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[Interlude] Herbdata.txt Improved


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Sample: npc_begin id=1020003 low={{8600;23.1};{8601;15.96};{8602;2.94};{8614;0.33}} mid={{8603;2.86};{8604;7.15};{8605;0.99}} high={{8606;5};{8608;5};{8610;5};{8612;0.33};{8611;10}} buff={{8607;5};{8609;5};{8613;0.33}} npc_end

 

 

Based on GF + patch notes.

 

1. File updated with the correct NPCs that should drop herbs (not 400ish from the default file, nor the 2k+ from depmax). It has 708 - correct - NPCs.

 

I removed the extra NPCs from silent valley and swamp of screams that had herbs added from Kamael thru GF - thus the npcs that drop it are perfect (GF has about 20ish extra NPCs that didn't drop herbs in IL - this is fixed).

 

2. Droprates.

 

The droprate for every herb is retail like. For everything except MP, about every mob (minus 20 or so) has the same chance (internal and external) of dropping herbs. Ex: 15% to drop a fighter buff herb, 20% for each specific herb.

 

Retail values would be:

 

1. {{{{[herb_of_hp_a];1;1;55};{[greater_herb_of_hp_a];1;1;38};{[full_herb_of_hp_a];1;1;7}};42};
2. {{{[herb_of_mp_a];1;1;26};{[greater_herb_of_mp_a];1;1;65};{[full_herb_of_mp_a];1;1;9}};11};
3. {{{[herb_of_pa];1;1;20};{[herb_of_pa_speed];1;1;20};{[herb_of_crt_rate];1;1;20};{[vampiric_rage_herb];1;1;20};{[death_whisper_herb];1;1;20}};25};
4. {{{[herb_of_ma];1;1;50};{[herb_of_ma_speed];1;1;50}};10};
5. {{{[figher_herb];1;1;33};{[magician_herb];1;1;33};{[recovery_herb];1;1;34}};1};
6. {{{[herb_of_move_speed];1;1;94};{[big_head_herb];1;1;3};{[vitality_herb1];1;1;3}};11}}

 

I calculated the values to reflect external x internal chances of drops occuring. I also removed the herbs that do not exist in IL.

 

For MP herbs I used the most balanced and common value found in GF, as it has about 8 different values for all mobs, each value with 100ish npcs associated with it.

 

To be retail-like I would need 6 tables - vang extender for now gives me only 4, so this is everything that could I can do for now.

 

I used the names the extender reads as the droptables (low, mid, high, buffs).

 

The 4 groups are like this:

 

1. hp herbs.

2. mp herbs.

3. fighter buffs + combo fighter.

4. mage buffs + mage combo + speed herb.

 

Hopefully this helps somebody that is also annoyed by the current herbs system until it is improved.

 

Link: http://pastebin.com/u2bj3hMZ

 

EDIT:

 

As vangs extender doesnt have the parameter item_multi_skill_list={ from GF (it has only item_skill that accepts only one effect), the Mystic and Warrior herbs wont work unless a new skill is created and have both effects added + client is edited, adding the new buffs.

 

As the goal here is to simply provide a better herbdata (as retail as possible), and editing the client to add the new skill with both effects kind of would go against it, at least for now i m uploading a version without those, as I dont want to make anyone have to update itemdata+skilldata+client skill dats. That would also be flawed because it would need to be a new multibuff effect (like cov), unfortunately stacking with default buffs if i_dispel_by_slot isnt added (tho if its, it would remove the original buff that  it happens replace, and the original buff wouldnt return when the time from the combo ones (2 minutes) runs out, making it a pain in the ass when hunting - the user would have to  carefully pick up the herbs 1 by 1 and not simply spam pickup. So, in short, editing IL scripts alone, thats pretty much the best that can be done.

 

http://pastebin.com/Kgnb8Qda

Edited by ericvini
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  • 1 month later...

I don't have the final version anymore, gonna see if some1 still has it. If not, I will do it again (I have the pre final version lol).

 

edit:

 

http://pastebin.com/u2bj3hMZ

 

Click raw - copy-paste - replace ur herbdata.txt data.

 

 

edit2: updated file without mystic/warrior herbs: http://pastebin.com/Kgnb8Qda

Edited by ericvini
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