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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
101 lines
2.2 KiB
Go
101 lines
2.2 KiB
Go
package d2records
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// MonsterSounds stores the MonsterSoundRecords
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type MonsterSounds map[string]*MonsterSoundRecord
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// MonsterSoundRecord represents a single line in MonSounds.txt
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type MonsterSoundRecord struct {
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// ID is the identifier, used in MonStats.txt to refer to a particular sound record
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ID string
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// Melee attack sound ID, refers to a sound from Sounds.txt
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Attack1 string
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// Weapon attack sound ID, refers to a sound from Sounds.txt
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Weapon1 string
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// Delay in frames of Attack1 sound
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Attack1Delay int
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// Delay in frames of Weapon1 sound
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Weapon1Delay int
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// Probability of playing Attack1 sound instead of Weapon1
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Attack1Probability int
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// Overrides weapon volume from Sounds.txt
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Weapon1Volume int
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// Ditto, 2 sets of sounds are possible
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Attack2 string
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Weapon2 string
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Attack2Delay int
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Weapon2Delay int
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Attack2Probability int
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Weapon2Volume int
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// Sound when monster takes a hit, refers to a sound from Sounds.txt
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HitSound string
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// Sound when monster dies, refers to a sound from Sounds.txt
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DeathSound string
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// Delay in frames of HitSound
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HitDelay int
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// Delay in frames of DeathSound
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DeaDelay int
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// Sound when monster enters skill mode
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Skill1 string
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Skill2 string
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Skill3 string
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Skill4 string
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// Sound played each loop of the WL animation
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Footstep string
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// Additional WL animation sound
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FootstepLayer string
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// Number of footstep sounds played (e.g. 2 for two-legged monsters)
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FootstepCount int
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// FsOff, possibly delay between footstep sounds
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FootstepOffset int
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// Probability of playing footstep sound, percentage
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FootstepProbability int
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// Sound when monster is neutral (also played when walking)
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Neutral string
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// Delay in frames between neutral sounds
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NeutralTime int
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// Sound when monster is initialized
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Init string
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// Sound when monster is encountered
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Taunt string
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// Sound when monster retreats
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Flee string
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// The following are related to skills in some way
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// Initial monster animation code (MonMode.txt)
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CvtMo1 string
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// ID of skill
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CvtSk1 string
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// End monster animation code (MonMode.txt)
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CvtTgt1 string
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CvtMo2 string
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CvtSk2 string
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CvtTgt2 string
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CvtMo3 string
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CvtSk3 string
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CvtTgt3 string
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}
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