bool // if true, can cause target to enter hit recovery mode
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SoftHit bool // unknown
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KnockbackPercent int // chance of knocking the target back, 0-100
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TransparencyMode int // controls rendering
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TransparencyMode int // controls rendering
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// 0 = normal, 1 = alpha blending (darker = more transparent)
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// 2 = special (black and white?)
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UseQuantity bool // if true, uses quantity
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UseQuantity bool // if true, uses quantity
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// not clear what this means. Also apparently requires a special starting function in skills.txt
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AffectedByPierce bool // if true, affected by the pierce modifier and the Pierce skill
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SpecialSetup bool // unknown, only true for potions
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AffectedByPierce bool // if true, affected by the pierce modifier and the Pierce skill
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SpecialSetup bool // unknown, only true for potions
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MissileSkill bool // if true, applies elemental damage from items to the splash radius instead of normal damage modifiers
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SkillName string // if not empty, the missile will refer to this skill instead of its own data for the following:
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MissileSkill bool // if true, applies elemental damage from items to the splash radius instead of normal damage modifiers
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SkillName string // if not empty, the missile will refer to this skill instead of its own data for the following:
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// "ResultFlags, HitFlags, HitShift, HitClass, SrcDamage (SrcDam in skills.txt!),
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// MinDam, MinLevDam1-5, MaxDam, MaxLevDam1-5, DmgSymPerCalc, EType, EMin, EMinLev1-5,
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// EMax, EMaxLev1-5, EDmgSymPerCalc, ELen, ELenLev1-3, ELenSymPerCalc"
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ResultFlags int // unknown
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ResultFlags int // unknown
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// 4 = normal missiles, 5 = explosions, 8 = non-damaging missiles
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HitFlags int // unknown
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HitFlags int // unknown
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// 2 = explosions, 5 = freezing arrow
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HitShift int // damage is measured in 256s
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HitShift int // damage is measured in 256s
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// the actual damage is [damage] * 2 ^ [hitshift]
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// e.g. 100 damage, 8 hitshift = 100 * 2 ^ 8 = 100 * 256 = 25600
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// (visually, the damage is this result / 256)
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ApplyMastery bool // unknown
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SourceDamage int // 0-128, 128 is 100%
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ApplyMastery bool // unknown
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SourceDamage int // 0-128, 128 is 100%
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// percentage of source units attack properties to apply to the missile?
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// not only affects damage but also other modifiers like lifesteal and manasteal (need a complete list)
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// setting this to -1 "gets rid of SrcDmg from skills.txt", not clear what that means
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HalfDamageForTwoHander bool // if true, damage is halved when a two-handed weapon is used
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SourceMissDamage int // 0-128, 128 is 100%
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SourceMissDamage int // 0-128, 128 is 100%
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// unknown, only used for poison clouds.
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Damage MissileDamage
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ElementalDamage MissileElementalDamage
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Damage MissileDamage
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ElementalDamage MissileElementalDamage
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HitClass int // controls clientside aesthetic effects for collisions
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HitClass int // controls clientside aesthetic effects for collisions
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// particularly sound effects that are played on a hit
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NumDirections int // count of dirs in the DCC loaded by CelFile
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NumDirections int // count of dirs in the DCC loaded by CelFile
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// apparently this value is no longer needed in D2
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LocalBlood int // blood effects?
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LocalBlood int // blood effects?
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// 0 = no blood, 1 = blood, 2 = blood and affected by open wounds
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DamageReductionRate int // how many frames between applications of the
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DamageReductionRate int // how many frames between applications of the
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// magic_damage_reduced stat, so for instance on a 0 this stat applies every frame
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// on a 3, only every 4th frame has damage reduced
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TravelSound string // name of sound to play during lifetime
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TravelSound string // name of sound to play during lifetime
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// whether or not it loops depends on the specific sound's settings?
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// if it doesn't loop, it's just a on-spawn sound effect
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HitSound string // sound plays upon collision
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ProgSound string // plays at "special events", like a mariachi band
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HitSound string // sound plays upon collision
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ProgSound string // plays at "special events", like a mariachi band
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ProgOverlay string // name of an overlay from overlays.txt to use at special events
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ExplosionMissile string // name of a missile from missiles.txt that is created upon collision
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ProgOverlay string // name of an overlay from overlays.txt to use at special events
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ExplosionMissile string // name of a missile from missiles.txt that is created upon collision
