mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-02 22:57:04 -05:00
d2core/d2records: fix some fieldalignment lints
This commit is contained in:
parent
798131326f
commit
e42727e868
@ -80,8 +80,8 @@ type RecordManager struct {
|
||||
Unique struct {
|
||||
Appellations UniqueAppellations
|
||||
Mods MonsterUniqueModifiers
|
||||
Constants MonsterUniqueModifierConstants
|
||||
Super SuperUniques
|
||||
Constants MonsterUniqueModifierConstants
|
||||
}
|
||||
Name struct {
|
||||
Prefix UniqueMonsterAffixes
|
||||
@ -101,21 +101,21 @@ type RecordManager struct {
|
||||
Placements MonsterPlacements
|
||||
}
|
||||
Level struct {
|
||||
AutoMaps
|
||||
Warp LevelWarps
|
||||
Details LevelDetails
|
||||
Maze LevelMazeDetails
|
||||
Presets LevelPresets
|
||||
Sub LevelSubstitutions
|
||||
Types LevelTypes
|
||||
Warp LevelWarps
|
||||
AutoMaps
|
||||
}
|
||||
Character struct {
|
||||
Classes PlayerClasses
|
||||
Events
|
||||
Classes PlayerClasses
|
||||
Experience ExperienceBreakpoints
|
||||
MaxLevel ExperienceMaxLevels
|
||||
Modes PlayerModes
|
||||
Stats CharStats
|
||||
Events
|
||||
}
|
||||
Animation struct {
|
||||
Data *d2animdata.AnimationData
|
||||
@ -128,8 +128,8 @@ type RecordManager struct {
|
||||
}
|
||||
}
|
||||
Hireling struct {
|
||||
Details Hirelings
|
||||
Descriptions HirelingDescriptions
|
||||
Details Hirelings
|
||||
}
|
||||
Calculation struct {
|
||||
Skills Calculations
|
||||
@ -174,95 +174,95 @@ type RecordManager struct {
|
||||
|
||||
func (r *RecordManager) init() error { // nolint:funlen // can't reduce
|
||||
loaders := []struct {
|
||||
path string
|
||||
loader recordLoader
|
||||
path string
|
||||
}{
|
||||
{d2resource.LevelType, levelTypesLoader},
|
||||
{d2resource.LevelPreset, levelPresetLoader},
|
||||
{d2resource.LevelWarp, levelWarpsLoader},
|
||||
{d2resource.ObjectType, objectTypesLoader},
|
||||
{d2resource.ObjectDetails, objectDetailsLoader},
|
||||
{d2resource.ObjectMode, objectModesLoader},
|
||||
{d2resource.Weapons, weaponsLoader},
|
||||
{d2resource.Armor, armorLoader},
|
||||
{d2resource.Misc, miscItemsLoader},
|
||||
{d2resource.Books, booksLoader},
|
||||
{d2resource.Belts, beltsLoader},
|
||||
{d2resource.Colors, colorsLoader},
|
||||
{d2resource.ItemTypes, itemTypesLoader}, // WARN: needs to be after weapons, armor, and misc
|
||||
{d2resource.UniqueItems, uniqueItemsLoader},
|
||||
{d2resource.Missiles, missilesLoader},
|
||||
{d2resource.SoundSettings, soundDetailsLoader},
|
||||
{d2resource.MonStats, monsterStatsLoader},
|
||||
{d2resource.MonStats2, monsterStats2Loader},
|
||||
{d2resource.MonPreset, monsterPresetLoader},
|
||||
{d2resource.MonProp, monsterPropertiesLoader},
|
||||
{d2resource.MonType, monsterTypesLoader},
|
||||
{d2resource.MonMode, monsterModeLoader},
|
||||
{d2resource.MagicPrefix, magicPrefixLoader},
|
||||
{d2resource.MagicSuffix, magicSuffixLoader},
|
||||
{d2resource.ItemStatCost, itemStatCostLoader},
|
||||
{d2resource.ItemRatio, itemRatioLoader},
|
||||
{d2resource.StorePage, storePagesLoader},
|
||||
{d2resource.Overlays, overlaysLoader},
|
||||
{d2resource.CharStats, charStatsLoader},
|
||||
{d2resource.Gamble, gambleLoader},
|
||||
{d2resource.Hireling, hirelingLoader},
|
||||
{d2resource.Experience, experienceLoader},
|
||||
{d2resource.Gems, gemsLoader},
|
||||
{d2resource.QualityItems, itemQualityLoader},
|
||||
{d2resource.Runes, runewordLoader},
|
||||
{d2resource.DifficultyLevels, difficultyLevelsLoader},
|
||||
{d2resource.AutoMap, autoMapLoader},
|
||||
{d2resource.LevelDetails, levelDetailsLoader},
|
||||
{d2resource.LevelMaze, levelMazeDetailsLoader},
|
||||
{d2resource.LevelSubstitutions, levelSubstitutionsLoader},
|
||||
{d2resource.CubeRecipes, cubeRecipeLoader},
|
||||
{d2resource.SuperUniques, monsterSuperUniqeLoader},
|
||||
{d2resource.Inventory, inventoryLoader},
|
||||
{d2resource.Skills, skillDetailsLoader},
|
||||
{d2resource.SkillCalc, skillCalcLoader},
|
||||
{d2resource.MissileCalc, missileCalcLoader},
|
||||
{d2resource.Properties, propertyLoader},
|
||||
{d2resource.SkillDesc, skillDescriptionLoader},
|
||||
{d2resource.BodyLocations, bodyLocationsLoader},
|
||||
{d2resource.Sets, setLoader},
|
||||
{d2resource.SetItems, setItemLoader},
|
||||
{d2resource.AutoMagic, autoMagicLoader},
|
||||
{d2resource.TreasureClass, treasureClassLoader},
|
||||
{d2resource.TreasureClassEx, treasureClassExLoader},
|
||||
{d2resource.States, statesLoader},
|
||||
{d2resource.SoundEnvirons, soundEnvironmentLoader},
|
||||
{d2resource.Shrines, shrineLoader},
|
||||
{d2resource.ElemType, elemTypesLoader},
|
||||
{d2resource.PlrMode, playerModesLoader},
|
||||
{d2resource.PetType, petTypesLoader},
|
||||
{d2resource.NPC, npcLoader},
|
||||
{d2resource.MonsterUniqueModifier, monsterUniqModifiersLoader},
|
||||
{d2resource.MonsterEquipment, monsterEquipmentLoader},
|
||||
{d2resource.UniqueAppellation, uniqueAppellationsLoader},
|
||||
{d2resource.MonsterLevel, monsterLevelsLoader},
|
||||
{d2resource.MonsterSound, monsterSoundsLoader},
|
||||
{d2resource.MonsterSequence, monsterSequencesLoader},
|
||||
{d2resource.PlayerClass, playerClassLoader},
|
||||
{d2resource.MonsterPlacement, monsterPlacementsLoader},
|
||||
{d2resource.ObjectGroup, objectGroupsLoader},
|
||||
{d2resource.CompCode, componentCodesLoader},
|
||||
{d2resource.MonsterAI, monsterAiLoader},
|
||||
{d2resource.RarePrefix, rareItemPrefixLoader},
|
||||
{d2resource.RareSuffix, rareItemSuffixLoader},
|
||||
{d2resource.Events, eventsLoader},
|
||||
{d2resource.ArmorType, armorTypesLoader}, // anim mode tokens
|
||||
{d2resource.WeaponClass, weaponClassesLoader}, // anim mode tokens
|
||||
{d2resource.PlayerType, playerTypeLoader}, // anim mode tokens
|
||||
{d2resource.Composite, compositeTypeLoader}, // anim mode tokens
|
||||
{d2resource.HitClass, hitClassLoader}, // anim mode tokens
|
||||
{d2resource.UniquePrefix, uniqueMonsterPrefixLoader},
|
||||
{d2resource.UniqueSuffix, uniqueMonsterSuffixLoader},
|
||||
{d2resource.CubeModifier, cubeModifierLoader},
|
||||
{d2resource.CubeType, cubeTypeLoader},
|
||||
{d2resource.HirelingDescription, hirelingDescriptionLoader},
|
||||
{d2resource.LowQualityItems, lowQualityLoader},
|
||||
{levelTypesLoader, d2resource.LevelType},
|
||||
{levelPresetLoader, d2resource.LevelPreset},
|
||||
{levelWarpsLoader, d2resource.LevelWarp},
|
||||
{objectTypesLoader, d2resource.ObjectType},
|
||||
{objectDetailsLoader, d2resource.ObjectDetails},
|
||||
{objectModesLoader, d2resource.ObjectMode},
|
||||
{weaponsLoader, d2resource.Weapons},
|
||||
{armorLoader, d2resource.Armor},
|
||||
{miscItemsLoader, d2resource.Misc},
|
||||
{booksLoader, d2resource.Books},
|
||||
