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https://github.com/OpenDiablo2/OpenDiablo2
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100 lines
3.9 KiB
Go
100 lines
3.9 KiB
Go
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package d2records
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// SetItems holds all of the SetItemRecords
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type SetItems map[string]*SetItemRecord
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// SetItemRecord represents a set item
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type SetItemRecord struct {
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// SetItemKey (index)
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// string key to item's name in a .tbl file
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SetItemKey string
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// SetKey (set)
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// string key to the index field in Sets.txt - the set the item is a part of.
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SetKey string
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// ItemCode (item)
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// base item code of this set item (matches code field in Weapons.txt, Armor.txt or Misc.txt files).
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ItemCode string
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// Rarity
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// Chance to pick this set item if more then one set item of the same base item exist,
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// this uses the common rarity/total_rarity formula, so if you have two set rings,
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// one with a rarity of 100 the other with a rarity of 1,
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// then the first will drop 100/101 percent of the time (
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// 99%) and the other will drop 1/101 percent of the time (1%),
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// rarity can be anything between 0 and 255.
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Rarity int
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// QualityLevel (lvl)
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// The quality level of this set item, monsters, cube recipes, vendors,
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// objects and the like most be at least this level or higher to be able to drop this item,
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// otherwise they would drop a magical item with twice normal durability.
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QualityLevel int
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// RequiredLevel ("lvl req")
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// The character level required to use this set item.
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RequiredLevel int
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// CharacterPaletteTransform (chrtransform)
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// Palette shift to apply to the the DCC component-file and the DC6 flippy-file (
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// whenever or not the color shift will apply is determined by Weapons.txt,
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// Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
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CharacterPaletteTransform int
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// InventoryPaletteTransform (invtransform)
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// Palette shift to apply to the the DC6 inventory-file (
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// whenever or not the color shift will apply is determined by Weapons.txt,
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// Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
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InventoryPaletteTransform int
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// InvFile
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// Overrides the invfile and setinvfile specified in Weapons.txt,
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// Armor.txt or Misc.txt for the base item.
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// This field contains the file name of the DC6 inventory graphic (without the .dc6 extension).
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InvFile string
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// FlippyFile
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// Overrides the flippyfile specified in Weapons.txt, Armor.txt or Misc.txt for the base item.
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// This field contains the file name of the DC6 flippy animation (without the .dc6 extension).
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FlippyFile string
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// DropSound
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// Overrides the dropsound (the sound played when the item hits the ground) specified in Weapons.
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// txt, Armor.txt or Misc.txt for the base item. This field contains an ID pointer from Sounds.txt.
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DropSound string
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// DropSfxFrame
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// How many frames after the flippy animation starts playing will the associated drop sound start
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// to play. This overrides the values in Weapons.txt, Armor.txt or Misc.txt.
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DropSfxFrame int
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// UseSound
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// Overrides the usesound (the sound played when the item is consumed by the player) specified in
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// Weapons.txt, Armor.txt or Misc.txt for the base item.
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// This field contains an ID pointer from Sounds.txt.
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UseSound string
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// CostMult ("cost mult")
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// The base item's price is multiplied by this value when sold, repaired or bought from a vendor.
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CostMult int
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// CostAdd ("cost add")
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// After the price has been multiplied, this amount of gold is added to the price on top.
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CostAdd int
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// AddFn ("add func")
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// a property mode field that controls how the variable attributes will appear and be functional
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// on a set item. See the appendix for further details about this field's effects.
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AddFn int
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// Properties are a propert code, parameter, min, max for generating an item propert
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Properties [numPropertiesOnSetItem]*SetItemProperty
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// SetPropertiesLevel1 is the first version of bonus properties for the set
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SetPropertiesLevel1 [numBonusPropertiesOnSetItem]*SetItemProperty
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// SetPropertiesLevel2 is the second version of bonus properties for the set
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SetPropertiesLevel2 [numBonusPropertiesOnSetItem]*SetItemProperty
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}
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