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OpenDiablo2/d2common/d2data/d2datadict/monstats.go

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package d2datadict
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
)
// https://d2mods.info/forum/kb/viewarticle?a=360
// TODO: these types are described in the notes below, but they aren't used yet
type MonsterCombatType int
const (
// see notes on column `rangedtype`
MonsterMelee MonsterCombatType = iota
MonsterRanged
)
type MonsterAlignmentType int
const (
MonsterEnemy MonsterAlignmentType = iota
MonsterFriend
MonsterNeutral
)
// i've tried to choose better field names instead of what's inside of the txt
// file. after the definition, if there is a comment after the type, it will
// be the original column name corresponding to that field.
// i've tried to preserve the order of the columns, as well.
type MonStatsRecord struct {
// this column contains the pointer that will be used in other txt files
// such as levels.txt and superuniques.txt.
Key string // Id <-- this is the original field name
// this 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 behaviour 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)
Id string // hcIdx
// this column contains the 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). The baseID is responsible for some
// hardcoded behaviours, for example moving thru walls (ghosts), knowing
// what units to ressurect, create etc (putrid defilers, shamans etc), the
// explosion appended to suicide minions (either cold, fire or ice). Thanks
// to Kingpin for additional info on this column.
BaseKey string // BaseId
// this column contains the ID of the next unit in the chain. (Continuing
// on the above example, fallen1 has the ID pointer of fallen2 in here).
// If you want to make a monster subtype less you should simply leave this
// blank and make BaseId point at itself (its ID pointer). The game uses
// this for “map generated” monsters such as the fallen in the fallen camps,
// which get picked based on area level (the same camp, that in the cold
// plains contains normal fallen will contain carvers and devilkin
// elsewhere, read Levels.txt to check how to adjust area level).
NextKey string // NextInClass
// this 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 // TransLvl
// this column contains 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. Without that your monster will be
// displayed as "not used - tell ken" or "an evil force".
// Warning: string keys are case sensitive, so if you enter a key like “Foo”
// in monstats.txt you must enter exactly that in the TBL file! (IE if you
// enter “foo” or “fOO” you will get "not used - tell ken" or "an evil force").
NameStringTableKey string // NameStr
// this column contains the ID pointer to an entry in MonStats2.txt.
// In 1.10 Blizzard has moved all the graphical aspects (light radius,
// bleeding etc) to a new file to conserve space (MonStats.txt is one column
// short of 256, the maximum MS Excel can handle, and thats what they
// probably used for their files).
ExtraDataKey string // MonStatsEx
// this column contains the ID pointer to an entry in MonProp.txt which
// controls what special modifiers are appended to the unit, for example
// you can use it to give your monsters auras, states, random resistances
// or immunities, give them “get hit skills” and almost anything else.
PropertiesKey string // MonProp
// this column contains the group ID of the “super group” this monster
// belongs to, IE all skeletons belong to the "super group" skeleton. The
// 1.10 MonType.txt works exactly like ItemTypes.txt, furthermore this file
// is used for special modifiers such as additional damage vs. monster-class.
MonsterGroup string // MonType
// this column 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).
// Most of AI's require a configuration in aip columns (read about them
// below), without that they (most of them) will do absolutely nothing.
AiKey string // AI
// this column 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 // DescStr
// this is the only graphical setting (besides TransLvl) left in
// MonStats.txt, this controls which token (IE name of a folder that
// contains animations) the game uses for this monster.
AnimationDirectoryToken string // Code
// Boolean, 1=enabled, 0=disabled. This 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 // enabled
// Boolean, 1=ranged attacker, 0=melee attacker. This tells the game
// whenever this is a ranged attacker. It will make it possible for
// monsters to spawn with multiple shot modifier. Also, I suspect this has
// to do with the RANGEDSPAWN column in Levels.txt. (Could it be the game
// uses this for preference settings when spawning monsters to avoid areas
// being populated only with melee monsters, IE the game picks a set amount
// of monsters for every level, randomly, only based on their rarity values,
// from those specified in Levels.txt, now I assume that it could pick 4
// melee monsters, however in 1.10 Blizzard added a check to prevent this
// from happening AFAIK and this could be how they control it.)
IsRanged int // rangedtype
// Boolean, 1=spawner, 0=not a spawner. This 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 // placespawn
// this column contains the ID pointer of the unit to spawn. (in case it is
// a spawner that is), so if you want to make a new monster that generates
// Balrogs this is where you would put the Balrog ID pointer.
SpawnId string // spawn
// 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, albeit its not needed, Blizzards collision detection
// system is good enough to prevent them from getting stuck.
SpawnOffsetX int // spawnx
SpawnOffsetY int // spawny
// which animation mode will the spawned monster be spawned in. IE. If you
// make a golem summoner (yes I know, “very original”) you could put S1 in
// here to make it look as if the golems are really summoned (otherwise they
// would just appear), in most cases you will probably want to use NU mode
// or a sequence though.
SpawnAnimationKey string // spawnmode
// these columns contain the ID pointers to the minions that spawn around
// this unit when it is created.
