mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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164 lines
8.1 KiB
Go
164 lines
8.1 KiB
Go
package d2datadict
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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)
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// https://d2mods.info/forum/kb/viewarticle?a=162
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// SuperUniqueRecord Defines the unique monsters and their properties.
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// SuperUnique monsters are boss monsters which always appear at the same places
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// and always have the same base special abilities
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// with the addition of one or two extra ones per difficulty (Nightmare provides one extra ability, Hell provides two).
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// Notable examples are enemies such as Corpsefire, Pindleskin or Nihlathak.
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type SuperUniqueRecord struct {
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// id of the SuperUnique Monster. Each SuperUnique Monster must use a different id.
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// It also serves as the string to use in the 'Place' field of MonPreset.txt
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Key string // Superunique
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// Name for this SuperUnique which must be retrieved from a .TBL file
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Name string
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// the base monster type of the SuperUnique, refers to the "Key" field in monstats.go ("ID" column in the MonStats.txt)
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Class string
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// This is the "hardcoded index".
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// Vanilla SuperUniques in the game ranges from 0 to 65. Some of them have some hardcoded stuffs attached.
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// NOTE: It is also possible to create new SuperUniques with hardcoded stuff attached. To do this, you can use a hcIx from 0 to 65.
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// Example A: If you create a new SuperUnique with a hcIdx of 42 (Shenk the Overseer) then whatever its Class,
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// this SuperUnique will have 20 Enslaved as minions (exactly like the vanilla Shenk, and in spite of NOT being Shenk).
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// Example B: If you want a simple new SuperUnique, you must use a hcIdx greater than 65,
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// because greater indexes don't exist in the code and therefore your new boss won't have anything special attached
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HcIdx string
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// This field forces the SuperUnique to use a special set of sounds for attacks, taunts, death etc.
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// The Countess is a clear and noticeable example of this. The MonSound set is taken from MonSounds.txt.
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MonSound string
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// These three fields assign special abilities so SuperUnique monsters such as "Fire Enchanted" or "Stone Skin".
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// These fields refers to the ID's corresponding to the properties in MonUMod.txt.
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// Here is the list of available properties.
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// 0. None
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// 1. Inits the random name seed, automatically added to monster, you don't need to add this UMod.
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// 2. Hit Point bonus which is automatically added to the monster. You don't really need to manually add this UMod
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// 3. Increases the light radius and picks a random color for it (bugged in v1.10+).
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// 4. Increases the monster level, resulting in higher damage.
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// 5. Extra Strong: increases physical damage done by boss.
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// 6. Extra Fast: faster walk / run and attack speed (Although the increased attack speed isn't added in newer versions . . .)
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// 7. Cursed: randomly cast Amplify Damage when hitting
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// 8. Magic Resist: +50% resistance against Elemental attacks (Fire, Cold, Lightning and Poison)
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// 9. Fire Enchanted: additional fire damage and +50% fire resistance.
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// 10. When killed, release a poisonous cloud, like the Mummies in Act 2.
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// 11. Corpse will spawn little white maggots (like Duriel).
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// 12. Works for Bloodraven only, and seems to have something to do with her Death sequence.
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// 13. Ignore your Armor Class and nearly always hit you.
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// 14. It should add damage to its minions
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// 15. When killed, all his minions die immediately as well.
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// 16. Adds base champion modifiers [color=#0040FF][b](champions only)[/b][/color]
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// 17. Lightning Enchanted: additional lightning damage, +50% lightning resistance and release Charged Bolts when hit.
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// 18. Cold Enchanted: additional cold damage, +50% cold resistance, and releases a Frost Nova upon death
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// 19. Assigns extra damage to hireling attacks, relic from pre-lod, causes bugged damage.
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// 20. Releases Charged Bolts when hit, like the Scarabs in act 2.
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// 21. Present in the code, but it seems to have no effect.
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// 22. Has to do with quests, but is non-functional for Superuniques which aren´t in relation to a quest.
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// 23. Has a poison aura that poisons you when you're approaching him, adds poison damage to attack.
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// 24. Code present, but untested in v1.10+, does something else now.
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// 25. Mana Burn: steals mana from you and heals itself when hitting. Adds magic resistance.
