1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 17:35:57 -05:00
OpenDiablo2/d2common/d2data/d2datadict/super_uniques.go
2020-07-23 12:56:50 -04:00

164 lines
8.1 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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