// NOTE + MINI TUTORIAL: lets say you want your super-strong boss to spawn
// with 5 Oblivion Knights. To do this you would simply enter the Oblivion
// Knights ID pointer in the MINION1 column. And set PARTYMIN and PARTYMAX
// both to 5. MINION1/2 are used for several other things. If the monster
// spawns as unique or superunique then it will have the unit from MINION1/2
// set as its minion instead of monsters of its own type. Thats why
// Lord De Seis doesnt spawn with other oblivion knights anymore. To
// semi-circumvent this I suggest you simply put the monsters ID pointer in
// the MINION2 column (I.E. if you give the Oblivion Knights their own ID
// pointer in MINION2, Lord De Seis should spawn with both Doom Knights and
// Oblivion Knights again). The other use controls what monster is created
// when this unit dies. For example Flayer Shamans will spawn a regular
// Flayer when they are killed. To enable this you must set SPLENDDEATH to
// 1, make sure the unit you spawn this was has a raise or resurrect
// sequence otherwise it will look weird (but it works).
// NOTE: THESE ARE SPAWNED ON MONSTER CREATION, NOTHING TO DO WITH ABOVE
MinionId1 string // minion1
MinionId2 string // minion2
// Boolean, 1=set unit as boss, 0=dont set unit as boss. This is related to
// hardcoded behavior of some of the AI's. IE Scarabs are spawned a bit
// different than most of other monsters. There are 1 or 2 with minions of
// own kind. Thanks to this colums, the "bosses" of a group can have
// ('can" because you may set the chance in percentages ia aip5 column of
// Scarab AI) a chance to order "raid on tagret", what does it change is
// they will always use SK1 instead of A1 and A2 modes while raiding.
IsLeader bool // SetBoss
// Boolean, 1=true, 0=false. This field is connected with the previous one,
// when "boss of the group" is killed, his "leadership" is passed to one of
// his minions.
TransferLeadership bool // BossXfer
// how many minions are spawned together with this unit. As mentioned above
// in the MINION1/2 columns, this controls the quantity of minions this
// unit has.
MinionPartyMin int // PartyMin
MinionPartyMax int // PartyMax
// exactly like the previous two columns, just that this controls how many
// units of the base unit to spawn. In versions 1.00-1.06, setting the
// minimum to more then 99 would crash the game.
MinionGroupMin int // MinGrp
MinionGroupMax int // MaxGrp
// this column controls the overall chance something will spawn in
// percentages, leaving it blank is the same as 100%. If you enter "80" in
// this column then whenever the game chooses to spawn this unit it will
// first roll out the chances. So in 2 out of 10 cases the monster will not
// be spawned and other one may take its place. If you use some low number
// there can be a situation when the game doesn't roll out the monster and
// if this monster has units specified in minion1/minion2 columns it will
// only spawn those minions without the "main" unit.
PopulationReductionPercent int // sparsePopulate
// 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 // Velocity
SpeedRun int // Run
// this column 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 // Rarity
// 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 // Level
LevelNightmare int // Level(N)
LevelHell int // Level(H)
// specifies the ID pointer to this monsters “Sound Bank” in MonSound.txt
// when this monster is normal.
SoundKeyNormal string // MonSound
SoundKeySpecial string // UMonSound
// 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 Merc try to destroy those first.
ThreatLevel int // threat
// 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 // aidel
AiDelayNightmare int // aidel(N)
AiDelayHell int // aidel(H)
// 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 // aidist
AiDistanceNightmare int // aidist(N)
AiDistanceHell int // aidist(H)
// 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 // aip1
AiParameterNormal2 int // aip2
AiParameterNormal3 int // aip3
AiParameterNormal4 int // aip4
AiParameterNormal5 int // aip5
AiParameterNormal6 int // aip6
AiParameterNormal7 int // aip7
AiParameterNormal8 int // aip8
AiParameterNightmare1 int // aip1
AiParameterNightmare2 int // aip2
AiParameterNightmare3 int // aip3
AiParameterNightmare4 int // aip4
AiParameterNightmare5 int // aip5
AiParameterNightmare6 int // aip6
AiParameterNightmare7 int // aip7
AiParameterNightmare8 int // aip8
AiParameterHell1 int // aip1
AiParameterHell2 int // aip2
AiParameterHell3 int // aip3
AiParameterHell4 int // aip4
AiParameterHell5 int // aip5
AiParameterHell6 int // aip6
AiParameterHell7 int // aip7
AiParameterHell8 int // aip8
// 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 succesfully 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 // MissA1
MissileA2 string // MissA2
MissileS1 string // MissS1
MissileS2 string // MissS2
MissileS3 string // MissS3
MissileS4 string // MissS4
MissileC string // MissC
MissileSQ string // MissSQ
// Switch, 0=enemy, 1=aligned, 2=neutral. This setting 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 int // Align
// Boolean, 1=spawnable, 0=not spawnable. This controls whenever this unit
// can be spawned via Levels.txt.
IsLevelSpawnable bool // isSpawn
// Boolean, 1=melee attacker, 0=not a melee attacker. This controls whenever
// this unit can spawn with boss modifiers such as multiple shot or not.
// IE melee monsters will never spawn with multiple shot.
IsMelee bool // isMelee
// Boolean, 1=Im a NPC, 0=Im not. This controls whenever the unit is a NPC
// or not.
