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 Post subject: Automatic Skill Level Detection
PostPosted: 04 Sep 2013, 20:20 
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Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
Is anyone interested in this ?

IE a modification to the attackSkillSlot config block that lets you put in skill damage formulas (potentially hooked into things like MATK and ATK if I can be bothered) for the various skills you have, and then have the "optimal" skill level selected ?

For example, for Fire Bolt, damage is MATK * Level, so if a mob only has x hp left, case the lowest level of Fire Bolt that will do that much damage (or the highest level available if nothing will one hit kill)

I ask mainly to determine if I will roll this as a plugin or a patch.

I've currently got a very simple version of this running as a modification to the monsterDB plugin (which is natural, as you need it to determine monster element and current hp) with the config block setup like

Code:
attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY, Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 1
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY, Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 2
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY, Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 3
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY, Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 4
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 1 * 1.5
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 2 * 1.5
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 3 * 1.5
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
   skillFormula $matkav * 4 * 1.5
}

attackSkillSlot Cold Bolt {
   lvl 5
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
}


Which is plenty clean enough for me, but if people are interested, I'll actually put some thought into simplifying the configuration.


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 05 Sep 2013, 00:45 
Offline
Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
Code:
attackSkillSlot Fire Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula (($matkav+45)*1)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula (($matkav+45)*2)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula (($matkav+45)*3)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula ((($matkav+45)*1)*1.5)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula ((($matkav+45)*2)*1.5)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula ((($matkav+45)*3)*1.5)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula (($matkav+45)*1)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula (($matkav+45)*2)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula (($matkav+45)*3)*1.75
}


attackSkillSlot Fire Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula ((($matkav+45)*1)*1.5)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula ((($matkav+45)*2)*1.5)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula ((($matkav+45)*3)*1.5)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula (($matkav+45)*1)*2
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula (($matkav+45)*2)*2
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula (($matkav+45)*3)*2
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula ((($matkav+45)*1)*1.5)*2
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula ((($matkav+45)*2)*1.5)*2
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula ((($matkav+45)*3)*1.5)*2
}

attackSkillSlot Fire Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav+45)*1)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav+45)*2)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav+45)*3)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav+45)*4)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav+45)*1)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav+45)*2)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav+45)*3)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav+45)*4)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav+45)*1)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav+45)*2)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav+45)*3)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav+45)*4)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav+45)*1)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav+45)*2)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav+45)*3)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav+45)*4)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav+45)*1)*2
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav+45)*2)*2
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav+45)*3)*2
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav+45)*4)*2
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav+45)*1)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav+45)*2)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav+45)*3)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 8
   whenStatusInactive EFST_POSTDELAY
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav+45)*4)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 5
   dist 8
   whenStatusInactive EFST_POSTDELAY
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
}


For anyone running with Fire and Cold bolt max levels 4 and 5 respectively.

I should probably at some point take MDEF into account.


in monsterDB.pl

Code:
   my $matkav = int((($char->{lv} / 4) + ($char->{int} + $char->{int_bonus}) + (($char->{int} + $char->{int_bonus}) / 2) + (($char->{dex} + $char->{dex_bonus}) / 5) + (($char->{luk} + $char->{luk_bonus}) / 3)) + (($char->{lv} / 4) + ($char->{int} + $char->{int_bonus}) + (($char->{int} + $char->{int_bonus}) / 2) + (($char->{dex} + $char->{dex_bonus}) / 5) + (($char->{luk} + $char->{luk_bonus}) / 3))/abs((($char->{lv} / 4) + ($char->{int} + $char->{int_bonus}) + (($char->{int} + $char->{int_bonus}) / 2) + (($char->{dex} + $char->{dex_bonus}) / 5) + (($char->{luk} + $char->{luk_bonus}) / 3))*2)) + $char->{attack_magic_min};
      
   if ($config{$args->{prefix} . '_damageFormula'}
   && !inRange(($monsterInfo->[0] + $args->{monster}->{deltaHp}),'<='.eval($config{$args->{prefix} . '_damageFormula'}))) {
      return $args->{return} = 0;
   }
   
   if ($config{$args->{prefix} . '_damageFormula'}
   && inRange(($monsterInfo->[0] + $args->{monster}->{deltaHp}),'<= '.eval($config{$args->{prefix} . '_damageFormula'}))) {
      my $formula = int(eval($config{$args->{prefix} . '_damageFormula'}));
      debug("I think my damage will be around : $formula\n", 'monsterDB', 0);
   }



I need to update this to calculate weapon mATK correctly, aswell as equipment mATK bonuses


