OpenDiablo2/d2common/d2data/d2datadict/monstats.go

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package d2datadict
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt"
)
// https://d2mods.info/forum/kb/viewarticle?a=360
type (
// MonStatsRecord represents a single row from `data/global/excel/monstats.txt` in the MPQ files.
// These records are used for creating monsters.
MonStatsRecord struct {
// Key contains the pointer that will be used in other txt files
// such as levels.txt and superuniques.txt.
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Key string // called `Id` in monstats.txt
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// Id is the actual internal ID of the unit (this is what the ID pointer
// actually points at) remember that no two units can have the same ID,
// this will result in lots of unpredictable behavior and crashes so please
// dont do it. This 'HarcCodedInDeX' is used for several things, such as
// determining whenever the unit uses DCC or DC6 graphics (like mephisto
// and the death animations of Diablo, the Maggoc Queen etc.), the hcIdx
// column also links other hardcoded effects to the units, such as the
// transparency on necro summons and the name-color change on unique boss
// units (thanks to Kingpin for the info)
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ID int // called `hcIdx` in monstats.txt
// BaseKey is an ID pointer of the “base” unit for this specific
// monster type (ex. There are five types of “Fallen”; all of them have
// fallen1 as their “base” unit).
BaseKey string // called `BaseId` in monstats.txt
// NextKey is the ID of the next unit in the chain. (fallen1 has the ID pointer of fallen2 in here).
// The game uses this for “map generated” monsters such as the fallen in the fallen camps,
// which get picked based on area level.
NextKey string // called `NextInClass` in monstats.txt
// NameStringTableKey the string-key used in the TBL (string.tbl,
// expansionstring.tbl and patchstring.tbl) files to make this monsters
// name appear when you highlight it.
NameString string // called `NameStr` in monstats.txt
// ExtraDataKey the ID pointer to an entry in MonStats2.txt.
ExtraDataKey string // called `MonStatsEx` in monstats.txt
// PropertiesKey contains the ID pointer to an entry in MonProp.txt which
// controls what special modifiers are appended to the unit
PropertiesKey string // called `MonProp` in monstats.txt
// MonsterGroup contains the group ID of the “super group” this monster
// belongs to, IE all skeletons belong to the "super group" skeleton. The
MonsterGroup string // called `MonType` in monstats.txt
// AiKey tells the game which AI to use for this monster. Every AI
// needs a specific set of animation modes (GH, A1, A2, S1, WL, RN etc).
AiKey string // called `AI` in monstats.txt
// DescriptionStringTableKey contains the string-key used in the TBL (string.tbl,
// expansionstring.tbl and patchstring.tbl) files for the monsters
// description (leave it blank for no description).
// NOTE: ever wondered how to make it say something below the monster
// name (such as “Drains Mana and Stamina etc), well this is how you do it.
// Just put the string-key of the string you want to display below the
// monsters name in here.
DescriptionStringTableKey string // called `DescStr` in monstats.txt
// AnimationDirectoryToken controls which token (IE name of a folder that
// contains animations) the game uses for this monster.
AnimationDirectoryToken string // called `Code` in monstats.txt
// SpawnKey contains the key of the unit to spawn.
SpawnKey string // called `spawn` in monstats.txt
// SpawnAnimationKey
// which animation mode will the spawned monster be spawned in.
SpawnAnimationKey string // called `spawnmode` in monstats.txt
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// MinionId1 is an Id of a minion that spawns when this monster is created
MinionId1 string //nolint:golint,stylecheck // called `minion1` in monstats.txt
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// MinionId2 is an Id of a minion that spawns when this monster is created
MinionId2 string //nolint:golint,stylecheck // called `minion2` in monstats.txt
// SoundKeyNormal, SoundKeySpecial
// specifies the ID pointer to this monsters “Sound Bank” in MonSound.txt
// when this monster is normal.
SoundKeyNormal string // called `MonSound` in monstats.txt
SoundKeySpecial string // called `UMonSound` in monstats.txt
// MissileA1 -- MissileSQ
// these columns control “non-skill-related” missiles used by the monster.
// For example if you enter a missile ID pointer (from Missiles.txt) in
// MissA1 then, whenever the monster uses its A1 mode, it will shoot a
// missile, this however will successfully prevent it from dealing any damage
// with the swing of A1.
// NOTE: for the beginners, A1=Attack1, A2=Attack2, S1=Skill1, S2=Skill2,
// S3=Skill3, S4=Skill4, C=Cast, SQ=Sequence.
MissileA1 string // called `MissA1` in monstats.txt
MissileA2 string // called `MissA2` in monstats.txt
MissileS1 string // called `MissS1` in monstats.txt
MissileS2 string // called `MissS2` in monstats.txt
MissileS3 string // called `MissS3` in monstats.txt
MissileS4 string // called `MissS4` in monstats.txt
MissileC string // called `MissC` in monstats.txt
MissileSQ string // called `MissSQ` in monstats.txt
// SkillId1 -- SkillId8
// the ID Pointer to the skill (from Skills.txt) the monster will cast when
// this specific slot is accessed by the AI. Which slots are used is
// determined by the units AI.
SkillId1 string //nolint:golint,stylecheck // called `Skill1` in monstats.txt
SkillId2 string //nolint:golint,stylecheck // called `Skill2` in monstats.txt
SkillId3 string //nolint:golint,stylecheck // called `Skill3` in monstats.txt
SkillId4 string //nolint:golint,stylecheck // called `Skill4` in monstats.txt
SkillId5 string //nolint:golint,stylecheck // called `Skill5` in monstats.txt
SkillId6 string //nolint:golint,stylecheck // called `Skill6` in monstats.txt
SkillId7 string //nolint:golint,stylecheck // called `Skill7` in monstats.txt
SkillId8 string //nolint:golint,stylecheck // called `Skill8` in monstats.txt
// SkillAnimation1 -- SkillAnimation8
// the graphical MODE (or SEQUENCE) this unit uses when it uses this skill.
SkillAnimation1 string // called `Sk1mode` in monstats.txt
SkillAnimation2 string // called `Sk2mode` in monstats.txt
SkillAnimation3 string // called `Sk3mode` in monstats.txt
SkillAnimation4 string // called `Sk4mode` in monstats.txt
SkillAnimation5 string // called `Sk5mode` in monstats.txt
SkillAnimation6 string // called `Sk6mode` in monstats.txt
SkillAnimation7 string // called `Sk7mode` in monstats.txt
SkillAnimation8 string // called `Sk8mode` in monstats.txt
// DamageSkillId
// ID Pointer to the skill that controls this units damage. This is used for
// the druids summons. IE their damage is specified solely by Skills.txt and
// not by MonStats.txt.