IsNpc bool // npc
// Boolean, 1=Special NPC features enabled, 0=No special NPC features. This
// 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 // interact
// Boolean, 1=Has an inventory, 0=Has no inventory. 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 // inventory
// Boolean, 1=I can enter towns, 0=I cant enter towns. This 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 // inTown
// Boolean. 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 // lUndead
IsUndeadHigh bool // hUndead
// Boolean, This makes the game consider this unit a demon.
IsDemon bool // demon
// Boolean, If you set this to 1 the monster will be able to move fly over
// obstacles such as puddles and rivers.
// TIP: Setting this to 1 for Mephisto will prevent the possibility of
// making him stuck and being slaughtered by blizzard or other ranged spells
// easily.
IsFlying bool // flying
// Boolean, 1=I can open doors, 0=Im too damn retarded to open doors. Ever
// wanted to make the game more like D1 (where closing doors could actually
// protect you), then this column is all you need. By setting this to 0 you
// will succesfully lobotomize the monster, thus he will not be able to open
// doors any more.
CanOpenDoors bool // opendoors
// Boolean, 1=Im a boss, 0=Im not a boss. This 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 // boss
// Boolean, 1=Im a prime evil, 0=Im not a prime evil. (=Act Boss).
// 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 // primeevil
// Setting this to 0 will make the monster absolutely unkillable.
IsKillable bool // killable
// Boolean, 1=Can change sides, 0=Cannot change sides. Gives your monster
// something what I call "Strong Mind", it decides if this units mind may
// be altered by “mind altering skills” like Attract, Conversion, Revive
// etc or not.
IsAiSwitchable bool // switchai
// Boolean, 1=Cant get an aura, 0=Can get an aura. Monsters set to 0 here
// will not be effected by friendly auras
DisableAura bool // noAura
// Boolean, 1=Cant get multishot modifier, 0=Can get multishot modifier.
// This is another layer of security to prevent this modifier from spawning,
// besides the ISMELEE layer.
DisableMultiShot bool // nomultishot
// Boolean, 1=Never accounted for, 0=Accounted for. Setting this to 1
// 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 // neverCount
// Boolean 1=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 // petIgnore
// Boolean, 1=Damage players colliding with my death animation, 0=Dont
// damage anything. 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 // deathDmg
// Boolean, 1=Use generic spawning, 0=Dont use generic spawning. Has to do
// something is with minions being transformed into suicide minions, the
// exact purpose of this is a mystery to me though.
GenericSpawn bool // genericSpawn
// Boolean, 1=true, 0=false. Unused.
// zoo
// Switch, 1=Unknown, 2=Used for assassin traps, 0=Dont send skills. This
// is only used by two of the Assassin traps, however it doesn't serve any
// purpose anymore.
// SendSkills
// 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 // Skill1
SkillId2 string // Skill2
SkillId3 string // Skill3
SkillId4 string // Skill4
SkillId5 string // Skill5
SkillId6 string // Skill6
SkillId7 string // Skill7
SkillId8 string // Skill8
// the graphical MODE (or SEQUENCE) this unit uses when it uses this skill.
SkillAnimation1 string // Sk1mode
SkillAnimation2 string // Sk2mode
SkillAnimation3 string // Sk3mode
SkillAnimation4 string // Sk4mode
SkillAnimation5 string // Sk5mode
SkillAnimation6 string // Sk6mode
SkillAnimation7 string // Sk7mode
SkillAnimation8 string // Sk8mode
// 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 // Sk1lvl
SkillLevel2 int // Sk2lvl
SkillLevel3 int // Sk3lvl
SkillLevel4 int // Sk4lvl
SkillLevel5 int // Sk5lvl
SkillLevel6 int // Sk6lvl
SkillLevel7 int // Sk7lvl
SkillLevel8 int // Sk8lvl
// controls the effectiveness of Life and Mana steal from equipment on this
// unit on the respective difficulties. 0=Cant leech at all. (negative
// values don't damage you, thanks to Doombreed-x for testing this), setting
// it to more then 100 would make LL and ML more effective. Remember that
// besides this, Life and Mana Steal is further limited by
// DifficultyLevels.txt.
LeechSensitivityNormal int // Drain
LeechSensitivityNightmare int // Drain(N)
LeechSensitivityHell int // Drain(H)
// 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 // coldeffect
ColdSensitivityNightmare int // coldeffect(N)
ColdSensitivityHell int // coldeffect(H)
// 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.
// NOTE: even though it may be quite obvious, I already met many people who
// do not know about it. Each point of resistance means 1% of reduction (or
// increase if the value is <0) of damage from said source. The same stands
// for player characters. Same stands for all other resistances. 81% of fire
// resist means 81% of incoming fire damage reduction.
// NOTE 2: when resistance is >100 (immunity), you need 5 points of
// resistance reducing stat applied DIRECTLY to the unit to reduce 1% of
// immunity. It means if you want to break 105% immunity, you will need at
// least 30 resist reduction stat (105 - 6 = 99 and 6 * 5 = 30).
// NOTE 3: yes, yes, indeed, "damage reduced by x%" stat that may spawn on
// items such as The Crown Of Ages or Ber rune is nothing else than physical
// resistance.
