package d2datadict import ( "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt" ) // 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 arenĀ“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 := d2txt.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)) }