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// or anytime it is destroyed if AlwaysExplode is true
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SubMissile [3]string // 0,1,2 name of missiles spawned by movement function
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HitSubMissile [4]string // 0,1,2 name of missiles spawned by collision function
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ClientSubMissile [3]string // see above, but for client only
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ClientHitSubMissile [4]string // see above, but for client only
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SubMissile [3]string // 0,1,2 name of missiles spawned by movement function
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HitSubMissile [4]string // 0,1,2 name of missiles spawned by collision function
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ClientSubMissile [3]string // see above, but for client only
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ClientHitSubMissile [4]string // see above, but for client only
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}
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func createMissileRecord(line string) MissileRecord {
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@ -199,26 +199,26 @@ func createMissileRecord(line string) MissileRecord {
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// be wrapped in an EmptyToZero transform
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result := MissileRecord{
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Name: r[inc()],
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Id: StringToInt(EmptyToZero(r[inc()])),
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Id: StringToInt(EmptyToZero(r[inc()])),
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ClientMovementFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ClientMovementFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ClientCollisionFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerMovementFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerMovementFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerCollisionFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerDamageFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerDamageFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerMovementCalc: loadMissileCalc(&r, inc, 5),
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ClientMovementCalc: loadMissileCalc(&r, inc, 5),
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ServerMovementCalc: loadMissileCalc(&r, inc, 5),
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ClientMovementCalc: loadMissileCalc(&r, inc, 5),
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ServerCollisionCalc: loadMissileCalc(&r, inc, 3),
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ClientCollisionCalc: loadMissileCalc(&r, inc, 3),
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ServerDamageCalc: loadMissileCalc(&r, inc, 2),
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ServerDamageCalc: loadMissileCalc(&r, inc, 2),
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Velocity: StringToInt(EmptyToZero(r[inc()])),
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MaxVelocity: StringToInt(EmptyToZero(r[inc()])),
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Velocity: StringToInt(EmptyToZero(r[inc()])),
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MaxVelocity: StringToInt(EmptyToZero(r[inc()])),
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LevelVelocityBonus: StringToInt(EmptyToZero(r[inc()])),
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Accel: StringToInt(EmptyToZero(r[inc()])),
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Range: StringToInt(EmptyToZero(r[inc()])),
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LevelRangeBonus: StringToInt(EmptyToZero(r[inc()])),
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Accel: StringToInt(EmptyToZero(r[inc()])),
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Range: StringToInt(EmptyToZero(r[inc()])),
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LevelRangeBonus: StringToInt(EmptyToZero(r[inc()])),
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Light: loadMissileLight(&r, inc),
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@ -229,61 +229,61 @@ func createMissileRecord(line string) MissileRecord {
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XOffset: StringToInt(EmptyToZero(r[inc()])),
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YOffset: StringToInt(EmptyToZero(r[inc()])),
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ZOffset: StringToInt(EmptyToZero(r[inc()])),
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Size: StringToInt(EmptyToZero(r[inc()])),
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Size: StringToInt(EmptyToZero(r[inc()])),
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DestroyedByTP: StringToInt(EmptyToZero(r[inc()])) == 1,
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DestroyedByTP: StringToInt(EmptyToZero(r[inc()])) == 1,
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DestroyedByTPFrame: StringToInt(EmptyToZero(r[inc()])),
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CanDestroy: StringToInt(EmptyToZero(r[inc()])) == 1,
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CanDestroy: StringToInt(EmptyToZero(r[inc()])) == 1,
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UseAttackRating: StringToInt(EmptyToZero(r[inc()])) == 1,
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AlwaysExplode: StringToInt(EmptyToZero(r[inc()])) == 1,
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AlwaysExplode: StringToInt(EmptyToZero(r[inc()])) == 1,
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ClientExplosion: StringToInt(EmptyToZero(r[inc()])) == 1,
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TownSafe: StringToInt(EmptyToZero(r[inc()])) == 1,
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ClientExplosion: StringToInt(EmptyToZero(r[inc()])) == 1,
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TownSafe: StringToInt(EmptyToZero(r[inc()])) == 1,
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IgnoreBossModifiers: StringToInt(EmptyToZero(r[inc()])) == 1,
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IgnoreMultishot: StringToInt(EmptyToZero(r[inc()])) == 1,
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HolyFilterType: StringToInt(EmptyToZero(r[inc()])),
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CanBeSlowed: StringToInt(EmptyToZero(r[inc()])) == 1,
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TriggersHitEvents: StringToInt(EmptyToZero(r[inc()])) == 1,
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TriggersGetHit: StringToInt(EmptyToZero(r[inc()])) == 1,
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SoftHit: StringToInt(EmptyToZero(r[inc()])) == 1,
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KnockbackPercent: StringToInt(EmptyToZero(r[inc()])),
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IgnoreMultishot: StringToInt(EmptyToZero(r[inc()])) == 1,
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HolyFilterType: StringToInt(EmptyToZero(r[inc()])),
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CanBeSlowed: StringToInt(EmptyToZero(r[inc()])) == 1,
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TriggersHitEvents: StringToInt(EmptyToZero(r[inc()])) == 1,
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TriggersGetHit: StringToInt(EmptyToZero(r[inc()])) == 1,
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SoftHit: StringToInt(EmptyToZero(r[inc()])) == 1,
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KnockbackPercent: StringToInt(EmptyToZero(r[inc()])),
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TransparencyMode: StringToInt(EmptyToZero(r[inc()])),
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UseQuantity: StringToInt(EmptyToZero(r[inc()])) == 1,
