Lord Ganja

add parameters for setunitdata

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I think it is better to add other parameters on mob control system so it would be more flexible and easily configurable, since if STR,DEX,LUK is increased, it'll also affect the ATTACK. VIT would also affect DEF, DEX would affect both HIT and ATTACK, and other stats affects other parameters.

So I think it's more appropriate if some parameters will be added.
like ATK, MATK, DEF, MDEF, HIT, FLEE, CRITICAL, PERFECT DODGE,ADELAY,AMOTION and others too..

Thank you!

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You can basically make functions to do these calculations, since you have the proper values and proper formulas to do so.
Basic values can be gathered by the monster data, and, If you're manipulating a unit, you probably have the value added.

I'm not telling the suggestion isn't valid, but, well, it can be handle with the current tools.

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You can basically make functions to do these calculations, since you have the proper values and proper formulas to do so.

Basic values can be gathered by the monster data, and, If you're manipulating a unit, you probably have the value added.

I'm not telling the suggestion isn't valid, but, well, it can be handle with the current tools.

What "current tool" is it? I wanted to know how I can edit a monsters ATK,MATK,HIT when spawned. can you give me an example how to do that using the tool that you mention? thanks btw.

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Monsters have no set MATK, if it is ever used (by skills, for example) it uses the MATK Formula, which depends if you're on Renewal or Pre-Renewal.
So, basically, for MATK, only INT is necessary.

Monsters also, have no set HIT, which is calculated by it's own formula, which also depends on if you're on Pre or Renewal, but, usually, DEX and BaseLevel are the catalysts.

By the way, monsters DO have preset ATK, min and max, but it's directly affected by it's own Strength.

On doc/mob_db.txt lays a brief explanation of each stats purpose.

STR: Strength of the monster. Affects ATK.
AGI: Agility of the monster. Affects FLEE.
VIT: Vitality of the monster. Adds additional DEF.
INT: Intelligence of the monster. Adds additional MATK.
DEX: Dexterity of the monster. Affects HIT rate.
LUK: Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect flee/Lucky dodge rate.

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Monsters have no set MATK, if it is ever used (by skills, for example) it uses the MATK Formula, which depends if you're on Renewal or Pre-Renewal.

So, basically, for MATK, only INT is necessary.

Monsters also, have no set HIT, which is calculated by it's own formula, which also depends on if you're on Pre or Renewal, but, usually, DEX and BaseLevel are the catalysts.

By the way, monsters DO have preset ATK, min and max, but it's directly affected by it's own Strength.

On doc/mob_db.txt lays a brief explanation of each stats purpose.

STR: Strength of the monster. Affects ATK.
AGI: Agility of the monster. Affects FLEE.
VIT: Vitality of the monster. Adds additional DEF.
INT: Intelligence of the monster. Adds additional MATK.
DEX: Dexterity of the monster. Affects HIT rate.
LUK: Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect flee/Lucky dodge rate.

That's why I was saying if these parameters could be added so it can easily be configured without modifying a monster stats, since adding stats also adds multiple parameters.. btw monster HIT can also be modified via SRC. but since I have the least knowledge on src I couldn't do it.

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This is in the wrong section. I'll move it.

 

And on a side note, this is in the works.

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Implemented in e276970. Keep in mind, modifying normal stats (STR, AGI, etc) already update the other various statuses automatically. Just depends on the unit that you're modifying of what affects what.

 

If you have more suggestions feel free to suggest them here!

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Implemented in e276970. Keep in mind, modifying normal stats (STR, AGI, etc) already update the other various statuses automatically. Just depends on the unit that you're modifying of what affects what.

 

If you have more suggestions feel free to suggest them here!

 

Awesome!!  /no1  /no1

Btw one question. is status.rhw.atk2 magic attack or max attack?

 

EDIT:

I test it and it's MAX ATTACK.

Edited by Lord Ganja

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LOL ... ok I release my patch

http://upaste.me/f8a021974df57fd43<--- sad ... nobody buying, but meh

hercules use status.rhw.atk for physical and status.rhw.atk2 for magical

https://github.com/HerculesWS/Hercules/blob/master/src/config/const.h#L60

and minimum and maximum damage is retrieve by function

but rathena is something else,

md->status.rhw.atk is minimum attack

md->status.rhw.atk2 is maximum attack

md->status.matk_min is minimum magical attack

md->status.matk_max is maximum magical attack

good job for copy paste my stuff XD

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@Lord Ganja:

Thank you for pointing that out. I was working on this with multiple computers and didn't merge some stuff I had worked on before. I'll fix this up.

 

Fixed in c389a6c.

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