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04c7ff543a
* Read excel files with csv.Reader * Read LvlWarp from txt file * Fix lint issues in d2datadict * changed ID back to Id
955 lines
51 KiB
Go
955 lines
51 KiB
Go
package d2datadict
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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)
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// https://d2mods.info/forum/kb/viewarticle?a=360
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type (
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// MonStatsRecord represents a single row from `data/global/excel/monstats.txt` in the MPQ files.
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// These records are used for creating monsters.
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MonStatsRecord struct {
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// Key contains the pointer that will be used in other txt files
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// such as levels.txt and superuniques.txt.
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Key string // called `Id` in monstats.txt
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// Id is the actual internal ID of the unit (this is what the ID pointer
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// actually points at) remember that no two units can have the same ID,
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// this will result in lots of unpredictable behavior and crashes so please
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// don’t do it. This 'HarcCodedInDeX' is used for several things, such as
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// determining whenever the unit uses DCC or DC6 graphics (like mephisto
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// and the death animations of Diablo, the Maggoc Queen etc.), the hcIdx
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// column also links other hardcoded effects to the units, such as the
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// transparency on necro summons and the name-color change on unique boss
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// units (thanks to Kingpin for the info)
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Id string //nolint:golint,stylecheck // called `hcIdx` in monstats.txt
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// BaseKey is an ID pointer of the “base” unit for this specific
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// monster type (ex. There are five types of “Fallen”; all of them have
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// fallen1 as their “base” unit).
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BaseKey string // called `BaseId` in monstats.txt
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// NextKey is the ID of the next unit in the chain. (fallen1 has the ID pointer of fallen2 in here).
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// The game uses this for “map generated” monsters such as the fallen in the fallen camps,
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// which get picked based on area level.
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NextKey string // called `NextInClass` in monstats.txt
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// NameStringTableKey the string-key used in the TBL (string.tbl,
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// expansionstring.tbl and patchstring.tbl) files to make this monsters
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// name appear when you highlight it.
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NameStringTableKey string // called `NameStr` in monstats.txt
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// ExtraDataKey the ID pointer to an entry in MonStats2.txt.
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ExtraDataKey string // called `MonStatsEx` in monstats.txt
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// PropertiesKey contains the ID pointer to an entry in MonProp.txt which
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// controls what special modifiers are appended to the unit
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PropertiesKey string // called `MonProp` in monstats.txt
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// MonsterGroup contains the group ID of the “super group” this monster
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// belongs to, IE all skeletons belong to the "super group" skeleton. The
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MonsterGroup string // called `MonType` in monstats.txt
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// AiKey tells the game which AI to use for this monster. Every AI
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// needs a specific set of animation modes (GH, A1, A2, S1, WL, RN etc).
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AiKey string // called `AI` in monstats.txt
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// DescriptionStringTableKey contains the string-key used in the TBL (string.tbl,
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// expansionstring.tbl and patchstring.tbl) files for the monsters
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// description (leave it blank for no description).
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// NOTE: ever wondered how to make it say something below the monster
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// name (such as “Drains Mana and Stamina etc), well this is how you do it.
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// Just put the string-key of the string you want to display below the
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// monsters name in here.
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DescriptionStringTableKey string // called `DescStr` in monstats.txt
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// AnimationDirectoryToken controls which token (IE name of a folder that
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// contains animations) the game uses for this monster.
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AnimationDirectoryToken string // called `Code` in monstats.txt
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// SpawnKey contains the key of the unit to spawn.
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SpawnKey string // called `spawn` in monstats.txt
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// SpawnAnimationKey
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// which animation mode will the spawned monster be spawned in.
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SpawnAnimationKey string // called `spawnmode` in monstats.txt
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// MinionId1 is an Id of a minion that spawns when this monster is created
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MinionId1 string //nolint:golint,stylecheck // called `minion1` in monstats.txt
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// MinionId2 is an Id of a minion that spawns when this monster is created
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MinionId2 string //nolint:golint,stylecheck // called `minion2` in monstats.txt
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// SoundKeyNormal, SoundKeySpecial
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// specifies the ID pointer to this monsters “Sound Bank” in MonSound.txt
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// when this monster is normal.
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SoundKeyNormal string // called `MonSound` in monstats.txt
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SoundKeySpecial string // called `UMonSound` in monstats.txt
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// MissileA1 -- MissileSQ
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// these columns control “non-skill-related” missiles used by the monster.
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// For example if you enter a missile ID pointer (from Missiles.txt) in
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// MissA1 then, whenever the monster uses its A1 mode, it will shoot a
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// missile, this however will successfully prevent it from dealing any damage
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// with the swing of A1.
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// NOTE: for the beginners, A1=Attack1, A2=Attack2, S1=Skill1, S2=Skill2,
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// S3=Skill3, S4=Skill4, C=Cast, SQ=Sequence.
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MissileA1 string // called `MissA1` in monstats.txt
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MissileA2 string // called `MissA2` in monstats.txt
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MissileS1 string // called `MissS1` in monstats.txt
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MissileS2 string // called `MissS2` in monstats.txt
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MissileS3 string // called `MissS3` in monstats.txt
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MissileS4 string // called `MissS4` in monstats.txt
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MissileC string // called `MissC` in monstats.txt
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MissileSQ string // called `MissSQ` in monstats.txt
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// SkillId1 -- SkillId8
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// the ID Pointer to the skill (from Skills.txt) the monster will cast when
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// this specific slot is accessed by the AI. Which slots are used is
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// determined by the units AI.
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SkillId1 string //nolint:golint,stylecheck // called `Skill1` in monstats.txt
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SkillId2 string //nolint:golint,stylecheck // called `Skill2` in monstats.txt
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SkillId3 string //nolint:golint,stylecheck // called `Skill3` in monstats.txt
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SkillId4 string //nolint:golint,stylecheck // called `Skill4` in monstats.txt
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SkillId5 string //nolint:golint,stylecheck // called `Skill5` in monstats.txt
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SkillId6 string //nolint:golint,stylecheck // called `Skill6` in monstats.txt
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SkillId7 string //nolint:golint,stylecheck // called `Skill7` in monstats.txt
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SkillId8 string //nolint:golint,stylecheck // called `Skill8` in monstats.txt
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// SkillAnimation1 -- SkillAnimation8
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// the graphical MODE (or SEQUENCE) this unit uses when it uses this skill.