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UseQuantity: StringToInt(EmptyToZero(r[inc()])) == 1,
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AffectedByPierce: StringToInt(EmptyToZero(r[inc()])) == 1,
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SpecialSetup: StringToInt(EmptyToZero(r[inc()])) == 1,
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SpecialSetup: StringToInt(EmptyToZero(r[inc()])) == 1,
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MissileSkill: StringToInt(EmptyToZero(r[inc()])) == 1,
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SkillName: r[inc()],
|
||||
SkillName: r[inc()],
|
||||
|
||||
ResultFlags: StringToInt(EmptyToZero(r[inc()])),
|
||||
HitFlags: StringToInt(EmptyToZero(r[inc()])),
|
||||
HitFlags: StringToInt(EmptyToZero(r[inc()])),
|
||||
|
||||
HitShift: StringToInt(EmptyToZero(r[inc()])),
|
||||
ApplyMastery: StringToInt(EmptyToZero(r[inc()])) == 1,
|
||||
SourceDamage: StringToInt(EmptyToZero(r[inc()])),
|
||||
HitShift: StringToInt(EmptyToZero(r[inc()])),
|
||||
ApplyMastery: StringToInt(EmptyToZero(r[inc()])) == 1,
|
||||
SourceDamage: StringToInt(EmptyToZero(r[inc()])),
|
||||
HalfDamageForTwoHander: StringToInt(EmptyToZero(r[inc()])) == 1,
|
||||
SourceMissDamage: StringToInt(EmptyToZero(r[inc()])),
|
||||
SourceMissDamage: StringToInt(EmptyToZero(r[inc()])),
|
||||
|
||||
Damage: loadMissileDamage(&r, inc),
|
||||
Damage: loadMissileDamage(&r, inc),
|
||||
ElementalDamage: loadMissileElementalDamage(&r, inc),
|
||||
|
||||
HitClass: StringToInt(EmptyToZero(r[inc()])),
|
||||
NumDirections: StringToInt(EmptyToZero(r[inc()])),
|
||||
LocalBlood: StringToInt(EmptyToZero(r[inc()])),
|
||||
HitClass: StringToInt(EmptyToZero(r[inc()])),
|
||||
NumDirections: StringToInt(EmptyToZero(r[inc()])),
|
||||
LocalBlood: StringToInt(EmptyToZero(r[inc()])),
|
||||
DamageReductionRate: StringToInt(EmptyToZero(r[inc()])),
|
||||
|
||||
TravelSound: r[inc()],
|
||||
HitSound: r[inc()],
|
||||
ProgSound: r[inc()],
|
||||
ProgOverlay: r[inc()],
|
||||
TravelSound: r[inc()],
|
||||
HitSound: r[inc()],
|
||||
ProgSound: r[inc()],
|
||||
ProgOverlay: r[inc()],
|
||||
ExplosionMissile: r[inc()],
|
||||
|
||||
SubMissile: [3]string{r[inc()], r[inc()], r[inc()]},
|
||||
HitSubMissile: [4]string{r[inc()], r[inc()], r[inc()], r[inc()]},
|
||||
ClientSubMissile: [3]string{r[inc()], r[inc()], r[inc()]},
|
||||
SubMissile: [3]string{r[inc()], r[inc()], r[inc()]},
|
||||
HitSubMissile: [4]string{r[inc()], r[inc()], r[inc()], r[inc()]},
|
||||
ClientSubMissile: [3]string{r[inc()], r[inc()], r[inc()]},
|
||||
ClientHitSubMissile: [4]string{r[inc()], r[inc()], r[inc()], r[inc()]},
|
||||
}
|
||||
return result
|
||||
@ -307,7 +307,7 @@ func LoadMissiles(fileProvider FileProvider) {
|
||||
func loadMissileCalcParam(r *[]string, inc func() int) MissileCalcParam {
|
||||
result := MissileCalcParam{
|
||||
Param: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Desc: (*r)[inc()],
|
||||
Desc: (*r)[inc()],
|
||||
}
|
||||
return result
|
||||
}
|
||||
@ -319,7 +319,7 @@ func loadMissileCalc(r *[]string, inc func() int, params int) MissileCalc {
|
||||
}
|
||||
result.Params = make([]MissileCalcParam, params)
|
||||
for p := 0; p < params; p++ {
|
||||
result.Params[p] = loadMissileCalcParam(r, inc);
|
||||
result.Params[p] = loadMissileCalcParam(r, inc)
|
||||
}
|
||||
return result
|
||||
}
|
||||
@ -327,10 +327,10 @@ func loadMissileCalc(r *[]string, inc func() int, params int) MissileCalc {
|
||||
func loadMissileLight(r *[]string, inc func() int) MissileLight {
|
||||
result := MissileLight{
|
||||
Diameter: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Flicker: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Red: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
Green: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
Blue: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
Flicker: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Red: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
Green: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
Blue: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
return result
|
||||
}
|
||||
@ -338,31 +338,31 @@ func loadMissileLight(r *[]string, inc func() int) MissileLight {
|
||||
func loadMissileAnimation(r *[]string, inc func() int) MissileAnimation {
|
||||
result := MissileAnimation{
|
||||
StepsBeforeVisible: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
StepsBeforeActive: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
LoopAnimation: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
CelFileName: (*r)[inc()],
|
||||
AnimationRate: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
AnimationLength: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
AnimationSpeed: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
StartingFrame: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
HasSubLoop: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
SubStartingFrame: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
SubEndingFrame: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
StepsBeforeActive: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
LoopAnimation: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
CelFileName: (*r)[inc()],
|
||||
AnimationRate: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
AnimationLength: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
AnimationSpeed: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
StartingFrame: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
HasSubLoop: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
SubStartingFrame: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
SubEndingFrame: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func loadMissileCollision(r *[]string, inc func() int) MissileCollision {
|
||||
result := MissileCollision{
|
||||
CollisionType: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
CollisionType: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
DestroyedUponCollision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
FriendlyFire: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
LastCollide: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
Collision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
ClientCollision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
ClientSend: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
UseCollisionTimer: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
TimerFrames: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
FriendlyFire: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
LastCollide: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
Collision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
ClientCollision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
ClientSend: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
UseCollisionTimer: StringToInt(EmptyToZero((*r)[inc()])) == 1,
|
||||
TimerFrames: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
return result
|
||||
}
|
||||
@ -393,8 +393,8 @@ func loadMissileDamage(r *[]string, inc func() int) MissileDamage {
|
||||
func loadMissileElementalDamage(r *[]string, inc func() int) MissileElementalDamage {
|
||||
result := MissileElementalDamage{
|
||||
ElementType: (*r)[inc()],
|
||||
Damage: loadMissileDamage(r, inc),
|
||||
Duration: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Damage: loadMissileDamage(r, inc),
|
||||
Duration: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
LevelDuration: [3]int{
|
||||
StringToInt(EmptyToZero((*r)[inc()])),
|
||||
StringToInt(EmptyToZero((*r)[inc()])),
|
||||
|
@ -9,14 +9,14 @@ import (
|
||||
|
||||
// An ObjectRecord represents the settings for one type of object from objects.txt
|
||||
type ObjectRecord struct {
|
||||
Name string
|
||||
Name string
|
||||
Description string
|
||||
Id int
|
||||
Token string // refers to what graphics this object uses
|
||||
Id int
|
||||
Token string // refers to what graphics this object uses
|
||||
|
||||
SpawnMax int // unused?
