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OpenDiablo2/d2common/d2data/d2datadict/super_uniques.go

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package d2datadict
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
)
// https://d2mods.info/forum/kb/viewarticle?a=162
// SuperUniqueRecord Defines the unique monsters and their properties.
// SuperUnique monsters are boss monsters which always appear at the same places
// and always have the same base special abilities
// with the addition of one or two extra ones per difficulty (Nightmare provides one extra ability, Hell provides two).
// Notable examples are enemies such as Corpsefire, Pindleskin or Nihlathak.
type SuperUniqueRecord struct {
// id of the SuperUnique Monster. Each SuperUnique Monster must use a different id.
// It also serves as the string to use in the 'Place' field of MonPreset.txt
Key string // Superunique
// Name for this SuperUnique which must be retrieved from a .TBL file
Name string
// the base monster type of the SuperUnique, refers to the "Key" field in monstats.go ("Id" column in the MonStats.txt)
Class string
// This is the "hardcoded index".
// Vanilla SuperUniques in the game ranges from 0 to 65. Some of them have some hardcoded stuffs attached.
// NOTE: It is also possible to create new SuperUniques with hardcoded stuff attached. To do this, you can use a hcIx from 0 to 65.
// Example A: If you create a new SuperUnique with a hcIdx of 42 (Shenk the Overseer) then whatever its Class,
// this SuperUnique will have 20 Enslaved as minions (exactly like the vanilla Shenk, and in spite of NOT being Shenk).
// Example B: If you want a simple new SuperUnique, you must use a hcIdx greater than 65,
// because greater indexes don't exist in the code and therefore your new boss won't have anything special attached
HcIdx string
// This field forces the SuperUnique to use a special set of sounds for attacks, taunts, death etc.
// The Countess is a clear and noticeable example of this. The MonSound set is taken from MonSounds.txt.
MonSound string
// These three fields assign special abilities so SuperUnique monsters such as "Fire Enchanted" or "Stone Skin".
// These fields refers to the Id's corresponding to the properties in MonUMod.txt.
// Here is the list of available properties.
// 0. None
// 1. Inits the random name seed, automatically added to monster, you don't need to add this UMod.
// 2. Hit Point bonus which is automatically added to the monster. You don't really need to manually add this UMod
// 3. Increases the light radius and picks a random color for it (bugged in v1.10+).
// 4. Increases the monster level, resulting in higher damage.
// 5. Extra Strong: increases physical damage done by boss.
// 6. Extra Fast: faster walk / run and attack speed (Although the increased attack speed isn't added in newer versions . . .)
// 7. Cursed: randomly cast Amplify Damage when hitting
// 8. Magic Resist: +50% resistance against Elemental attacks (Fire, Cold, Lightning and Poison)
// 9. Fire Enchanted: additional fire damage and +50% fire resistance.
// 10. When killed, release a poisonous cloud, like the Mummies in Act 2.
// 11. Corpse will spawn little white maggots (like Duriel).
// 12. Works for Bloodraven only, and seems to have something to do with her Death sequence.
// 13. Ignore your Armor Class and nearly always hit you.
// 14. It should add damage to its minions
// 15. When killed, all his minions die immediately as well.
// 16. Adds base champion modifiers [color=#0040FF][b](champions only)[/b][/color]
// 17. Lightning Enchanted: additional lightning damage, +50% lightning resistance and release Charged Bolts when hit.
// 18. Cold Enchanted: additional cold damage, +50% cold resistance, and releases a Frost Nova upon death
// 19. Assigns extra damage to hireling attacks, relic from pre-lod, causes bugged damage.
// 20. Releases Charged Bolts when hit, like the Scarabs in act 2.
// 21. Present in the code, but it seems to have no effect.
// 22. Has to do with quests, but is non-functional for Superuniques which aren´t in relation to a quest.
// 23. Has a poison aura that poisons you when you're approaching him, adds poison damage to attack.
// 24. Code present, but untested in v1.10+, does something else now.
// 25. Mana Burn: steals mana from you and heals itself when hitting. Adds magic resistance.