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 05 Sep 2013, 20:05 
Offline
Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
Code:
You are now attacking Monster Drosera (1)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 909ms)
[ 86/ 95] You use Fire Bolt (Lv: 4) on Monster Drosera (1) (Dmg: 1216) (Delay: 520ms) (HP: 9662/10878)
You are now: EFST_POSTDELAY (Duration: 1.6s)
You are no longer: EFST_POSTDELAY
You are casting Mystical Amplification on yourself (Delay: 700ms)
You are now: Mystical Amplification (Duration: 30s)
You use Mystical Amplification on yourself (Lv: 10)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 909ms)
You are no longer: Mystical Amplification
[ 86/ 91] You use Fire Bolt (Lv: 4) on Monster Drosera (1) (Dmg: 1900) (Delay: 520ms) (HP: 7762/10878)
You are now: EFST_POSTDELAY (Duration: 1.6s)
You are no longer: EFST_POSTDELAY
You are casting Mystical Amplification on yourself (Delay: 700ms)
You are now: Mystical Amplification (Duration: 30s)
You use Mystical Amplification on yourself (Lv: 10)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 909ms)
You are no longer: Mystical Amplification
[ 86/ 90] You use Fire Bolt (Lv: 4) on Monster Drosera (1) (Dmg: 2112) (Delay: 520ms) (HP: 5650/10878)
You are now: EFST_POSTDELAY (Duration: 1.6s)
You are no longer: EFST_POSTDELAY
You are casting Mystical Amplification on yourself (Delay: 700ms)
You are now: Mystical Amplification (Duration: 30s)
You use Mystical Amplification on yourself (Lv: 10)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 909ms)
You are no longer: Mystical Amplification
[ 87/ 88] You use Fire Bolt (Lv: 4) on Monster Drosera (1) (Dmg: 1960) (Delay: 520ms) (HP: 3690/10878)
You are now: EFST_POSTDELAY (Duration: 1.6s)
You are no longer: EFST_POSTDELAY
You are casting Mystical Amplification on yourself (Delay: 700ms)
You are now: Mystical Amplification (Duration: 30s)
You use Mystical Amplification on yourself (Lv: 10)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 909ms)
You are no longer: Mystical Amplification
[ 87/ 87] You use Fire Bolt (Lv: 4) on Monster Drosera (1) (Dmg: 2184) (Delay: 520ms) (HP: 1506/10878)
You are now: EFST_POSTDELAY (Duration: 1.6s)
You are no longer: EFST_POSTDELAY
You are casting Mystical Amplification on yourself (Delay: 700ms)
You are now: Mystical Amplification (Duration: 30s)
You use Mystical Amplification on yourself (Lv: 10)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 545ms)
You are no longer: Mystical Amplification
[ 88/ 86] You use Fire Bolt (Lv: 2) on Monster Drosera (1) (Dmg: 1104) (Delay: 520ms) (HP: 402/10878)
You are now: EFST_POSTDELAY (Duration: 1.2s)
You are no longer: EFST_POSTDELAY
You are casting Mystical Amplification on yourself (Delay: 700ms)
You are now: Mystical Amplification (Duration: 30s)
You use Mystical Amplification on yourself (Lv: 10)
You are casting Fire Bolt on Monster Drosera (1) (Delay: 363ms)
You are no longer: Mystical Amplification
[ 88/ 83] You use Fire Bolt (Lv: 1) on Monster Drosera (1) (Dmg: 490) (Delay: 520ms) (HP: -88/10878)
You are now: EFST_POSTDELAY (Duration: 1s)
You use Soul Drain on Monster Drosera (1) (Lv: 10)
You have gained 1552/1163 (0.16%/0.16%) Exp


It gets the skill level wrong sometimes, which is why I need to get around to implementing mDEF calculations, which will probably happen over the weekend.
I'm also going to change it so it automatically detects the element level, so it can calculate the damage enhancement.

Would people prefer this to be hard coded, or specified in config.txt ?

Or of course if I don't get some responses to this in the next couple of days, I'll just merge it back into ClosedKore and go back to not talking to people.


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 12 Sep 2013, 11:25 
Offline
Human
Human

Joined: 06 May 2012, 10:11
Posts: 38
Wow that's a very interesting project and I for one am very intrigued by this. This would be a great leap for openkore. No more need to manually adjust skill levels, make macros, and have countless duplicate blocks. In my honest opinion it would be better if it were a plugin since the need search for and input each formula calculations to every block would be quite tiring. So, if you have the free time do make this project a reality! I'd be happy to volunteer as a tester if you need one :).

Btw, I've already came accross with monsterDB before but never really got the chance to use it. Can you give me some tips with regards to it or even point me into the right direction? Because as far as my botting with mages can go, the following lines are the best I could contribute/come up with (it's even without attack damage calculations!!!):