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SkillAnimation1 string // called `Sk1mode` in monstats.txt
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SkillAnimation2 string // called `Sk2mode` in monstats.txt
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SkillAnimation3 string // called `Sk3mode` in monstats.txt
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SkillAnimation4 string // called `Sk4mode` in monstats.txt
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SkillAnimation5 string // called `Sk5mode` in monstats.txt
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SkillAnimation6 string // called `Sk6mode` in monstats.txt
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SkillAnimation7 string // called `Sk7mode` in monstats.txt
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SkillAnimation8 string // called `Sk8mode` in monstats.txt
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// DamageSkillId
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// ID Pointer to the skill that controls this units damage. This is used for
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// the druids summons. IE their damage is specified solely by Skills.txt and
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// not by MonStats.txt.
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DamageSkillId string //nolint:golint,stylecheck // called `SkillDamage` in monstats.txt
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// ElementAttackMode1 -- ElementAttackMode3
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// the mode to which the elemental damage is appended. The modes to which
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// you would usually attack elemental damage are A1, A2, S1, S2, S3, S4, SQ
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// or C as these are the only ones that naturally contain trigger bytes.
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ElementAttackMode1 string // called `El1Mode` in monstats.txt
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ElementAttackMode2 string // called `El2Mode` in monstats.txt
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ElementAttackMode3 string // called `El3Mode` in monstats.txt
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// ElementType1 -- ElementType3
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// the type of the elemental damage appended to an attack. There are several
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// elements: fire=Fire Damage, ltng=Lightning Damage, cold=Cold Damage
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// (uses duration), pois = Poison Damage (uses duration), mag=Magic Damage,
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// life=Life Drain (the monster heals the specified amount when it hits
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// you), mana=Mana Drain (the monster steals the specified amount of mana
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// when it hits you), stam=Stamina Drain (the monster steals the specified
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// amount of stamina when it hits you), stun=Stun Damage (uses duration,
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// damage is not used, this only effects pets and mercs, players will not
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// get immobilized but they will get thrown into hit recovery whenever they
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// get hit by an attack, no matter what type of attack it is, thanks to
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// Brother Laz clearing this one up), rand=Random Damage (uses duration,
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// either does Poison, Cold, Fire or Lightning damage, randomly picked for
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// every attack), burn=Burning Damage (uses duration, this damage type
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// cannot be resisted or reduced in any way), frze=Freezing Damage (uses
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// duration, this will effect players like normal cold damage but will
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// freeze and shatter pets). If you want to give your monster knockback use
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// MonProp.txt.
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ElementType1 string // called `El1Type` in monstats.txt
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ElementType2 string // called `El2Type` in monstats.txt
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ElementType3 string // called `El3Type` in monstats.txt
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// TreasureClassNormal
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// Treasure class for normal monsters, champions, uniques, and quests
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// on the respective difficulties.
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TreasureClassNormal string // called `TreasureClass1` in monstats.txt
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TreasureClassNightmare string // called `TreasureClass1(N)` in monstats.txt
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TreasureClassHell string // called `TreasureClass1(H)` in monstats.txt
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TreasureClassChampionNormal string // called `TreasureClass2` in monstats.txt
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TreasureClassChampionNightmare string // called `TreasureClass2(N)` in monstats.txt
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TreasureClassChampionHell string // called `TreasureClass2(H)` in monstats.txt
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TreasureClass3UniqueNormal string // called `TreasureClass3` in monstats.txt
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TreasureClass3UniqueNightmare string // called `TreasureClass3(N)` in monstats.txt
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TreasureClass3UniqueHell string // called `TreasureClass3(H)` in monstats.txt
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TreasureClassQuestNormal string // called `TreasureClass4` in monstats.txt
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TreasureClassQuestNightmare string // called `TreasureClass4(N)` in monstats.txt
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TreasureClassQuestHell string // called `TreasureClass4(H)` in monstats.txt
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// TreasureClassQuestTriggerId
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// the ID of the Quest that triggers the Quest Treasureclass drop.
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TreasureClassQuestTriggerId string //nolint:golint,stylecheck // called `TCQuestId` in monstats.txt
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// TreasureClassQuestCompleteId
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// the ID of the Quest State that you need to complete to trigger the Quest
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// Treasureclass trop.
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TreasureClassQuestCompleteId string //nolint:golint,stylecheck // called `TCQuestCP` in monstats.txt
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// PaletteId indicates which palette (color) entry the unit will use, most
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// monsters have a palshift.dat file in their COF folder, this file
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// contains 8 palettes, starting from index 0. These palettes are used by
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// the game to make the various monster sub-types appear with color
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// variations. The game with use the palette from the palettes file
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// corresponding to the value in this column plus 2; eg: translvl = 0 will
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// use the third palette in the file.
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// NOTE: some tokens (token = IE name of a folder that contains animations)
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// such as FC do not accept their palettes.
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// NOTE no 2: some monsters got unused palettes, ZM (zombie) for example
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// will turn light-rotten-green with palette nr 5 and pink-creamy with 6.
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PaletteId int //nolint:golint,stylecheck // called `TransLvl` in monstats.txt
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// SpawnOffsetX, SpawnOffsetY
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// are the x/y offsets at which spawned monsters are placed. IE this prevents
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// the spawned monsters from being created at the same x/y coordinates as
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// the spawner itself.
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SpawnOffsetX int // called `spawnx` in monstats.txt
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SpawnOffsetY int // called `spawny` in monstats.txt
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// MinionPartyMin, MinionPartyMax controls how many minions are spawned together with this unit.
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MinionPartyMin int // called `PartyMin` in monstats.txt
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MinionPartyMax int // called `PartyMax` in monstats.txt
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// MinionGroupMin, MinionGroupMax
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// controls how many units of the base unit to spawn.
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MinionGroupMin int // called `MinGrp` in monstats.txt
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MinionGroupMax int // called `MaxGrp` in monstats.txt
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// PopulationReductionPercent controls the overall chance something will spawn in
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// percentages. Blank entries are the same as 100%.
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PopulationReductionPercent int // called `sparsePopulate` in monstats.txt
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// SpeedBase, SpeedRun
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// controls the walking and running speed of this monster respectively.
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// NOTE: RUN is only used if the monster has a RN mode and its AI uses that
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// mode.
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SpeedBase int // called `Velocity` in monstats.txt
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SpeedRun int // called `Run` in monstats.txt
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// Rarity controls the overall odds that this monster will be spawned.
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// IE Lets say in Levels.txt you have two monsters set to spawn - Monster A
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// has rarity of 10 whereas Monster B has rarity of 1 and the level in
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// question is limited to 1 monster type. First the game sums up the
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// chances (11) and then calculates the odds of the monster spawning. Which
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// would be 1/11 (9% chance) for Monster B and 10/11 (91% chance) for
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// Monster A, thus Monster A is a lot more common than monster B. If you set
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// this column to 0 then the monster will never be selected by Levels.txt
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// for obvious reasons.