// 26. TeleHeal: randomly warps around when attacked and heals itself.
// 27. Spectral Hit: deals random elemental damage when hitting
// 28. Stone Skin: +80% physical damage resistance, increases defense
// 29. Multiple Shots: Ranged attackers shoots several missiles at once.
// 30. Aura Enchanted: Assigns a random offensive aura (aside from Thorns, Sanctuary and Concentration) to the SuperUnique
// 31. Explodes in a Corpse Explosion when killed.
// 32. Explodeswith a fiery flash when killed (Visual effect only).
// 33. Explode and chills you when killed (like suicide minions). It heavily reduces the Boss' Hit Points
// 34. Self-resurrect effect for Reanimate Horde, bugged on other units.
// 35. Shatter into Ice pieces when killed, no corpse remains.
// 36. Adds physical resistance and reduces movement speed(used for Champions only)
// 37. Alters champion stats (used for Champions only)
// 38. Champion cannot be cursed (used for Champions only)
// 39. Alters champion stats (used for Champions only)
// 40. Releases a painworm when killed, but display is very buggy.
// 41. Code present, but has no effect in-game, probably due to bugs
// 42. Releases a Nova when killed, but display is bugged.
Mod [3]int
// These two fields control the Minimum and Maximum amount of minions which will be spawned along with the SuperUnique.
// If those values differ, the game will roll a random number within the MinGrp and the MaxGrp.
MinGrp int
MaxGrp int
// Boolean indicates if the game is expansion or classic
IsExpansion bool // named as "EClass" in the SuperUniques.txt
// This field states whether the SuperUnique will be placed within a radius from his original
// position(defined by the .ds1 map file), or not.
// false means that the boss will spawn in a random position within a large radius from its actual
// position in the .ds1 file,
// true means it will spawn exactly where expected.
AutoPosition bool
// Specifies if this SuperUnique can spawn more than once in the same game.
// true means it can spawn more than once in the same game, false means it can not.
Stacks bool
// Treasure Classes for the 3 Difficulties.
// These columns list the treasureclass that is valid if this boss is killed and drops something.
// These fields must contain the values taken from the "TreasureClass" column in TreasureClassEx.txt (Expansion)
// or TreasureClass (Classic).
TreasureClassNormal string
TreasureClassNightmare string
TreasureClassHell string
// These fields dictate which RandTransform.dat color index the SuperUnique will use respectively in Normal, Nightmare and Hell mode.
UTransNormal string
UTransNightmare string
UTransHell string
}
// SuperUniques stores all of the SuperUniqueRecords
//nolint:gochecknoglobals // Currently global by design
var SuperUniques map[string]*SuperUniqueRecord
// LoadSuperUniques loads SuperUniqueRecords from superuniques.txt
func LoadSuperUniques(file []byte) {
SuperUniques = make(map[string]*SuperUniqueRecord)
d := d2common.LoadDataDictionary(file)
for d.Next() {
record := &SuperUniqueRecord{
Key: d.String("Superunique"),
Name: d.String("Name"),
Class: d.String("Class"),
HcIdx: d.String("hcIdx"),
MonSound: d.String("MonSound"),
Mod: [3]int{
d.Number("Mod1"),
d.Number("Mod2"),
d.Number("Mod3"),
},
MinGrp: d.Number("MinGrp"),
MaxGrp: d.Number("MaxGrp"),
IsExpansion: d.Bool("EClass"),
AutoPosition: d.Bool("AutoPos"),
Stacks: d.Bool("Stacks"),
TreasureClassNormal: d.String("TC"),
TreasureClassNightmare: d.String("TC(N)"),
TreasureClassHell: d.String("TC(H)"),
UTransNormal: d.String("Utrans"),
UTransNightmare: d.String("Utrans(N)"),
UTransHell: d.String("Utrans(H)"),
}
SuperUniques[record.Key] = record
}
if d.Err != nil {
panic(d.Err)
}
log.Printf("Loaded %d SuperUnique records", len(SuperUniques))
}