|
||||
Selectable [8]bool // is this mode selectable
|
||||
TrapProbability int // unused
|
||||
SpawnMax int // unused?
|
||||
Selectable [8]bool // is this mode selectable
|
||||
TrapProbability int // unused
|
||||
|
||||
SizeX int
|
||||
SizeY int
|
||||
@ -26,32 +26,32 @@ type ObjectRecord struct {
|
||||
NTgtBX int // unknown
|
||||
NTgtBY int // unknown
|
||||
|
||||
FrameCount [8]int // how many frames does this mode have, 0 = skip
|
||||
FrameDelta [8]int // what rate is the animation played at (256 = 100% speed)
|
||||
FrameCount [8]int // how many frames does this mode have, 0 = skip
|
||||
FrameDelta [8]int // what rate is the animation played at (256 = 100% speed)
|
||||
CycleAnimation [8]bool // probably whether animation loops
|
||||
LightDiameter [8]int
|
||||
BlocksLight [8]bool
|
||||
HasCollision [8]bool
|
||||
IsAttackable bool // do we kick it when interacting
|
||||
StartFrame [8]int
|
||||
LightDiameter [8]int
|
||||
BlocksLight [8]bool
|
||||
HasCollision [8]bool
|
||||
IsAttackable bool // do we kick it when interacting
|
||||
StartFrame [8]int
|
||||
|
||||
EnvEffect bool // unknown
|
||||
IsDoor bool
|
||||
EnvEffect bool // unknown
|
||||
IsDoor bool
|
||||
BlockVisibility bool // only works with IsDoor
|
||||
Orientation int // unknown (1=sw, 2=nw, 3=se, 4=ne)
|
||||
Trans int // controls palette mapping
|
||||
Orientation int // unknown (1=sw, 2=nw, 3=se, 4=ne)
|
||||
Trans int // controls palette mapping
|
||||
|
||||
OrderFlag [8]int // 0 = object, 1 = floor, 2 = wall
|
||||
PreOperate bool // unknown
|
||||
OrderFlag [8]int // 0 = object, 1 = floor, 2 = wall
|
||||
PreOperate bool // unknown
|
||||
HasAnimationMode [8]bool // 'Mode' in source, true if this mode is used
|
||||
|
||||
XOffset int // in pixels offset
|
||||
YOffset int
|
||||
Draw bool // if false, object isn't drawn (shadow is still drawn and player can still select though)
|
||||
Draw bool // if false, object isn't drawn (shadow is still drawn and player can still select though)
|
||||
|
||||
LightRed byte // if lightdiameter is set, rgb of the light
|
||||
LightRed byte // if lightdiameter is set, rgb of the light
|
||||
LightGreen byte
|
||||
LightBlue byte
|
||||
LightBlue byte
|
||||
|
||||
SelHD bool // whether these DCC components are selectable
|
||||
SelTR bool
|
||||
@ -61,10 +61,10 @@ type ObjectRecord struct {
|
||||
SelRH bool
|
||||
SelLH bool
|
||||
SelSH bool
|
||||
SelS [8]bool
|
||||
SelS [8]bool
|
||||
|
||||
TotalPieces int // selectable DCC components count
|
||||
SubClass int // subclass of object:
|
||||
SubClass int // subclass of object:
|
||||
// 1 = shrine
|
||||
// 2 = obelisk
|
||||
// 4 = portal
|
||||
@ -79,25 +79,25 @@ type ObjectRecord struct {
|
||||
|
||||
NameOffset int // pixels to offset the name from the animation pivot
|
||||
|
||||
MonsterOk bool // unknown
|
||||
OperateRange int // distance object can be used from, might be unused
|
||||
ShrineFunction int // unused
|
||||
Restore bool // if true, object is stored in memory and will be retained if you leave and re-enter the area
|
||||
MonsterOk bool // unknown
|
||||
OperateRange int // distance object can be used from, might be unused
|
||||
ShrineFunction int // unused
|
||||
Restore bool // if true, object is stored in memory and will be retained if you leave and re-enter the area
|
||||
|
||||
Parm [8]int // unknown
|
||||
Act int // what acts this object can appear in (15 = all three)
|
||||
Lockable bool
|
||||
Gore bool // unknown, something with corpses
|
||||
Sync bool // unknown
|
||||
Flicker bool // light flickers if true
|
||||
Damage int // amount of damage done by this (used depending on operatefn)
|
||||
Beta bool // if true, appeared in the beta?
