'job_db1.txt' Redesign

@evilpunker

sorry I've been busy this past days..if I have a chance next week I'll create a tool that will have many options for computing the table like:

1st option use ea coefficient increase algorithm

2nd option average increase algorithm

3rd your own algorithm

default_ani_meow.gif
great, waiting for it
default_biggrin.png
(I guess everyone is lol)

 
while waiting for @@malufett tool, i try make my own generator but it always fail to make same hp pool with revision befor new job_db patch, can some one help me make it right ?

Code:
<?php		$MAX_LEVEL = 250;	$HPFactor = 70;	$HPMultiplicator = 500;		for ($i = 2; $i <= $MAX_LEVEL; $i++)     	{		$j += ($HPFactor / 100) * $i;		$k = 35 + $i * ($HPMultiplicator / 100) + $j;		echo round($k);		echo "<br>";	}?>
 
Archieve  Corrupted File

Relink please

==================== Turned off Anti-Virus = Works

How do i revert back to the old Formulas? using eA Formula

what are the Multiplicator and Factor for each job?

 
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'job_db1.txt' Redesign

What is it?

  • The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better.
  • The old hp/sp computation has been drop and replace by hp/sp tables.


job_db.conf Format:

Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level// Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.}
Benefit?

  • You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level.
  • Lessen redundant entries and good for the eyes..
    default_biggrin.png

  • RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database.

Tools?


Special Thanks to:


Links



default_ani_meow.gif
hi. i want to suggest something. since most of the hercules user are very confuse on this new job_db1 including me

instead of having level 1~150 hp and sp table can u make it to level 1~1000?

so that its ready to play and new/old hercules user wont be confuse anymore.

As you can see right now there are many confused on how to use that generator including me also

im bad in english so if i sound offensive im very sorry this is just a suggestion. thanks

 
Last edited by a moderator:
'job_db1.txt' Redesign

 What is it?[*]The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better.

[*]The old hp/sp computation has been drop and replace by hp/sp tables.

job_db.conf Format:

Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level// Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.}
Benefit?[*]You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level.

[*]Lessen redundant entries and good for the eyes..
default_biggrin.png


[*]RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database.

Tools?

[*]http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/

Special Thanks to:

[*]Awesome @Yommy

[*]Best @Michi

[*]Incredible @Ind

[*]Nice @Beret

Links

[*]Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743

[*]File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf

 
default_ani_meow.gif
hi. i want to suggest something. since most of the hercules user are very confuse on this new job_db1 including me instead of having level 1~150 hp and sp table can u make it to level 1~1000?so that its ready to play and new/old hercules user wont be confuse anymore.As you can see right now there are many confused on how to use that generator including me also im bad in english so if i sound offensive im very sorry this is just a suggestion. thanks
Generator is needed only if you want custom formula,We follow official, hence its till lv.150,

But if you make your server, let's say 500.

The server will take care of it and calculate the averages and use those value, so you don't need to use generator, unless you want a custom value....

 
'job_db1.txt' Redesign

 What is it?[*]The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better.

[*]The old hp/sp computation has been drop and replace by hp/sp tables.

job_db.conf Format:

Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level// Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.}
Benefit?[*]You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level.

[*]Lessen redundant entries and good for the eyes..
default_biggrin.png


[*]RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database.

Tools?

[*]http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/

Special Thanks to:

[*]Awesome @Yommy

[*]Best @Michi

[*]Incredible @Ind

[*]Nice @Beret

Links

[*]Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743

[*]File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf

 
default_ani_meow.gif
hi. i want to suggest something. since most of the hercules user are very confuse on this new job_db1 including me instead of having level 1~150 hp and sp table can u make it to level 1~1000?so that its ready to play and new/old hercules user wont be confuse anymore.As you can see right now there are many confused on how to use that generator including me also im bad in english so if i sound offensive im very sorry this is just a suggestion. thanks
Generator is needed only if you want custom formula,We follow official, hence its till lv.150,

But if you make your server, let's say 500.

