package d2datadict import ( "github.com/OpenDiablo2/OpenDiablo2/d2common" "log" ) // 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 // don’t 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 that’s 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. That’s why // Lord De Seis doesn’t 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=don’t 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=I’m a NPC, 0=I’m 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 don’t do it unless you know // what you’re 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 can’t 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=I’m 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=I’m a boss, 0=I’m 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=I’m a prime evil, 0=I’m 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=Can’t 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=Can’t 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=Don’t // 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=Don’t 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=Don’t 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=Can’t 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=Don’t 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=Can’t 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 don’t 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=Don’t 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)) }