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Rarity int // called `Rarity` in monstats.txt
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// LevelNormal, LevelNightmare, LevelHell
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// controls the monsters level on the specified difficulty. This setting is
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// only used on normal. On nightmare and hell the monsters level is
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// identical with the area level from Levels.txt, unless your monster has
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// BOSS column set to 1, in this case its level will be always taken from
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// these 3 columns.
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LevelNormal int // called `Level` in monstats.txt
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LevelNightmare int // called `Level(N)` in monstats.txt
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LevelHell int // called `Level(H)` in monstats.txt
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// used by the game to tell AIs which unit to target first. The higher this
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// is the higher the threat level. Setting this to 25 or so on Maggot Eggs
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// would make your Mercenary NPC try to destroy those first.
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ThreatLevel int // called `threat` in monstats.txt
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// AiDelayNormal, AiDelayNightmare, AiDelayHell
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// this controls delays between AI ticks (on normal, nightmare and hell).
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// The lower the number, the faster the AI's will attack thanks to reduced
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// delay between swings, casting spells, throwing missiles etc. Please
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// remember that some AI's got individual delays between attacks, this will
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// still make them faster and seemingly more deadly though.
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AiDelayNormal int // called `aidel` in monstats.txt
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AiDelayNightmare int // called `aidel(N)` in monstats.txt
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AiDelayHell int // called `aidel(H)` in monstats.txt
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// AiDistanceNormal, AiDistanceNightmare, AiDistanceHell
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// the distance in cells from which AI is activated. Most AI"s have base
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// hardcoded activation radius of 35 which stands for a distamnce of about
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// 1 screen, thus leaving these fields blank sets this to 35 automatically.
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AiDistanceNormal int // called `aidist` in monstats.txt
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AiDistanceNightmare int // called `aidist(N)` in monstats.txt
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AiDistanceHell int // called `aidist(H)` in monstats.txt
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// AiParameterNormal1, AiParameterNightmare1, AiParameterHell1
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// these cells are very important, they pass on parameters (in percentage)
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// to the AI code. For descriptions about what all these AI's do, check
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// The AI Compendium. https://d2mods.info/forum/viewtopic.php?t=36230
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// Warning: many people have trouble with the AI of the Imps, this AI is
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// special and uses multiple rows.
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AiParameterNormal1 int // called `aip1` in monstats.txt
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AiParameterNormal2 int // called `aip2` in monstats.txt
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AiParameterNormal3 int // called `aip3` in monstats.txt
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AiParameterNormal4 int // called `aip4` in monstats.txt
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AiParameterNormal5 int // called `aip5` in monstats.txt
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AiParameterNormal6 int // called `aip6` in monstats.txt
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AiParameterNormal7 int // called `aip7` in monstats.txt
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AiParameterNormal8 int // called `aip8` in monstats.txt
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AiParameterNightmare1 int // called `aip1(N)` in monstats.txt
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AiParameterNightmare2 int // called `aip2(N)` in monstats.txt
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AiParameterNightmare3 int // called `aip3(N)` in monstats.txt
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AiParameterNightmare4 int // called `aip4(N)` in monstats.txt
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AiParameterNightmare5 int // called `aip5(N)` in monstats.txt
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AiParameterNightmare6 int // called `aip6(N)` in monstats.txt
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AiParameterNightmare7 int // called `aip7(N)` in monstats.txt
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AiParameterNightmare8 int // called `aip8(N)` in monstats.txt
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AiParameterHell1 int // called `aip1(H)` in monstats.txt
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AiParameterHell2 int // called `aip2(H)` in monstats.txt
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AiParameterHell3 int // called `aip3(H)` in monstats.txt
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AiParameterHell4 int // called `aip4(H)` in monstats.txt
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AiParameterHell5 int // called `aip5(H)` in monstats.txt
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AiParameterHell6 int // called `aip6(H)` in monstats.txt
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AiParameterHell7 int // called `aip7(H)` in monstats.txt
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AiParameterHell8 int // called `aip8(H)` in monstats.txt
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// Alignment controls whenever the monster fights on your side or
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// fights against you (or if it just walks around, IE a critter).
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// If you want to turn some obsolete NPCs into enemies, this is
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// one of the settings you will need to modify. Setting it to 2
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// without adjusting other settings (related to AI and also some
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// in MonStats2) it will simply attack everything.
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Alignment d2enum.MonsterAlignmentType // called `Align` in monstats.txt
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// SkillLevel1 -- SkillLevel8
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// the skill level of the skill in question. This gets a bonus on nightmare
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// and hell which you can modify in DifficultyLevels.txt.
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SkillLevel1 int // called `Sk1lvl` in monstats.txt
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SkillLevel2 int // called `Sk2lvl` in monstats.txt
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SkillLevel3 int // called `Sk3lvl` in monstats.txt
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SkillLevel4 int // called `Sk4lvl` in monstats.txt
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SkillLevel5 int // called `Sk5lvl` in monstats.txt
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SkillLevel6 int // called `Sk6lvl` in monstats.txt
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SkillLevel7 int // called `Sk7lvl` in monstats.txt
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SkillLevel8 int // called `Sk8lvl` in monstats.txt
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// LeechSensitivityNormal / Nightmare / Hell
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// controls the effectiveness of Life and Mana steal from equipment on this
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// unit on the respective difficulties. 0=Can’t leech at all. Remember that
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// besides this, Life and Mana Steal is further limited by DifficultyLevels.txt.
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LeechSensitivityNormal int // called `Drain` in monstats.txt
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LeechSensitivityNightmare int // called `Drain(N)` in monstats.txt
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LeechSensitivityHell int // called `Drain(H)` in monstats.txt
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// ColdSensitivityNormal / Nightmare / Hell
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// controls the effectiveness of cold effect and its duration and freeze
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// duration on this unit. The lower this value is, the more speed this unit
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// looses when its under the effect of cold, also freezing/cold effect will
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// stay for longer. Positive values will make the unit faster (thanks to
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// Brother Laz for confirming my assumption), and 0 will make it
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// unfreezeable. Besides this, cold length and freeze length settings are
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// also set in DifficultyLevels.txt.
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ColdSensitivityNormal int // called `coldeffect` in monstats.txt
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ColdSensitivityNightmare int // called `coldeffect(N)` in monstats.txt
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ColdSensitivityHell int // called `coldeffect(H)` in monstats.txt
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// ResistancePhysicalNormal
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// Damage resistance on the respective difficulties. Negative values mean
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// that the unit takes more damage from this element, values at or above 100
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// will result in immunity.