|
||||
Overlay bool // unknown
|
||||
Parm [8]int // unknown
|
||||
Act int // what acts this object can appear in (15 = all three)
|
||||
Lockable bool
|
||||
Gore bool // unknown, something with corpses
|
||||
Sync bool // unknown
|
||||
Flicker bool // light flickers if true
|
||||
Damage int // amount of damage done by this (used depending on operatefn)
|
||||
Beta bool // if true, appeared in the beta?
|
||||
Overlay bool // unknown
|
||||
CollisionSubst bool // unknown, controls some kind of special collision checking?
|
||||
|
||||
Left int // unknown, clickable bounding box?
|
||||
Top int
|
||||
Width int
|
||||
Left int // unknown, clickable bounding box?
|
||||
Top int
|
||||
Width int
|
||||
Height int
|
||||
|
||||
OperateFn int // what function is called when the player clicks on the object
|
||||
@ -111,9 +111,9 @@ type ObjectRecord struct {
|
||||
// (see above todo)
|
||||
|
||||
RestoreVirgins bool // if true, only restores unused objects (see Restore)
|
||||
BlockMissile bool // if true, missiles collide with this
|
||||
DrawUnder bool // if true, drawn as a floor tile is
|
||||
OpenWarp bool // needs clarification, controls whether highlighting shows
|
||||
BlockMissile bool // if true, missiles collide with this
|
||||
DrawUnder bool // if true, drawn as a floor tile is
|
||||
OpenWarp bool // needs clarification, controls whether highlighting shows
|
||||
// 'To ...' or 'trap door' when highlighting, not sure which is T/F
|
||||
AutoMap int // controls how this object appears on the map
|
||||
// 0 = it doesn't, rest of modes need to be analyzed
|
||||
@ -127,10 +127,10 @@ func createObjectRecord(props []string) ObjectRecord {
|
||||
return i
|
||||
}
|
||||
result := ObjectRecord{
|
||||
Name: props[inc()],
|
||||
Name: props[inc()],
|
||||
Description: props[inc()],
|
||||
Id: StringToInt(props[inc()]),
|
||||
Token: props[inc()],
|
||||
Id: StringToInt(props[inc()]),
|
||||
Token: props[inc()],
|
||||
|
||||
SpawnMax: StringToInt(props[inc()]),
|
||||
Selectable: [8]bool{
|
||||
@ -225,11 +225,11 @@ func createObjectRecord(props []string) ObjectRecord {
|
||||
StringToInt(props[inc()]),
|
||||
},
|
||||
|
||||
EnvEffect: StringToUint8(props[inc()]) == 1,
|
||||
IsDoor: StringToUint8(props[inc()]) == 1,
|
||||
EnvEffect: StringToUint8(props[inc()]) == 1,
|
||||
IsDoor: StringToUint8(props[inc()]) == 1,
|
||||
BlockVisibility: StringToUint8(props[inc()]) == 1,
|
||||
Orientation: StringToInt(props[inc()]),
|
||||
Trans: StringToInt(props[inc()]),
|
||||
Orientation: StringToInt(props[inc()]),
|
||||
Trans: StringToInt(props[inc()]),
|
||||
|
||||
OrderFlag: [8]int{
|
||||
StringToInt(props[inc()]),
|
||||
@ -255,11 +255,11 @@ func createObjectRecord(props []string) ObjectRecord {
|
||||
|
||||
XOffset: StringToInt(props[inc()]),
|
||||
YOffset: StringToInt(props[inc()]),
|
||||
Draw: StringToUint8(props[inc()]) == 1,
|
||||
Draw: StringToUint8(props[inc()]) == 1,
|
||||
|
||||
LightRed: StringToUint8(props[inc()]),
|
||||
LightRed: StringToUint8(props[inc()]),
|
||||
LightGreen: StringToUint8(props[inc()]),
|
||||
LightBlue: StringToUint8(props[inc()]),
|
||||
LightBlue: StringToUint8(props[inc()]),
|
||||
|
||||
SelHD: StringToUint8(props[inc()]) == 1,
|
||||
SelTR: StringToUint8(props[inc()]) == 1,
|
||||
@ -281,17 +281,17 @@ func createObjectRecord(props []string) ObjectRecord {
|
||||
},
|
||||
|
||||
TotalPieces: StringToInt(props[inc()]),
|
||||
SubClass: StringToInt(props[inc()]),
|
||||
SubClass: StringToInt(props[inc()]),
|
||||
|
||||
XSpace: StringToInt(props[inc()]),
|
||||
YSpace: StringToInt(props[inc()]),
|
||||
|
||||
NameOffset: StringToInt(props[inc()]),
|
||||
|
||||
MonsterOk: StringToUint8(props[inc()]) == 1,
|
||||
OperateRange: StringToInt(props[inc()]),
|
||||
MonsterOk: StringToUint8(props[inc()]) == 1,
|
||||
OperateRange: StringToInt(props[inc()]),
|
||||
ShrineFunction: StringToInt(props[inc()]),
|
||||
Restore: StringToUint8(props[inc()]) == 1,
|
||||
Restore: StringToUint8(props[inc()]) == 1,
|
||||
|
||||
Parm: [8]int{
|
||||
StringToInt(props[inc()]),
|
||||
@ -303,30 +303,30 @@ func createObjectRecord(props []string) ObjectRecord {
|
||||
StringToInt(props[inc()]),
|
||||
StringToInt(props[inc()]),
|
||||
},
|
||||
Act: StringToInt(props[inc()]),
|
||||
Lockable: StringToUint8(props[inc()]) == 1,
|
||||
Gore: StringToUint8(props[inc()]) == 1,
|
||||
Sync: StringToUint8(props[inc()]) == 1,
|
||||