DamageSkillId string //nolint:golint,stylecheck // called `SkillDamage` in monstats.txt
// ElementAttackMode1 -- ElementAttackMode3
// the mode to which the elemental damage is appended. The modes to which
// you would usually attack elemental damage are A1, A2, S1, S2, S3, S4, SQ
// or C as these are the only ones that naturally contain trigger bytes.
ElementAttackMode1 string // called `El1Mode` in monstats.txt
ElementAttackMode2 string // called `El2Mode` in monstats.txt
ElementAttackMode3 string // called `El3Mode` in monstats.txt
// ElementType1 -- ElementType3
// the type of the elemental damage appended to an attack. There are several
// elements: fire=Fire Damage, ltng=Lightning Damage, cold=Cold Damage
// (uses duration), pois = Poison Damage (uses duration), mag=Magic Damage,
// life=Life Drain (the monster heals the specified amount when it hits
// you), mana=Mana Drain (the monster steals the specified amount of mana
// when it hits you), stam=Stamina Drain (the monster steals the specified
// amount of stamina when it hits you), stun=Stun Damage (uses duration,
// damage is not used, this only effects pets and mercs, players will not
// get immobilized but they will get thrown into hit recovery whenever they
// get hit by an attack, no matter what type of attack it is, thanks to
// Brother Laz clearing this one up), rand=Random Damage (uses duration,
// either does Poison, Cold, Fire or Lightning damage, randomly picked for
// every attack), burn=Burning Damage (uses duration, this damage type
// cannot be resisted or reduced in any way), frze=Freezing Damage (uses
// duration, this will effect players like normal cold damage but will
// freeze and shatter pets). If you want to give your monster knockback use
// MonProp.txt.
ElementType1 string // called `El1Type` in monstats.txt
ElementType2 string // called `El2Type` in monstats.txt
ElementType3 string // called `El3Type` in monstats.txt
// TreasureClassNormal
// Treasure class for normal monsters, champions, uniques, and quests
// on the respective difficulties.
TreasureClassNormal string // called `TreasureClass1` in monstats.txt
TreasureClassNightmare string // called `TreasureClass1(N)` in monstats.txt
TreasureClassHell string // called `TreasureClass1(H)` in monstats.txt
TreasureClassChampionNormal string // called `TreasureClass2` in monstats.txt
TreasureClassChampionNightmare string // called `TreasureClass2(N)` in monstats.txt
TreasureClassChampionHell string // called `TreasureClass2(H)` in monstats.txt
TreasureClass3UniqueNormal string // called `TreasureClass3` in monstats.txt
TreasureClass3UniqueNightmare string // called `TreasureClass3(N)` in monstats.txt
TreasureClass3UniqueHell string // called `TreasureClass3(H)` in monstats.txt
TreasureClassQuestNormal string // called `TreasureClass4` in monstats.txt
TreasureClassQuestNightmare string // called `TreasureClass4(N)` in monstats.txt
TreasureClassQuestHell string // called `TreasureClass4(H)` in monstats.txt
// TreasureClassQuestTriggerId
// the ID of the Quest that triggers the Quest Treasureclass drop.
TreasureClassQuestTriggerId string //nolint:golint,stylecheck // called `TCQuestId` in monstats.txt
// TreasureClassQuestCompleteId
// the ID of the Quest State that you need to complete to trigger the Quest
// Treasureclass trop.
TreasureClassQuestCompleteId string //nolint:golint,stylecheck // called `TCQuestCP` in monstats.txt
// PaletteId indicates which palette (color) entry the unit will use, most
// monsters have a palshift.dat file in their COF folder, this file
// contains 8 palettes, starting from index 0. These palettes are used by
// the game to make the various monster sub-types appear with color
// variations. The game with use the palette from the palettes file
// corresponding to the value in this column plus 2; eg: translvl = 0 will
// use the third palette in the file.
// NOTE: some tokens (token = IE name of a folder that contains animations)
// such as FC do not accept their palettes.
// NOTE no 2: some monsters got unused palettes, ZM (zombie) for example
// will turn light-rotten-green with palette nr 5 and pink-creamy with 6.
PaletteId int //nolint:golint,stylecheck // called `TransLvl` in monstats.txt
// SpawnOffsetX, SpawnOffsetY
// are the x/y offsets at which spawned monsters are placed. IE this prevents
// the spawned monsters from being created at the same x/y coordinates as
// the spawner itself.
SpawnOffsetX int // called `spawnx` in monstats.txt
SpawnOffsetY int // called `spawny` in monstats.txt
// MinionPartyMin, MinionPartyMax controls how many minions are spawned together with this unit.
MinionPartyMin int // called `PartyMin` in monstats.txt
MinionPartyMax int // called `PartyMax` in monstats.txt
// MinionGroupMin, MinionGroupMax
// controls how many units of the base unit to spawn.
MinionGroupMin int // called `MinGrp` in monstats.txt
MinionGroupMax int // called `MaxGrp` in monstats.txt
// PopulationReductionPercent controls the overall chance something will spawn in
// percentages. Blank entries are the same as 100%.
PopulationReductionPercent int // called `sparsePopulate` in monstats.txt
// SpeedBase, SpeedRun
// controls the walking and running speed of this monster respectively.
// NOTE: RUN is only used if the monster has a RN mode and its AI uses that
// mode.
SpeedBase int // called `Velocity` in monstats.txt
SpeedRun int // called `Run` in monstats.txt
// Rarity controls the overall odds that this monster will be spawned.
// IE Lets say in Levels.txt you have two monsters set to spawn - Monster A
// has rarity of 10 whereas Monster B has rarity of 1 and the level in
// question is limited to 1 monster type. First the game sums up the
// chances (11) and then calculates the odds of the monster spawning. Which
// would be 1/11 (9% chance) for Monster B and 10/11 (91% chance) for
// Monster A, thus Monster A is a lot more common than monster B. If you set
// this column to 0 then the monster will never be selected by Levels.txt
// for obvious reasons.
Rarity int // called `Rarity` in monstats.txt
// LevelNormal, LevelNightmare, LevelHell
// controls the monsters level on the specified difficulty. This setting is
// only used on normal. On nightmare and hell the monsters level is
// identical with the area level from Levels.txt, unless your monster has
// BOSS column set to 1, in this case its level will be always taken from
// these 3 columns.