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ResistancePhysicalNormal int // called `ResDm` in monstats.txt
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ResistancePhysicalNightmare int // called `ResDm(N)` in monstats.txt
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ResistancePhysicalHell int // called `ResDm(H)` in monstats.txt
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ResistanceMagicNormal int // called `ResMa` in monstats.txt
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ResistanceMagicNightmare int // called `ResMa(N)` in monstats.txt
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ResistanceMagicHell int // called `ResMa(H)` in monstats.txt
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ResistanceFireNormal int // called `ResFi` in monstats.txt
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ResistanceFireNightmare int // called `ResFi(N)` in monstats.txt
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ResistanceFireHell int // called `ResFi(H)` in monstats.txt
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ResistanceLightningNormal int // called `ResLi` in monstats.txt
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ResistanceLightningNightmare int // called `ResLi(N)` in monstats.txt
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ResistanceLightningHell int // called `ResLi(H)` in monstats.txt
|
||
ResistanceColdNormal int // called `ResCo` in monstats.txt
|
||
ResistanceColdNightmare int // called `ResCo(N)` in monstats.txt
|
||
ResistanceColdHell int // called `ResCo(H)` in monstats.txt
|
||
ResistancePoisonNormal int // called `ResPo` in monstats.txt
|
||
ResistancePoisonNightmare int // called `ResPo(N)` in monstats.txt
|
||
ResistancePoisonHell int // called `ResPo(H)` in monstats.txt
|
||
|
||
// HealthRegenPerFrame
|
||
// 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 // called `DamageRegen` in monstats.txt
|
||
|
||
// ChanceToBlockNormal / Nightmare / Hell
|
||
// 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 // called `ToBlock` in monstats.txt
|
||
ChanceToBlockNightmare int // called `ToBlock(N)` in monstats.txt
|
||
ChanceToBlockHell int // called `ToBlock(H)` in monstats.txt
|
||
|
||
// ChanceDeadlyStrike
|
||
// this units chance of scoring a critical hit (dealing double the damage).
|
||
ChanceDeadlyStrike int // called `Crit` in monstats.txt
|
||
|
||
// MinHPNormal -- MaxHPHell
|
||
// 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 // called `minHP` in monstats.txt
|
||
MinHPNightmare int // called `MinHP(N)` in monstats.txt
|
||
MinHPHell int // called `MinHP(H)` in monstats.txt
|
||
MaxHPNormal int // called `maxHP` in monstats.txt
|
||
MaxHPNightmare int // called `MaxHP(N)` in monstats.txt
|
||
MaxHPHell int // called `MaxHP(H)` in monstats.txt
|
||
|
||
// ArmorClassNormal -- Hell
|
||
// this units Armor Class on the respective difficulties. The calculation is
|
||
// the same (analogical) as for hit points.
|
||
ArmorClassNormal int // called `AC` in monstats.txt
|
||
ArmorClassNightmare int // called `AC(N)` in monstats.txt
|
||
ArmorClassHell int // called `AC(H)` in monstats.txt
|
||
|
||
// ExperienceNormal -- Hell
|
||
// the experience you get when killing this unit on the respective
|
||
// difficulty. The calculation is the same (analogical) as for hit points.
|
||
ExperienceNormal int // called `Exp` in monstats.txt
|
||
ExperienceNightmare int // called `Exp(N)` in monstats.txt
|
||
ExperienceHell int // called `Exp(H)` in monstats.txt
|
||
|
||
// DamageMinA1Normal / Nightmare / Hell
|
||
// DamageMaxA1Normal / Nightmare /Hell
|
||
// 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 // called `A1MinD` in monstats.txt
|
||
DamageMinA1Nightmare int // called `A1MinD(N)` in monstats.txt
|
||
DamageMinA1Hell int // called `A1MinD(H)` in monstats.txt
|
||
DamageMaxA1Normal int // called `A1MaxD` in monstats.txt
|
||
DamageMaxA1Nightmare int // called `A1MaxD(N)` in monstats.txt
|
||
DamageMaxA1Hell int // called `A1MaxD(H)` in monstats.txt
|
||
DamageMinA2Normal int // called `A2MinD` in monstats.txt
|
||
DamageMinA2Nightmare int // called `A2MinD(N)` in monstats.txt
|
||
DamageMinA2Hell int // called `A2MinD(H)` in monstats.txt
|
||
DamageMaxA2Normal int // called `A2MaxD` in monstats.txt
|
||
DamageMaxA2Nightmare int // called `A2MaxD(N)` in monstats.txt
|
||
DamageMaxA2Hell int // called `A2MaxD(H)` in monstats.txt
|
||
DamageMinS1Normal int // called `S1MinD` in monstats.txt
|
||
DamageMinS1Nightmare int // called `S1MinD(N)` in monstats.txt
|
||
DamageMinS1Hell int // called `S1MinD(H)` in monstats.txt
|
||
DamageMaxS1Normal int // called `S1MaxD` in monstats.txt
|
||
DamageMaxS1Nightmare int // called `S1MaxD(N)` in monstats.txt
|
||
DamageMaxS1Hell int // called `S1MaxD(H)` in monstats.txt
|
||
|
||
// AttackRatingA1Normal AttackRatingS1Hell
|
||
// 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 // called `A1TH` in monstats.txt
|
||
AttackRatingA1Nightmare int // called `A1TH(N)` in monstats.txt
|
||
AttackRatingA1Hell int // called `A1TH(H)` in monstats.txt
|
||
AttackRatingA2Normal int // called `A2TH` in monstats.txt
|
||
AttackRatingA2Nightmare int // called `A2TH(N)` in monstats.txt
|
||
AttackRatingA2Hell int // called `A2TH(H)` in monstats.txt
|
||
AttackRatingS1Normal int // called `S1TH` in monstats.txt
|
||
AttackRatingS1Nightmare int // called `S1TH(N)` in monstats.txt
|
||
AttackRatingS1Hell int // called `S1TH(H)` in monstats.txt
|
||
|
||
// ElementChance1Normal -- ElementChance3Hell
|
||
// chance to append elemental damage to an attack on the respective
|
||
// difficulties. 0=Never append, 100=Always append.
