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Haru

Mob DB file structure overhaul

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This is amazing! Looks a lot cleaner, more structured and overall better. Going to make adding mobs alot more fun now ^^ Thank you  @@Haru and @@4144 for this contribution to Hercules, love you guys :D

*codes more NPC scripts*

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a sight for sore eyes :wub: , in the contrary it will need have more step in creating db for custom monster :lol: , anyway its better than before, thx a loot

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Suggestion:

 

How about we merge the mob_skill_db? Example.

 

 

 

{
Id: 1012
SpriteName: "RODA_FROG"
Name: "Roda Frog"
Lv: 5
Hp: 133
Sp: 0
Exp: 6
JExp: 5
AttackRange: 1
Attack: [11, 14]
Def: 0
Mdef: 5
Stats: {
Str: 1
Agi: 5
Vit: 5
Int: 5
Dex: 10
Luk: 5
}
ViewRange: 10
ChaseRange: 12
Size: 1
Race: 5
Element: (1, 1)
Mode: {
CanMove: true
CanAttack: true
}
MoveSpeed: 200
AttackDelay: 2016
AttackMotion: 816
DamageMotion: 288
MvpExp: 0
Drops: {
Sticky_Webfoot: 9000
Spawn: 500
Green_Herb: 300
Azure_Jewel: 7
Empty_Bottle: 2000
Roda_Frog_Card: 1
}
    Skill: {
        NPC_WATERATTACK: {
              SkillLv: 1
              State: attack
              Rate: 2000
              CastTime: 0
              Delay: 5000
              Cancelable: yes
              Target: target
              Condition Type: always
              Condition Value: 0 (Other Example: Condition Value: [3,1522] // Osiris)
              Emotion: 0
              Chat: 0
        }
    }
},

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Yes, this is something we're looking into. I would also love to have it streamlined in a similar fashion.

We decided not to merge it right away because of some concerns about the file size, but it is not excluded that it'll be merged in the near future.

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@@Haru @@4144

How to remove Orc_Load_Card using mob_db2.conf?

 

{
Id: 1190
Inherit: true
SpriteName: "ORC_LORD"
Drops: {
Orc_Load_Card: false or 0 (is not working)
}
},
 
Its not supported?
(I hate touching mob_db.conf :( )
 

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@@Haru @@4144

How to remove Orc_Load_Card using mob_db2.conf?

 

{
Id: 1190
Inherit: true
SpriteName: "ORC_LORD"
Drops: {
Orc_Load_Card: false or 0 (is not working)
}
},
 
Its not supported?
(I hate touching mob_db.conf :( )

 

 

@@kyeme, Instead of adding only the Orc_Load_Card in the monster information in mod_db2.conf, Why you don't insert all of its drop and don't add the Orc_Load_Card?

 

@EDIT: I tried it and it's working.

Edited by Frost

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@@Frost

Yes I did and its working.

 

It is nice if we have a settings like "0" to remove the specific item, so its not hard to see what changes you made

 

 

{
Id: 1190
Inherit: true
SpriteName: "ORC_LORD"
Drops: {
      Brood_Axe: 0
Orc_Load_Card: 0
 },
{
Id: 1288
Inherit: true
SpriteName: "EMPELIUM"
Hp: 342150
},
{
Id: 1191
Inherit: true
SpriteName: "MIMIC"
Drops: {
Emperium: 0
Rosary_: 0
Elunium_Stone: 0
Mimic_Card: 0
}
},

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@@Frost

Yes I did and its working.

 

It is nice if we have a settings like "0" to remove the specific item, so its not hard to see what changes you made

 

 

{
Id: 1190
Inherit: true
SpriteName: "ORC_LORD"
Drops: {
      Brood_Axe: 0
Orc_Load_Card: 0
 },

{
Id: 1288
Inherit: true
SpriteName: "EMPELIUM"
Hp: 342150
},

{
Id: 1191
Inherit: true
SpriteName: "MIMIC"
Drops: {
Emperium: 0
Rosary_: 0
Elunium_Stone: 0
Mimic_Card: 0
}
},

 

Yeah, you have a point on that :)

 

@@Haru, @@4144 is it possible to increase the item slot of MVP Drops and Drops?

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The problem with that approach is that you're assuming that no monsters have the same drop listed twice (while it's a valid situation).

 

This is the mob_db entry for PORING:

// Mob DB entry for PORING{    Id: 1002    // ...    Drops: {        Jellopy: 7000        Knife_: 100        Sticky_Mucus: 400        Apple: 1000        Empty_Bottle: 1500        Apple: 150        Unripe_Apple: 20        Poring_Card: 1    }},
If you added this in the mob_db2:
{    Id: 1002    Override: true    Drops: {        Apple: 0 // Which apple am I removing? The first? The last? Both?    }},
What would happen?

 

Also if you added:

{    Id: 1002    Override: true    Drops: {        Jellopy: 5000 // Am I replacing the existing Jellopy? Or adding a new drop?        Red_Potion: 1000 // What does this do? Replaces an existing entry? Adds a new drop?    }},
it wouldn't be clear what the result would be.

 

To remove all existing entries and add a completely different drops list, what would you do? If it was able to override, you'd need a reasonable way to specify that you want to empty the list.

 

 

 

About increasing the amount of drops and mvp drops, it's possible but it requires several source modifications (and possibly a very radical change in how they're represented in the SQL DB). I'm for the change, but I expect a lot of people to complain if we do, and their control panel breaks.

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@@Haru

You have a good point sir, how about adding Drops_Add and Drops_Remove  :D

 

// Mob DB entry for PORING{    Id: 1002    // ...    Drops: {        Jellopy: 7000        Knife_: 100        Sticky_Mucus: 400        Apple: 1000        Empty_Bottle: 1500        Apple: 150        Unripe_Apple: 20        Poring_Card: 1    }},//In mob_db2.conf{    Id: 1002    Inherit: true    Drops: {        Jellopy: 5000 // Replace the current Jellopy        Sticky_Mucus: 1000 // Replace the current Sticky_Mucus    }    Drops_Add: {        Mjolnir: 1000	// Poring will now drop mjolnir    }    Drops_Remove: {        Apple: 1000 // Remove the existing Apple with 1000 rate        Apple: 150 // Remove the existing Apple with 150 rate    }},

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