Flicker: StringToUint8(props[inc()]) == 1,
|
||||
Damage: StringToInt(props[inc()]),
|
||||
Beta: StringToUint8(props[inc()]) == 1,
|
||||
Overlay: StringToUint8(props[inc()]) == 1,
|
||||
Act: StringToInt(props[inc()]),
|
||||
Lockable: StringToUint8(props[inc()]) == 1,
|
||||
Gore: StringToUint8(props[inc()]) == 1,
|
||||
Sync: StringToUint8(props[inc()]) == 1,
|
||||
Flicker: StringToUint8(props[inc()]) == 1,
|
||||
Damage: StringToInt(props[inc()]),
|
||||
Beta: StringToUint8(props[inc()]) == 1,
|
||||
Overlay: StringToUint8(props[inc()]) == 1,
|
||||
CollisionSubst: StringToUint8(props[inc()]) == 1,
|
||||
|
||||
Left: StringToInt(props[inc()]),
|
||||
Top: StringToInt(props[inc()]),
|
||||
Width: StringToInt(props[inc()]),
|
||||
Left: StringToInt(props[inc()]),
|
||||
Top: StringToInt(props[inc()]),
|
||||
Width: StringToInt(props[inc()]),
|
||||
Height: StringToInt(props[inc()]),
|
||||
|
||||
OperateFn: StringToInt(props[inc()]),
|
||||
OperateFn: StringToInt(props[inc()]),
|
||||
PopulateFn: StringToInt(props[inc()]),
|
||||
InitFn: StringToInt(props[inc()]),
|
||||
ClientFn: StringToInt(props[inc()]),
|
||||
InitFn: StringToInt(props[inc()]),
|
||||
ClientFn: StringToInt(props[inc()]),
|
||||
|
||||
RestoreVirgins: StringToUint8(props[inc()]) == 1,
|
||||
BlockMissile: StringToUint8(props[inc()]) == 1,
|
||||
DrawUnder: StringToUint8(props[inc()]) == 1,
|
||||
OpenWarp: StringToUint8(props[inc()]) == 1,
|
||||
BlockMissile: StringToUint8(props[inc()]) == 1,
|
||||
DrawUnder: StringToUint8(props[inc()]) == 1,
|
||||
OpenWarp: StringToUint8(props[inc()]) == 1,
|
||||
|
||||
AutoMap: StringToInt(props[inc()]),
|
||||
}
|
||||
|
@ -10,112 +10,112 @@ import (
|
||||
type WeaponRecord struct {
|
||||
Name string
|
||||
|
||||
Type string // base type in ItemTypes.txt
|
||||
Type2 string
|
||||
Code string // identifies the item
|
||||
Type string // base type in ItemTypes.txt
|
||||
Type2 string
|
||||
Code string // identifies the item
|
||||
AlternateGfx string // code of the DCC used when equipped
|
||||
NameString string // seems to be identical to code?
|
||||
Version int // 0 = classic, 100 = expansion
|
||||
CompactSave bool // if true, doesn't store any stats upon saving
|
||||
Rarity int // higher, the rarer
|
||||
Spawnable bool // if 0, cannot spawn in shops
|
||||
NameString string // seems to be identical to code?
|
||||
Version int // 0 = classic, 100 = expansion
|
||||
CompactSave bool // if true, doesn't store any stats upon saving
|
||||
Rarity int // higher, the rarer
|
||||
Spawnable bool // if 0, cannot spawn in shops
|
||||
|
||||
MinDamage int
|
||||
MaxDamage int
|
||||
MinDamage int
|
||||
MaxDamage int
|
||||
BarbOneOrTwoHanded bool // if true, barb can wield this in one or two hands
|
||||
UsesTwoHands bool // if true, it's a 2handed weapon
|
||||
Min2HandDamage int
|
||||
Max2HandDamage int
|
||||
MinMissileDamage int // ranged damage stats
|
||||
MaxMissileDamage int
|
||||
MissileSpeed int // unknown, affects movement speed of wielder during ranged attacks?
|
||||
ExtraRange int // base range = 1, if this is non-zero add this to the range
|
||||
Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
|
||||
StrengthBonus int
|
||||
DexterityBonus int
|
||||
UsesTwoHands bool // if true, it's a 2handed weapon
|
||||
Min2HandDamage int
|
||||
Max2HandDamage int
|
||||
MinMissileDamage int // ranged damage stats
|
||||
MaxMissileDamage int
|
||||
MissileSpeed int // unknown, affects movement speed of wielder during ranged attacks?
|
||||
ExtraRange int // base range = 1, if this is non-zero add this to the range
|
||||
Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
|
||||
StrengthBonus int
|
||||
DexterityBonus int
|
||||
// final mindam = min * str / strbonus + min * dex / dexbonus
|
||||
// same for maxdam
|
||||
RequiredStrength int
|
||||
RequiredStrength int
|
||||
RequiredDexterity int
|
||||
Durability int // base durability 0-255
|
||||
NoDurability bool // if true, item has no durability
|
||||
Durability int // base durability 0-255
|
||||
NoDurability bool // if true, item has no durability
|
||||
|
||||
Level int // base item level (controls monster drops, for instance a lv20 monster cannot drop a lv30 item)
|
||||
RequiredLevel int // required level to wield
|
||||
Cost int // base cost
|
||||
GambleCost int // for reference only, not used
|
||||
MagicLevel int // additional magic level (for gambling?)
