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https://github.com/OpenDiablo2/OpenDiablo2
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271673851a
* Added RecordManager implementation to remove d2datadict singletons * fix object lookup test
197 lines
7.3 KiB
Go
197 lines
7.3 KiB
Go
package d2records
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// ItemTypes stores all of the ItemTypeRecords
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type ItemTypes map[string]*ItemTypeRecord
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// ItemEquivalenceMap describes item equivalencies for ItemTypes
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type ItemEquivalenceMap map[string]ItemEquivalenceList
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// ItemEquivalenceList is an equivalence map that each ItemTypeRecord will have
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type ItemEquivalenceList []*ItemCommonRecord
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// ItemEquivalenceByRecord is used for getting equivalent item codes using an ItemCommonRecord
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type ItemEquivalenceByRecord map[*ItemCommonRecord][]string
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// ItemTypeRecord describes the types for items
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type ItemTypeRecord struct {
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// Name (ItemType)
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// A comment field that contains the “internal name” of this iType,
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// you can basically enter anything you wish here,
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// but since you can add as many comment columns as you wish,
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// there is no reason to use it for another purpose .
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Name string
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// Code
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// The ID pointer of this ItemType, this pointer is used in many txt files (armor.txt,
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// cubemain.txt, misc.txt, skills.txt, treasureclassex.txt, weapons.txt),
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// never use the same ID pointer twice,
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// the game will only use the first instance and ignore all other occurrences.
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// ID pointers are case sensitive, 3-4 chars long and can contain numbers, letters and symbols.
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Code string
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// Equiv1-2
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// This is used to define the parent iType, note that an iType can have multiple parents (
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// as will be shown in the cladogram – link below),
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// the only thing you must avoid at all cost is creating infinite loops.
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// I haven't ever tested what happens when you create an iType loop,
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// but infinite loops are something you should always avoid.
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Equiv1 string
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Equiv2 string
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// Shoots
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// This column specifies which type of quiver (“ammo”) this iType (
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// in case it is a weapon) requires in order to shoot (
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// you use the ID pointer of the quiver iType here).
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// Caution: The place it checks which missile to pick (either arrow, bolt,
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// explosive arrow or magic arrow) is buried deep within D2Common.dll,
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// the section can be modified, there is an extensive post discussing this in Code Editing.
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// - Thanks go to Kingpin for spotting a silly little mistake in here.
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Shoots string
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// Quiver
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// The equivalent to the previous column,
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// in here you specify which weapon this quiver is linked to. Make sure the two columns match. (
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// this also uses the ID pointer of course).
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Quiver string
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// InvGfx1-6
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// This column contains the file names of the inventory graphics that are randomly picked for
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// this iType, so if you use columns 1-3, you will set VarInvGfx to 3 (duh).
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InvGfx1 string
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InvGfx2 string
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InvGfx3 string
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InvGfx4 string
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InvGfx5 string
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InvGfx6 string
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// StorePage
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// The page code for the page a vendor should place this iType in when sold,
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// if you enable the magic tab in D2Client.dll,
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// you need to use the proper code here to put items in that tab.
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// Right now the ones used are weap = weapons1 and 2, armo = armor and misc = miscellaneous.
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StorePage string
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// BodyLoc1-2
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// If you have set the previous column to 1,
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// you need to specify the inventory slots in which the item has to be equipped. (
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// the codes used by this field are read from BodyLocs.txt)
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BodyLoc1 int
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BodyLoc2 int
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// MaxSock1, MaxSock25, MaxSock40
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// Maximum sockets for iLvl 1-25,
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// 26-40 and 40+. The range is hardcoded but the location is known,
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// so you can alter around the range to your liking. On normal,
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// items dropped from monsters are limited to 3, on nightmare to 4 and on hell to 6 sockets,
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// irregardless of this columns content.
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MaxSock1 int
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MaxSock25 int
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MaxSock40 int
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// TreasureClass
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// Can this iType ID Pointer be used as an auto TC in TreasureClassEx.txt. 1=Yes,
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// 0=No. *Such as armo3-99 and weap3-99 etc.
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TreasureClass int
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// Rarity
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// Dunno what it does, may have to do with the chance that an armor or weapon rack will pick
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// items of this iType. If it works like other rarity fields,
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// the chance is rarity / total_rarity * 100.
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Rarity int
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// StaffMods
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// Contains the class code for the character class that should get +skills from this iType (
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// such as wands that can spawn with +Necromancer skills). Note,
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// this only works if the item is not low quality, set or unique. Note,
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// that this uses the vanilla min/max skill IDs for each class as the range for the skill pool,
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// so if you add new class skills to the end of the file, you should use automagic.txt instead
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StaffMods d2enum.Hero
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// CostFormula
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// Does the game generate the sell/repair/buy prices of this iType based on its modifiers or does
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// it use only the cost specific in the respective item txt files. 2=Organ (
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// probably higher price based on unit that dropped the organ), 1=Yes, 0=No.
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// Note: Only applies to items that are not unique or set, for those the price is solely controlled
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// by the base item file and by the bonus to price given in SetItems and UniqueItems txt files.
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// The exact functionality remains unknown, as for example charms, have this disabled.
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CostFormula int
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// Class
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// Contains the class code for the class that should be able to use this iType (
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// for class specific items).
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Class d2enum.Hero
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// VarInvGfx
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// This column contains the sum of randomly picked inventory graphics this iType can have.
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VarInvGfx int
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// Repair
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// Boolean, 1=Merchants can repair this item type, 0=Merchants cannot repair this iType (note,
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// this also refers to charges being rechargeable).
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Repair bool
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// Body
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// Boolean, 1=The character can wear this iType,
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// 0=This iType can only be carried in the inventory,
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// cube or stash (and belt if it is set as “beltable” in the other item related txt files)
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Body bool
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// Throwable
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// Can this iType be thrown (determines whenever it uses the quantity and throwing damage columns
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// in Weapons.txt for example).
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Throwable bool
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// Reload
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// Can the this item be re-stacked via drag and drop. 1=Yes, 0=No.
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Reload bool
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// ReEquip
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// If the ammo runs out the game will automatically pick the next item of the same iType to
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// be equipped in it's place.
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// 1=Yes, 0=No. (more clearly, when you use up all the arrows in a quiver, the next quiver,
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// if available, will be equipped in its place).
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ReEquip bool
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// AutoStack
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// Are identical stacks automatically combined when you pick the up? 1=Yes, 0=No. (for example,
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// which you pick up throwing potions or normal javelins,
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// they are automatically combined with those you already have)
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AutoStack bool
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// Magic
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// Is this iType always Magic? 1=Yes, 0=No.
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Magic bool
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// Rare
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// Can this iType spawn as a rare item?
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// 1=Yes, 0=No.
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// Note: If you want an item that spawns only as magic or rare,
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// you need to set the previous column to 1 as well.
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Rare bool
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// Normal
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// Is this iType always Normal? 1=Yes, 0=No.
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Normal bool
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// Charm
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// Does this iType function as a charm? 1=Yes, 0=No. Note: This effect is hardcoded,
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// if you need a new charm type, you must use the char iType in one of the equivs.
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Charm bool
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// Gem
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// Can this iType be inserted into sockets? 1=Yes,
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// 0=No (Link your item to the sock iType instead to achieve this).
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Gem bool
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// Beltable
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// Can this iType be placed in your characters belt slots? 1=Yes,
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// 0=No. (This requires further tweaking in other txt files).
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Beltable bool
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EquivalentItems ItemEquivalenceList
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}
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