LevelNormal int // called `Level` in monstats.txt
LevelNightmare int // called `Level(N)` in monstats.txt
LevelHell int // called `Level(H)` in monstats.txt
// used by the game to tell AIs which unit to target first. The higher this
// is the higher the threat level. Setting this to 25 or so on Maggot Eggs
// would make your Mercenary NPC try to destroy those first.
ThreatLevel int // called `threat` in monstats.txt
// AiDelayNormal, AiDelayNightmare, AiDelayHell
// this controls delays between AI ticks (on normal, nightmare and hell).
// The lower the number, the faster the AI's will attack thanks to reduced
// delay between swings, casting spells, throwing missiles etc. Please
// remember that some AI's got individual delays between attacks, this will
// still make them faster and seemingly more deadly though.
AiDelayNormal int // called `aidel` in monstats.txt
AiDelayNightmare int // called `aidel(N)` in monstats.txt
AiDelayHell int // called `aidel(H)` in monstats.txt
// AiDistanceNormal, AiDistanceNightmare, AiDistanceHell
// the distance in cells from which AI is activated. Most AI"s have base
// hardcoded activation radius of 35 which stands for a distamnce of about
// 1 screen, thus leaving these fields blank sets this to 35 automatically.
AiDistanceNormal int // called `aidist` in monstats.txt
AiDistanceNightmare int // called `aidist(N)` in monstats.txt
AiDistanceHell int // called `aidist(H)` in monstats.txt
// AiParameterNormal1, AiParameterNightmare1, AiParameterHell1
// these cells are very important, they pass on parameters (in percentage)
// to the AI code. For descriptions about what all these AI's do, check
// The AI Compendium. https://d2mods.info/forum/viewtopic.php?t=36230
// Warning: many people have trouble with the AI of the Imps, this AI is
// special and uses multiple rows.
AiParameterNormal1 int // called `aip1` in monstats.txt
AiParameterNormal2 int // called `aip2` in monstats.txt
AiParameterNormal3 int // called `aip3` in monstats.txt
AiParameterNormal4 int // called `aip4` in monstats.txt
AiParameterNormal5 int // called `aip5` in monstats.txt
AiParameterNormal6 int // called `aip6` in monstats.txt
AiParameterNormal7 int // called `aip7` in monstats.txt
AiParameterNormal8 int // called `aip8` in monstats.txt
AiParameterNightmare1 int // called `aip1(N)` in monstats.txt
AiParameterNightmare2 int // called `aip2(N)` in monstats.txt
AiParameterNightmare3 int // called `aip3(N)` in monstats.txt
AiParameterNightmare4 int // called `aip4(N)` in monstats.txt
AiParameterNightmare5 int // called `aip5(N)` in monstats.txt
AiParameterNightmare6 int // called `aip6(N)` in monstats.txt
AiParameterNightmare7 int // called `aip7(N)` in monstats.txt
AiParameterNightmare8 int // called `aip8(N)` in monstats.txt
AiParameterHell1 int // called `aip1(H)` in monstats.txt
AiParameterHell2 int // called `aip2(H)` in monstats.txt
AiParameterHell3 int // called `aip3(H)` in monstats.txt
AiParameterHell4 int // called `aip4(H)` in monstats.txt
AiParameterHell5 int // called `aip5(H)` in monstats.txt
AiParameterHell6 int // called `aip6(H)` in monstats.txt
AiParameterHell7 int // called `aip7(H)` in monstats.txt
AiParameterHell8 int // called `aip8(H)` in monstats.txt
// Alignment controls whenever the monster fights on your side or
// fights against you (or if it just walks around, IE a critter).
// If you want to turn some obsolete NPCs into enemies, this is
// one of the settings you will need to modify. Setting it to 2
// without adjusting other settings (related to AI and also some
// in MonStats2) it will simply attack everything.
Alignment d2enum.MonsterAlignmentType // called `Align` in monstats.txt
// SkillLevel1 -- SkillLevel8
// the skill level of the skill in question. This gets a bonus on nightmare
// and hell which you can modify in DifficultyLevels.txt.
SkillLevel1 int // called `Sk1lvl` in monstats.txt
SkillLevel2 int // called `Sk2lvl` in monstats.txt
SkillLevel3 int // called `Sk3lvl` in monstats.txt
SkillLevel4 int // called `Sk4lvl` in monstats.txt
SkillLevel5 int // called `Sk5lvl` in monstats.txt
SkillLevel6 int // called `Sk6lvl` in monstats.txt
SkillLevel7 int // called `Sk7lvl` in monstats.txt
SkillLevel8 int // called `Sk8lvl` in monstats.txt
// LeechSensitivityNormal / Nightmare / Hell
// controls the effectiveness of Life and Mana steal from equipment on this
// unit on the respective difficulties. 0=Cant leech at all. Remember that
// besides this, Life and Mana Steal is further limited by DifficultyLevels.txt.
LeechSensitivityNormal int // called `Drain` in monstats.txt
LeechSensitivityNightmare int // called `Drain(N)` in monstats.txt
LeechSensitivityHell int // called `Drain(H)` in monstats.txt
// ColdSensitivityNormal / Nightmare / Hell
// controls the effectiveness of cold effect and its duration and freeze
// duration on this unit. The lower this value is, the more speed this unit
// looses when its under the effect of cold, also freezing/cold effect will
// stay for longer. Positive values will make the unit faster (thanks to
// Brother Laz for confirming my assumption), and 0 will make it
// unfreezeable. Besides this, cold length and freeze length settings are
// also set in DifficultyLevels.txt.
ColdSensitivityNormal int // called `coldeffect` in monstats.txt
ColdSensitivityNightmare int // called `coldeffect(N)` in monstats.txt
ColdSensitivityHell int // called `coldeffect(H)` in monstats.txt
// ResistancePhysicalNormal
// Damage resistance on the respective difficulties. Negative values mean
// that the unit takes more damage from this element, values at or above 100
// will result in immunity.