ResistancePhysicalNormal int // ResDm
ResistancePhysicalNightmare int // ResDm(N)
ResistancePhysicalHell int // ResDm(H)
ResistanceMagicNormal int // ResMa
ResistanceMagicNightmare int // ResMa(N)
ResistanceMagicHell int // ResMa(H)
ResistanceFireNormal int // ResFi
ResistanceFireNightmare int // ResFi(N)
ResistanceFireHell int // ResFi(H)
ResistanceLightningNormal int // ResLi
ResistanceLightningNightmare int // ResLi(N)
ResistanceLightningHell int // ResLi(H)
ResistanceColdNormal int // ResCo
ResistanceColdNightmare int // ResCo(N)
ResistanceColdHell int // ResCo(H)
ResistancePoisonNormal int // ResPo
ResistancePoisonNightmare int // ResPo(N)
ResistancePoisonHell int // ResPo(H)
// 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 // DamageRegen
// 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 // SkillDamage
// Boolean, 1=Dont use MonLevel.txt, 0=Use MonLevel.txt. 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 // noRatio
// Boolean, 1=Can block without a blocking animation, 0=Cant block without
// a blocking animation. Quite self explanatory, 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 // NoShldBlock
// 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 // ToBlock
ChanceToBlockNightmare int // ToBlock(N)
ChanceToBlockHell int // ToBlock(H)
// this units chance of scoring a critical hit (dealing double the damage).
ChanceDeadlyStrike int // Crit
// 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 // minHP
MinHPNightmare int // MinHP(N)
MinHPHell int // MinHP(H)
MaxHPNormal int // maxHP
MaxHPNightmare int // MaxHP(N)
MaxHPHell int // MaxHP(H)
// this units Armor Class on the respective difficulties. The calculation is
// the same (analogical) as for hit points.
ArmorClassNormal int // AC
ArmorClassNightmare int // AC(N)
ArmorClassHell int // AC(H)
// the experience you get when killing this unit on the respective
// difficulty. The calculation is the same (analogical) as for hit points.
ExperienceNormal int // Exp
ExperienceNightmare int // Exp(N)
ExperienceHell int // Exp(H)
// 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 // A1MinD
DamageMinA1Nightmare int // A1MinD(N)
DamageMinA1Hell int // A1MinD(H)
DamageMaxA1Normal int // A1MaxD
DamageMaxA1Nightmare int // A1MaxD(N)
DamageMaxA1Hell int // A1MaxD(H)
DamageMinA2Normal int // A2MinD
DamageMinA2Nightmare int // A2MinD(N)
DamageMinA2Hell int // A2MinD(H)
DamageMaxA2Normal int // A2MaxD
DamageMaxA2Nightmare int // A2MaxD(N)
DamageMaxA2Hell int // A2MaxD(H)
DamageMinS1Normal int // S1MinD
DamageMinS1Nightmare int // S1MinD(N)
DamageMinS1Hell int // S1MinD(H)
DamageMaxS1Normal int // S1MaxD
DamageMaxS1Nightmare int // S1MaxD(N)
DamageMaxS1Hell int // S1MaxD(H)
// 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 // A1TH
AttackRatingA1Nightmare int // A1TH(N)
AttackRatingA1Hell int // A1TH(H)
AttackRatingA2Normal int // A2TH
AttackRatingA2Nightmare int // A2TH(N)
AttackRatingA2Hell int // A2TH(H)
AttackRatingS1Normal int // S1TH
AttackRatingS1Nightmare int // S1TH(N)
AttackRatingS1Hell int // S1TH(H)
// 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 // El1Mode
ElementAttackMode2 string // El2Mode
ElementAttackMode3 string // El3Mode
// 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 // El1Type
ElementType2 string // El2Type
ElementType3 string // El3Type
// chance to append elemental damage to an attack on the respective
// difficulties. 0=Never append, 100=Always append.
ElementChance1Normal int // El1Pct
ElementChance1Nightmare int // El1Pct(N)
ElementChance1Hell int // El1Pct(H)
ElementChance2Normal int // El2Pct
ElementChance2Nightmare int // El2Pct(N)
ElementChance2Hell int // El2Pct(H)
ElementChance3Normal int // El3Pct
ElementChance3Nightmare int // El3Pct(N)
ElementChance3Hell int // El3Pct(H)
// 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 // El1MinD
ElementDamageMin1Nightmare int // El1MinD(N)
ElementDamageMin1Hell int // El1MinD(H)
ElementDamageMin2Normal int // El2MinD
ElementDamageMin2Nightmare int // El2MinD(N)
ElementDamageMin2Hell int // El2MinD(H)
ElementDamageMin3Normal int // El3MinD
ElementDamageMin3Nightmare int // El3MinD(N)
ElementDamageMin3Hell int // El3MinD(H)
ElementDamageMax1Normal int // El1MaxD
ElementDamageMax1Nightmare int // El1MaxD(N)
ElementDamageMax1Hell int // El1MaxD(H)
ElementDamageMax2Normal int // El2MaxD
ElementDamageMax2Nightmare int // El2MaxD(N)
ElementDamageMax2Hell int // El2MaxD(H)
ElementDamageMax3Normal int // El3MaxD
ElementDamageMax3Nightmare int // El3MaxD(N)
ElementDamageMax3Hell int // El3MaxD(H)
// duration of the elemental effect (for freeze, burn, cold, poison and
// stun) on the respective difficulties.
