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-rw-r--r--db/re/job_db.conf97
1 files changed, 58 insertions, 39 deletions
diff --git a/db/re/job_db.conf b/db/re/job_db.conf
index d7a2e6679..6c13fd355 100644
--- a/db/re/job_db.conf
+++ b/db/re/job_db.conf
@@ -1,54 +1,73 @@
-//====================================================
+//================= Hercules Database =====================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
+//================= License ===============================================
+//= This file is part of Hercules.
+//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
-//= http://herc.ws/board/
-//================= More Information =================
+//= Copyright (C) 2015 Hercules Dev Team
+//=
+//= Hercules is free software: you can redistribute it and/or modify
+//= it under the terms of the GNU General Public License as published by
+//= the Free Software Foundation, either version 3 of the License, or
+//= (at your option) any later version.
+//=
+//= This program is distributed in the hope that it will be useful,
+//= but WITHOUT ANY WARRANTY; without even the implied warranty of
+//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+//= GNU General Public License for more details.
+//=
+//= You should have received a copy of the GNU General Public License
+//= along with this program. If not, see <http://www.gnu.org/licenses/>.
+//================= More Information ======================================
// http://herc.ws/board/topic/9082-job-db1txt-redesign/
-//============== RE Structure Example ================
-/*
+//=========================================================================
+
+/**************************************************************************
+ ************* Entry structure ********************************************
+ **************************************************************************
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)
+ 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 (if different).
+ InheritSP: ("Other_Job_Name") // Base job from which this job will inherit its SP table (if different).
+ Weight: Max Weight (int, defaults to 20000, units in Weight/10)
+ BaseASPD: { // Base ASPD for specific weapon type (optional)
+ 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
+ HPTable:[1, .... 150] (int array) // Reference table for base HP per level
+ SPTable:[1, .... 150] (int array) // 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.
}
-*/
-//====================================================
+**************************************************************************/
+
Novice: {
BaseASPD: {
Fist: 40