{beltsLoader, d2resource.Belts},
|
||||
{colorsLoader, d2resource.Colors},
|
||||
{itemTypesLoader, d2resource.ItemTypes}, // WARN: needs to be after weapons, armor, and misc
|
||||
{uniqueItemsLoader, d2resource.UniqueItems},
|
||||
{missilesLoader, d2resource.Missiles},
|
||||
{soundDetailsLoader, d2resource.SoundSettings},
|
||||
{monsterStatsLoader, d2resource.MonStats},
|
||||
{monsterStats2Loader, d2resource.MonStats2},
|
||||
{monsterPresetLoader, d2resource.MonPreset},
|
||||
{monsterPropertiesLoader, d2resource.MonProp},
|
||||
{monsterTypesLoader, d2resource.MonType},
|
||||
{monsterModeLoader, d2resource.MonMode},
|
||||
{magicPrefixLoader, d2resource.MagicPrefix},
|
||||
{magicSuffixLoader, d2resource.MagicSuffix},
|
||||
{itemStatCostLoader, d2resource.ItemStatCost},
|
||||
{itemRatioLoader, d2resource.ItemRatio},
|
||||
{storePagesLoader, d2resource.StorePage},
|
||||
{overlaysLoader, d2resource.Overlays},
|
||||
{charStatsLoader, d2resource.CharStats},
|
||||
{gambleLoader, d2resource.Gamble},
|
||||
{hirelingLoader, d2resource.Hireling},
|
||||
{experienceLoader, d2resource.Experience},
|
||||
{gemsLoader, d2resource.Gems},
|
||||
{itemQualityLoader, d2resource.QualityItems},
|
||||
{runewordLoader, d2resource.Runes},
|
||||
{difficultyLevelsLoader, d2resource.DifficultyLevels},
|
||||
{autoMapLoader, d2resource.AutoMap},
|
||||
{levelDetailsLoader, d2resource.LevelDetails},
|
||||
{levelMazeDetailsLoader, d2resource.LevelMaze},
|
||||
{levelSubstitutionsLoader, d2resource.LevelSubstitutions},
|
||||
{cubeRecipeLoader, d2resource.CubeRecipes},
|
||||
{monsterSuperUniqeLoader, d2resource.SuperUniques},
|
||||
{inventoryLoader, d2resource.Inventory},
|
||||
{skillDetailsLoader, d2resource.Skills},
|
||||
{skillCalcLoader, d2resource.SkillCalc},
|
||||
{missileCalcLoader, d2resource.MissileCalc},
|
||||
{propertyLoader, d2resource.Properties},
|
||||
{skillDescriptionLoader, d2resource.SkillDesc},
|
||||
{bodyLocationsLoader, d2resource.BodyLocations},
|
||||
{setLoader, d2resource.Sets},
|
||||
{setItemLoader, d2resource.SetItems},
|
||||
{autoMagicLoader, d2resource.AutoMagic},
|
||||
{treasureClassLoader, d2resource.TreasureClass},
|
||||
{treasureClassExLoader, d2resource.TreasureClassEx},
|
||||
{statesLoader, d2resource.States},
|
||||
{soundEnvironmentLoader, d2resource.SoundEnvirons},
|
||||
{shrineLoader, d2resource.Shrines},
|
||||
{elemTypesLoader, d2resource.ElemType},
|
||||
{playerModesLoader, d2resource.PlrMode},
|
||||
{petTypesLoader, d2resource.PetType},
|
||||
{npcLoader, d2resource.NPC},
|
||||
{monsterUniqModifiersLoader, d2resource.MonsterUniqueModifier},
|
||||
{monsterEquipmentLoader, d2resource.MonsterEquipment},
|
||||
{uniqueAppellationsLoader, d2resource.UniqueAppellation},
|
||||
{monsterLevelsLoader, d2resource.MonsterLevel},
|
||||
{monsterSoundsLoader, d2resource.MonsterSound},
|
||||
{monsterSequencesLoader, d2resource.MonsterSequence},
|
||||
{playerClassLoader, d2resource.PlayerClass},
|
||||
{monsterPlacementsLoader, d2resource.MonsterPlacement},
|
||||
{objectGroupsLoader, d2resource.ObjectGroup},
|
||||
{componentCodesLoader, d2resource.CompCode},
|
||||
{monsterAiLoader, d2resource.MonsterAI},
|
||||
{rareItemPrefixLoader, d2resource.RarePrefix},
|
||||
{rareItemSuffixLoader, d2resource.RareSuffix},
|
||||
{eventsLoader, d2resource.Events},
|
||||
{armorTypesLoader, d2resource.ArmorType}, // anim mode tokens
|
||||
{weaponClassesLoader, d2resource.WeaponClass}, // anim mode tokens
|
||||
{playerTypeLoader, d2resource.PlayerType}, // anim mode tokens
|
||||
{compositeTypeLoader, d2resource.Composite}, // anim mode tokens
|
||||
{hitClassLoader, d2resource.HitClass}, // anim mode tokens
|
||||
{uniqueMonsterPrefixLoader, d2resource.UniquePrefix},
|
||||
{uniqueMonsterSuffixLoader, d2resource.UniqueSuffix},
|
||||
{cubeModifierLoader, d2resource.CubeModifier},
|
||||
{cubeTypeLoader, d2resource.CubeType},
|
||||
{hirelingDescriptionLoader, d2resource.HirelingDescription},
|
||||
{lowQualityLoader, d2resource.LowQualityItems},
|
||||
}
|
||||
|
||||
for idx := range loaders {
|
||||
|
@ -6,22 +6,16 @@ type Runewords map[string]*RuneRecord
|
||||
// RuneRecord is a representation of a single row of runes.txt. It defines
|
||||
// runewords available in the game.
|
||||
type RuneRecord struct {
|
||||
Name string
|
||||
RuneName string // More of a note - the actual name should be read from the TBL files.
|
||||
Complete bool // An enabled/disabled flag. Only "Complete" runewords work in game.
|
||||
Server bool // Marks a runeword as only available on ladder, not single player or tcp/ip.
|
||||
|
||||
// The item types for includsion/exclusion for this runeword record
|
||||
Name string
|
||||
RuneName string
|
||||
ItemTypes struct {
|
||||
Include []string
|
||||
Exclude []string
|
||||
}
|
||||
|
||||
// Runes slice of ID pointers from Misc.txt, controls what runes are
|
||||
// required to make the rune word and in what order they are to be socketed.
|
||||
Runes []string
|
||||
|
||||
Runes []string
|
||||
Properties []*RunewordProperty
|
||||
Complete bool
|
||||
Server bool
|
||||
}
|
||||
|
||||
// RunewordProperty is a representation of a stat possessed by this runeword
|
||||
|
@ -5,95 +5,23 @@ type SetItems map[string]*SetItemRecord
|
||||
|
||||
// SetItemRecord represents a set item
|
||||
type SetItemRecord struct {
|
||||
// SetItemKey (index)
|
||||
// string key to item's name in a .tbl file
|
||||
SetItemKey string
|
||||
|
||||
// SetKey (set)
|
||||
// string key to the index field in Sets.txt - the set the item is a part of.
|
||||
SetKey string
|
||||
|
||||
// ItemCode (item)
|
||||
// base item code of this set item (matches code field in Weapons.txt, Armor.txt or Misc.txt files).
|
||||
ItemCode string
|
||||
|
||||
// Rarity
|
||||
// Chance to pick this set item if more then one set item of the same base item exist,
|
||||
// this uses the common rarity/total_rarity formula, so if you have two set rings,
|
||||
// one with a rarity of 100 the other with a rarity of 1,
|
||||
// then the first will drop 100/101 percent of the time (
|
||||
// 99%) and the other will drop 1/101 percent of the time (1%),
|
||||
// rarity can be anything between 0 and 255.
|
||||
Rarity int
|
||||
|
||||
// QualityLevel (lvl)
|
||||
// The quality level of this set item, monsters, cube recipes, vendors,
|
||||
// objects and the like most be at least this level or higher to be able to drop this item,
|
||||
// otherwise they would drop a magical item with twice normal durability.
|
||||
QualityLevel int
|
||||
|
||||
// RequiredLevel ("lvl req")
|
||||
// The character level required to use this set item.