ElementDuration1Normal int // El1Dur
ElementDuration1Nightmare int // El1Dur(N)
ElementDuration1Hell int // El1Dur(H)
ElementDuration2Normal int // El2Dur
ElementDuration2Nightmare int // El2Dur(N)
ElementDuration2Hell int // El2Dur(H)
ElementDuration3Normal int // El3Dur
ElementDuration3Nightmare int // El3Dur(N)
ElementDuration3Hell int // El3Dur(H)
// the TreasureClass used by this unit as a normal monster on the respective
// difficulties.
// NOTE: because of the new TreasureClass system introduced in 1.10 and
// later patches, TC entries are only of minor influence regarding what TC
// is being selected unless you change the system by editing
// TreasureClassEX.txt.
TreasureClassNormal string // TreasureClass1
TreasureClassNightmare string // TreasureClass1(N)
TreasureClassHell string // TreasureClass1(H)
TreasureClassChampionNormal string // TreasureClass2
TreasureClassChampionNightmare string // TreasureClass2(N)
TreasureClassChampionHell string // TreasureClass2(H)
TreasureClass3UniqueNormal string // TreasureClass3
TreasureClass3UniqueNightmare string // TreasureClass3(N)
TreasureClass3UniqueHell string // TreasureClass3(H)
TreasureClassQuestNormal string // TreasureClass4
TreasureClassQuestNightmare string // TreasureClass4(N)
TreasureClassQuestHell string // TreasureClass4(H)
// the ID of the Quest that triggers the Quest Treasureclass drop.
TreasureClassQuestTriggerId string // TCQuestId
// the ID of the Quest State that you need to complete to trigger the Quest
// Treasureclass trop.
TreasureClassQuestComleteId string // TCQuestCP
// TODO: fix these last 4 field names, they're fucking ridiculous
// Switch, 0=no special death, 1=spawn the monster in the MINION1 column
// when I die, 2=kill whatever monster is mounted to me when I die (used by
// guard towers that kill the imps that are on top of them when they die).
SpecialEndDeath int // SplEndDeath
// Boolean, 1=Get Special Mode Chart, 0=Dont get special mode chart.
// 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 // SplGetModeChart
// Boolean, 1=true, 0=false. 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 // SplEndGeneric
// Boolean, 1=true, 0=false. 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 // SplClientEnd
}
var MonStats map[string]*MonStatsRecord
func LoadMonStats(file []byte) {
dict := d2common.LoadDataDictionary(string(file))
numRecords := len(dict.Data)
MonStats = make(map[string]*MonStatsRecord, numRecords)
for idx := range dict.Data {
record := &MonStatsRecord{
Key: dict.GetString("Id", idx),
Id: dict.GetString("hcIdx", idx),
BaseKey: dict.GetString("BaseId", idx),
NextKey: dict.GetString("NextInClass", idx),
PaletteId: dict.GetNumber("TransLvl", idx),
NameStringTableKey: dict.GetString("NameStr", idx),
ExtraDataKey: dict.GetString("MonStatsEx", idx),
PropertiesKey: dict.GetString("MonProp", idx),
MonsterGroup: dict.GetString("MonType", idx),
AiKey: dict.GetString("AI", idx),
DescriptionStringTableKey: dict.GetString("DescStr", idx),
AnimationDirectoryToken: dict.GetString("Code", idx),
Enabled: dict.GetNumber("enabled", idx) > 0,
IsRanged: dict.GetNumber("rangedtype", idx),
SpawnsMinions: dict.GetNumber("placespawn", idx) > 0,
SpawnId: dict.GetString("spawn", idx),
SpawnOffsetX: dict.GetNumber("spawnx", idx),
SpawnOffsetY: dict.GetNumber("spawny", idx),
SpawnAnimationKey: dict.GetString("spawnmode", idx),
MinionId1: dict.GetString("minion1", idx),
MinionId2: dict.GetString("minion2", idx),
IsLeader: dict.GetNumber("SetBoss", idx) > 0,
TransferLeadership: dict.GetNumber("BossXfer", idx) > 0,
MinionPartyMin: dict.GetNumber("PartyMin", idx),
MinionPartyMax: dict.GetNumber("PartyMax", idx),
MinionGroupMin: dict.GetNumber("MinGrp", idx),
MinionGroupMax: dict.GetNumber("MaxGrp", idx),
PopulationReductionPercent: dict.GetNumber("sparsePopulate", idx),
SpeedBase: dict.GetNumber("Velocity", idx),
SpeedRun: dict.GetNumber("Run", idx),
