mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
271673851a
* Added RecordManager implementation to remove d2datadict singletons * fix object lookup test
240 lines
7.1 KiB
Go
240 lines
7.1 KiB
Go
package d2records
|
|
|
|
// States contains the state records
|
|
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
|
|
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?
|
|
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
|
|
}
|