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//====================================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//=
//= http://herc.ws/board/
//================= More Information =================
// http://herc.ws/board/topic/9082-job-db1txt-redesign/
//============== RE Structure Example ================
/*
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.
}
*/
//====================================================
Human: {
MoveSpeed: 150
Weight: 20000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 80
}
HPTable:[ 400, 450, 500, 550, 600, 650, 700, 750, 800, 850, // 1 - 10
900, 950, 1000, 1050, 1100, 1150, 1200, 1250, 1300, 1350, // 11 - 20
1400, 1450, 1500, 1550, 1600, 1650, 1700, 1750, 1800, 1850, // 21 - 30
1900, 1950, 2000, 2050, 2100, 2150, 2200, 2250, 2300, 2350, // 31 - 40
2400, 2450, 2500, 2550, 2600, 2650, 2700, 2750, 2800, 2850, // 41 - 50
2900, 2950, 3000, 3050, 3100, 3150, 3200, 3250, 3300, 3350, // 51 - 60
3400, 3450, 3500, 3550, 3600, 3650, 3700, 3750, 3800, 3850, // 61 - 70
3900, 3950, 4000, 4050, 4100, 4150, 4200, 4250, 4300, 4350, // 71 - 80
4400, 4450, 4500, 4550, 4600, 4650, 4700, 4750, 4800, 4850, // 81 - 90
4900, 4950, 5000, 5050, 5100, 5150, 5200, 5250, 5300, 5350, // 91 - 100
5400, 5450, 5500, 5550, 5600, 5650, 5700, 5750, 5800, 5850, // 101 - 110
5900, 5950, 6000, 6050, 6100, 6150, 6200, 6250, 6300, 6350, // 111 - 120
6400, 6450, 6500, 6550, 6600, 6650, 6700, 6750, 6800, 6850, // 121 - 130
6900, 6950, 7000, 7050, 7100, 7150, 7200, 7250, 7300, 7350, // 131 - 140
7400, 7450, 7500, 7550, 7600, 7650, 7700, 7750, 7800, 7850, // 141 - 150
7900, 7950, 8000, 8050, 8100, 8150, 8200, 8250, 8300, 8350] // 151 - 160
SPTable:[ 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, // 1 - 10
210, 220, 230, 240, 250, 260, 270, 280, 290, 300, // 11 - 20
310, 320, 330, 340, 350, 360, 370, 380, 390, 400, // 21 - 30
410, 420, 430, 440, 450, 460, 470, 480, 490, 500, // 31 - 40
510, 520, 530, 540, 550, 560, 570, 580, 590, 600, // 41 - 50
610, 620, 630, 640, 650, 660, 670, 680, 690, 700, // 51 - 60
710, 720, 730, 740, 750, 760, 770, 780, 790, 800, // 61 - 70
810, 820, 830, 840, 850, 860, 870, 880, 890, 900, // 71 - 80
910, 920, 930, 940, 950, 960, 970, 980, 990, 1000, // 81 - 90
1010, 1020, 1030, 1040, 1050, 1060, 1070, 1080, 1090, 1000, // 91 - 100
1010, 1020, 1030, 1040, 1050, 1060, 1070, 1080, 1090, 1100, // 101 - 110
1110, 1120, 1130, 1140, 1150, 1160, 1170, 1180, 1190, 1200, // 111 - 120
1210, 1220, 1230, 1240, 1250, 1260, 1270, 1280, 1290, 1300, // 121 - 130
1310, 1320, 1330, 1340, 1350, 1360, 1370, 1380, 1390, 1400, // 131 - 140
1410, 1420, 1430, 1440, 1450, 1460, 1470, 1480, 1490, 1500, // 141 - 150
1510, 1520, 1530, 1540, 1550, 1560, 1570, 1580, 1590, 1600] // 151 - 160
}
Ukar: {
MoveSpeed: 150
Weight: 20000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 80
}
InheritHP: ( "Human" );
InheritSP: ( "Human" );
}
Redy: {
MoveSpeed: 150
Weight: 20000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 80
}
InheritHP: ( "Human" );
InheritSP: ( "Human" );
}
Elven: {
MoveSpeed: 150
Weight: 20000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 75
}
InheritHP: ( "Human" );
InheritSP: ( "Human" );
}
Orc: {
MoveSpeed: 160
Weight: 25000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 80
}
InheritHP: ( "Human" );
InheritSP: ( "Human" );
}
Raijin: {
MoveSpeed: 150
Weight: 20000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 80
}
InheritHP: ( "Human" );
InheritSP: ( "Human" );
}
Tritan: {
MoveSpeed: 150
Weight: 20000
BaseASPD: {
Fist: 40
Dagger: 55
Sword: 57
Axe: 50
Mace: 50
TwoHandMace: 60
Rod: 65
TwoHandRod: 65
Shield: 10
Bow: 80
}
InheritHP: ( "Human" );
InheritSP: ( "Human" );
}
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