ResistancePhysicalNormal int // called `ResDm` in monstats.txt
ResistancePhysicalNightmare int // called `ResDm(N)` in monstats.txt
ResistancePhysicalHell int // called `ResDm(H)` in monstats.txt
ResistanceMagicNormal int // called `ResMa` in monstats.txt
ResistanceMagicNightmare int // called `ResMa(N)` in monstats.txt
ResistanceMagicHell int // called `ResMa(H)` in monstats.txt
ResistanceFireNormal int // called `ResFi` in monstats.txt
ResistanceFireNightmare int // called `ResFi(N)` in monstats.txt
ResistanceFireHell int // called `ResFi(H)` in monstats.txt
ResistanceLightningNormal int // called `ResLi` in monstats.txt
ResistanceLightningNightmare int // called `ResLi(N)` in monstats.txt
ResistanceLightningHell int // called `ResLi(H)` in monstats.txt
ResistanceColdNormal int // called `ResCo` in monstats.txt
ResistanceColdNightmare int // called `ResCo(N)` in monstats.txt
ResistanceColdHell int // called `ResCo(H)` in monstats.txt
ResistancePoisonNormal int // called `ResPo` in monstats.txt
ResistancePoisonNightmare int // called `ResPo(N)` in monstats.txt
ResistancePoisonHell int // called `ResPo(H)` in monstats.txt
// HealthRegenPerFrame
// this controls how much health this unit regenerates per frame. Sometimes
// this is altered by the units AI. The formula is (REGEN * HP) / 4096. So
// a monster with 200 hp and a regen rate of 10 would regenerate ~0,5 HP
// (~12 per second) every frame (1 second = 25 frames).
HealthRegenPerFrame int // called `DamageRegen` in monstats.txt
// ChanceToBlockNormal / Nightmare / Hell
// this units chance to block. See the above column for details when this
// applies or not. Monsters are capped at 75% block as players are AFAIK.
ChanceToBlockNormal int // called `ToBlock` in monstats.txt
ChanceToBlockNightmare int // called `ToBlock(N)` in monstats.txt
ChanceToBlockHell int // called `ToBlock(H)` in monstats.txt
// ChanceDeadlyStrike
// this units chance of scoring a critical hit (dealing double the damage).
ChanceDeadlyStrike int // called `Crit` in monstats.txt
// MinHPNormal -- MaxHPHell
// minHp, maxHp, minHp(N), maxHp(N), minHp(H), maxHp(H): this units minimum
// and maximum HP on the respective difficulties.
// NOTE: Monster HitPoints are calculated as the following: (minHp * Hp from
// MonLvl.txt)/100 for minimal hp and (maxHp * Hp from MonLvl.txt)/100 for
// maximum hp.
// To make this guide idiot-proof, we will calculate the hit points of a
// Hungry Dead from vanilla on Normal difficulty and Single Player mode.
// It has minHp = 101 and maxHp = 186 and level 2. Hp for level 2 in
// MonLvl.txt = 9
// It means Hungry Dead has (101*9)/100 ~ 9 of minimum hp and
// (186*9)/100 ~ 17 maximum hit points. You have to remember monsters on
// nightmare and hell take their level (unless Boss = 1) from area level of
// Levels.txt instead of Level column of MonStats.txt. I hope this is clear.
MinHPNormal int // called `minHP` in monstats.txt
MinHPNightmare int // called `MinHP(N)` in monstats.txt
MinHPHell int // called `MinHP(H)` in monstats.txt
MaxHPNormal int // called `maxHP` in monstats.txt
MaxHPNightmare int // called `MaxHP(N)` in monstats.txt
MaxHPHell int // called `MaxHP(H)` in monstats.txt
// ArmorClassNormal -- Hell
// this units Armor Class on the respective difficulties. The calculation is
// the same (analogical) as for hit points.
ArmorClassNormal int // called `AC` in monstats.txt
ArmorClassNightmare int // called `AC(N)` in monstats.txt
ArmorClassHell int // called `AC(H)` in monstats.txt
// ExperienceNormal -- Hell
// the experience you get when killing this unit on the respective
// difficulty. The calculation is the same (analogical) as for hit points.
ExperienceNormal int // called `Exp` in monstats.txt
ExperienceNightmare int // called `Exp(N)` in monstats.txt
ExperienceHell int // called `Exp(H)` in monstats.txt
// DamageMinA1Normal / Nightmare / Hell
// DamageMaxA1Normal / Nightmare /Hell
// this units minimum and maximum damage when it uses A1/A2/S1 mode.
// The calculation is the same (analogical) as for hit points.
DamageMinA1Normal int // called `A1MinD` in monstats.txt
DamageMinA1Nightmare int // called `A1MinD(N)` in monstats.txt
DamageMinA1Hell int // called `A1MinD(H)` in monstats.txt
DamageMaxA1Normal int // called `A1MaxD` in monstats.txt
DamageMaxA1Nightmare int // called `A1MaxD(N)` in monstats.txt
DamageMaxA1Hell int // called `A1MaxD(H)` in monstats.txt
DamageMinA2Normal int // called `A2MinD` in monstats.txt
DamageMinA2Nightmare int // called `A2MinD(N)` in monstats.txt
DamageMinA2Hell int // called `A2MinD(H)` in monstats.txt
DamageMaxA2Normal int // called `A2MaxD` in monstats.txt
DamageMaxA2Nightmare int // called `A2MaxD(N)` in monstats.txt
DamageMaxA2Hell int // called `A2MaxD(H)` in monstats.txt
DamageMinS1Normal int // called `S1MinD` in monstats.txt
DamageMinS1Nightmare int // called `S1MinD(N)` in monstats.txt
DamageMinS1Hell int // called `S1MinD(H)` in monstats.txt
DamageMaxS1Normal int // called `S1MaxD` in monstats.txt
DamageMaxS1Nightmare int // called `S1MaxD(N)` in monstats.txt
DamageMaxS1Hell int // called `S1MaxD(H)` in monstats.txt
// AttackRatingA1Normal AttackRatingS1Hell
// this units attack rating for A1/A2/S1 mode on the respective difficulties
// The calculation is the same (analogical) as for hit points.
AttackRatingA1Normal int // called `A1TH` in monstats.txt
AttackRatingA1Nightmare int // called `A1TH(N)` in monstats.txt
AttackRatingA1Hell int // called `A1TH(H)` in monstats.txt
AttackRatingA2Normal int // called `A2TH` in monstats.txt
AttackRatingA2Nightmare int // called `A2TH(N)` in monstats.txt
AttackRatingA2Hell int // called `A2TH(H)` in monstats.txt
AttackRatingS1Normal int // called `S1TH` in monstats.txt
AttackRatingS1Nightmare int // called `S1TH(N)` in monstats.txt
AttackRatingS1Hell int // called `S1TH(H)` in monstats.txt
// ElementChance1Normal -- ElementChance3Hell
// chance to append elemental damage to an attack on the respective
// difficulties. 0=Never append, 100=Always append.
