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* 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
144 lines
3.3 KiB
Go
144 lines
3.3 KiB
Go
package d2enum
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type ItemEventFuncID int
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const (
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// shoots a missile at the owner of a missile that has just hit you
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// (Chilling Armor uses this)
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ReflectMissile = ItemEventFuncID(iota)
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// freezes the attacker for a set duration the attacker
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// (Frozen Armor uses this)
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FreezeAttacker
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// does cold damage to and chills the attacker (Shiver Armor uses this)
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FreezeChillAttacker
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// % of damage taken is done to the attacker
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// (Iron Maiden, thorns uses a hardcoded stat)
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ReflectPercentDamage
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// % of damage done added to life, bypassing the targets resistance
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// (used by Life Tap)
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DamageDealtToHealth
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// attacker takes physical damage of #
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AttackerTakesPhysical
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// knocks the target back
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Knockback
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// induces fear in the target making it run away
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InduceFear
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// applies Dim Vision to the target (it casts the actual curse on the
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// monster)
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BlindTarget
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// attacker takes lightning damage of #
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AttackerTakesLightning
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// attacker takes fire damage of #
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AttackerTakesFire
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// attacker takes cold damage of #
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AttackerTakesCold
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// % damage taken is added to mana
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DamageTakenToMana
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// freezes the target
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FreezeTarget
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// causes the target to bleed and lose life (negative life regen)
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OpenWounds
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// crushing blow against the target
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CrushingBlow
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// mana after killing a monster
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ManaOnKillMonster
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// life after killing a demon
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LifeOnKillDemon
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// slows the target
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SlowTarget
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// casts a skill against the defender
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CastSkillAgainstDefender
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// casts a skill against the attacker
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CastSkillAgainstAttacker
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// absorbs physical damage taken (used by Bone Armor)
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AbsorbPhysical
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// transfers damage done from the summon to the owner (used by Blood Golem)
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TakeSummonDamage
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// used by Energy Shield to absorb damage and shift it from life to mana
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ManaAbsorbsDamage
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// absorbs elemental damage taken (used by Cyclone Armor)
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AbsorbElementalDamage
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// transfers damage taken from the summon to the owner (used by Blood Golem)
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TakeSummonDamage2
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// used to slow the attacker if he hits a unit that has the slow target stat
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// (used by Clay Golem)
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TargetSlowsTarget
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// life after killing a monster
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LifeOnKillMonster
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// destroys the corpse of a killed monster (rest in peace effect)
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RestInPeace
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// cast a skill when the event occurs, without a target
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CastSkillWithoutTarget
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// reanimate the target as the specified monster
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ReanimateTargetAsMonster
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)
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func GetItemEventFuncID(n int) ItemEventFuncID {
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m := map[int]ItemEventFuncID{
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0: ReflectMissile,
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1: FreezeAttacker,
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2: FreezeChillAttacker,
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3: ReflectPercentDamage,
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4: DamageDealtToHealth,
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5: AttackerTakesPhysical,
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6: Knockback,
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7: InduceFear,
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8: BlindTarget,
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9: AttackerTakesLightning,
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10: AttackerTakesFire,
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11: AttackerTakesCold,
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12: DamageTakenToMana,
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13: FreezeTarget,
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14: OpenWounds,
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15: CrushingBlow,
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16: ManaOnKillMonster,
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17: LifeOnKillDemon,
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18: SlowTarget,
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19: CastSkillAgainstDefender,
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20: CastSkillAgainstAttacker,
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21: AbsorbPhysical,
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22: TakeSummonDamage,
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23: ManaAbsorbsDamage,
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24: AbsorbElementalDamage,
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25: TakeSummonDamage2,
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26: TargetSlowsTarget,
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27: LifeOnKillMonster,
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28: RestInPeace,
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29: CastSkillWithoutTarget,
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30: ReanimateTargetAsMonster,
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}
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return m[n]
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}
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//? do i need to do this ? //go:generate stringer -linecomment -type AnimationMode
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