|
||||
RequiredLevel int
|
||||
|
||||
// CharacterPaletteTransform (chrtransform)
|
||||
// Palette shift to apply to the the DCC component-file and the DC6 flippy-file (
|
||||
// whenever or not the color shift will apply is determined by Weapons.txt,
|
||||
// Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
|
||||
CharacterPaletteTransform int
|
||||
|
||||
// InventoryPaletteTransform (invtransform)
|
||||
// Palette shift to apply to the the DC6 inventory-file (
|
||||
// whenever or not the color shift will apply is determined by Weapons.txt,
|
||||
// Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
|
||||
Properties [numPropertiesOnSetItem]*SetItemProperty
|
||||
SetPropertiesLevel2 [numBonusPropertiesOnSetItem]*SetItemProperty
|
||||
SetPropertiesLevel1 [numBonusPropertiesOnSetItem]*SetItemProperty
|
||||
InvFile string
|
||||
ItemCode string
|
||||
UseSound string
|
||||
DropSound string
|
||||
SetKey string
|
||||
FlippyFile string
|
||||
SetItemKey string
|
||||
InventoryPaletteTransform int
|
||||
|
||||
// InvFile
|
||||
// Overrides the invfile and setinvfile specified in Weapons.txt,
|
||||
// Armor.txt or Misc.txt for the base item.
|
||||
// This field contains the file name of the DC6 inventory graphic (without the .dc6 extension).
|
||||
InvFile string
|
||||
|
||||
// FlippyFile
|
||||
// Overrides the flippyfile specified in Weapons.txt, Armor.txt or Misc.txt for the base item.
|
||||
// This field contains the file name of the DC6 flippy animation (without the .dc6 extension).
|
||||
FlippyFile string
|
||||
|
||||
// DropSound
|
||||
// Overrides the dropsound (the sound played when the item hits the ground) specified in Weapons.
|
||||
// txt, Armor.txt or Misc.txt for the base item. This field contains an ID pointer from Sounds.txt.
|
||||
DropSound string
|
||||
|
||||
// DropSfxFrame
|
||||
// How many frames after the flippy animation starts playing will the associated drop sound start
|
||||
// to play. This overrides the values in Weapons.txt, Armor.txt or Misc.txt.
|
||||
DropSfxFrame int
|
||||
|
||||
// UseSound
|
||||
// Overrides the usesound (the sound played when the item is consumed by the player) specified in
|
||||
// Weapons.txt, Armor.txt or Misc.txt for the base item.
|
||||
// This field contains an ID pointer from Sounds.txt.
|
||||
UseSound string
|
||||
|
||||
// CostMult ("cost mult")
|
||||
// The base item's price is multiplied by this value when sold, repaired or bought from a vendor.
|
||||
CostMult int
|
||||
|
||||
// CostAdd ("cost add")
|
||||
// After the price has been multiplied, this amount of gold is added to the price on top.
|
||||
CostAdd int
|
||||
|
||||
// AddFn ("add func")
|
||||
// a property mode field that controls how the variable attributes will appear and be functional
|
||||
// on a set item. See the appendix for further details about this field's effects.
|
||||
AddFn int
|
||||
|
||||
// Properties are a propert code, parameter, min, max for generating an item propert
|
||||
Properties [numPropertiesOnSetItem]*SetItemProperty
|
||||
|
||||
// SetPropertiesLevel1 is the first version of bonus properties for the set
|
||||
SetPropertiesLevel1 [numBonusPropertiesOnSetItem]*SetItemProperty
|
||||
|
||||
// SetPropertiesLevel2 is the second version of bonus properties for the set
|
||||
SetPropertiesLevel2 [numBonusPropertiesOnSetItem]*SetItemProperty
|
||||
CharacterPaletteTransform int
|
||||
DropSfxFrame int
|
||||
CostMult int
|
||||
CostAdd int
|
||||
AddFn int
|
||||
QualityLevel int
|
||||
Rarity int
|
||||
RequiredLevel int
|
||||
}
|
||||
|
@ -5,29 +5,15 @@ type Sets map[string]*SetRecord
|
||||
|
||||
// SetRecord describes the set bonus for a group of set items
|
||||
type SetRecord struct {
|
||||
// index
|
||||
// String key linked to by the set field in SetItems.
|
||||
// txt - used to tie all of the set's items to the same set.
|
||||
Key string
|
||||
|
||||
// name
|
||||
// String key to item's name in a .tbl file.
|
||||
Key string
|
||||
StringTableKey string
|
||||
|
||||
// Version 0 for vanilla, 100 for LoD expansion
|
||||
Version int
|
||||
|
||||
// Level
|
||||
// set level, perhaps intended as a minimum level for partial or full attributes to appear
|
||||
// (reference only, not loaded into game).
|
||||
Level int
|
||||
|
||||
// Properties contains the partial and full set bonus properties.
|
||||
Properties struct {
|
||||
Properties struct {
|
||||
PartialA []*SetProperty
|
||||
PartialB []*SetProperty
|
||||
Full []*SetProperty
|
||||
}
|
||||
Version int
|
||||
Level int
|
||||
}
|
||||
|
||||
// SetProperty represents a property possessed by the set
|
||||
|
@ -15,119 +15,119 @@ func skillDescriptionLoader(r *RecordManager, d *d2txt.DataDictionary) error {
|
||||
|
||||
for d.Next() {
|
||||
record := &SkillDescriptionRecord{
|
||||
d.String("skilldesc"),
|
||||
d.Number("SkillPage"),
|
||||
d.Number("SkillRow"),
|
||||
d.Number("SkillColumn"),
|
||||
d.Number("ListRow"),
|
||||
d.String("ListPool"),
|
||||
d.Number("IconCel"),
|
||||
d.String("str name"),
|
||||
d.String("str short"),
|
||||
d.String("str long"),
|
||||
d.String("str alt"),
|
||||
d.String("str mana"),
|
||||
d.String("descdam"),
|
||||
parser.Parse(d.String("ddam calc1")),
|
||||
parser.Parse(d.String("ddam calc2")),
|
||||
d.String("p1dmelem"),
|
||||
parser.Parse(d.String("p1dmmin")),
|
||||
parser.Parse(d.String("p1dmmax")),
|
||||
d.String("p2dmelem"),
|
||||
parser.Parse(d.String("p2dmmin")),
|
||||
parser.Parse(d.String("p2dmmax")),
|
||||
d.String("p3dmelem"),
|
||||
parser.Parse(d.String("p3dmmin")),
|
||||
parser.Parse(d.String("p3dmmax")),
|
||||
d.String("descatt"),
|
||||
d.String("descmissile1"),
|
||||
d.String("descmissile2"),
|
||||
d.String("descmissile3"),
|
||||
d.String("descline1"),
|
||||
d.String("desctexta1"),
|
||||
d.String("desctextb1"),
|
||||
parser.Parse(d.String("desccalca1")),
|
||||
parser.Parse(d.String("desccalcb1")),
|
||||
d.String("descline2"),
|
||||
d.String("desctexta2"),
|
||||
d.String("desctextb2"),
|
||||
parser.Parse(d.String("desccalca2")),
|
||||
parser.Parse(d.String("desccalcb2")),
|
||||
d.String("descline3"),
|
||||
d.String("desctexta3"),
|
||||
d.String("desctextb3"),
|
||||
parser.Parse(d.String("desccalca3")),
|
||||
parser.Parse(d.String("desccalcb3")),
|
||||
d.String("descline4"),
|
||||
d.String("desctexta4"),
|
||||
d.String("desctextb4"),
|
||||
parser.Parse(d.String("desccalca4")),
|
||||
parser.Parse(d.String("desccalcb4")),
|
||||
d.String("descline5"),
|
||||
d.String("desctexta5"),
|
||||
d.String("desctextb5"),
|
||||
parser.Parse(d.String("desccalca5")),
|
||||
parser.Parse(d.String("desccalcb5")),
|
||||
d.String("descline6"),
|
||||
d.String("desctexta6"),
|
||||
d.String("desctextb6"),
|
||||
parser.Parse(d.String("desccalca6")),
|
||||
parser.Parse(d.String("desccalcb6")),
|
||||
d.String("dsc2line1"),
|
||||
d.String("dsc2texta1"),
|
||||
d.String("dsc2textb1"),
|
||||
parser.Parse(d.String("dsc2calca1")),
|
||||
parser.Parse(d.String("dsc2calcb1")),
|
||||
d.String("dsc2line2"),
|
||||
d.String("dsc2texta2"),
|
||||
d.String("dsc2textb2"),
|
||||
parser.Parse(d.String("dsc2calca2")),
|
||||
parser.Parse(d.String("dsc2calcb2")),