Rarity: dict.GetNumber("Rarity", idx),
LevelNormal: dict.GetNumber("Level", idx),
LevelNightmare: dict.GetNumber("Level(N)", idx),
LevelHell: dict.GetNumber("Level(H)", idx),
SoundKeyNormal: dict.GetString("MonSound", idx),
SoundKeySpecial: dict.GetString("UMonSound", idx),
ThreatLevel: dict.GetNumber("threat", idx),
AiDelayNormal: dict.GetNumber("aidel", idx),
AiDelayNightmare: dict.GetNumber("aidel(N)", idx),
AiDelayHell: dict.GetNumber("aidel(H)", idx),
AiDistanceNormal: dict.GetNumber("aidist", idx),
AiDistanceNightmare: dict.GetNumber("aidist(N)", idx),
AiDistanceHell: dict.GetNumber("aidist(H)", idx),
AiParameterNormal1: dict.GetNumber("aip1", idx),
AiParameterNormal2: dict.GetNumber("aip2", idx),
AiParameterNormal3: dict.GetNumber("aip3", idx),
AiParameterNormal4: dict.GetNumber("aip4", idx),
AiParameterNormal5: dict.GetNumber("aip5", idx),
AiParameterNormal6: dict.GetNumber("aip6", idx),
AiParameterNormal7: dict.GetNumber("aip7", idx),
AiParameterNormal8: dict.GetNumber("aip8", idx),
AiParameterNightmare1: dict.GetNumber("aip1", idx),
AiParameterNightmare2: dict.GetNumber("aip2", idx),
AiParameterNightmare3: dict.GetNumber("aip3", idx),
AiParameterNightmare4: dict.GetNumber("aip4", idx),
AiParameterNightmare5: dict.GetNumber("aip5", idx),
AiParameterNightmare6: dict.GetNumber("aip6", idx),
AiParameterNightmare7: dict.GetNumber("aip7", idx),
AiParameterNightmare8: dict.GetNumber("aip8", idx),
AiParameterHell1: dict.GetNumber("aip1", idx),
AiParameterHell2: dict.GetNumber("aip2", idx),
AiParameterHell3: dict.GetNumber("aip3", idx),
AiParameterHell4: dict.GetNumber("aip4", idx),
AiParameterHell5: dict.GetNumber("aip5", idx),
AiParameterHell6: dict.GetNumber("aip6", idx),
AiParameterHell7: dict.GetNumber("aip7", idx),
AiParameterHell8: dict.GetNumber("aip8", idx),
MissileA1: dict.GetString("MissA1", idx),
MissileA2: dict.GetString("MissA2", idx),
MissileS1: dict.GetString("MissS1", idx),
MissileS2: dict.GetString("MissS2", idx),
MissileS3: dict.GetString("MissS3", idx),
MissileS4: dict.GetString("MissS4", idx),
MissileC: dict.GetString("MissC", idx),
MissileSQ: dict.GetString("MissSQ", idx),
Alignment: dict.GetNumber("Align", idx),
IsLevelSpawnable: dict.GetNumber("isSpawn", idx) > 0,
IsMelee: dict.GetNumber("isMelee", idx) > 0,
IsNpc: dict.GetNumber("npc", idx) > 0,
IsInteractable: dict.GetNumber("interact", idx) > 0,
HasInventory: dict.GetNumber("inventory", idx) > 0,
CanEnterTown: dict.GetNumber("inTown", idx) > 0,
IsUndeadLow: dict.GetNumber("lUndead", idx) > 0,
IsUndeadHigh: dict.GetNumber("hUndead", idx) > 0,
IsDemon: dict.GetNumber("demon", idx) > 0,
IsFlying: dict.GetNumber("flying", idx) > 0,
CanOpenDoors: dict.GetNumber("opendoors", idx) > 0,
IsSpecialBoss: dict.GetNumber("boss", idx) > 0,
IsActBoss: dict.GetNumber("primeevil", idx) > 0,
IsKillable: dict.GetNumber("killable", idx) > 0,
IsAiSwitchable: dict.GetNumber("switchai", idx) > 0,
DisableAura: dict.GetNumber("noAura", idx) > 0,
DisableMultiShot: dict.GetNumber("nomultishot", idx) > 0,
DisableCounting: dict.GetNumber("neverCount", idx) > 0,
IgnorePets: dict.GetNumber("petIgnore", idx) > 0,
DealsDamageOnDeath: dict.GetNumber("deathDmg", idx) > 0,
GenericSpawn: dict.GetNumber("genericSpawn", idx) > 0,
SkillId1: dict.GetString("Skill1", idx),
SkillId2: dict.GetString("Skill2", idx),
SkillId3: dict.GetString("Skill3", idx),
SkillId4: dict.GetString("Skill4", idx),
SkillId5: dict.GetString("Skill5", idx),
SkillId6: dict.GetString("Skill6", idx),
SkillId7: dict.GetString("Skill7", idx),
SkillId8: dict.GetString("Skill8", idx),
SkillAnimation1: dict.GetString("Sk1mode", idx),
SkillAnimation2: dict.GetString("Sk2mode", idx),
SkillAnimation3: dict.GetString("Sk3mode", idx),
SkillAnimation4: dict.GetString("Sk4mode", idx),
SkillAnimation5: dict.GetString("Sk5mode", idx),
SkillAnimation6: dict.GetString("Sk6mode", idx),
SkillAnimation7: dict.GetString("Sk7mode", idx),
