package d2records import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2calculation" // Missiles stores all of the MissileRecords type Missiles map[int]*MissileRecord type missilesByName map[string]*MissileRecord // MissileCalcParam is a calculation parameter for a missile type MissileCalcParam struct { Param int Desc string } // MissileCalc is a calculation for a missile type MissileCalc struct { Calc d2calculation.CalcString Desc string Params []MissileCalcParam } // MissileLight has the parameters for missile lighting type MissileLight struct { Diameter int Flicker int Red uint8 Green uint8 Blue uint8 } // MissileAnimation stores parameters for a missile animation type MissileAnimation struct { CelFileName string StepsBeforeVisible int StepsBeforeActive int AnimationRate int // seems to do nothing AnimationLength int AnimationSpeed int StartingFrame int // called "RandFrame" SubStartingFrame int SubEndingFrame int LoopAnimation bool HasSubLoop bool // runs after first animation ends } // MissileCollision parameters for missile collision type MissileCollision struct { CollisionType int // controls the kind of collision // 0 = none, 1 = units only, 3 = normal (units, walls), // 6 = walls only, 8 = walls, units, and floors TimerFrames int // how many frames to persist DestroyedUponCollision bool FriendlyFire bool LastCollide bool // unknown Collision bool // unknown ClientCollision bool // unknown ClientSend bool // unclear UseCollisionTimer bool // after hit, use timer before dying } // MissileDamage parameters for calculating missile physical damage type MissileDamage struct { MinDamage int MaxDamage int MinLevelDamage [5]int // additional damage per missile level // [0]: lvs 2-8, [1]: lvs 9-16, [2]: lvs 17-22, [3]: lvs 23-28, [4]: lv 29+ MaxLevelDamage [5]int // see above DamageSynergyPerCalc d2calculation.CalcString // works like synergy in skills.txt, not clear } // MissileElementalDamage parameters for calculating missile elemental damage type MissileElementalDamage struct { Damage MissileDamage ElementType string Duration int // frames, 25 = 1 second LevelDuration [3]int // 0,1,2, unknown level intervals, bonus duration per level } // MissileRecord is a representation of a row from missiles.txt type MissileRecord struct { ServerMovementCalc MissileCalc ClientMovementCalc MissileCalc ServerCollisionCalc MissileCalc ClientCollisionCalc MissileCalc ServerDamageCalc MissileCalc Light MissileLight Animation MissileAnimation Collision MissileCollision Damage MissileDamage ElementalDamage MissileElementalDamage SubMissile [3]string // 0,1,2 name of missiles spawned by movement function HitSubMissile [4]string // 0,1,2 name of missiles spawned by collision function ClientSubMissile [3]string // see above, but for client only ClientHitSubMissile [4]string // see above, but for client only Name string SkillName string // if not empty, the missile will refer to this skill instead of its own data for the following: // "ResultFlags, HitFlags, HitShift, HitClass, SrcDamage (SrcDam in skills.txt!), // MinDam, MinLevDam1-5, MaxDam, MaxLevDam1-5, DmgSymPerCalc, EType, EMin, EMinLev1-5, // EMax, EMaxLev1-5, EDmgSymPerCalc, ELen, ELenLev1-3, ELenSymPerCalc" TravelSound string // name of sound to play during lifetime // whether or not it loops depends on the specific sound's settings? // if it doesn't loop, it's just a on-spawn sound effect HitSound string // sound plays upon collision ProgSound string // plays at "special events", like a mariachi band ProgOverlay string // name of an overlay from overlays.txt to use at special events ExplosionMissile string // name of a missile from missiles.txt that is created upon collision // or anytime it is destroyed if AlwaysExplode is true Id int //nolint:golint,stylecheck // ID is the correct key ClientMovementFunc int ClientCollisionFunc int ServerMovementFunc int ServerCollisionFunc int ServerDamageFunc int Velocity int MaxVelocity int LevelVelocityBonus int Accel int Range int LevelRangeBonus int XOffset int YOffset int ZOffset int Size int // diameter DestroyedByTPFrame int // see above, for client side, (this is a guess) which frame it vanishes on HolyFilterType int // specifies what this missile can hit KnockbackPercent int // chance of knocking the target back, 0-100 TransparencyMode int // controls rendering // 0 = normal, 1 = alpha blending (darker = more transparent) // 2 = special (black and white?) ResultFlags int // unknown // 4 = normal missiles, 5 = explosions, 8 = non-damaging missiles HitFlags int // unknown // 2 = explosions, 5 = freezing arrow HitShift int // damage is measured in 256s // the actual damage is [damage] * 2 ^ [hitshift] // e.g. 100 damage, 8 hitshift = 100 * 2 ^ 8 = 100 * 256 = 25600 // (visually, the damage is this result / 256) SourceDamage int // 0-128, 128 is 100% SourceMissDamage int // 0-128, 128 is 100% // unknown, only used for poison clouds. HitClass int // controls clientside aesthetic effects for collisions // particularly sound effects that are played on a hit NumDirections int // count of dirs in the DCC loaded by CelFile // apparently this value is no longer needed in D2 LocalBlood int // blood effects? // 0 = no blood, 1 = blood, 2 = blood and affected by open wounds DamageReductionRate int // how many frames between applications of the // magic_damage_reduced stat, so for instance on a 0 this stat applies every frame // on a 3, only every 4th frame has damage reduced DestroyedByTP bool // if true, destroyed when source player teleports to town CanDestroy bool // unknown UseAttackRating bool // if true, uses 'attack rating' to determine if it hits or misses // if false, has a 95% chance to hit. AlwaysExplode bool // if true, always calls its collision function when it is destroyed, // even if it doesn't hit anything // note that some collision functions (lightning fury) // seem to ignore this and always explode regardless of setting (requires investigation) ClientExplosion bool // if true, does not really exist // is only aesthetic / client side TownSafe bool // if true, doesn't vanish when spawned in town // if false, vanishes when spawned in town IgnoreBossModifiers bool // if true, doesn't get bonuses from boss mods IgnoreMultishot bool // if true, can't gain the mulitshot modifier // 0 = all units, 1 = undead only, 2 = demons only, 3 = all units (again?) CanBeSlowed bool // if true, is affected by skill_handofathena TriggersHitEvents bool // if true, triggers events that happen "upon getting hit" on targets TriggersGetHit bool // if true, can cause target to enter hit recovery mode SoftHit bool // unknown UseQuantity bool // if true, uses quantity // not clear what this means. Also apparently requires a special starting function in skills.txt AffectedByPierce bool // if true, affected by the pierce modifier and the Pierce skill SpecialSetup bool // unknown, only true for potions MissileSkill bool // if true, applies elemental damage from items to the splash radius instead of normal damage modifiers ApplyMastery bool // unknown // percentage of source units attack properties to apply to the missile? // not only affects damage but also other modifiers like lifesteal and manasteal (need a complete list) // setting this to -1 "gets rid of SrcDmg from skills.txt", not clear what that means HalfDamageForTwoHander bool // if true, damage is halved when a two-handed weapon is used }