|
||
ElementChance1Normal int // called `El1Pct` in monstats.txt
|
||
ElementChance1Nightmare int // called `El1Pct(N)` in monstats.txt
|
||
ElementChance1Hell int // called `El1Pct(H)` in monstats.txt
|
||
ElementChance2Normal int // called `El2Pct` in monstats.txt
|
||
ElementChance2Nightmare int // called `El2Pct(N)` in monstats.txt
|
||
ElementChance2Hell int // called `El2Pct(H)` in monstats.txt
|
||
ElementChance3Normal int // called `El3Pct` in monstats.txt
|
||
ElementChance3Nightmare int // called `El3Pct(N)` in monstats.txt
|
||
ElementChance3Hell int // called `El3Pct(H)` in monstats.txt
|
||
|
||
// ElementDamageMin1Normal -- ElementDamageMax3Hell
|
||
// 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 // called `El1MinD` in monstats.txt
|
||
ElementDamageMin1Nightmare int // called `El1MinD(N)` in monstats.txt
|
||
ElementDamageMin1Hell int // called `El1MinD(H)` in monstats.txt
|
||
ElementDamageMin2Normal int // called `El2MinD` in monstats.txt
|
||
ElementDamageMin2Nightmare int // called `El2MinD(N)` in monstats.txt
|
||
ElementDamageMin2Hell int // called `El2MinD(H)` in monstats.txt
|
||
ElementDamageMin3Normal int // called `El3MinD` in monstats.txt
|
||
ElementDamageMin3Nightmare int // called `El3MinD(N)` in monstats.txt
|
||
ElementDamageMin3Hell int // called `El3MinD(H)` in monstats.txt
|
||
ElementDamageMax1Normal int // called `El1MaxD` in monstats.txt
|
||
ElementDamageMax1Nightmare int // called `El1MaxD(N)` in monstats.txt
|
||
ElementDamageMax1Hell int // called `El1MaxD(H)` in monstats.txt
|
||
ElementDamageMax2Normal int // called `El2MaxD` in monstats.txt
|
||
ElementDamageMax2Nightmare int // called `El2MaxD(N)` in monstats.txt
|
||
ElementDamageMax2Hell int // called `El2MaxD(H)` in monstats.txt
|
||
ElementDamageMax3Normal int // called `El3MaxD` in monstats.txt
|
||
ElementDamageMax3Nightmare int // called `El3MaxD(N)` in monstats.txt
|
||
ElementDamageMax3Hell int // called `El3MaxD(H)` in monstats.txt
|
||
|
||
// ElementDuration1Normal -- ElementDuration3Hell
|
||
// duration of the elemental effect (for freeze, burn, cold, poison and
|
||
// stun) on the respective difficulties.
|
||
ElementDuration1Normal int // called `El1Dur` in monstats.txt
|
||
ElementDuration1Nightmare int // called `El1Dur(N)` in monstats.txt
|
||
ElementDuration1Hell int // called `El1Dur(H)` in monstats.txt
|
||
ElementDuration2Normal int // called `El2Dur` in monstats.txt
|
||
ElementDuration2Nightmare int // called `El2Dur(N)` in monstats.txt
|
||
ElementDuration2Hell int // called `El2Dur(H)` in monstats.txt
|
||
ElementDuration3Normal int // called `El3Dur` in monstats.txt
|
||
ElementDuration3Nightmare int // called `El3Dur(N)` in monstats.txt
|
||
ElementDuration3Hell int // called `El3Dur(H)` in monstats.txt
|
||
|
||
// SpecialEndDeath
|
||
// 0 == no special death
|
||
// 1 == spawn minion1 on death
|
||
// 2 == kill mounted minion on death (ie the guard tower)
|
||
SpecialEndDeath int // called `SplEndDeath` in monstats.txt
|
||
|
||
// Enabled 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 // called `enabled` in monstats.txt
|
||
|
||
// SpawnsMinions 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 // called `placespawn` in monstats.txt
|
||
|
||
// IsLeader controls if a monster is the leader of minions it spawns
|
||
// a leadercan order "raid on target" it causes group members to use
|
||
// SK1 instead of A1 and A2 modes while raiding.
|
||
IsLeader bool // called `SetBoss` in monstats.txt
|
||
|
||
// TransferLeadership is connected with the previous one,
|
||
// when "boss of the group" is killed, the "leadership" is passed to one of
|
||
// his minions.
|
||
TransferLeadership bool // called `BossXfer` in monstats.txt
|
||
|
||
// Boolean, 1=spawnable, 0=not spawnable. This controls whenever this unit
|
||
// can be spawned via Levels.txt.
|
||
IsLevelSpawnable bool // called `isSpawn` in monstats.txt
|
||
|
||
// IsMelee controls whenever
|
||
// this unit can spawn with boss modifiers such as multiple shot or not.
|
||
IsMelee bool // called `isMelee` in monstats.txt
|
||
|
||
// IsNPC controls whenever the unit is a NPC or not.
|
||
IsNpc bool // called `npc` in monstats.txt
|
||
|
||
// IsInteractable
|
||
// 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 // called `interact` in monstats.txt
|
||
|
||
// IsRanged tells the game whenever this is a ranged attacker. It will make it possible for
|
||
// monsters to spawn with multiple shot modifier.
|
||
IsRanged bool // called `rangedtype` in monstats.txt
|
||
|
||
// HasInventory 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 // called `inventory` in monstats.txt
|
||
|
||
// CanEnterTown
|
||
// 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 // called `inTown` in monstats.txt
|
||
|
||
// IsUndeadLow, IsUndeadHigh
|
||
// 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 // called `lUndead` in monstats.txt
|
||
IsUndeadHigh bool // called `hUndead` in monstats.txt
|
||
|
||
// IsDemon makes the game consider this unit a demon.
|
||
IsDemon bool // called `demon` in monstats.txt
|
||
|
||
// IsFlying If you set this to 1 the monster will be able to move fly over
|
||
// obstacles such as puddles and rivers.
|
||
IsFlying bool // called `flying` in monstats.txt
|
||
|
||
// CanOpenDoors controls whether monsters can open doors or not
|
||
CanOpenDoors bool // called `opendoors` in monstats.txt
|
||
|
||
// IsSpecialBoss 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 // called `boss` in monstats.txt
|
||
|
||
// IsActBoss
|
||
// 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 // called `primeevil` in monstats.txt
|
||
|
||
// IsKillable will make the monster absolutely unkillable.
|
||
IsKillable bool // called `killable` in monstats.txt
|
||
|
||
// IsAiSwitchable Gives controls if this units mind may
|
||
// be altered by “mind altering skills” like Attract, Conversion, Revive
|
||
IsAiSwitchable bool // called `switchai` in monstats.txt
|
||
|
||
// DisableAura Monsters set to 0 here
|
||
// will not be effected by friendly auras
|
||
DisableAura bool // called `noAura` in monstats.txt
|
||
|
||
// DisableMultiShot
|
||
// This is another layer of security to prevent this modifier from spawning,
|
||
// besides the ISMELEE layer.