ElementChance1Normal int // called `El1Pct` in monstats.txt
ElementChance1Nightmare int // called `El1Pct(N)` in monstats.txt
ElementChance1Hell int // called `El1Pct(H)` in monstats.txt
ElementChance2Normal int // called `El2Pct` in monstats.txt
ElementChance2Nightmare int // called `El2Pct(N)` in monstats.txt
ElementChance2Hell int // called `El2Pct(H)` in monstats.txt
ElementChance3Normal int // called `El3Pct` in monstats.txt
ElementChance3Nightmare int // called `El3Pct(N)` in monstats.txt
ElementChance3Hell int // called `El3Pct(H)` in monstats.txt
// ElementDamageMin1Normal -- ElementDamageMax3Hell
// minimum and Maximum elemental damage to append to the attack on the
// respective difficulties. Note that you should only append elemental
// damage to those missiles that dont have any set in Missiles.txt. The
// calculation is the same (analogical) as for hit points.
ElementDamageMin1Normal int // called `El1MinD` in monstats.txt
ElementDamageMin1Nightmare int // called `El1MinD(N)` in monstats.txt
ElementDamageMin1Hell int // called `El1MinD(H)` in monstats.txt
ElementDamageMin2Normal int // called `El2MinD` in monstats.txt
ElementDamageMin2Nightmare int // called `El2MinD(N)` in monstats.txt
ElementDamageMin2Hell int // called `El2MinD(H)` in monstats.txt
ElementDamageMin3Normal int // called `El3MinD` in monstats.txt
ElementDamageMin3Nightmare int // called `El3MinD(N)` in monstats.txt
ElementDamageMin3Hell int // called `El3MinD(H)` in monstats.txt
ElementDamageMax1Normal int // called `El1MaxD` in monstats.txt
ElementDamageMax1Nightmare int // called `El1MaxD(N)` in monstats.txt
ElementDamageMax1Hell int // called `El1MaxD(H)` in monstats.txt
ElementDamageMax2Normal int // called `El2MaxD` in monstats.txt
ElementDamageMax2Nightmare int // called `El2MaxD(N)` in monstats.txt
ElementDamageMax2Hell int // called `El2MaxD(H)` in monstats.txt
ElementDamageMax3Normal int // called `El3MaxD` in monstats.txt
ElementDamageMax3Nightmare int // called `El3MaxD(N)` in monstats.txt
ElementDamageMax3Hell int // called `El3MaxD(H)` in monstats.txt
// ElementDuration1Normal -- ElementDuration3Hell
// duration of the elemental effect (for freeze, burn, cold, poison and
// stun) on the respective difficulties.
ElementDuration1Normal int // called `El1Dur` in monstats.txt
ElementDuration1Nightmare int // called `El1Dur(N)` in monstats.txt
ElementDuration1Hell int // called `El1Dur(H)` in monstats.txt
ElementDuration2Normal int // called `El2Dur` in monstats.txt
ElementDuration2Nightmare int // called `El2Dur(N)` in monstats.txt
ElementDuration2Hell int // called `El2Dur(H)` in monstats.txt
ElementDuration3Normal int // called `El3Dur` in monstats.txt
ElementDuration3Nightmare int // called `El3Dur(N)` in monstats.txt
ElementDuration3Hell int // called `El3Dur(H)` in monstats.txt
// SpecialEndDeath
// 0 == no special death
// 1 == spawn minion1 on death
// 2 == kill mounted minion on death (ie the guard tower)
SpecialEndDeath int // called `SplEndDeath` in monstats.txt
// Enabled controls whenever the unit can be
// used at all for any purpose whatsoever. This is not the only setting
// that controls this; there are some other things that can also disable
// the unit (Rarity and isSpawn columns see those for description).
Enabled bool // called `enabled` in monstats.txt
// SpawnsMinions tells the game whenever this
// unit is a “nest”. IE, monsters that spawn new monsters have this set to
// 1. Note that you can make any monster spawn new monsters, irregardless of
// its AI, all you need to do is adjust spawn related columns and make sure
// one of its skills is either “Nest” or “Minion Spawner”.
SpawnsMinions bool // called `placespawn` in monstats.txt
// IsLeader controls if a monster is the leader of minions it spawns
// a leadercan order "raid on target" it causes group members to use
// SK1 instead of A1 and A2 modes while raiding.
IsLeader bool // called `SetBoss` in monstats.txt
// TransferLeadership is connected with the previous one,
// when "boss of the group" is killed, the "leadership" is passed to one of
// his minions.
TransferLeadership bool // called `BossXfer` in monstats.txt
// Boolean, 1=spawnable, 0=not spawnable. This controls whenever this unit
// can be spawned via Levels.txt.
IsLevelSpawnable bool // called `isSpawn` in monstats.txt
// IsMelee controls whenever
// this unit can spawn with boss modifiers such as multiple shot or not.
IsMelee bool // called `isMelee` in monstats.txt
// IsNPC controls whenever the unit is a NPC or not.
IsNpc bool // called `npc` in monstats.txt
// IsInteractable
// controls whenever you can interact with this unit. IE this controls
// whenever it opens a speech-box or menu when you click on the unit. To
// turn units like Kaeleen or Flavie into enemies you will need to set this
// to 0 (you will also need to set NPC to 0 for that).
IsInteractable bool // called `interact` in monstats.txt
// IsRanged tells the game whenever this is a ranged attacker. It will make it possible for
// monsters to spawn with multiple shot modifier.
IsRanged bool // called `rangedtype` in monstats.txt
// HasInventory Controls whenever this
// NPC or UNIT can carry items with it. For NPCs this means that you can
// access their Inventory and buy items (if you disable this and then try to
// access this feature it will cause a crash so dont do it unless you know
// what youre doing). For Monsters this means that they can access their
// equipment data in MonEquip.txt.
HasInventory bool // called `inventory` in monstats.txt
// CanEnterTown
// controls whenever enemies can follow you into a town or not. This should be set to
// 1 for everything that spawns in a town for obvious reasons. According to
// informations from Ogodei, it also disables/enables collision in
// singleplayer and allows pets to walk/not walk in city in multiplayer.
// In multiplayer collision is always set to 0 for pets.
CanEnterTown bool // called `inTown` in monstats.txt
// IsUndeadLow, IsUndeadHigh
// Blizzard used this to differentiate High and Low Undead (IE low
// undead like Zombies, Skeletons etc are set to 1 here), both this and
// HUNDEAD will make the unit be considered undead. Low undeads can be
// resurrected by high undeads. High undeads can't resurrect eachother.
IsUndeadLow bool // called `lUndead` in monstats.txt
IsUndeadHigh bool // called `hUndead` in monstats.txt
// IsDemon makes the game consider this unit a demon.