The server will take care of it and calculate the averages and use those value, so you don't need to use generator, unless you want a custom value....
nah not working

i have a 255/120 server.

both lord knight and assassin cross have the same hp which is 25161 when level 255.

but when i make both of them level 150, lord knight has the higher hp than assassin cross

•sinx lvl 150 = 14855

•lord knight lvl 150 = 14900

and also I think lord knight hp is higher than paladin

but on lvl 150 paladin hp =15170 something.

im so confused lol

 
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see the details on job_db.conf Assassin_Cross inherited from Assassin so look at the Assassin part HPTable (here what i make in excel https://docs.google.com/spreadsheets/d/1JRYYl88tzdBmVmuvnT3ceDtZhXW5bXIJ9jMima1wmsU/pubhtml?gid=0&single=true), look at it closely you will see increased number steadly from level 1-99 (Transcend Job Max Level) and the rest until 150 is using 98 & 99 level increase number wich is 113 &114.
 
And if your server have max level more than 1-150 then server will use average number value, how it got average value ? here the answer [post=[URL="https://boardtest.herc.ws/topic/9082-job-db1txt-redesign/#entry55136%5DAverage"]http://herc.ws/board/topic/9082-job-db1txt-redesign/#entry55136]Average[/URL] number calc[/post], so the average value will be 78.7047 (I calculated it with excel) so server will generate HPTable level 151 with value = 11845.7

 
see the details on job_db.conf Assassin_Cross inherited from Assassin so look at the Assassin part HPTable (here what i make in excel https://docs.google.com/spreadsheets/d/1JRYYl88tzdBmVmuvnT3ceDtZhXW5bXIJ9jMima1wmsU/pubhtml?gid=0&single=true), look at it closely you will see increased number steadly from level 1-99 (Transcend Job Max Level) and the rest until 150 is using 98 & 99 level increase number wich is 113 &114.

And if your server have max level more than 1-150 then server will use average number value, how it got average value ? here the answer [post=[URL="https://boardtest.herc.ws/topic/9082-job-db1txt-redesign/#entry55136%5DAverage"]http://herc.ws/board/topic/9082-job-db1txt-redesign/#entry55136]Average[/URL] number calc[/post], so the average value will be 78.7047 (I calculated it with excel) so server will generate HPTable level 151 with value = 11845.7
i see.

may i ask if they used ea formula on the new job db_1? 

because i have a feeling that there is something wrong in this new job_db01(just a feeling)

and is there a way that i can use this one https://raw.githubusercontent.com/HerculesWS/Hercules/df1bcac8ef95885019adc1ee03cb2ed9c663c0df/db/re/job_db1.txt ?

 
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here i go again, after updating my server to last commit before i post this and my server did this tada... make me confused when i,m level150 and it go like this

154dcpj.jpg


and when i'm level 151 it become like this

ruteae.jpg


 
here i go again, after updating my server to last commit before i post this and my server did this tada... make me confused when i,m level150 and it go like this

154dcpj.jpg


and when i'm level 151 it become like this

ruteae.jpg
worse than mine

i hope that we can still use the old one.

 
Last edited by a moderator:
@@xlaws27

just generate as new table...

http://herc.ws/board/topic/9687-hercules-hpsp-table-generator/

easiest thing in the world
default_tongue.png
there is something wrong

like on job_db1 original knight HP table (written at the new one)