|
||
DisableMultiShot bool // called `nomultishot` in monstats.txt
|
||
|
||
// DisableCounting
|
||
// 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 // called `neverCount` in monstats.txt
|
||
|
||
// IgnorePets
|
||
// 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 // called `petIgnore` in monstats.txt
|
||
|
||
// DealsDamageOnDeath 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 // called `deathDmg` in monstats.txt
|
||
|
||
// GenericSpawn Has to do
|
||
// something is with minions being transformed into suicide minions, the
|
||
// exact purpose of this is a mystery.
|
||
GenericSpawn bool // called `genericSpawn` in monstats.txt
|
||
|
||
// IgnoreMonLevelTxt 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 // called `noRatio` in monstats.txt
|
||
|
||
// CanBlockWithoutShield 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 // called `NoShldBlock` in monstats.txt
|
||
|
||
// SpecialGetModeChart
|
||
// 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 // called `SplGetModeChar` in monstats.txt
|
||
|
||
// SpecialEndGeneric 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 // called `SplEndGeneric` in monstats.txt
|
||
|
||
// SpecialClientEnd 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 // called `SplClientEnd` in monstats.txt
|
||
|
||
}
|
||
)
|
||
|
||
// MonStats stores all of the MonStat Records
|
||
var MonStats map[string]*MonStatsRecord //nolint:gochecknoglobals // Currently global by design, only written once
|
||
|
||
// LoadMonStats loads monstats
|
||
func LoadMonStats(file []byte) { // nolint:funlen // Makes no sense to split
|
||
MonStats = make(map[string]*MonStatsRecord)
|
||
|
||
d := d2common.LoadDataDictionary(file)
|
||
for d.Next() {
|
||
record := &MonStatsRecord{
|
||
Key: d.String("Id"),
|
||
Id: d.String("hcIdx"),
|
||
BaseKey: d.String("BaseId"),
|
||
NextKey: d.String("NextInClass"),
|
||
PaletteId: d.Number("TransLvl"),
|
||
NameStringTableKey: d.String("NameStr"),
|
||
ExtraDataKey: d.String("MonStatsEx"),
|
||
PropertiesKey: d.String("MonProp"),
|
||
MonsterGroup: d.String("MonType"),
|
||
AiKey: d.String("AI"),
|
||
DescriptionStringTableKey: d.String("DescStr"),
|
||
AnimationDirectoryToken: d.String("Code"),
|
||
Enabled: d.Number("enabled") > 0,
|
||
IsRanged: d.Number("rangedtype") > 0,
|
||
SpawnsMinions: d.Number("placespawn") > 0,
|
||
SpawnKey: d.String("spawn"),
|
||
SpawnOffsetX: d.Number("spawnx"),
|
||
SpawnOffsetY: d.Number("spawny"),
|
||
SpawnAnimationKey: d.String("spawnmode"),
|
||
MinionId1: d.String("minion1"),
|
||
MinionId2: d.String("minion2"),
|
||
IsLeader: d.Number("SetBoss") > 0,
|
||
TransferLeadership: d.Number("BossXfer") > 0,
|
||
MinionPartyMin: d.Number("PartyMin"),
|
||
MinionPartyMax: d.Number("PartyMax"),
|
||
MinionGroupMin: d.Number("MinGrp"),
|
||
MinionGroupMax: d.Number("MaxGrp"),
|
||
PopulationReductionPercent: d.Number("sparsePopulate"),
|
||
SpeedBase: d.Number("Velocity"),
|
||
SpeedRun: d.Number("Run"),
|
||
Rarity: d.Number("Rarity"),
|
||
LevelNormal: d.Number("Level"),
|
||
LevelNightmare: d.Number("Level(N)"),
|
||
LevelHell: d.Number("Level(H)"),
|
||
SoundKeyNormal: d.String("MonSound"),
|
||
SoundKeySpecial: d.String("UMonSound"),
|
||
ThreatLevel: d.Number("threat"),
|
||
AiDelayNormal: d.Number("aidel"),
|
||
AiDelayNightmare: d.Number("aidel(N)"),
|
||
AiDelayHell: d.Number("aidel(H)"),
|
||
AiDistanceNormal: d.Number("aidist"),
|
||
AiDistanceNightmare: d.Number("aidist(N)"),
|
||
AiDistanceHell: d.Number("aidist(H)"),
|
||
AiParameterNormal1: d.Number("aip1"),
|
||
AiParameterNormal2: d.Number("aip2"),
|
||
AiParameterNormal3: d.Number("aip3"),
|
||
AiParameterNormal4: d.Number("aip4"),
|
||
AiParameterNormal5: d.Number("aip5"),
|
||
AiParameterNormal6: d.Number("aip6"),
|
||
AiParameterNormal7: d.Number("aip7"),
|
||
AiParameterNormal8: d.Number("aip8"),
|
||
AiParameterNightmare1: d.Number("aip1(N)"),
|
||
AiParameterNightmare2: d.Number("aip2(N)"),
|
||
AiParameterNightmare3: d.Number("aip3(N)"),
|
||
AiParameterNightmare4: d.Number("aip4(N)"),
|
||
AiParameterNightmare5: d.Number("aip5(N)"),
|
||
AiParameterNightmare6: d.Number("aip6(N)"),
|
||
AiParameterNightmare7: d.Number("aip7(N)"),
|
||
AiParameterNightmare8: d.Number("aip8(N)"),
|
||
AiParameterHell1: d.Number("aip1(H)"),
|
||
AiParameterHell2: d.Number("aip2(H)"),
|
||
AiParameterHell3: d.Number("aip3(H)"),
|
||
AiParameterHell4: d.Number("aip4(H)"),
|
||
AiParameterHell5: d.Number("aip5(H)"),
|
||
AiParameterHell6: d.Number("aip6(H)"),