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// 26. TeleHeal: randomly warps around when attacked and heals itself.
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// 27. Spectral Hit: deals random elemental damage when hitting
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// 28. Stone Skin: +80% physical damage resistance, increases defense
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// 29. Multiple Shots: Ranged attackers shoots several missiles at once.
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// 30. Aura Enchanted: Assigns a random offensive aura (aside from Thorns, Sanctuary and Concentration) to the SuperUnique
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// 31. Explodes in a Corpse Explosion when killed.
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// 32. Explodeswith a fiery flash when killed (Visual effect only).
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// 33. Explode and chills you when killed (like suicide minions). It heavily reduces the Boss' Hit Points
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// 34. Self-resurrect effect for Reanimate Horde, bugged on other units.
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// 35. Shatter into Ice pieces when killed, no corpse remains.
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// 36. Adds physical resistance and reduces movement speed(used for Champions only)
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// 37. Alters champion stats (used for Champions only)
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// 38. Champion cannot be cursed (used for Champions only)
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// 39. Alters champion stats (used for Champions only)
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// 40. Releases a painworm when killed, but display is very buggy.
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// 41. Code present, but has no effect in-game, probably due to bugs
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// 42. Releases a Nova when killed, but display is bugged.
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Mod [3]int
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// These two fields control the Minimum and Maximum amount of minions which will be spawned along with the SuperUnique.
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// If those values differ, the game will roll a random number within the MinGrp and the MaxGrp.
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MinGrp int
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MaxGrp int
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// Boolean indicates if the game is expansion or classic
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IsExpansion bool // named as "EClass" in the SuperUniques.txt
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// This field states whether the SuperUnique will be placed within a radius from his original
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// position(defined by the .ds1 map file), or not.
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// false means that the boss will spawn in a random position within a large radius from its actual
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// position in the .ds1 file,
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// true means it will spawn exactly where expected.
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AutoPosition bool
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// Specifies if this SuperUnique can spawn more than once in the same game.
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// true means it can spawn more than once in the same game, false means it can not.
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Stacks bool
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// Treasure Classes for the 3 Difficulties.
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// These columns list the treasureclass that is valid if this boss is killed and drops something.
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// These fields must contain the values taken from the "TreasureClass" column in TreasureClassEx.txt (Expansion)
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// or TreasureClass (Classic).
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TreasureClassNormal string
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TreasureClassNightmare string
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TreasureClassHell string
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// These fields dictate which RandTransform.dat color index the SuperUnique will use respectively in Normal, Nightmare and Hell mode.
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UTransNormal string
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UTransNightmare string
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UTransHell string
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}
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// SuperUniques stores all of the SuperUniqueRecords
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//nolint:gochecknoglobals // Currently global by design
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var SuperUniques map[string]*SuperUniqueRecord
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// LoadSuperUniques loads SuperUniqueRecords from superuniques.txt
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func LoadSuperUniques(file []byte) {
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SuperUniques = make(map[string]*SuperUniqueRecord)
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d := d2common.LoadDataDictionary(file)
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for d.Next() {
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record := &SuperUniqueRecord{
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Key: d.String("Superunique"),
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Name: d.String("Name"),
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Class: d.String("Class"),
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HcIdx: d.String("hcIdx"),
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MonSound: d.String("MonSound"),
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Mod: [3]int{
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d.Number("Mod1"),
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d.Number("Mod2"),
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d.Number("Mod3"),
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},
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MinGrp: d.Number("MinGrp"),
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MaxGrp: d.Number("MaxGrp"),
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IsExpansion: d.Bool("EClass"),
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AutoPosition: d.Bool("AutoPos"),
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Stacks: d.Bool("Stacks"),
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TreasureClassNormal: d.String("TC"),
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TreasureClassNightmare: d.String("TC(N)"),
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TreasureClassHell: d.String("TC(H)"),
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UTransNormal: d.String("Utrans"),
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UTransNightmare: d.String("Utrans(N)"),
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UTransHell: d.String("Utrans(H)"),
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}
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SuperUniques[record.Key] = record
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}
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if d.Err != nil {
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panic(d.Err)
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}
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log.Printf("Loaded %d SuperUnique records", len(SuperUniques))
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}
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