is   HPTable:[ 40,   48,   58,   69,   82,   96, 112, 129, 148, 168,  // 1 - 10

      190, 213, 238, 264, 292, 321, 352, 384, 418, 453,  // 11 - 20

      490, 528, 568, 609, 652, 696, 742, 789, 838, 888,  // 21 - 30

      940, 993,  1048,  1104,  1162,  1221,  1282,  1344,  1408,  1473,  // 31 - 40

    1540,  1608,  1678,  1749,  1822,  1896,  1972,  2049,  2128,  2208,  // 41 - 50

    2290,  2373,  2458,  2544,  2632,  2721,  2812,  2904,  2998,  3093,  // 51 - 60

    3190,  3288,  3388,  3489,  3592,  3696,  3802,  3909,  4018,  4128,  // 61 - 70

    4240,  4353,  4468,  4584,  4702,  4821,  4942,  5064,  5188,  5313,  // 71 - 80

    5440,  5568,  5698,  5829,  5962,  6096,  6232,  6369,  6508,  6648,  // 81 - 90

    6790,  6933,  7078,  7224,  7372,  7521,  7672,  7824,  7978,  8053,  // 91 - 100

    8128,  8203,  8278,  8353,  8428,  8503,  8578,  8653,  8728,  8803,  // 101 - 110

    8878,  8953,  9028,  9103,  9178,  9253,  9328,  9403,  9478,  9553,  // 111 - 120

    9628,  9703,  9778,  9853,  9928, 10003, 10078, 10153, 10228, 10303,  // 121 - 130

      10378, 10453, 10528, 10603, 10678, 10753, 10828, 10903, 10978, 11053,  // 131 - 140

      11128, 11203, 11278, 11353, 11428, 11503, 11578, 11653, 11728, 11803]  // 141 - 150

but when i used the generator ea formula (hpmultiplicator 500 factor 150

  HPTable:[ 40,   47,   55,   65,   76,   89, 103, 119, 136, 155,  // 1 - 10

      175, 197, 220, 245, 271, 299, 328, 359, 391, 425,  // 11 - 20

      460, 497, 535, 575, 616, 659, 703, 749, 796, 845,  // 21 - 30

      895, 947,  1000,  1055,  1111,  1169,  1228,  1289,  1351,  1415,  // 31 - 40

    1480,  1547,  1615,  1685,  1756,  1829,  1903,  1979,  2056,  2135,  // 41 - 50

    2215,  2297,  2380,  2465,  2551,  2639,  2728,  2819,  2911,  3005,  // 51 - 60

    3100,  3197,  3295,  3395,  3496,  3599,  3703,  3809,  3916,  4025,  // 61 - 70

    4135,  4247,  4360,  4475,  4591,  4709,  4828,  4949,  5071,  5195,  // 71 - 80

    5320,  5447,  5575,  5705,  5836,  5969,  6103,  6239,  6376,  6515,  // 81 - 90

    6655,  6797,  6940,  7085,  7231,  7379,  7528,  7679,  7831,  7985,  // 91 - 100

    8140,  8297,  8455,  8615,  8776,  8939,  9103,  9269,  9436,  9605,  // 101 - 110

    9775,  9947, 10120, 10295, 10471, 10649, 10828, 11009, 11191, 11375,  // 111 - 120

      11560, 11747, 11935, 12125, 12316, 12509, 12703, 12899, 13096, 13295,  // 121 - 130

      13495, 13697, 13900, 14105, 14311, 14519, 14728, 14939, 15151, 15365,  // 131 - 140

      15580, 15797, 16015, 16235, 16456, 16679, 16903, 17129, 17356, 17585]  // 141 - 150

https://raw.githubusercontent.com/HerculesWS/Hercules/df1bcac8ef95885019adc1ee03cb2ed9c663c0df/db/re/job_db1.txt

you can see here the hpmultiplator and factor

 
@@xlaws27

knight:

factor > 500

multiplicator > 300

150 is the weight bonus:

// Structure of Database:
// JobID,Weight,HPFactor,HPMultiplicator

 
It doesn't looks like the values are entirely correct, while the entries are accurate, it looks like something is adding up to those values in game. Perhaps Novice HP/SP?

For example:

Level 150 Rune Knight (non-trans) is supposed to have:

14883 HP

460 SP

Those are the entries in job_db.conf and they're correct, however, the values in-game are:

15031 HP

469 SP

It isn't a big deal but it would be nice to have 100% accurate values.

 
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