|
||
AiParameterHell7: d.Number("aip7(H)"),
|
||
AiParameterHell8: d.Number("aip8(H)"),
|
||
MissileA1: d.String("MissA1"),
|
||
MissileA2: d.String("MissA2"),
|
||
MissileS1: d.String("MissS1"),
|
||
MissileS2: d.String("MissS2"),
|
||
MissileS3: d.String("MissS3"),
|
||
MissileS4: d.String("MissS4"),
|
||
MissileC: d.String("MissC"),
|
||
MissileSQ: d.String("MissSQ"),
|
||
Alignment: d2enum.MonsterAlignmentType(d.Number("Align")),
|
||
IsLevelSpawnable: d.Number("isSpawn") > 0,
|
||
IsMelee: d.Number("isMelee") > 0,
|
||
IsNpc: d.Number("npc") > 0,
|
||
IsInteractable: d.Number("interact") > 0,
|
||
HasInventory: d.Number("inventory") > 0,
|
||
CanEnterTown: d.Number("inTown") > 0,
|
||
IsUndeadLow: d.Number("lUndead") > 0,
|
||
IsUndeadHigh: d.Number("hUndead") > 0,
|
||
IsDemon: d.Number("demon") > 0,
|
||
IsFlying: d.Number("flying") > 0,
|
||
CanOpenDoors: d.Number("opendoors") > 0,
|
||
IsSpecialBoss: d.Number("boss") > 0,
|
||
IsActBoss: d.Number("primeevil") > 0,
|
||
IsKillable: d.Number("killable") > 0,
|
||
IsAiSwitchable: d.Number("switchai") > 0,
|
||
DisableAura: d.Number("noAura") > 0,
|
||
DisableMultiShot: d.Number("nomultishot") > 0,
|
||
DisableCounting: d.Number("neverCount") > 0,
|
||
IgnorePets: d.Number("petIgnore") > 0,
|
||
DealsDamageOnDeath: d.Number("deathDmg") > 0,
|
||
GenericSpawn: d.Number("genericSpawn") > 0,
|
||
SkillId1: d.String("Skill1"),
|
||
SkillId2: d.String("Skill2"),
|
||
SkillId3: d.String("Skill3"),
|
||
SkillId4: d.String("Skill4"),
|
||
SkillId5: d.String("Skill5"),
|
||
SkillId6: d.String("Skill6"),
|
||
SkillId7: d.String("Skill7"),
|
||
SkillId8: d.String("Skill8"),
|
||
SkillAnimation1: d.String("Sk1mode"),
|
||
SkillAnimation2: d.String("Sk2mode"),
|
||
SkillAnimation3: d.String("Sk3mode"),
|
||
SkillAnimation4: d.String("Sk4mode"),
|
||
SkillAnimation5: d.String("Sk5mode"),
|
||
SkillAnimation6: d.String("Sk6mode"),
|
||
SkillAnimation7: d.String("Sk7mode"),
|
||
SkillAnimation8: d.String("Sk8mode"),
|
||
SkillLevel1: d.Number("Sk1lvl"),
|
||
SkillLevel2: d.Number("Sk2lvl"),
|
||
SkillLevel3: d.Number("Sk3lvl"),
|
||
SkillLevel4: d.Number("Sk4lvl"),
|
||
SkillLevel5: d.Number("Sk5lvl"),
|
||
SkillLevel6: d.Number("Sk6lvl"),
|
||
SkillLevel7: d.Number("Sk7lvl"),
|
||
SkillLevel8: d.Number("Sk8lvl"),
|
||
LeechSensitivityNormal: d.Number("Drain"),
|
||
LeechSensitivityNightmare: d.Number("Drain(N)"),
|
||
LeechSensitivityHell: d.Number("Drain(H)"),
|
||
ColdSensitivityNormal: d.Number("coldeffect"),
|
||
ColdSensitivityNightmare: d.Number("coldeffect(N)"),
|
||
ColdSensitivityHell: d.Number("coldeffect(H)"),
|
||
ResistancePhysicalNormal: d.Number("ResDm"),
|
||
ResistancePhysicalNightmare: d.Number("ResDm(N)"),
|
||
ResistancePhysicalHell: d.Number("ResDm(H)"),
|
||
ResistanceMagicNormal: d.Number("ResMa"),
|
||
ResistanceMagicNightmare: d.Number("ResMa(N)"),
|
||
ResistanceMagicHell: d.Number("ResMa(H)"),
|
||
ResistanceFireNormal: d.Number("ResFi"),
|
||
ResistanceFireNightmare: d.Number("ResFi(N)"),
|
||
ResistanceFireHell: d.Number("ResFi(H)"),
|
||
ResistanceLightningNormal: d.Number("ResLi"),
|
||
ResistanceLightningNightmare: d.Number("ResLi(N)"),
|
||
ResistanceLightningHell: d.Number("ResLi(H)"),
|
||
ResistanceColdNormal: d.Number("ResCo"),
|
||
ResistanceColdNightmare: d.Number("ResCo(N)"),
|
||
ResistanceColdHell: d.Number("ResCo(H)"),
|
||
ResistancePoisonNormal: d.Number("ResPo"),
|
||
ResistancePoisonNightmare: d.Number("ResPo(N)"),
|
||
ResistancePoisonHell: d.Number("ResPo(H)"),
|
||
HealthRegenPerFrame: d.Number("DamageRegen"),
|
||
DamageSkillId: d.String("SkillDamage"),
|
||
IgnoreMonLevelTxt: d.Number("noRatio") > 0,
|
||
CanBlockWithoutShield: d.Number("NoShldBlock") > 0,
|
||
ChanceToBlockNormal: d.Number("ToBlock"),
|
||
ChanceToBlockNightmare: d.Number("ToBlock(N)"),
|
||
ChanceToBlockHell: d.Number("ToBlock(H)"),
|
||
ChanceDeadlyStrike: d.Number("Crit"),
|
||
MinHPNormal: d.Number("minHP"),
|
||
MinHPNightmare: d.Number("MinHP(N)"),
|
||
MinHPHell: d.Number("MinHP(H)"),
|
||
MaxHPNormal: d.Number("maxHP"),
|
||
MaxHPNightmare: d.Number("MaxHP(N)"),
|
||
MaxHPHell: d.Number("MaxHP(H)"),
|
||
ArmorClassNormal: d.Number("AC"),
|
||
ArmorClassNightmare: d.Number("AC(N)"),
|
||
ArmorClassHell: d.Number("AC(H)"),
|
||
ExperienceNormal: d.Number("Exp"),
|
||
ExperienceNightmare: d.Number("Exp(N)"),
|
||
ExperienceHell: d.Number("Exp(H)"),
|
||
DamageMinA1Normal: d.Number("A1MinD"),
|
||
DamageMinA1Nightmare: d.Number("A1MinD(N)"),
|
||
