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Increase HP amount

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Is it possible to increase the HP amount for a character. Let say a basic 99/70 LK no item no stats is 10870 HP. Can I somehow double this amount or even triple it?

I have check the job_db. Does the HP multiplicator has anything to do with this?

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player.conf

// Players' maximum HP rate? (Default is 100)

hp_rate: 100

// Players' maximum SP rate? (Default is 100)

sp_rate: 100

200 = 2x HP

300 = 3x HP

...

When chance it like this, the damage skill will be low. Like asura skill for champion (not sura), when the maxHP 100, the damage is 200k like that. Than, when I change maxHP to 300, the damage look like only take 1/3 or 1/4 from maxHP. How to balance it? Is that my SVN problem or what?

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On 1/3/2013 at 4:47 PM, mrfizi said:

When chance it like this, the damage skill will be low. Like asura skill for champion (not sura), when the maxHP 100, the damage is 200k like that. Than, when I change maxHP to 300, the damage look like only take 1/3 or 1/4 from maxHP. How to balance it? Is that my SVN problem or what?

its not that the damage got lower its because You increased the Base Hp for every job to x3 thats why you see that its only 1/3-1/4 of the hp

The asura damage stay the same

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I have check the job_db. Does the HP multiplicator has anything to do with this?

The multiplication factor one factor that affects the amount of health gained by leveling up for a specific class. Increase that and you will increase your maximum health as you level.

player.conf
// Players' maximum HP rate? (Default is 100)
hp_rate: 100
// Players' maximum SP rate? (Default is 100)
sp_rate: 100

200 = 2x HP
300 = 3x HP

This method here will increase the health of all classes by a certain factor.

Peopleperson49

Edited by peopleperson49
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Try this but i haven't tryed this script yet

-    script    HP    -1,{
   if(Class == Job_Alchemist || Class == Job_Creator || Class == Job_Baby_Alchem || Class == Job_Baby_Alchemist || Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic){
       bonus bMaxHPrate,200;    
   }
   if(Class == Job_Monk || Class == Job_Champion || Class == Job_Baby_Monk || Class == Job_Sura || Class == Job_Sura_T || Class == Job_Baby_Sura){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Star_Gladiator){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Sage || Class == Job_Professor || Class == Job_Baby_Sage || Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Crusader || Class == Job_Paladin2 || Class == Job_Baby_Crusader || Class == Job_Baby_Crusader2 || Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Royal_Guard2 || Class == Job_Royal_Guard_T2 || Class == Job_Baby_Guard || Class == Job_Baby_Guard2){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_SuperNovice || Class == Job_Super_Baby){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Lord_Knight2 || Class == Job_Baby_Knight || Class == Job_Baby_Knight2 || Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Rune_Knight2 || Class == Job_Rune_Knight_T2 || Class == Job_Baby_Rune || Class == Job_Baby_Rune2){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Baby_Wizard || Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Priest || Class == Job_High_Priest || Class == Job_Baby_Priest || Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Bard || Class == Job_Dancer || Class == Job_Clown || Class == Job_Gypsy || Class == Job_Baby_Bard || Class == Job_Baby_Dancer || Class == Job_Minstrel || Class == Job_Wanderer || Class == Job_Minstrel_T || Class == Job_Wanderer_T || Class == Job_Baby_Minstrel || Class == Job_Baby_Wanderer){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Rogue || Class == Job_Stalker || Class == Job_Baby_Rogue || Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin || Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Blacksmith || Class == Job_Whitesmith || Class == Job_Baby_Blacksmith || Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Mechanic2 || Class == Job_Mechanic_T2 || Class == Job_Baby_Mechanic || Class == Job_Baby_Mechanic2){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter || Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Ranger2 || Class == Job_Ranger_T2 || Class == Job_Baby_Ranger || Class == Job_Baby_Ranger2){
       bonus bMaxHPrate,200;
   }
   if(Class == Job_Soul_Linker){
       bonus bMaxHPrate,200;
   }
}

HP_Increase.txt

Edited by Lelouch
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That seems like one way to increase HP on a class basis. Seems so much easier just to change the job_db1 file though. I'm not sure but using this script server wide might cause some lag as the amount of players on a server grows. Every character is going to be affected by this all the time. Which means it's just one more script the server has to hold in memory over and over again. For your script should you use an onint function to activate it or does it just work like that? I modified my job_db1 file directly so I don't have a need for it and I havn't actually tried it out. But it is a very interesting idea for people with less experience (who probably shouldn't be running a server anyways). Good work!

Peopleperson49

Edited by peopleperson49
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