OpenDiablo2/d2core/d2records/difficultylevels_record.go

89 lines
3.5 KiB
Go

package d2records
import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
// DifficultyLevels contain the difficulty records for each difficulty
type DifficultyLevels map[d2enum.DifficultyType]*DifficultyLevelRecord
// DifficultyLevelRecord contain the parameters that change for different difficulties
type DifficultyLevelRecord struct {
// Difficulty name. it is hardcoded and you cannot add new ones unless you do
// some Code Edits
Name string // Name
// Resistance penalty in the current difficulty.
ResistancePenalty int // ResistPenalty
// The percentage of experience you lose when you die on this difficulty.
DeathExperiencePenalty int // DeathExpPenalty
// Not Used. Pre 1.07 it was the percentage of low quality, normal, superior and
// exceptional items dropped on this difficulty.
DropChanceLow int // UberCodeOddsNormal
DropChanceNormal int // UberCodeOddsNormal
DropChanceSuperior int // UberCodeOddsNormal
DropChanceExceptional int // UberCodeOddsNormal
// Gravestench - I'm splitting this field because I feel it's incoherent
// to keep all of those drop chances together, even if it is that way in the
// txt file...
// Not used. Pre 1.07 it was the percentage of magic, rare, set and unique
// exceptional items dropped on this difficulty.
DropChanceMagic int // UberCodeOddsGood
DropChanceRare int // UberCodeOddsGood
DropChanceSet int // UberCodeOddsGood
DropChanceUnique int // UberCodeOddsGood
// Gravestench - same as my above comment
// Not used and didn't exist pre 1.07.
// UltraCodeOddsNormal
// Additional skill points added to monster skills specified in MonStats.txt
// for this difficulty. It has nothing to do with the missile damage bonus.
MonsterSkillBonus int // MonsterSkillBonus
// This value is a divisor, and so never set it to 0. It applies to the monster
// freezing length and cold length duration.
MonsterColdDivisor int // MonsterColdDivisor
MonsterFreezeDivisor int // MonsterFreezeDivisor
// These values are divisor and they're used respectively for AI altering states
AiCurseDivisor int // AiCurseDivisor
LifeStealDivisor int // LifeStealDivisor
ManaStealDivisor int // ManaStealDivisor
// -----------------------------------------------------------------------
// The rest of these are listed on PK page, but not present in
// my copy of the txt file (patch_d2/data/global/excel/difficultylevels.txt)
// so I am going to leave these comments
// Effective percentage of damage and attack rating added to Extra Strong
// Unique/Minion and Champion monsters. This field is actually a coefficient,
// as the total bonus output is BonusFromMonUMod/100*ThisField
// UniqueDamageBonus
// ChampionDamageBonus
// This is a percentage of how much damage your mercenaries do to an Act boss.
// HireableBossDamagePercent
// Monster Corpse Explosion damage percent limit. Since the monsters HP grows
// proportionally to the number of players in the game, you can set a cap via
// this field.
// MonsterCEDamagePercent
// Maximum cap of the monster hit points percentage that can be damaged through
// Static Field. Setting these columns to 0 will make Static Field work the same
// way it did in Classic Diablo II.
// StaticFieldMin
// Parameters for gambling. They states the odds to find Rares, Sets, Uniques,
// Exceptionals and Elite items when gambling. See Appendix A
// GambleRare
// GambleSet
// GambleUnique
// GambleUber
// GambleUltra
// -----------------------------------------------------------------------
}