IsDemon bool // called `demon` in monstats.txt
// IsFlying If you set this to 1 the monster will be able to move fly over
// obstacles such as puddles and rivers.
IsFlying bool // called `flying` in monstats.txt
// CanOpenDoors controls whether monsters can open doors or not
CanOpenDoors bool // called `opendoors` in monstats.txt
// IsSpecialBoss controls whenever this unit
// is a special boss, as mentioned already, monsters set as boss IGNORE the
// level settings, IE they will always spawn with the levels specified in
// MonStats.txt. Boss will gain some special resistances, such as immunity
// to being stunned (!!!), also it will not be affected by things like
// deadly strike the way normal monsters are.
IsSpecialBoss bool // called `boss` in monstats.txt
// IsActBoss
// Setting this to 1 will give your monsters huge (300% IIRC) damage bonus
// against hirelings and summons. Ever wondered why Diablo destroys your
// skeletons with 1 fire nova while barely doing anything to you? Here is
// your answer.
IsActBoss bool // called `primeevil` in monstats.txt
// IsKillable will make the monster absolutely unkillable.
IsKillable bool // called `killable` in monstats.txt
// IsAiSwitchable Gives controls if this units mind may
// be altered by “mind altering skills” like Attract, Conversion, Revive
IsAiSwitchable bool // called `switchai` in monstats.txt
// DisableAura Monsters set to 0 here
// will not be effected by friendly auras
DisableAura bool // called `noAura` in monstats.txt
// DisableMultiShot
// This is another layer of security to prevent this modifier from spawning,
// besides the ISMELEE layer.
DisableMultiShot bool // called `nomultishot` in monstats.txt
// DisableCounting
// prevents your pets from being counted as population in said area, for
// example thanks to this you can finish The Den Of Evil quest while having
// pets summoned.
DisableCounting bool // called `neverCount` in monstats.txt
// IgnorePets
// Summons and hirelings are ignored by this unit, 0=Summons and
// hirelings are noticed by this unit. If you set this to 1 you will the
// monsters going directly for the player.
IgnorePets bool // called `petIgnore` in monstats.txt
// DealsDamageOnDeath This works similar to corpse explosion (its based on
// hitpoints) and damages the surrounding players when the unit dies. (Ever
// wanted to prevent those undead stygian dolls from doing damage when they
// die, this is all there is to it)
DealsDamageOnDeath bool // called `deathDmg` in monstats.txt
// GenericSpawn Has to do
// something is with minions being transformed into suicide minions, the
// exact purpose of this is a mystery.
GenericSpawn bool // called `genericSpawn` in monstats.txt
// IgnoreMonLevelTxt Does this unit use
// MonLevel.txt or does it use the stats listed in MonStats.txt as is.
// Setting this to 1 will result in an array of problems, such as the
// appended elemental damage being completely ignored, irregardless of the
// values in it.
IgnoreMonLevelTxt bool // called `noRatio` in monstats.txt
// CanBlockWithoutShield in order for a unit to
// block it needs the BL mode, if this is set to 1 then it will block
// irregardless of what modes it has.
CanBlockWithoutShield bool // called `NoShldBlock` in monstats.txt
// SpecialGetModeChart
// Unknown but could be telling the game to look at some internal table.
// This is used for some Act Bosses and monsters like Putrid Defilers.
SpecialGetModeChart bool // called `SplGetModeChar` in monstats.txt
// SpecialEndGeneric Works in conjunction with SPLCLIENTEND, this
// makes the unit untargetable when it is first spawned (used for those monsters that are under water, under ground or fly above you)
SpecialEndGeneric bool // called `SplEndGeneric` in monstats.txt
// SpecialClientEnd Works in conjunction with SPLENDGENERIC, this
// makes the unit invisible when it is first spawned (used for those
// monsters that are under water, under ground or fly above you), this is
// also used for units that have other special drawing setups.
SpecialClientEnd bool // called `SplClientEnd` in monstats.txt
}
)
// MonStats stores all of the MonStat Records
var MonStats map[string]*MonStatsRecord //nolint:gochecknoglobals // Currently global by design, only written once
// LoadMonStats loads monstats
func LoadMonStats(file []byte) { // nolint:funlen // Makes no sense to split
MonStats = make(map[string]*MonStatsRecord)
d := d2txt.LoadDataDictionary(file)
for d.Next() {
record := &MonStatsRecord{
2020-07-24 11:54:52 +00:00
Key: d.String("Id"),
ID: d.Number("hcIdx"),
BaseKey: d.String("BaseId"),
NextKey: d.String("NextInClass"),
PaletteId: d.Number("TransLvl"),
NameString: d.String("NameStr"),
ExtraDataKey: d.String("MonStatsEx"),
PropertiesKey: d.String("MonProp"),
MonsterGroup: d.String("MonType"),
AiKey: d.String("AI"),
DescriptionStringTableKey: d.String("DescStr"),
AnimationDirectoryToken: d.String("Code"),
Enabled: d.Number("enabled") > 0,
IsRanged: d.Number("rangedtype") > 0,