|
||||
AutoPrefix int // prefix automatically assigned to this item on spawn, maps to group column of Automagic.txt
|
||||
OpenBetaGfx string // unknown
|
||||
NormalCode string
|
||||
UberCode string
|
||||
UltraCode string
|
||||
Level int // base item level (controls monster drops, for instance a lv20 monster cannot drop a lv30 item)
|
||||
RequiredLevel int // required level to wield
|
||||
Cost int // base cost
|
||||
GambleCost int // for reference only, not used
|
||||
MagicLevel int // additional magic level (for gambling?)
|
||||
AutoPrefix int // prefix automatically assigned to this item on spawn, maps to group column of Automagic.txt
|
||||
OpenBetaGfx string // unknown
|
||||
NormalCode string
|
||||
UberCode string
|
||||
UltraCode string
|
||||
|
||||
WeaponClass string // what kind of attack does this weapon have (i.e. determines attack animations)
|
||||
WeaponClass string // what kind of attack does this weapon have (i.e. determines attack animations)
|
||||
WeaponClass2Hand string // what kind of attack when wielded with two hands
|
||||
Component int // corresponds to Composit.txt, player animation layer used by this
|
||||
HitClass string // determines sounds/graphic effects when attacking
|
||||
InventoryWidth int
|
||||
InventoryHeight int
|
||||
Stackable bool // can be stacked in inventory
|
||||
MinStack int // min size of stack when item is spawned, used if stackable
|
||||
MaxStack int // max size of stack when item is spawned
|
||||
SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
|
||||
Component int // corresponds to Composit.txt, player animation layer used by this
|
||||
HitClass string // determines sounds/graphic effects when attacking
|
||||
InventoryWidth int
|
||||
InventoryHeight int
|
||||
Stackable bool // can be stacked in inventory
|
||||
MinStack int // min size of stack when item is spawned, used if stackable
|
||||
MaxStack int // max size of stack when item is spawned
|
||||
SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
|
||||
|
||||
FlippyFile string // DC6 file animation to play when item drops on the ground
|
||||
InventoryFile string // DC6 file used in your inventory
|
||||
FlippyFile string // DC6 file animation to play when item drops on the ground
|
||||
InventoryFile string // DC6 file used in your inventory
|
||||
UniqueInventoryFile string // DC6 file used by the unique version of this item
|
||||
SetInventoryFile string // DC6 file used by the set version of this item
|
||||
SetInventoryFile string // DC6 file used by the set version of this item
|
||||
|
||||
HasInventory bool // if true, item can store gems or runes
|
||||
GemSockets int // number of gems to store
|
||||
GemApplyType int // what kind of gem effect is applied
|
||||
GemSockets int // number of gems to store
|
||||
GemApplyType int // what kind of gem effect is applied
|
||||
// 0 = weapon, 1= armor or helmet, 2 = shield
|
||||
|
||||
SpecialFeature string // Just a comment
|
||||
|
||||
Useable bool // can be used via right click if true
|
||||
// game knows what to do if used by item code
|
||||
DropSound string // sfx for dropping
|
||||
DropSfxFrame int // what frame of drop animation the sfx triggers on
|
||||
UseSound string // sfx for using
|
||||
DropSound string // sfx for dropping
|
||||
DropSfxFrame int // what frame of drop animation the sfx triggers on
|
||||
UseSound string // sfx for using
|
||||
|
||||
Unique bool // if true, only spawns as unique
|
||||
Unique bool // if true, only spawns as unique
|
||||
Transparent bool // unused
|
||||
TransTable int // unknown, related to blending mode?
|
||||
Quivered bool // if true, requires ammo to use
|
||||
LightRadius int // apparently unused
|
||||
Belt bool // seems to be unused? supposed to be whether this can go in your quick access belt
|
||||
TransTable int // unknown, related to blending mode?
|
||||
Quivered bool // if true, requires ammo to use
|
||||
LightRadius int // apparently unused
|
||||
Belt bool // seems to be unused? supposed to be whether this can go in your quick access belt
|
||||
|
||||
Quest int // indicates that this item belongs to a given quest?
|
||||
Quest int // indicates that this item belongs to a given quest?
|
||||
QuestDifficultyCheck bool // if true, item only works in the difficulty it was found in
|
||||
|
||||
MissileType int // missile gfx for throwing
|
||||
MissileType int // missile gfx for throwing
|
||||
DurabilityWarning int // controls what warning icon appears when durability is low
|
||||
QuantityWarning int // controls at what quantity the low quantity warning appears
|
||||
GemOffset int // unknown
|
||||
BitField1 int // 1 = leather item, 3 = metal
|
||||
QuantityWarning int // controls at what quantity the low quantity warning appears
|
||||
GemOffset int // unknown
|
||||
BitField1 int // 1 = leather item, 3 = metal
|
||||
|
||||
Vendors map[string]*WeaponVendorParams // controls vendor settings
|
||||
|
||||
SourceArt string // unused?
|
||||
GameArt string // unused?
|
||||
ColorTransform int // colormap to use for player's gfx
|
||||
InventoryColorTransform int // colormap to use for inventory's gfx
|
||||
SourceArt string // unused?
|
||||
GameArt string // unused?