|
||||
d.String("dsc2line3"),
|
||||
d.String("dsc2texta3"),
|
||||
d.String("dsc2textb3"),
|
||||
parser.Parse(d.String("dsc2calca3")),
|
||||
parser.Parse(d.String("dsc2calcb3")),
|
||||
d.String("dsc2line4"),
|
||||
d.String("dsc2texta4"),
|
||||
d.String("dsc2textb4"),
|
||||
parser.Parse(d.String("dsc2calca4")),
|
||||
parser.Parse(d.String("dsc2calcb4")),
|
||||
d.String("dsc3line1"),
|
||||
d.String("dsc3texta1"),
|
||||
d.String("dsc3textb1"),
|
||||
parser.Parse(d.String("dsc3calca1")),
|
||||
parser.Parse(d.String("dsc3calcb1")),
|
||||
d.String("dsc3line2"),
|
||||
d.String("dsc3texta2"),
|
||||
d.String("dsc3textb2"),
|
||||
parser.Parse(d.String("dsc3calca2")),
|
||||
parser.Parse(d.String("dsc3calcb2")),
|
||||
d.String("dsc3line3"),
|
||||
d.String("dsc3texta3"),
|
||||
d.String("dsc3textb3"),
|
||||
parser.Parse(d.String("dsc3calca3")),
|
||||
parser.Parse(d.String("dsc3calcb3")),
|
||||
d.String("dsc3line4"),
|
||||
d.String("dsc3texta4"),
|
||||
d.String("dsc3textb4"),
|
||||
parser.Parse(d.String("dsc3calca4")),
|
||||
parser.Parse(d.String("dsc3calcb4")),
|
||||
d.String("dsc3line5"),
|
||||
d.String("dsc3texta5"),
|
||||
d.String("dsc3textb5"),
|
||||
parser.Parse(d.String("dsc3calca5")),
|
||||
parser.Parse(d.String("dsc3calcb5")),
|
||||
d.String("dsc3line6"),
|
||||
d.String("dsc3texta6"),
|
||||
d.String("dsc3textb6"),
|
||||
parser.Parse(d.String("dsc3calca6")),
|
||||
parser.Parse(d.String("dsc3calcb6")),
|
||||
d.String("dsc3line7"),
|
||||
d.String("dsc3texta7"),
|
||||
d.String("dsc3textb7"),
|
||||
parser.Parse(d.String("dsc3calca7")),
|
||||
parser.Parse(d.String("dsc3calcb7")),
|
||||
Name: d.String("skilldesc"),
|
||||
SkillPage: d.Number("SkillPage"),
|
||||
SkillRow: d.Number("SkillRow"),
|
||||
SkillColumn: d.Number("SkillColumn"),
|
||||
ListRow: d.Number("ListRow"),
|
||||
ListPool: d.String("ListPool"),
|
||||
IconCel: d.Number("IconCel"),
|
||||
NameKey: d.String("str name"),
|
||||
ShortKey: d.String("str short"),
|
||||
LongKey: d.String("str long"),
|
||||
AltKey: d.String("str alt"),
|
||||
ManaKey: d.String("str mana"),
|
||||
Descdam: d.String("descdam"),
|
||||
DdamCalc1: parser.Parse(d.String("ddam calc1")),
|
||||
DdamCalc2: parser.Parse(d.String("ddam calc2")),
|
||||
P1dmelem: d.String("p1dmelem"),
|
||||
P1dmmin: parser.Parse(d.String("p1dmmin")),
|
||||
P1dmmax: parser.Parse(d.String("p1dmmax")),
|
||||
P2dmelem: d.String("p2dmelem"),
|
||||
P2dmmin: parser.Parse(d.String("p2dmmin")),
|
||||
P2dmmax: parser.Parse(d.String("p2dmmax")),
|
||||
P3dmelem: d.String("p3dmelem"),
|
||||
P3dmmin: parser.Parse(d.String("p3dmmin")),
|
||||
P3dmmax: parser.Parse(d.String("p3dmmax")),
|
||||
Descatt: d.String("descatt"),
|
||||
Descmissile1: d.String("descmissile1"),
|
||||
Descmissile2: d.String("descmissile2"),
|
||||
Descmissile3: d.String("descmissile3"),
|
||||
Descline1: d.String("descline1"),
|
||||
Desctexta1: d.String("desctexta1"),
|
||||
Desctextb1: d.String("desctextb1"),
|
||||
Desccalca1: parser.Parse(d.String("desccalca1")),
|
||||
Desccalcb1: parser.Parse(d.String("desccalcb1")),
|
||||
Descline2: d.String("descline2"),
|
||||
Desctexta2: d.String("desctexta2"),
|
||||
Desctextb2: d.String("desctextb2"),
|
||||
Desccalca2: parser.Parse(d.String("desccalca2")),
|
||||
Desccalcb2: parser.Parse(d.String("desccalcb2")),
|
||||
Descline3: d.String("descline3"),
|
||||
Desctexta3: d.String("desctexta3"),
|
||||
Desctextb3: d.String("desctextb3"),
|
||||
Desccalca3: parser.Parse(d.String("desccalca3")),
|
||||
Desccalcb3: parser.Parse(d.String("desccalcb3")),
|
||||
Descline4: d.String("descline4"),
|
||||
Desctexta4: d.String("desctexta4"),
|
||||
Desctextb4: d.String("desctextb4"),
|
||||
Desccalca4: parser.Parse(d.String("desccalca4")),
|
||||
Desccalcb4: parser.Parse(d.String("desccalcb4")),
|
||||
Descline5: d.String("descline5"),
|
||||
Desctexta5: d.String("desctexta5"),
|
||||
Desctextb5: d.String("desctextb5"),
|
||||
Desccalca5: parser.Parse(d.String("desccalca5")),
|
||||
Desccalcb5: parser.Parse(d.String("desccalcb5")),
|
||||
Descline6: d.String("descline6"),
|
||||
Desctexta6: d.String("desctexta6"),
|
||||
Desctextb6: d.String("desctextb6"),
|
||||
Desccalca6: parser.Parse(d.String("desccalca6")),
|
||||
Desccalcb6: parser.Parse(d.String("desccalcb6")),
|
||||
Dsc2line1: d.String("dsc2line1"),
|
||||
Dsc2texta1: d.String("dsc2texta1"),
|
||||
Dsc2textb1: d.String("dsc2textb1"),
|
||||
Dsc2calca1: parser.Parse(d.String("dsc2calca1")),
|
||||
Dsc2calcb1: parser.Parse(d.String("dsc2calcb1")),
|
||||
Dsc2line2: d.String("dsc2line2"),
|
||||
Dsc2texta2: d.String("dsc2texta2"),
|
||||
Dsc2textb2: d.String("dsc2textb2"),
|
||||
Dsc2calca2: parser.Parse(d.String("dsc2calca2")),
|
||||
Dsc2calcb2: parser.Parse(d.String("dsc2calcb2")),
|
||||
Dsc2line3: d.String("dsc2line3"),
|
||||
Dsc2texta3: d.String("dsc2texta3"),
|
||||
Dsc2textb3: d.String("dsc2textb3"),
|
||||
Dsc2calca3: parser.Parse(d.String("dsc2calca3")),
|
||||
Dsc2calcb3: parser.Parse(d.String("dsc2calcb3")),
|
||||
Dsc2line4: d.String("dsc2line4"),
|
||||
Dsc2texta4: d.String("dsc2texta4"),
|
||||
Dsc2textb4: d.String("dsc2textb4"),
|
||||
Dsc2calca4: parser.Parse(d.String("dsc2calca4")),
|
||||
Dsc2calcb4: parser.Parse(d.String("dsc2calcb4")),
|
||||
Dsc3line1: d.String("dsc3line1"),
|
||||
Dsc3texta1: d.String("dsc3texta1"),
|
||||
Dsc3textb1: d.String("dsc3textb1"),
|
||||
Dsc3calca1: parser.Parse(d.String("dsc3calca1")),
|
||||
Dsc3calcb1: parser.Parse(d.String("dsc3calcb1")),
|
||||
Dsc3line2: d.String("dsc3line2"),
|
||||
Dsc3texta2: d.String("dsc3texta2"),
|
||||
Dsc3textb2: d.String("dsc3textb2"),
|
||||
Dsc3calca2: parser.Parse(d.String("dsc3calca2")),
|
||||
Dsc3calcb2: parser.Parse(d.String("dsc3calcb2")),
|
||||
Dsc3line3: d.String("dsc3line3"),
|
||||
Dsc3texta3: d.String("dsc3texta3"),
|
||||
Dsc3textb3: d.String("dsc3textb3"),
|
||||
Dsc3calca3: parser.Parse(d.String("dsc3calca3")),
|
||||
Dsc3calcb3: parser.Parse(d.String("dsc3calcb3")),
|
||||
Dsc3line4: d.String("dsc3line4"),
|
||||
Dsc3texta4: d.String("dsc3texta4"),
|
||||
Dsc3textb4: d.String("dsc3textb4"),
|
||||
Dsc3calca4: parser.Parse(d.String("dsc3calca4")),
|
||||
Dsc3calcb4: parser.Parse(d.String("dsc3calcb4")),
|
||||
Dsc3line5: d.String("dsc3line5"),
|
||||
Dsc3texta5: d.String("dsc3texta5"),
|
||||
Dsc3textb5: d.String("dsc3textb5"),
|
||||
Dsc3calca5: parser.Parse(d.String("dsc3calca5")),
|
||||
Dsc3calcb5: parser.Parse(d.String("dsc3calcb5")),
|
||||
Dsc3line6: d.String("dsc3line6"),
|
||||
Dsc3texta6: d.String("dsc3texta6"),
|
||||
Dsc3textb6: d.String("dsc3textb6"),
|
||||
Dsc3calca6: parser.Parse(d.String("dsc3calca6")),
|
||||
Dsc3calcb6: parser.Parse(d.String("dsc3calcb6")),
|
||||
Dsc3line7: d.String("dsc3line7"),
|
||||
Dsc3texta7: d.String("dsc3texta7"),
|
||||
Dsc3textb7: d.String("dsc3textb7"),
|
||||
Dsc3calca7: parser.Parse(d.String("dsc3calca7")),
|
||||
Dsc3calcb7: parser.Parse(d.String("dsc3calcb7")),
|
||||
}
|
||||
|
||||
records[record.Name] = record
|
||||
|
@ -8,117 +8,117 @@ type SkillDescriptions map[string]*SkillDescriptionRecord
|
||||
// SkillDescriptionRecord is a single row from skilldesc.txt and is used for
|
||||
// generating text strings for skills.