SkillAnimation8: dict.GetString("Sk8mode", idx),
SkillLevel1: dict.GetNumber("Sk1lvl", idx),
SkillLevel2: dict.GetNumber("Sk2lvl", idx),
SkillLevel3: dict.GetNumber("Sk3lvl", idx),
SkillLevel4: dict.GetNumber("Sk4lvl", idx),
SkillLevel5: dict.GetNumber("Sk5lvl", idx),
SkillLevel6: dict.GetNumber("Sk6lvl", idx),
SkillLevel7: dict.GetNumber("Sk7lvl", idx),
SkillLevel8: dict.GetNumber("Sk8lvl", idx),
LeechSensitivityNormal: dict.GetNumber("Drain", idx),
LeechSensitivityNightmare: dict.GetNumber("Drain(N)", idx),
LeechSensitivityHell: dict.GetNumber("Drain(H)", idx),
ColdSensitivityNormal: dict.GetNumber("coldeffect", idx),
ColdSensitivityNightmare: dict.GetNumber("coldeffect(N)", idx),
ColdSensitivityHell: dict.GetNumber("coldeffect(H)", idx),
ResistancePhysicalNormal: dict.GetNumber("ResDm", idx),
ResistancePhysicalNightmare: dict.GetNumber("ResDm(N)", idx),
ResistancePhysicalHell: dict.GetNumber("ResDm(H)", idx),
ResistanceMagicNormal: dict.GetNumber("ResMa", idx),
ResistanceMagicNightmare: dict.GetNumber("ResMa(N)", idx),
ResistanceMagicHell: dict.GetNumber("ResMa(H)", idx),
ResistanceFireNormal: dict.GetNumber("ResFi", idx),
ResistanceFireNightmare: dict.GetNumber("ResFi(N)", idx),
ResistanceFireHell: dict.GetNumber("ResFi(H)", idx),
ResistanceLightningNormal: dict.GetNumber("ResLi", idx),
ResistanceLightningNightmare: dict.GetNumber("ResLi(N)", idx),
ResistanceLightningHell: dict.GetNumber("ResLi(H)", idx),
ResistanceColdNormal: dict.GetNumber("ResCo", idx),
ResistanceColdNightmare: dict.GetNumber("ResCo(N)", idx),
ResistanceColdHell: dict.GetNumber("ResCo(H)", idx),
ResistancePoisonNormal: dict.GetNumber("ResPo", idx),
ResistancePoisonNightmare: dict.GetNumber("ResPo(N)", idx),
ResistancePoisonHell: dict.GetNumber("ResPo(H)", idx),
HealthRegenPerFrame: dict.GetNumber("DamageRegen", idx),
DamageSkillId: dict.GetString("SkillDamage", idx),
IgnoreMonLevelTxt: dict.GetNumber("noRatio", idx) > 0,
CanBlockWithoutShield: dict.GetNumber("NoShldBlock", idx) > 0,
ChanceToBlockNormal: dict.GetNumber("ToBlock", idx),
ChanceToBlockNightmare: dict.GetNumber("ToBlock(N)", idx),
ChanceToBlockHell: dict.GetNumber("ToBlock(H)", idx),
ChanceDeadlyStrike: dict.GetNumber("Crit", idx),
MinHPNormal: dict.GetNumber("minHP", idx),
MinHPNightmare: dict.GetNumber("MinHP(N)", idx),
MinHPHell: dict.GetNumber("MinHP(H)", idx),
MaxHPNormal: dict.GetNumber("maxHP", idx),
MaxHPNightmare: dict.GetNumber("MaxHP(N)", idx),
MaxHPHell: dict.GetNumber("MaxHP(H)", idx),
ArmorClassNormal: dict.GetNumber("AC", idx),
ArmorClassNightmare: dict.GetNumber("AC(N)", idx),
ArmorClassHell: dict.GetNumber("AC(H)", idx),
ExperienceNormal: dict.GetNumber("Exp", idx),
ExperienceNightmare: dict.GetNumber("Exp(N)", idx),
ExperienceHell: dict.GetNumber("Exp(H)", idx),
DamageMinA1Normal: dict.GetNumber("A1MinD", idx),
DamageMinA1Nightmare: dict.GetNumber("A1MinD(N)", idx),
DamageMinA1Hell: dict.GetNumber("A1MinD(H)", idx),
DamageMaxA1Normal: dict.GetNumber("A1MaxD", idx),
DamageMaxA1Nightmare: dict.GetNumber("A1MaxD(N)", idx),
DamageMaxA1Hell: dict.GetNumber("A1MaxD(H)", idx),
DamageMinA2Normal: dict.GetNumber("A2MinD", idx),
DamageMinA2Nightmare: dict.GetNumber("A2MinD(N)", idx),
DamageMinA2Hell: dict.GetNumber("A2MinD(H)", idx),
DamageMaxA2Normal: dict.GetNumber("A2MaxD", idx),
DamageMaxA2Nightmare: dict.GetNumber("A2MaxD(N)", idx),
DamageMaxA2Hell: dict.GetNumber("A2MaxD(H)", idx),
DamageMinS1Normal: dict.GetNumber("S1MinD", idx),
DamageMinS1Nightmare: dict.GetNumber("S1MinD(N)", idx),
DamageMinS1Hell: dict.GetNumber("S1MinD(H)", idx),
DamageMaxS1Normal: dict.GetNumber("S1MaxD", idx),
DamageMaxS1Nightmare: dict.GetNumber("S1MaxD(N)", idx),
DamageMaxS1Hell: dict.GetNumber("S1MaxD(H)", idx),
AttackRatingA1Normal: dict.GetNumber("A1TH", idx),
AttackRatingA1Nightmare: dict.GetNumber("A1TH(N)", idx),
AttackRatingA1Hell: dict.GetNumber("A1TH(H)", idx),
AttackRatingA2Normal: dict.GetNumber("A2TH", idx),