SpawnsMinions: d.Number("placespawn") > 0,
SpawnKey: d.String("spawn"),
SpawnOffsetX: d.Number("spawnx"),
SpawnOffsetY: d.Number("spawny"),
SpawnAnimationKey: d.String("spawnmode"),
MinionId1: d.String("minion1"),
MinionId2: d.String("minion2"),
IsLeader: d.Number("SetBoss") > 0,
TransferLeadership: d.Number("BossXfer") > 0,
MinionPartyMin: d.Number("PartyMin"),
MinionPartyMax: d.Number("PartyMax"),
MinionGroupMin: d.Number("MinGrp"),
MinionGroupMax: d.Number("MaxGrp"),
PopulationReductionPercent: d.Number("sparsePopulate"),
SpeedBase: d.Number("Velocity"),
SpeedRun: d.Number("Run"),
Rarity: d.Number("Rarity"),
LevelNormal: d.Number("Level"),
LevelNightmare: d.Number("Level(N)"),
LevelHell: d.Number("Level(H)"),
SoundKeyNormal: d.String("MonSound"),
SoundKeySpecial: d.String("UMonSound"),
ThreatLevel: d.Number("threat"),
AiDelayNormal: d.Number("aidel"),
AiDelayNightmare: d.Number("aidel(N)"),
AiDelayHell: d.Number("aidel(H)"),
AiDistanceNormal: d.Number("aidist"),
AiDistanceNightmare: d.Number("aidist(N)"),
AiDistanceHell: d.Number("aidist(H)"),
AiParameterNormal1: d.Number("aip1"),
AiParameterNormal2: d.Number("aip2"),
AiParameterNormal3: d.Number("aip3"),
AiParameterNormal4: d.Number("aip4"),
AiParameterNormal5: d.Number("aip5"),
AiParameterNormal6: d.Number("aip6"),
AiParameterNormal7: d.Number("aip7"),
AiParameterNormal8: d.Number("aip8"),
AiParameterNightmare1: d.Number("aip1(N)"),
AiParameterNightmare2: d.Number("aip2(N)"),
AiParameterNightmare3: d.Number("aip3(N)"),
AiParameterNightmare4: d.Number("aip4(N)"),
AiParameterNightmare5: d.Number("aip5(N)"),
AiParameterNightmare6: d.Number("aip6(N)"),
AiParameterNightmare7: d.Number("aip7(N)"),
AiParameterNightmare8: d.Number("aip8(N)"),
AiParameterHell1: d.Number("aip1(H)"),
AiParameterHell2: d.Number("aip2(H)"),
AiParameterHell3: d.Number("aip3(H)"),
AiParameterHell4: d.Number("aip4(H)"),
AiParameterHell5: d.Number("aip5(H)"),
AiParameterHell6: d.Number("aip6(H)"),
AiParameterHell7: d.Number("aip7(H)"),
AiParameterHell8: d.Number("aip8(H)"),
MissileA1: d.String("MissA1"),
MissileA2: d.String("MissA2"),
MissileS1: d.String("MissS1"),
MissileS2: d.String("MissS2"),
MissileS3: d.String("MissS3"),
MissileS4: d.String("MissS4"),
MissileC: d.String("MissC"),
MissileSQ: d.String("MissSQ"),
Alignment: d2enum.MonsterAlignmentType(d.Number("Align")),
IsLevelSpawnable: d.Number("isSpawn") > 0,
IsMelee: d.Number("isMelee") > 0,
IsNpc: d.Number("npc") > 0,
IsInteractable: d.Number("interact") > 0,
HasInventory: d.Number("inventory") > 0,
CanEnterTown: d.Number("inTown") > 0,
IsUndeadLow: d.Number("lUndead") > 0,
IsUndeadHigh: d.Number("hUndead") > 0,
IsDemon: d.Number("demon") > 0,
IsFlying: d.Number("flying") > 0,
CanOpenDoors: d.Number("opendoors") > 0,
IsSpecialBoss: d.Number("boss") > 0,
IsActBoss: d.Number("primeevil") > 0,
IsKillable: d.Number("killable") > 0,
IsAiSwitchable: d.Number("switchai") > 0,
DisableAura: d.Number("noAura") > 0,
DisableMultiShot: d.Number("nomultishot") > 0,
DisableCounting: d.Number("neverCount") > 0,
IgnorePets: d.Number("petIgnore") > 0,
DealsDamageOnDeath: d.Number("deathDmg") > 0,
GenericSpawn: d.Number("genericSpawn") > 0,
SkillId1: d.String("Skill1"),
SkillId2: d.String("Skill2"),
SkillId3: d.String("Skill3"),
SkillId4: d.String("Skill4"),
SkillId5: d.String("Skill5"),
SkillId6: d.String("Skill6"),
SkillId7: d.String("Skill7"),
SkillId8: d.String("Skill8"),
SkillAnimation1: d.String("Sk1mode"),
SkillAnimation2: d.String("Sk2mode"),
SkillAnimation3: d.String("Sk3mode"),
SkillAnimation4: d.String("Sk4mode"),
SkillAnimation5: d.String("Sk5mode"),
SkillAnimation6: d.String("Sk6mode"),
SkillAnimation7: d.String("Sk7mode"),
SkillAnimation8: d.String("Sk8mode"),
SkillLevel1: d.Number("Sk1lvl"),
SkillLevel2: d.Number("Sk2lvl"),
SkillLevel3: d.Number("Sk3lvl"),
SkillLevel4: d.Number("Sk4lvl"),
SkillLevel5: d.Number("Sk5lvl"),
SkillLevel6: d.Number("Sk6lvl"),
SkillLevel7: d.Number("Sk7lvl"),
SkillLevel8: d.Number("Sk8lvl"),
LeechSensitivityNormal: d.Number("Drain"),
LeechSensitivityNightmare: d.Number("Drain(N)"),
LeechSensitivityHell: d.Number("Drain(H)"),
ColdSensitivityNormal: d.Number("coldeffect"),
ColdSensitivityNightmare: d.Number("coldeffect(N)"),
ColdSensitivityHell: d.Number("coldeffect(H)"),
ResistancePhysicalNormal: d.Number("ResDm"),
ResistancePhysicalNightmare: d.Number("ResDm(N)"),
ResistancePhysicalHell: d.Number("ResDm(H)"),
ResistanceMagicNormal: d.Number("ResMa"),
ResistanceMagicNightmare: d.Number("ResMa(N)"),
ResistanceMagicHell: d.Number("ResMa(H)"),
ResistanceFireNormal: d.Number("ResFi"),
ResistanceFireNightmare: d.Number("ResFi(N)"),
ResistanceFireHell: d.Number("ResFi(H)"),
ResistanceLightningNormal: d.Number("ResLi"),
ResistanceLightningNightmare: d.Number("ResLi(N)"),
ResistanceLightningHell: d.Number("ResLi(H)"),
ResistanceColdNormal: d.Number("ResCo"),
ResistanceColdNightmare: d.Number("ResCo(N)"),
ResistanceColdHell: d.Number("ResCo(H)"),
ResistancePoisonNormal: d.Number("ResPo"),