|
||||
type SkillDescriptionRecord struct {
|
||||
Name string // skilldesc
|
||||
SkillPage int // SkillPage
|
||||
SkillRow int // SkillRow
|
||||
SkillColumn int // SkillColumn
|
||||
ListRow int // ListRow
|
||||
ListPool string // ListPool
|
||||
IconCel int // IconCel
|
||||
NameKey string // str name
|
||||
ShortKey string // str short
|
||||
LongKey string // str long
|
||||
AltKey string // str alt
|
||||
ManaKey string // str mana
|
||||
Descdam string // descdam
|
||||
DdamCalc1 d2calculation.Calculation // ddam calc1
|
||||
DdamCalc2 d2calculation.Calculation // ddam calc2
|
||||
P1dmelem string // p1dmelem
|
||||
P1dmmin d2calculation.Calculation // p1dmmin
|
||||
P1dmmax d2calculation.Calculation // p1dmmax
|
||||
P2dmelem string // p2dmelem
|
||||
P2dmmin d2calculation.Calculation // p2dmmin
|
||||
P2dmmax d2calculation.Calculation // p2dmmax
|
||||
P3dmelem string // p3dmelem
|
||||
P3dmmin d2calculation.Calculation // p3dmmin
|
||||
P3dmmax d2calculation.Calculation // p3dmmax
|
||||
Descatt string // descatt
|
||||
Descmissile1 string // descmissile1
|
||||
Descmissile2 string // descmissile2
|
||||
Descmissile3 string // descmissile3
|
||||
Descline1 string // descline1
|
||||
Desctexta1 string // desctexta1
|
||||
Desctextb1 string // desctextb1
|
||||
Desccalca1 d2calculation.Calculation // desccalca1
|
||||
Desccalcb1 d2calculation.Calculation // desccalcb1
|
||||
Descline2 string // descline2
|
||||
Desctexta2 string // desctexta2
|
||||
Desctextb2 string // desctextb2
|
||||
Desccalca2 d2calculation.Calculation // desccalca2
|
||||
Desccalcb2 d2calculation.Calculation // desccalcb2
|
||||
Descline3 string // descline3
|
||||
Desctexta3 string // desctexta3
|
||||
Desctextb3 string // desctextb3
|
||||
Desccalca3 d2calculation.Calculation // desccalca3
|
||||
Desccalcb3 d2calculation.Calculation // desccalcb3
|
||||
Descline4 string // descline4
|
||||
Desctexta4 string // desctexta4
|
||||
Desctextb4 string // desctextb4
|
||||
Desccalca4 d2calculation.Calculation // desccalca4
|
||||
Desccalcb4 d2calculation.Calculation // desccalcb4
|
||||
Descline5 string // descline5
|
||||
Desctexta5 string // desctexta5
|
||||
Desctextb5 string // desctextb5
|
||||
Desccalca5 d2calculation.Calculation // desccalca5
|
||||
Desccalcb5 d2calculation.Calculation // desccalcb5
|
||||
Descline6 string // descline6
|
||||
Desctexta6 string // desctexta6
|
||||
Desctextb6 string // desctextb6
|
||||
Desccalca6 d2calculation.Calculation // desccalca6
|
||||
Desccalcb6 d2calculation.Calculation // desccalcb6
|
||||
Dsc2line1 string // dsc2line1
|
||||
Dsc2texta1 string // dsc2texta1
|
||||
Dsc2textb1 string // dsc2textb1
|
||||
Dsc2calca1 d2calculation.Calculation // dsc2calca1
|
||||
Dsc2calcb1 d2calculation.Calculation // dsc2calcb1
|
||||
Dsc2line2 string // dsc2line2
|
||||
Dsc2texta2 string // dsc2texta2
|
||||
Dsc2textb2 string // dsc2textb2
|
||||
Dsc2calca2 d2calculation.Calculation // dsc2calca2
|
||||
Dsc2calcb2 d2calculation.Calculation // dsc2calcb2
|
||||
Dsc2line3 string // dsc2line3
|
||||
Dsc2texta3 string // dsc2texta3
|
||||
Dsc2textb3 string // dsc2textb3
|
||||
Dsc2calca3 d2calculation.Calculation // dsc2calca3
|
||||
Dsc2calcb3 d2calculation.Calculation // dsc2calcb3
|
||||
Dsc2line4 string // dsc2line4
|
||||
Dsc2texta4 string // dsc2texta4
|
||||
Dsc2textb4 string // dsc2textb4
|
||||
Dsc2calca4 d2calculation.Calculation // dsc2calca4
|
||||
Dsc2calcb4 d2calculation.Calculation // dsc2calcb4
|
||||
Dsc3line1 string // dsc3line1
|
||||
Dsc3texta1 string // dsc3texta1
|
||||
Dsc3textb1 string // dsc3textb1
|
||||
Dsc3calca1 d2calculation.Calculation // dsc3calca1
|
||||
Dsc3calcb1 d2calculation.Calculation // dsc3calcb1
|
||||
Dsc3line2 string // dsc3line2
|
||||
Dsc3texta2 string // dsc3texta2
|
||||
Dsc3textb2 string // dsc3textb2
|
||||
Dsc3calca2 d2calculation.Calculation // dsc3calca2
|
||||
Dsc3calcb2 d2calculation.Calculation // dsc3calcb2
|
||||
Dsc3line3 string // dsc3line3
|
||||
Dsc3texta3 string // dsc3texta3
|
||||
Dsc3textb3 string // dsc3textb3
|
||||
Dsc3calca3 d2calculation.Calculation // dsc3calca3
|
||||
Dsc3calcb3 d2calculation.Calculation // dsc3calcb3
|
||||
Dsc3line4 string // dsc3line4
|
||||
Dsc3texta4 string // dsc3texta4
|
||||
Dsc3textb4 string // dsc3textb4
|
||||
Dsc3calca4 d2calculation.Calculation // dsc3calca4
|
||||
Dsc3calcb4 d2calculation.Calculation // dsc3calcb4
|
||||
Dsc3line5 string // dsc3line5
|
||||
Dsc3texta5 string // dsc3texta5
|
||||
Dsc3textb5 string // dsc3textb5
|
||||
Dsc3calca5 d2calculation.Calculation // dsc3calca5
|
||||
Dsc3calcb5 d2calculation.Calculation // dsc3calcb5
|
||||
Dsc3line6 string // dsc3line6
|
||||
Dsc3texta6 string // dsc3texta6
|
||||
Dsc3textb6 string // dsc3textb6
|
||||
Dsc3calca6 d2calculation.Calculation // dsc3calca6
|
||||
Dsc3calcb6 d2calculation.Calculation // dsc3calcb6
|
||||
Dsc3line7 string // dsc3line7
|
||||
Dsc3texta7 string // dsc3texta7
|
||||
Dsc3textb7 string // dsc3textb7
|
||||
Dsc3calca7 d2calculation.Calculation // dsc3calca7
|
||||
Dsc3calcb7 d2calculation.Calculation // dsc3calcb7
|
||||
Desccalcb3 d2calculation.Calculation
|
||||
Dsc3calca7 d2calculation.Calculation
|
||||
Dsc3calcb5 d2calculation.Calculation
|
||||
Dsc3calca5 d2calculation.Calculation
|
||||
Dsc3calcb7 d2calculation.Calculation
|
||||
Dsc3calcb4 d2calculation.Calculation
|
||||
Dsc3calcb6 d2calculation.Calculation
|
||||
Dsc3calca4 d2calculation.Calculation
|
||||
Dsc3calcb3 d2calculation.Calculation
|
||||
Dsc3calca3 d2calculation.Calculation
|
||||
Dsc3calcb2 d2calculation.Calculation
|
||||
Dsc3calca2 d2calculation.Calculation
|
||||
Dsc3calcb1 d2calculation.Calculation
|
||||
DdamCalc1 d2calculation.Calculation
|
||||
DdamCalc2 d2calculation.Calculation
|
||||
Dsc3calca1 d2calculation.Calculation
|
||||
P1dmmin d2calculation.Calculation
|
||||
P1dmmax d2calculation.Calculation
|
||||
Dsc2calcb4 d2calculation.Calculation
|
||||
