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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-02 09:17:19 -04:00
OpenDiablo2/d2common/d2data/d2datadict/difficultylevels.go
dk c14f285a21
Feature d2datadict difficultylevels (#363)
* adding rules for swap files to .gitignore

* main, d2common: load Magic/Rare/Unique Affix

* d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

* removed debug print from item_affix.go

* changed item affix type names for clarity, removed debug print from data_dictionary

* d2common: item affix datadict and records

Item Affixes are defined in `/data/global/excel/Magic{Prefix,Suffix}.txt`
Rare and Unique Pre/Suffixes seem to be for monsters, not items.

d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

removed debug print from item_affix.go

changed item affix type names for clarity, removed debug print from data_dictionary

* reverting to pre-allocating memory for parsing txt lines

* removing the rest of the rare/unique definitions

* removing the rest of the rare/unique definitions

* adding ItemStatCost data dict loader

* adding data dict loader for difficulty levels
2020-06-20 15:59:20 -04:00

124 lines
4.8 KiB
Go

package d2datadict
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
)
var DifficultyLevels map[string]*DifficultyLevelRecord
type DifficultyLevelRecord struct {
// Difficulty name. it is hardcoded and you cannot add new ones unless you do
// some Code Edits
Name string // Name
// Resistance penalty in the current difficulty.
ResistancePenalty int // ResistPenalty
// The percentage of experience you lose when you die on this difficulty.
DeathExperiencePenalty int // DeathExpPenalty
// Not Used. Pre 1.07 it was the percentage of low quality, normal, superior and
// exceptional items dropped on this difficulty.
DropChanceLow int // UberCodeOddsNormal
DropChanceNormal int // UberCodeOddsNormal
DropChanceSuperior int // UberCodeOddsNormal
DropChanceExceptional int // UberCodeOddsNormal
// Gravestench - I'm splitting this field because I feel it's incoherent
// to keep all of those drop chances together, even if it is that way in the
// txt file...
// Not used. Pre 1.07 it was the percentage of magic, rare, set and unique
// exceptional items dropped on this difficuly.
DropChanceMagic int // UberCodeOddsGood
DropChanceRare int // UberCodeOddsGood
DropChanceSet int // UberCodeOddsGood
DropChanceUnique int // UberCodeOddsGood
// Gravestench - same as my above comment
// Not used and didn't exist pre 1.07.
// UltraCodeOddsNormal
// Additional skill points added to monster skills specified in MonStats.txt
// for this difficulty. It has nothing to do with the missile damage bonus.
MonsterSkillBonus int // MonsterSkillBonus
// This value is a divisor, and so never set it to 0. It applies to the monster
// freezing length and cold length duration.
MonsterColdDivisor int // MonsterColdDivisor
MonsterFreezeDivisor int // MonsterFreezeDivisor
// These values are divisor and they're used respectively for AI altering states
AiCurseDivisor int // AiCurseDivisor
LifeStealDivisor int // LifeStealDivisor
ManaStealDivisor int // ManaStealDivisor
// -----------------------------------------------------------------------
// Gravestench: The rest of these are listed on PK page, but not present in
// my copy of the txt file (patch_d2/data/global/excel/difficultylevels.txt)
// so I am going to leave these comments
// Effective percentage of damage and attack rating added to Extra Strong
// Unique/Minion and Champion monsters. This field is actually a coefficient,
// as the total bonus output is BonusFromMonUMod/100*ThisField
// UniqueDamageBonus
// ChampionDamageBonus
// This is a percentage of how much damage your mercenaries do to an Act boss.
// HireableBossDamagePercent
// Monster Corpse Explosion damage percent limit. Since the monsters HP grows
// proportionally to the number of players in the game, you can set a cap via
// this field.
// MonsterCEDamagePercent
// Maximum cap of the monster hit points percentage that can be damaged through
// Static Field. Setting these columns to 0 will make Static Field work the same
// way it did in Classic Diablo II.
// StaticFieldMin
// Parameters for gambling. They states the odds to find Rares, Sets, Uniques,
// Exceptionals and Elite items when gambling. See Appendix A
// GambleRare
// GambleSet
// GambleUnique
// GambleUber
// GambleUltra
// -----------------------------------------------------------------------
}
func LoadDifficultyLevels(file []byte) {
dict := d2common.LoadDataDictionary(string(file))
numRows := len(dict.Data)
DifficultyLevels = make(map[string]*DifficultyLevelRecord, numRows)
for idx, _ := range dict.Data {
record := &DifficultyLevelRecord{
Name: dict.GetString("Name", idx),
ResistancePenalty: dict.GetNumber("ResistPenalty", idx),
DeathExperiencePenalty: dict.GetNumber("DeathExpPenalty", idx),
DropChanceLow: dict.GetNumber("UberCodeOddsNormal", idx),
DropChanceNormal: dict.GetNumber("UberCodeOddsNormal", idx),
DropChanceSuperior: dict.GetNumber("UberCodeOddsNormal", idx),
DropChanceExceptional: dict.GetNumber("UberCodeOddsNormal", idx),
DropChanceMagic: dict.GetNumber("UberCodeOddsGood", idx),
DropChanceRare: dict.GetNumber("UberCodeOddsGood", idx),
DropChanceSet: dict.GetNumber("UberCodeOddsGood", idx),
DropChanceUnique: dict.GetNumber("UberCodeOddsGood", idx),
MonsterSkillBonus: dict.GetNumber("MonsterSkillBonus", idx),
MonsterColdDivisor: dict.GetNumber("MonsterColdDivisor", idx),
MonsterFreezeDivisor: dict.GetNumber("MonsterFreezeDivisor", idx),
AiCurseDivisor: dict.GetNumber("AiCurseDivisor", idx),
LifeStealDivisor: dict.GetNumber("LifeStealDivisor", idx),
ManaStealDivisor: dict.GetNumber("ManaStealDivisor", idx),
}
DifficultyLevels[record.Name] = record
}
log.Printf("Loaded %d DifficultyLevel records", len(DifficultyLevels))
}