ResistancePoisonNightmare: d.Number("ResPo(N)"),
ResistancePoisonHell: d.Number("ResPo(H)"),
HealthRegenPerFrame: d.Number("DamageRegen"),
DamageSkillId: d.String("SkillDamage"),
IgnoreMonLevelTxt: d.Number("noRatio") > 0,
CanBlockWithoutShield: d.Number("NoShldBlock") > 0,
ChanceToBlockNormal: d.Number("ToBlock"),
ChanceToBlockNightmare: d.Number("ToBlock(N)"),
ChanceToBlockHell: d.Number("ToBlock(H)"),
ChanceDeadlyStrike: d.Number("Crit"),
MinHPNormal: d.Number("minHP"),
MinHPNightmare: d.Number("MinHP(N)"),
MinHPHell: d.Number("MinHP(H)"),
MaxHPNormal: d.Number("maxHP"),
MaxHPNightmare: d.Number("MaxHP(N)"),
MaxHPHell: d.Number("MaxHP(H)"),
ArmorClassNormal: d.Number("AC"),
ArmorClassNightmare: d.Number("AC(N)"),
ArmorClassHell: d.Number("AC(H)"),
ExperienceNormal: d.Number("Exp"),
ExperienceNightmare: d.Number("Exp(N)"),
ExperienceHell: d.Number("Exp(H)"),
DamageMinA1Normal: d.Number("A1MinD"),
DamageMinA1Nightmare: d.Number("A1MinD(N)"),
DamageMinA1Hell: d.Number("A1MinD(H)"),
DamageMaxA1Normal: d.Number("A1MaxD"),
DamageMaxA1Nightmare: d.Number("A1MaxD(N)"),
DamageMaxA1Hell: d.Number("A1MaxD(H)"),
DamageMinA2Normal: d.Number("A2MinD"),
DamageMinA2Nightmare: d.Number("A2MinD(N)"),
DamageMinA2Hell: d.Number("A2MinD(H)"),
DamageMaxA2Normal: d.Number("A2MaxD"),
DamageMaxA2Nightmare: d.Number("A2MaxD(N)"),
DamageMaxA2Hell: d.Number("A2MaxD(H)"),
DamageMinS1Normal: d.Number("S1MinD"),
DamageMinS1Nightmare: d.Number("S1MinD(N)"),
DamageMinS1Hell: d.Number("S1MinD(H)"),
DamageMaxS1Normal: d.Number("S1MaxD"),
DamageMaxS1Nightmare: d.Number("S1MaxD(N)"),
DamageMaxS1Hell: d.Number("S1MaxD(H)"),
AttackRatingA1Normal: d.Number("A1TH"),
AttackRatingA1Nightmare: d.Number("A1TH(N)"),
AttackRatingA1Hell: d.Number("A1TH(H)"),
AttackRatingA2Normal: d.Number("A2TH"),
AttackRatingA2Nightmare: d.Number("A2TH(N)"),
AttackRatingA2Hell: d.Number("A2TH(H)"),
AttackRatingS1Normal: d.Number("S1TH"),
AttackRatingS1Nightmare: d.Number("S1TH(N)"),
AttackRatingS1Hell: d.Number("S1TH(H)"),
ElementAttackMode1: d.String("El1Mode"),
ElementAttackMode2: d.String("El2Mode"),
ElementAttackMode3: d.String("El3Mode"),
ElementType1: d.String("El1Type"),
ElementType2: d.String("El2Type"),
ElementType3: d.String("El3Type"),
ElementChance1Normal: d.Number("El1Pct"),
ElementChance1Nightmare: d.Number("El1Pct(N)"),
ElementChance1Hell: d.Number("El1Pct(H)"),
ElementChance2Normal: d.Number("El2Pct"),
ElementChance2Nightmare: d.Number("El2Pct(N)"),
ElementChance2Hell: d.Number("El2Pct(H)"),
ElementChance3Normal: d.Number("El3Pct"),
ElementChance3Nightmare: d.Number("El3Pct(N)"),
ElementChance3Hell: d.Number("El3Pct(H)"),
ElementDamageMin1Normal: d.Number("El1MinD"),
ElementDamageMin1Nightmare: d.Number("El1MinD(N)"),
ElementDamageMin1Hell: d.Number("El1MinD(H)"),
ElementDamageMin2Normal: d.Number("El2MinD"),
ElementDamageMin2Nightmare: d.Number("El2MinD(N)"),
ElementDamageMin2Hell: d.Number("El2MinD(H)"),
ElementDamageMin3Normal: d.Number("El3MinD"),
ElementDamageMin3Nightmare: d.Number("El3MinD(N)"),
ElementDamageMin3Hell: d.Number("El3MinD(H)"),
ElementDamageMax1Normal: d.Number("El1MaxD"),
ElementDamageMax1Nightmare: d.Number("El1MaxD(N)"),
ElementDamageMax1Hell: d.Number("El1MaxD(H)"),
ElementDamageMax2Normal: d.Number("El2MaxD"),
ElementDamageMax2Nightmare: d.Number("El2MaxD(N)"),
ElementDamageMax2Hell: d.Number("El2MaxD(H)"),
ElementDamageMax3Normal: d.Number("El3MaxD"),
ElementDamageMax3Nightmare: d.Number("El3MaxD(N)"),
ElementDamageMax3Hell: d.Number("El3MaxD(H)"),
ElementDuration1Normal: d.Number("El1Dur"),
ElementDuration1Nightmare: d.Number("El1Dur(N)"),
ElementDuration1Hell: d.Number("El1Dur(H)"),
ElementDuration2Normal: d.Number("El2Dur"),
ElementDuration2Nightmare: d.Number("El2Dur(N)"),
ElementDuration2Hell: d.Number("El2Dur(H)"),
ElementDuration3Normal: d.Number("El3Dur"),
ElementDuration3Nightmare: d.Number("El3Dur(N)"),
ElementDuration3Hell: d.Number("El3Dur(H)"),
TreasureClassNormal: d.String("TreasureClass1"),
TreasureClassNightmare: d.String("TreasureClass1(N)"),
TreasureClassHell: d.String("TreasureClass1(H)"),
TreasureClassChampionNormal: d.String("TreasureClass2"),
TreasureClassChampionNightmare: d.String("TreasureClass2(N)"),
TreasureClassChampionHell: d.String("TreasureClass2(H)"),
TreasureClass3UniqueNormal: d.String("TreasureClass3"),
TreasureClass3UniqueNightmare: d.String("TreasureClass3(N)"),
TreasureClass3UniqueHell: d.String("TreasureClass3(H)"),
TreasureClassQuestNormal: d.String("TreasureClass4"),
TreasureClassQuestNightmare: d.String("TreasureClass4(N)"),
TreasureClassQuestHell: d.String("TreasureClass4(H)"),
TreasureClassQuestTriggerId: d.String("TCQuestId"),
TreasureClassQuestCompleteId: d.String("TCQuestCP"),
SpecialEndDeath: d.Number("SplEndDeath"),
SpecialGetModeChart: d.Number("SplGetModeChart") > 0,
SpecialEndGeneric: d.Number("SplEndGeneric") > 0,
SpecialClientEnd: d.Number("SplClientEnd") > 0,
}
MonStats[record.Key] = record
}
if d.Err != nil {
panic(d.Err)
}
log.Printf("Loaded %d MonStats records", len(MonStats))
}