P2dmmin d2calculation.Calculation
|
||||
P2dmmax d2calculation.Calculation
|
||||
Dsc2calca4 d2calculation.Calculation
|
||||
P3dmmin d2calculation.Calculation
|
||||
P3dmmax d2calculation.Calculation
|
||||
Dsc2calcb3 d2calculation.Calculation
|
||||
Dsc2calca3 d2calculation.Calculation
|
||||
Dsc2calcb2 d2calculation.Calculation
|
||||
Dsc2calcb1 d2calculation.Calculation
|
||||
Dsc2calca1 d2calculation.Calculation
|
||||
Desccalcb6 d2calculation.Calculation
|
||||
Desccalca6 d2calculation.Calculation
|
||||
Desccalca1 d2calculation.Calculation
|
||||
Desccalcb1 d2calculation.Calculation
|
||||
Dsc3calca6 d2calculation.Calculation
|
||||
Desccalcb5 d2calculation.Calculation
|
||||
Desccalca5 d2calculation.Calculation
|
||||
Desccalca2 d2calculation.Calculation
|
||||
Desccalcb2 d2calculation.Calculation
|
||||
Desccalcb4 d2calculation.Calculation
|
||||
Desccalca4 d2calculation.Calculation
|
||||
Dsc2calca2 d2calculation.Calculation
|
||||
Desccalca3 d2calculation.Calculation
|
||||
Desctextb3 string
|
||||
Descline4 string
|
||||
Desctexta4 string
|
||||
Desctextb4 string
|
||||
Desctexta3 string
|
||||
Descline3 string
|
||||
Descline5 string
|
||||
Desctexta5 string
|
||||
Desctextb5 string
|
||||
Desctextb2 string
|
||||
Desctexta2 string
|
||||
Descline2 string
|
||||
Desctexta6 string
|
||||
Desctextb6 string
|
||||
Desctextb1 string
|
||||
Desctexta1 string
|
||||
Dsc2line1 string
|
||||
Dsc2texta1 string
|
||||
Dsc2textb1 string
|
||||
Descline1 string
|
||||
Descmissile3 string
|
||||
Dsc2line2 string
|
||||
Dsc2texta2 string
|
||||
Dsc2textb2 string
|
||||
Descline6 string
|
||||
Descmissile2 string
|
||||
Dsc2line3 string
|
||||
Dsc2texta3 string
|
||||
Dsc2textb3 string
|
||||
Descmissile1 string
|
||||
Descatt string
|
||||
Dsc2line4 string
|
||||
Dsc2texta4 string
|
||||
Dsc2textb4 string
|
||||
P3dmelem string
|
||||
P2dmelem string
|
||||
Dsc3line1 string
|
||||
Dsc3texta1 string
|
||||
Dsc3textb1 string
|
||||
P1dmelem string
|
||||
Descdam string
|
||||
Dsc3line2 string
|
||||
Dsc3texta2 string
|
||||
Dsc3textb2 string
|
||||
ManaKey string
|
||||
AltKey string
|
||||
Dsc3line3 string
|
||||
Dsc3texta3 string
|
||||
Dsc3textb3 string
|
||||
LongKey string
|
||||
ShortKey string
|
||||
Dsc3line4 string
|
||||
Dsc3texta4 string
|
||||
Dsc3textb4 string
|
||||
NameKey string
|
||||
ListPool string
|
||||
Dsc3line7 string
|
||||
Dsc3texta5 string
|
||||
Dsc3textb5 string
|
||||
Dsc3texta7 string
|
||||
Dsc3textb7 string
|
||||
Dsc3line6 string
|
||||
Dsc3texta6 string
|
||||
Dsc3textb6 string
|
||||
Name string
|
||||
Dsc3line5 string
|
||||
ListRow int
|
||||
SkillColumn int
|
||||
SkillRow int
|
||||
SkillPage int
|
||||
IconCel int
|
||||
}
|
||||
|
@ -12,66 +12,66 @@ type SkillDetails map[int]*SkillRecord
|
||||
|
||||
// SkillRecord is a row from the skills.txt file. Here are two resources for more info on each field
|
||||
type SkillRecord struct {
|
||||
Skill string
|
||||
Charclass string
|
||||
Skilldesc string
|
||||
Passivecalc1 d2calculation.Calculation
|
||||
DmgSymPerCalc d2calculation.Calculation
|
||||
ToHitCalc d2calculation.Calculation
|
||||
Prgcalc1 d2calculation.Calculation
|
||||
Prgcalc2 d2calculation.Calculation
|
||||
Prgcalc3 d2calculation.Calculation
|
||||
Srvmissile string
|
||||
Srvmissilea string
|
||||
Srvmissileb string
|
||||
Srvmissilec string
|
||||
Srvoverlay string
|
||||
Aurastate string
|
||||
Auratargetstate string
|
||||
Calc4 d2calculation.Calculation
|
||||
Calc3 d2calculation.Calculation
|
||||
Calc2 d2calculation.Calculation
|
||||
Calc1 d2calculation.Calculation
|
||||
Perdelay d2calculation.Calculation
|
||||
Skpoints d2calculation.Calculation
|
||||
ELenSymPerCalc d2calculation.Calculation
|
||||
Auralencalc d2calculation.Calculation
|
||||
Aurarangecalc d2calculation.Calculation
|
||||
Aurastat1 string
|
||||
Cltcalc3 d2calculation.Calculation
|
||||
Aurastatcalc1 d2calculation.Calculation
|
||||
Aurastat2 string
|
||||
Cltcalc2 d2calculation.Calculation
|
||||
Aurastatcalc2 d2calculation.Calculation
|
||||
Aurastat3 string
|
||||
Cltcalc1 d2calculation.Calculation
|
||||
Aurastatcalc3 d2calculation.Calculation
|
||||
Aurastat4 string
|
||||
Sumsk5calc d2calculation.Calculation
|
||||
Aurastatcalc4 d2calculation.Calculation
|
||||
Aurastat5 string
|
||||
Sumsk4calc d2calculation.Calculation
|
||||
Aurastatcalc5 d2calculation.Calculation
|
||||
Aurastat6 string
|
||||
EDmgSymPerCalc d2calculation.Calculation
|
||||
Aurastatcalc6 d2calculation.Calculation
|
||||
Auraevent1 string
|
||||
Auraevent2 string
|
||||
Auraevent3 string
|
||||
Auratgtevent string
|
||||
Auratgteventfunc string
|
||||
Passivestate string
|
||||
Passiveitype string
|
||||
Passivestat1 string
|
||||
Passivecalc1 d2calculation.Calculation
|
||||
Passivestat2 string
|
||||
Passivecalc2 d2calculation.Calculation
|
||||
Passivestat3 string
|
||||
Passivecalc3 d2calculation.Calculation
|
||||
Passivestat4 string
|
||||
Passivecalc4 d2calculation.Calculation
|
||||
Passivestat5 string
|
||||
Sumsk3calc d2calculation.Calculation
|
||||
Sumsk2calc d2calculation.Calculation
|
||||
Sumsk1calc d2calculation.Calculation
|
||||
Petmax d2calculation.Calculation
|
||||
Passivecalc5 d2calculation.Calculation
|
||||
Passivecalc4 d2calculation.Calculation
|
||||
Passivecalc3 d2calculation.Calculation
|
||||
Passivecalc2 d2calculation.Calculation
|
||||
Sumskill4 string
|
||||
Passivestat2 string
|
||||
Passivestat1 string
|
||||
Passivestat3 string
|
||||
Passiveitype string
|
||||
Passivestat4 string
|
||||
Passivestate string
|
||||
Passivestat5 string
|
||||
Auratgteventfunc string
|
||||
Passiveevent string
|
||||
Passiveeventfunc string
|
||||
Summon string
|
||||
Pettype string
|
||||
Petmax d2calculation.Calculation
|
||||
Auratgtevent string
|
||||
Summode string
|
||||
Sumskill1 string
|
||||
Sumsk1calc d2calculation.Calculation
|
||||
Skill string
|
||||
Auraevent3 string
|
||||
Sumskill2 string
|
||||