DamageMinA1Hell: d.Number("A1MinD(H)"),
|
||
DamageMaxA1Normal: d.Number("A1MaxD"),
|
||
DamageMaxA1Nightmare: d.Number("A1MaxD(N)"),
|
||
DamageMaxA1Hell: d.Number("A1MaxD(H)"),
|
||
DamageMinA2Normal: d.Number("A2MinD"),
|
||
DamageMinA2Nightmare: d.Number("A2MinD(N)"),
|
||
DamageMinA2Hell: d.Number("A2MinD(H)"),
|
||
DamageMaxA2Normal: d.Number("A2MaxD"),
|
||
DamageMaxA2Nightmare: d.Number("A2MaxD(N)"),
|
||
DamageMaxA2Hell: d.Number("A2MaxD(H)"),
|
||
DamageMinS1Normal: d.Number("S1MinD"),
|
||
DamageMinS1Nightmare: d.Number("S1MinD(N)"),
|
||
DamageMinS1Hell: d.Number("S1MinD(H)"),
|
||
DamageMaxS1Normal: d.Number("S1MaxD"),
|
||
DamageMaxS1Nightmare: d.Number("S1MaxD(N)"),
|
||
DamageMaxS1Hell: d.Number("S1MaxD(H)"),
|
||
AttackRatingA1Normal: d.Number("A1TH"),
|
||
AttackRatingA1Nightmare: d.Number("A1TH(N)"),
|
||
AttackRatingA1Hell: d.Number("A1TH(H)"),
|
||
AttackRatingA2Normal: d.Number("A2TH"),
|
||
AttackRatingA2Nightmare: d.Number("A2TH(N)"),
|
||
AttackRatingA2Hell: d.Number("A2TH(H)"),
|
||
AttackRatingS1Normal: d.Number("S1TH"),
|
||
AttackRatingS1Nightmare: d.Number("S1TH(N)"),
|
||
AttackRatingS1Hell: d.Number("S1TH(H)"),
|
||
ElementAttackMode1: d.String("El1Mode"),
|
||
ElementAttackMode2: d.String("El2Mode"),
|
||
ElementAttackMode3: d.String("El3Mode"),
|
||
ElementType1: d.String("El1Type"),
|
||
ElementType2: d.String("El2Type"),
|
||
ElementType3: d.String("El3Type"),
|
||
ElementChance1Normal: d.Number("El1Pct"),
|
||
ElementChance1Nightmare: d.Number("El1Pct(N)"),
|
||
ElementChance1Hell: d.Number("El1Pct(H)"),
|
||
ElementChance2Normal: d.Number("El2Pct"),
|
||
ElementChance2Nightmare: d.Number("El2Pct(N)"),
|
||
ElementChance2Hell: d.Number("El2Pct(H)"),
|
||
ElementChance3Normal: d.Number("El3Pct"),
|
||
ElementChance3Nightmare: d.Number("El3Pct(N)"),
|
||
ElementChance3Hell: d.Number("El3Pct(H)"),
|
||
ElementDamageMin1Normal: d.Number("El1MinD"),
|
||
ElementDamageMin1Nightmare: d.Number("El1MinD(N)"),
|
||
ElementDamageMin1Hell: d.Number("El1MinD(H)"),
|
||
ElementDamageMin2Normal: d.Number("El2MinD"),
|
||
ElementDamageMin2Nightmare: d.Number("El2MinD(N)"),
|
||
ElementDamageMin2Hell: d.Number("El2MinD(H)"),
|
||
ElementDamageMin3Normal: d.Number("El3MinD"),
|
||
ElementDamageMin3Nightmare: d.Number("El3MinD(N)"),
|
||
ElementDamageMin3Hell: d.Number("El3MinD(H)"),
|
||
ElementDamageMax1Normal: d.Number("El1MaxD"),
|
||
ElementDamageMax1Nightmare: d.Number("El1MaxD(N)"),
|
||
ElementDamageMax1Hell: d.Number("El1MaxD(H)"),
|
||
ElementDamageMax2Normal: d.Number("El2MaxD"),
|
||
ElementDamageMax2Nightmare: d.Number("El2MaxD(N)"),
|
||
ElementDamageMax2Hell: d.Number("El2MaxD(H)"),
|
||
ElementDamageMax3Normal: d.Number("El3MaxD"),
|
||
ElementDamageMax3Nightmare: d.Number("El3MaxD(N)"),
|
||
ElementDamageMax3Hell: d.Number("El3MaxD(H)"),
|
||
ElementDuration1Normal: d.Number("El1Dur"),
|
||
ElementDuration1Nightmare: d.Number("El1Dur(N)"),
|
||
ElementDuration1Hell: d.Number("El1Dur(H)"),
|
||
ElementDuration2Normal: d.Number("El2Dur"),
|
||
ElementDuration2Nightmare: d.Number("El2Dur(N)"),
|
||
ElementDuration2Hell: d.Number("El2Dur(H)"),
|
||
ElementDuration3Normal: d.Number("El3Dur"),
|
||
ElementDuration3Nightmare: d.Number("El3Dur(N)"),
|
||
ElementDuration3Hell: d.Number("El3Dur(H)"),
|
||
TreasureClassNormal: d.String("TreasureClass1"),
|
||
TreasureClassNightmare: d.String("TreasureClass1(N)"),
|
||
TreasureClassHell: d.String("TreasureClass1(H)"),
|
||
TreasureClassChampionNormal: d.String("TreasureClass2"),
|
||
TreasureClassChampionNightmare: d.String("TreasureClass2(N)"),
|
||
TreasureClassChampionHell: d.String("TreasureClass2(H)"),
|
||
TreasureClass3UniqueNormal: d.String("TreasureClass3"),
|
||
TreasureClass3UniqueNightmare: d.String("TreasureClass3(N)"),
|
||
TreasureClass3UniqueHell: d.String("TreasureClass3(H)"),
|
||
TreasureClassQuestNormal: d.String("TreasureClass4"),
|
||
TreasureClassQuestNightmare: d.String("TreasureClass4(N)"),
|
||
TreasureClassQuestHell: d.String("TreasureClass4(H)"),
|
||
TreasureClassQuestTriggerId: d.String("TCQuestId"),
|
||
TreasureClassQuestCompleteId: d.String("TCQuestCP"),
|
||
SpecialEndDeath: d.Number("SplEndDeath"),
|
||
SpecialGetModeChart: d.Number("SplGetModeChart") > 0,
|
||
SpecialEndGeneric: d.Number("SplEndGeneric") > 0,
|
||
SpecialClientEnd: d.Number("SplClientEnd") > 0,
|
||
}
|
||
MonStats[record.Key] = record
|
||
}
|
||
|
||
if d.Err != nil {
|
||
panic(d.Err)
|
||
}
|
||
|
||
log.Printf("Loaded %d MonStats records", len(MonStats))
|
||
}
|