mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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165 lines
3.2 KiB
Go
165 lines
3.2 KiB
Go
package d2records
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import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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// MonStats2 stores all of the MonStat2Records
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type MonStats2 map[string]*MonStat2Record
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// MonStat2Record is a representation of a row from monstats2.txt
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type MonStat2Record struct {
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// Available options for equipment
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// randomly selected from
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EquipmentOptions [16][]string
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Key string // Key, the object ID MonStatEx feild from MonStat
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BaseWeaponClass string
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ResurrectSkill string
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Heart string
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BodyPart string
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// These follow three are apparently unused
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Height int
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OverlayHeight int
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PixelHeight int
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// Diameter in subtiles
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SizeX int
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SizeY int
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// Bounding box
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BoxTop int
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BoxLeft int
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BoxWidth int
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BoxHeight int
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// Spawn method used
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SpawnMethod int
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// Melee radius
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MeleeRng int
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// base weaponclass?
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HitClass int
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// Sum of available components
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TotalPieces int
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// Number of directions for each mode
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DirectionsPerMode [16]int
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// If the units is restored on map reload
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Restore int
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// What maximap index is used for the automap
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AutomapCel int
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// Blood offset?
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LocalBlood int
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// 0 = don't bleed, 1 = small blood missile, 2 = small and large, > 3 other missiles?
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Bleed int
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// If the unit is lights up the area
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Light int
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// Light color
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LightR int
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LightG int
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lightB int
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// Palettes per difficulty
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NormalPalette int
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NightmarePalette int
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HellPalatte int
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// These two are useless as of 1.07
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// Inferno animation stuff
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InfernoLen int
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InfernoAnim int
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InfernoRollback int
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// Which mode is used after resurrection
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ResurrectMode d2enum.MonsterAnimationMode
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// This specifies if the size values get used for collision detection
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NoGfxHitTest bool
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// Does the unit have this component
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HasComponent [16]bool
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// Available animation modes
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HasAnimationMode [16]bool
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// Available modes while moving aside from WL and RN
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A1mv bool
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A2mv bool
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SCmv bool
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S1mv bool
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S2mv bool
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S3mv bool
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S4mv bool
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// true of unit uses an automap entry
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NoMap bool
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// If the units can use overlays
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NoOvly bool
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// If unit is selectable
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IsSelectable bool
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// If unit is selectable by allies
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AllySelectable bool
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// If unit is not selectable
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NotSelectable bool
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// Kinda unk, used for bonewalls etc that are not properly selectable
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shiftSel bool
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// if the units corpse is selectable
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IsCorpseSelectable bool
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// If the unit is attackable
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IsAttackable bool
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// If the unit is revivable
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IsRevivable bool
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// If the unit is a critter
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IsCritter bool
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// If the unit is Small, Small units can be knocked back with 100% efficiency
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IsSmall bool
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// Large units can be knocked back at 25% efficincy
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IsLarge bool
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// Possibly to do with sound, usually set for creatures without flesh
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IsSoft bool
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// Aggressive or harmless, usually NPC's
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IsInert bool
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// Unknown
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objCol bool
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// Enables collision on corpse for units
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IsCorpseCollidable bool
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// Can the corpse be walked through
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IsCorpseWalkable bool
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// If the unit casts a shadow
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HasShadow bool
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// If unique palettes should not be used
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NoUniqueShift bool
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// If multiple layers should be used on death (otherwise only TR)
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CompositeDeath bool
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// Which skill is used for resurrection
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}
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