Sumsk2calc d2calculation.Calculation
|
||||
Auraevent2 string
|
||||
Sumskill3 string
|
||||
Sumsk3calc d2calculation.Calculation
|
||||
Sumskill4 string
|
||||
Sumsk4calc d2calculation.Calculation
|
||||
Auraevent1 string
|
||||
Aurastat6 string
|
||||
Aurastat5 string
|
||||
Sumskill5 string
|
||||
Sumsk5calc d2calculation.Calculation
|
||||
Aurastat4 string
|
||||
Sumoverlay string
|
||||
Stsound string
|
||||
Stsoundclass string
|
||||
@ -90,9 +90,9 @@ type SkillRecord struct {
|
||||
Cltmissileb string
|
||||
Cltmissilec string
|
||||
Cltmissiled string
|
||||
Cltcalc1 d2calculation.Calculation
|
||||
Cltcalc2 d2calculation.Calculation
|
||||
Cltcalc3 d2calculation.Calculation
|
||||
Aurastat3 string
|
||||
Aurastat2 string
|
||||
Aurastat1 string
|
||||
Range string
|
||||
Itypea1 string
|
||||
Itypea2 string
|
||||
@ -104,35 +104,35 @@ type SkillRecord struct {
|
||||
Itypeb3 string
|
||||
Etypeb1 string
|
||||
Etypeb2 string
|
||||
Anim d2enum.PlayerAnimationMode
|
||||
Auratargetstate string
|
||||
Seqtrans string
|
||||
Monanim string
|
||||
ItemCastSound string
|
||||
ItemCastOverlay string
|
||||
Skpoints d2calculation.Calculation
|
||||
Aurastate string
|
||||
Reqskill1 string
|
||||
Reqskill2 string
|
||||
Reqskill3 string
|
||||
State1 string
|
||||
State2 string
|
||||
State3 string
|
||||
Perdelay d2calculation.Calculation
|
||||
Calc1 d2calculation.Calculation
|
||||
Calc2 d2calculation.Calculation
|
||||
Calc3 d2calculation.Calculation
|
||||
Calc4 d2calculation.Calculation
|
||||
ToHitCalc d2calculation.Calculation
|
||||
DmgSymPerCalc d2calculation.Calculation
|
||||
Srvoverlay string
|
||||
Srvmissilec string
|
||||
Srvmissileb string
|
||||
Srvmissilea string
|
||||
Srvmissile string
|
||||
Skilldesc string
|
||||
Charclass string
|
||||
EType string
|
||||
EDmgSymPerCalc d2calculation.Calculation
|
||||
ELenSymPerCalc d2calculation.Calculation
|
||||
Sumskill1 string
|
||||
Anim d2enum.PlayerAnimationMode
|
||||
ID int
|
||||
Srvstfunc int
|
||||
Srvdofunc int
|
||||
Srvprgfunc1 int
|
||||
Srvprgfunc2 int
|
||||
Srvprgfunc3 int
|
||||
Prgdam int
|
||||
CostMult int
|
||||
Aurafilter int
|
||||
Auraeventfunc1 int
|
||||
Auraeventfunc2 int
|
||||
@ -212,7 +212,7 @@ type SkillRecord struct {
|
||||
ELevLen3 int
|
||||
Aitype int
|
||||
Aibonus int
|
||||
CostMult int
|
||||
Prgdam int
|
||||
CostAdd int
|
||||
Prgstack bool
|
||||
Decquant bool
|
||||
@ -222,7 +222,7 @@ type SkillRecord struct {
|
||||
Weaponsnd bool
|
||||
Warp bool
|
||||
Immediate bool
|
||||
Enhanceable bool
|
||||
Kick bool
|
||||
Noammo bool
|
||||
Durability bool
|
||||
UseAttackRate bool
|
||||
@ -252,5 +252,5 @@ type SkillRecord struct {
|
||||
General bool
|
||||
Scroll bool
|
||||
InGame bool
|
||||
Kick bool
|
||||
Enhanceable bool
|
||||
}
|
||||
|
@ -5,235 +5,73 @@ type States map[string]*StateRecord
|
||||
|
||||
// StateRecord describes a body location that items can be equipped to
|
||||
type StateRecord struct {
|
||||
// Name of status effect (Line # is used for ID purposes)
|
||||
State string
|
||||
|
||||
// Exact usage depends on the state and how the code accesses it,
|
||||
// overlay1 however is the one you should generally be using.
|
||||
Overlay1 string
|
||||
Overlay2 string
|
||||
Overlay3 string
|
||||
Overlay4 string
|
||||
|
||||
// Overlay shown on target of progressive skill when chargeup triggers.
|
||||
PgOverlay string
|
||||
|
||||
// Overlay displayed when the state is applied initially
|
||||
// (later replaced by overlay1 or whatever applicable by code).
|
||||
CastOverlay string
|
||||
|
||||
// Like castoverlay, just this one is displayed when the state expires.
|
||||
RemOverlay string
|
||||
|
||||
// Primary stat associated with the state, mostly used for display purposes
|
||||
// (you should generally use skills.txt for assigning stats to states).
|
||||
Stat string
|
||||
|
||||
// The missile that this state will utilize for certain events,
|
||||
// how this is used depends entirely on the functions associated with the state.
|
||||
Missile string
|
||||
|
||||
// The skill that will be queried for this state in some sections of code,
|
||||
// strangely enough this contradicts the fact states store their assigner skill anyway
|
||||
// (via STAT_MODIFIERLIST_SKILL)
|
||||
Skill string
|
||||
|
||||
// What item type is effected by this states color change.
|
||||
ItemType string
|
||||
|
||||
// The color being applied to this item
|
||||
// (only going to have an effect on alternate gfx, inventory gfx isn't effected).
|
||||
ItemTrans string
|
||||
|
||||
// Sound played respectively when the state is initially applied
|
||||
OnSound string
|
||||
|
||||
// and when it expires
|
||||
OffSound string
|
||||
|
||||
// States can be grouped together, so they cannot stack
|
||||
Group int
|
||||
|
||||
// Clientside callback function invoked when the state is applied initially.
|
||||
SetFunc int
|
||||
|
||||
// Clientside callback function invoked when the state expires or is otherwise removed.
|
||||
RemFunc int
|
||||
|
||||
// The color priority for this states color change, the, this can range from 0 to 255,
|
||||
// the state with the highest color priority will always be used should more then
|
||||
// one co-exist on the unit. If two states exist with the same priority the one with the
|
||||
// lowest id is used (IIRC).
|
||||
ColorPri int
|
||||
|
||||
// Index for the color shift palette picked from the *.PL2 files.
|
||||
ColorShift int
|
||||
|
||||
// Change the color of the light radius to what is indicated here,
|
||||
// (only has an effect in D3D and glide of course).
|
||||
LightR int
|
||||
|
||||
// Change the color of the light radius to what is indicated here,
|
||||
// (only has an effect in D3D and glide of course).
|
||||
LightG int
|
||||
|
||||
// Change the color of the light radius to what is indicated here,
|
||||
// (only has an effect in D3D and glide of course).