|
||||
ColorTransform int // colormap to use for player's gfx
|
||||
InventoryColorTransform int // colormap to use for inventory's gfx
|
||||
|
||||
SkipName bool // if true, don't include the base name in the item description
|
||||
SkipName bool // if true, don't include the base name in the item description
|
||||
NightmareUpgrade string // upgraded in higher difficulties
|
||||
HellUpgrade string
|
||||
HellUpgrade string
|
||||
|
||||
Nameable bool // if true, item can be personalized
|
||||
Nameable bool // if true, item can be personalized
|
||||
PermStoreItem bool // if true, vendor will always sell this
|
||||
}
|
||||
|
||||
type WeaponVendorParams struct {
|
||||
Min int // minimum of this item they can stock
|
||||
Max int // max they can stock
|
||||
MagicMin int
|
||||
MagicMax int
|
||||
Min int // minimum of this item they can stock
|
||||
Max int // max they can stock
|
||||
MagicMin int
|
||||
MagicMax int
|
||||
MagicLevel uint8
|
||||
}
|
||||
|
||||
@ -129,105 +129,103 @@ func createWeaponRecord(line string) WeaponRecord {
|
||||
result := WeaponRecord{
|
||||
Name: r[inc()],
|
||||
|
||||
Type: r[inc()],
|
||||
Type2: r[inc()],
|
||||
Code: r[inc()],
|
||||
Type: r[inc()],
|
||||
Type2: r[inc()],
|
||||
Code: r[inc()],
|
||||
AlternateGfx: r[inc()],
|
||||
NameString: r[inc()],
|
||||
Version: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
CompactSave : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Rarity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Spawnable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
NameString: r[inc()],
|
||||
Version: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
CompactSave: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Rarity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Spawnable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
MinDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
BarbOneOrTwoHanded : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
UsesTwoHands : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Min2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Max2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MinMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MissileSpeed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
ExtraRange: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Speed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
StrengthBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
DexterityBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MinDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
BarbOneOrTwoHanded: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
UsesTwoHands: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Min2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Max2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MinMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MissileSpeed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
ExtraRange: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Speed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
StrengthBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
DexterityBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
|
||||
RequiredStrength: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
RequiredStrength: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
RequiredDexterity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Durability: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
NoDurability : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Durability: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
NoDurability: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
Level: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Level: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
RequiredLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Cost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GambleCost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MagicLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
AutoPrefix: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
OpenBetaGfx: r[inc()],
|
||||
NormalCode: r[inc()],
|
||||
UberCode: r[inc()],
|
||||
UltraCode: r[inc()],
|
||||
Cost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GambleCost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MagicLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
AutoPrefix: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
OpenBetaGfx: r[inc()],
|
||||
NormalCode: r[inc()],
|
||||
UberCode: r[inc()],
|
||||
UltraCode: r[inc()],
|
||||
|
||||
WeaponClass: r[inc()],
|
||||
WeaponClass: r[inc()],
|
||||
WeaponClass2Hand: r[inc()],
|
||||
Component: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
HitClass: r[inc()],
|
||||
InventoryWidth: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
InventoryHeight: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Stackable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
MinStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
SpawnStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Component: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
HitClass: r[inc()],
|
||||
InventoryWidth: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
InventoryHeight: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Stackable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
MinStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
SpawnStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
FlippyFile: r[inc()],
|
||||
InventoryFile: r[inc()],
|
||||
FlippyFile: r[inc()],
|
||||
InventoryFile: r[inc()],
|
||||
UniqueInventoryFile: r[inc()],
|
||||
SetInventoryFile: r[inc()],
|
||||
SetInventoryFile: r[inc()],
|
||||
|
||||
HasInventory : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
GemSockets: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
HasInventory: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
GemSockets: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GemApplyType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
|
||||
SpecialFeature: r[inc()],
|
||||
|
||||
Useable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Useable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
DropSound: r[inc()],
|
||||
DropSound: r[inc()],
|
||||
DropSfxFrame: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
UseSound: r[inc()],
|
||||
UseSound: r[inc()],
|
||||
|
||||
Unique : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Transparent : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
TransTable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Quivered : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Unique: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Transparent: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
TransTable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Quivered: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
LightRadius: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Belt : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Belt: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
Quest: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
QuestDifficultyCheck : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Quest: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
QuestDifficultyCheck: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
MissileType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MissileType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
DurabilityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
QuantityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GemOffset: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
BitField1: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
QuantityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GemOffset: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
BitField1: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
Vendors: createWeaponVendorParams(&r, inc),
|
||||
|
||||
SourceArt: r[inc()],
|
||||
GameArt: r[inc()],
|
||||
ColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
SourceArt: r[inc()],
|
||||
GameArt: r[inc()],
|
||||
ColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
InventoryColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
SkipName : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
SkipName: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
NightmareUpgrade: r[inc()],
|
||||
HellUpgrade: r[inc()],
|
||||
HellUpgrade: r[inc()],
|
||||
|
||||
Nameable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
PermStoreItem : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Nameable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
PermStoreItem: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
}
|
||||
return result
|
||||
}
|
||||
@ -255,13 +253,13 @@ func createWeaponVendorParams(r *[]string, inc func() int) map[string]*WeaponVen
|
||||
|
||||
for _, name := range vs {
|
||||
wvp := WeaponVendorParams{
|
||||
Min: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Max: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicMin: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicMax: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Min: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Max: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicMin: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicMax: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicLevel: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
result[name] = &wvp;
|
||||
result[name] = &wvp
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user