AttackRatingA2Nightmare: dict.GetNumber("A2TH(N)", idx),
AttackRatingA2Hell: dict.GetNumber("A2TH(H)", idx),
AttackRatingS1Normal: dict.GetNumber("S1TH", idx),
AttackRatingS1Nightmare: dict.GetNumber("S1TH(N)", idx),
AttackRatingS1Hell: dict.GetNumber("S1TH(H)", idx),
ElementAttackMode1: dict.GetString("El1Mode", idx),
ElementAttackMode2: dict.GetString("El2Mode", idx),
ElementAttackMode3: dict.GetString("El3Mode", idx),
ElementType1: dict.GetString("El1Type", idx),
ElementType2: dict.GetString("El2Type", idx),
ElementType3: dict.GetString("El3Type", idx),
ElementChance1Normal: dict.GetNumber("El1Pct", idx),
ElementChance1Nightmare: dict.GetNumber("El1Pct(N)", idx),
ElementChance1Hell: dict.GetNumber("El1Pct(H)", idx),
ElementChance2Normal: dict.GetNumber("El2Pct", idx),
ElementChance2Nightmare: dict.GetNumber("El2Pct(N)", idx),
ElementChance2Hell: dict.GetNumber("El2Pct(H)", idx),
ElementChance3Normal: dict.GetNumber("El3Pct", idx),
ElementChance3Nightmare: dict.GetNumber("El3Pct(N)", idx),
ElementChance3Hell: dict.GetNumber("El3Pct(H)", idx),
ElementDamageMin1Normal: dict.GetNumber("El1MinD", idx),
ElementDamageMin1Nightmare: dict.GetNumber("El1MinD(N)", idx),
ElementDamageMin1Hell: dict.GetNumber("El1MinD(H)", idx),
ElementDamageMin2Normal: dict.GetNumber("El2MinD", idx),
ElementDamageMin2Nightmare: dict.GetNumber("El2MinD(N)", idx),
ElementDamageMin2Hell: dict.GetNumber("El2MinD(H)", idx),
ElementDamageMin3Normal: dict.GetNumber("El3MinD", idx),
ElementDamageMin3Nightmare: dict.GetNumber("El3MinD(N)", idx),
ElementDamageMin3Hell: dict.GetNumber("El3MinD(H)", idx),
ElementDamageMax1Normal: dict.GetNumber("El1MaxD", idx),
ElementDamageMax1Nightmare: dict.GetNumber("El1MaxD(N)", idx),
ElementDamageMax1Hell: dict.GetNumber("El1MaxD(H)", idx),
ElementDamageMax2Normal: dict.GetNumber("El2MaxD", idx),
ElementDamageMax2Nightmare: dict.GetNumber("El2MaxD(N)", idx),
ElementDamageMax2Hell: dict.GetNumber("El2MaxD(H)", idx),
ElementDamageMax3Normal: dict.GetNumber("El3MaxD", idx),
ElementDamageMax3Nightmare: dict.GetNumber("El3MaxD(N)", idx),
ElementDamageMax3Hell: dict.GetNumber("El3MaxD(H)", idx),
ElementDuration1Normal: dict.GetNumber("El1Dur", idx),
ElementDuration1Nightmare: dict.GetNumber("El1Dur(N)", idx),
ElementDuration1Hell: dict.GetNumber("El1Dur(H)", idx),
ElementDuration2Normal: dict.GetNumber("El2Dur", idx),
ElementDuration2Nightmare: dict.GetNumber("El2Dur(N)", idx),
ElementDuration2Hell: dict.GetNumber("El2Dur(H)", idx),
ElementDuration3Normal: dict.GetNumber("El3Dur", idx),
ElementDuration3Nightmare: dict.GetNumber("El3Dur(N)", idx),
ElementDuration3Hell: dict.GetNumber("El3Dur(H)", idx),
TreasureClassNormal: dict.GetString("TreasureClass1", idx),
TreasureClassNightmare: dict.GetString("TreasureClass1(N)", idx),
TreasureClassHell: dict.GetString("TreasureClass1(H)", idx),
TreasureClassChampionNormal: dict.GetString("TreasureClass2", idx),
TreasureClassChampionNightmare: dict.GetString("TreasureClass2(N)", idx),
TreasureClassChampionHell: dict.GetString("TreasureClass2(H)", idx),
TreasureClass3UniqueNormal: dict.GetString("TreasureClass3", idx),
TreasureClass3UniqueNightmare: dict.GetString("TreasureClass3(N)", idx),
TreasureClass3UniqueHell: dict.GetString("TreasureClass3(H)", idx),
TreasureClassQuestNormal: dict.GetString("TreasureClass4", idx),
TreasureClassQuestNightmare: dict.GetString("TreasureClass4(N)", idx),
TreasureClassQuestHell: dict.GetString("TreasureClass4(H)", idx),
TreasureClassQuestTriggerId: dict.GetString("TCQuestId", idx),
TreasureClassQuestComleteId: dict.GetString("TCQuestCP", idx),
SpecialEndDeath: dict.GetNumber("SplEndDeath", idx),
SpecialGetModeChart: dict.GetNumber("SplGetModeChart", idx) > 0,
SpecialEndGeneric: dict.GetNumber("SplEndGeneric", idx) > 0,
SpecialClientEnd: dict.GetNumber("SplClientEnd", idx) > 0,
}
MonStats[record.Key] = record
}
log.Printf("Loaded %d MonStats records", len(MonStats))
}