|
||||
LightB int
|
||||
|
||||
// What unit type is used for the disguise gfx
|
||||
// (1 being monsters, 2 being players, contrary to internal game logic).
|
||||
GfxType int
|
||||
|
||||
// The unit class used for disguise gfx, this corresponds with the index
|
||||
// from monstats.txt and charstats.txt
|
||||
GfxClass int
|
||||
|
||||
// When 'gfxtype' is set to 1, the "class" represents an hcIdx from MonStats.txt.
|
||||
// If it's set to 2 then it will indicate a character class the unit with this state will be
|
||||
// morphed into.
|
||||
|
||||
// Clientside event callback for this state
|
||||
// (likely very inconsistent with the server side events, beware).
|
||||
CltEvent string
|
||||
|
||||
// Callback function invoked when the client event triggers.
|
||||
CltEventFunc int
|
||||
|
||||
// CltDoFunc called every frame the state is active
|
||||
CltEvent string
|
||||
Overlay1 string
|
||||
Overlay2 string
|
||||
Overlay3 string
|
||||
Overlay4 string
|
||||
PgOverlay string
|
||||
CastOverlay string
|
||||
RemOverlay string
|
||||
Stat string
|
||||
Missile string
|
||||
Skill string
|
||||
ItemType string
|
||||
ItemTrans string
|
||||
OnSound string
|
||||
OffSound string
|
||||
State string
|
||||
SetFunc int
|
||||
RemFunc int
|
||||
ColorPri int
|
||||
ColorShift int
|
||||
LightR int
|
||||
LightG int
|
||||
LightB int
|
||||
GfxType int
|
||||
GfxClass int
|
||||
Group int
|
||||
CltEventFunc int
|
||||
CltActiveFunc int
|
||||
|
||||
// Srvdofunc called every frame the state is active
|
||||
SrvActiveFunc int
|
||||
|
||||
// If a monster gets hit, the state will be dispelled
|
||||
RemHit bool
|
||||
|
||||
// Not yet analyzed in detail
|
||||
NoSend bool
|
||||
|
||||
// Whenever a state transforms the appearance of a unit
|
||||
Transform bool
|
||||
|
||||
// Aura states will stack on-screen. Aura states are dispelled when a monster is
|
||||
// affected by conversion
|
||||
Aura bool
|
||||
|
||||
// Can a heal enabled npc remove this state when you talk to them?
|
||||
Cureable bool
|
||||
|
||||
// Curse states can't stack. Controls duration reduction from cleansing, and curse resistance.
|
||||
// When a new curse is applied, the old one is removed.
|
||||
Curse bool
|
||||
|
||||
// State has a StateActiveFunc associated with it. The active func is called every frame while
|
||||
// the state is active.
|
||||
Active bool
|
||||
|
||||
// State restricts skill usage (druid shapeshift)
|
||||
Restrict bool
|
||||
|
||||
// State makes the game load another sprite (use with Transform)
|
||||
Disguise bool
|
||||
|
||||
// State applies a color change that overrides all others
|
||||
Blue bool
|
||||
|
||||
// Control when attack rating is displayed in blue
|
||||
AttBlue bool
|
||||
|
||||
// Control when damage is displayed in blue
|
||||
DmgBlue bool
|
||||
|
||||
// Control when armor class is displayed in blue
|
||||
ArmBlue bool
|
||||
|
||||
// Control when fire resistance is displayed in blue
|
||||
RfBlue bool
|
||||
|
||||
// Control when lightning resistance is displayed in blue
|
||||
RlBlue bool
|
||||
|
||||
// Control when cold resistance is displayed in blue
|
||||
RcBlue bool
|
||||
|
||||
// Control when poison resistance is displayed in blue
|
||||
RpBlue bool
|
||||
|
||||
// Control when attack rating is displayed in red
|
||||
AttRed bool
|
||||
|
||||
// Control when damage is displayed in red
|
||||
DmgRed bool
|
||||
|
||||
// Control when armor class is displayed in red
|
||||
ArmRed bool
|
||||
|
||||
// Control when fire resistance is displayed in red
|
||||
RfRed bool
|
||||
|
||||
// Control when lightning resistance is displayed in red
|
||||
RlRed bool
|
||||
|
||||
// Control when cold resistance is displayed in red
|
||||
RcRed bool
|
||||
|
||||
// Control when poison resistance is displayed in red
|
||||
RpRed bool
|
||||
|
||||
// Control when stamina bar color is changed to blue
|
||||
StamBarBlue bool
|
||||
|
||||
// When a unit effected by this state kills another unit,
|
||||
// the summon owner will receive experience
|
||||
Exp bool
|
||||
|
||||
// Whenever the state is removed when the player dies
|
||||
PlrStayDeath bool
|
||||
|
||||
// Whenever the state is removed when the monster dies
|
||||
MonStayDeath bool
|
||||
|
||||
// Whenever the state is removed when the boss dies. Prevents bosses from shattering?
|
||||
Curse bool
|
||||
NoSend bool
|
||||
Transform bool
|
||||
Aura bool
|
||||
Cureable bool
|
||||
RemHit bool
|
||||
Active bool
|
||||
Restrict bool
|
||||
Disguise bool
|
||||
Blue bool
|
||||
AttBlue bool
|
||||
DmgBlue bool
|
||||
ArmBlue bool
|
||||
RfBlue bool
|
||||
RlBlue bool
|
||||
RcBlue bool
|
||||
RpBlue bool
|
||||
AttRed bool
|
||||
DmgRed bool
|
||||
ArmRed bool
|
||||
RfRed bool
|
||||
RlRed bool
|
||||
RcRed bool
|
||||
RpRed bool
|
||||
StamBarBlue bool
|
||||
Exp bool
|
||||
PlrStayDeath bool
|
||||
MonStayDeath bool
|
||||
BossStayDeath bool
|
||||
|
||||
// When the unit dies, the corpse and death animation will not be drawn
|
||||
Hide bool
|
||||
|
||||
// Whenever the unit shatters or explodes when it dies. This is heavily hardcoded,
|
||||
// it will always use the ice shatter for all states other than STATE_UBERMINION
|
||||
Shatter bool
|
||||
|
||||
// Whenever this state prevents the corpse from being selected by spells and the ai
|
||||
UDead bool
|
||||
|
||||
// When a state with this is active, it cancels out the native life regen of monsters.
|
||||
// (using only the mod part instead of accr).
|
||||
Life bool
|
||||
|
||||
// Whenever this state applies a color change that overrides all others (such as from items).
|
||||
// (see blue column, which seams to do the same).
|
||||
Green bool
|
||||
|
||||
// Whenever this state is associated with progressive spells and will be
|
||||
// looked up when the charges are triggered.
|
||||
Pgsv bool
|
||||
|
||||
// Related to assigning overlays to the unit, not extensively researched yet.
|
||||
NoOverlays bool
|
||||
|
||||
// Like the previous column, also only used on states with the previous column enabled.
|
||||
NoClear bool
|
||||
|
||||
// whenever this state will use the minion owners inventory clientside (this is what makes
|
||||
// the decoy always show up with your own equipment,
|
||||
// even when you change what you wear after summoning one).
|
||||
BossInv bool
|
||||
|
||||
// Prevents druids that wield a bow or crossbow while shape shifted from
|
||||
// firing missiles, and will rather attack in melee.
|
||||
MeleeOnly bool
|
||||
|
||||
// Not researched yet
|
||||
NotOnDead bool
|
||||
Hide bool
|
||||
Shatter bool
|
||||
UDead bool
|
||||
Life bool
|
||||
Green bool
|
||||
Pgsv bool
|
||||
NoOverlays bool
|
||||
NoClear bool
|
||||
BossInv bool
|
||||
MeleeOnly bool
|
||||
NotOnDead bool
|
||||
}
|
||||
|
@ -6,15 +6,15 @@ type TreasureClass map[string]*TreasureClassRecord
|
||||
// TreasureClassRecord represents a rule for item drops in diablo 2
|
||||
type TreasureClassRecord struct {
|
||||
Name string
|
||||
Treasures []*Treasure
|
||||
Group int
|
||||
Level int
|
||||
NumPicks int
|
||||
FreqUnique int
|
||||
FreqSet int
|
||||
FreqRare int
|
||||
FreqMagic int
|
||||
FreqNoDrop int
|
||||
Treasures []*Treasure
|
||||
NumPicks int
|
||||
}
|
||||
|
||||
// Treasure describes a treasure to drop
|
||||
|
Loading…
Reference in New Issue
Block a user