Code:
##### Elemental Properties #####
#Neutral - weak vs. (100) Everything // Ghost
   AGAV, G_AGAV, EVENT_ALARM, G_ALARM, ALARM, ALICE, G_ALICE, ALICEL, G_ALICEL, ALIOT, G_ALIOT, ALIZA, G_ALIZA, ANCIENT_MIMIC, META_ANT_EGG, ANT_EGG, ANTLER_SCARABA_EGG, I_ANTLER_SCARABA_EGG, APOCALIPS, ARCHDAM, G_ARCHDAM, ARCHER_GUARDIAN, AUNOE, BARRICADE_, BARRICADE, OBJ_A2, BOMBPORING, BOW_GUARDIAN, BYORGUE, B_S_GUARDIAN, B_B_GUARDIAN, ANTONIO_, CHUNG_E, C_TOWER_MANAGER, G_C_TOWER_MANAGER, COBALT_MINERAL, COOKIE, CREEPER, CRUISER, G_CRUISER, CRYSTAL_6, CRYSTAL_9, CRYSTAL_5, CRYSTAL_7, CRYSTAL_8, DEATHWORD, DIMIK, DRAGON_EGG, OBJ_FLAG_B, CRYSTAL_2, G_ECHIO, ECHIO, ECLIPSE, ECLIPSE_P, ELDER, G_ELDER, ENGKANTO, EVIL_CLOUD_HERMIT, G_EVIL_CLOUD_HERMIT, FANAT, CRYSTAL_3, OBJ_B, OBJ_A, A_MOBSTER, GARDEN_WATCHER, GOLEM, G_GOLEM, EVENT_GOURD, S_EMPEL_1, S_EMPEL_2, HEAVY_METALING, HELL_APOCALIPS, IRON_FIST, ISILLA, KARAKASA, G_KARAKASA, KNIGHT_GUARDIAN, OBJ_FLAG_A, EVENT_LUDE, LUNATIC, R_LUNATIC, A_LUNATIC, MEDUSA, G_MEDUSA, MEGALITH, G_MEGALITH, METALING, G_MIMIC, MIMIC, MIMING, MINERAL, MOBSTER, EVENT_MOBSTER, MYSTCASE, NOVUS, NOVUS_, NYDHOG_MEMORY1_1, NYDHOG_MEMORY2_2, NYDHOG_MEMORY1_2, NYDHOG_MEMORY3_1, NYDHOG_MEMORY2_1, NYDHOG_MEMORY3_2, OBSERVATION, HORN_SCARABA_EGG, I_HORN_SCARABA_EGG, OWL_BARON, OWL_DUKE, PECOPECO_EGG, PERMETER, PHENDARK, PHREEONI, RAKE_SCARABA_EGG, I_RAKE_SCARABA_EGG, RICE_CAKE_BOY, RIDEWORD, RSX_0806, RYBIO, SAGEWORM, SASQUATCH, STALACTIC_GOLEM, SWORD_GUARDIAN, TAO_GUNKA, TEDDY_BEAR, THE_PAPER, THIEF_BUG, HORN_SCARABA2_EGG, I_HORN_SCARABA2_EGG, VANBERK, VENATU_1, VIOLY, WASTE_STOVE, ZHERLTHSH, ZAKUDAM,
#Water - weak vs. (200) Wind / (100) Earth
   ALLIGATOR, AMBERNITE, ANOLIAN, AQUA_ELEMENTAL, VAVAYAGA, CORNUTUS, CRAB, DEVIACE, DIMIK_2, FREEZER, FUR_SEAL, GARM, GARM_BABY, GAZETI, GEMINI, GOBLIN_5, HARWORD, HYDRA, IARA, ICE_TITAN, ICEICLE, KAPHA, KING_DRAMOH, KTULLANUX, KUKRE, MAGNOLIA, MARC, MARIN, MARINA, MARINE_SPHERE, MARSE, MASTERING, MERMAN, OBEAUNE, PHEN, PHYLLA, PIRANHA, PLANKTON, PLASMA_B, PORING, RED_ERUMA, RHYNCHO, RODA_FROG, SEE_OTTER, SHELLFISH, SIORAVA, SIROMA, SNOWIER, SOHEE, SPORE, E_HYDRA, STROUF, SWORD_FISH, THARA_FROG, TOAD, UZHAS, VADON, VENATU_4, G_HARWORD,
#Earth - weak vs. (200) Fire / (100) Water
   ALNOLDI, AMON_RA, ANCIENT_TREE, ANDRE, ANTLER_SCARABA, I_ANTLER_SCARABA, ARCLOUSE, ARMAIA, ASTER, KIND_OF_BEETLE, BIGFOOT, BRADIUM_GOLEM, CARAMEL, CATERPILLAR, CLOCK, COCO, CURUPIRA, DENIRO, DIMIK_3, DISGUISE, DRACO, DRACO_EGG, DRILLER, DROSERA, DRYAD, DUNEYRR, FABRE, FERUS_, FLORA, GALAPAGO, GEOGRAPHER, GIEARTH, GOBLIN_4, GOPINICH, GREEN_IGUANA, GULLINBURSTI, HARDROCK_MOMMOTH, HILLSRION, HODE, HORN, INCREASE_SOIL, JAGUAR, KILLER_MANTIS, KNOCKER, LEAF_CAT, LEIB_OLMAI, LES, LI_ME_MANG_RYANG,  LIVE_PEACH_TREE, MANDRAGORA, MANTIS, MARTIN, MAVKA, MAYA, MAYA_PUPLE, MOLE, MUKA, MUSCIPULAR, NAGA, NERAID, OBSIDIAN, HORN_SCARABA, I_HORN_SCARABA, ORC_ARCHER, ORC_BABY, ORK_HERO, ORC_LADY, ORC_LORD, I_ORC_ARCHER, ORK_WARRIOR, PARUS, PETIT, PIERE, PINGUICULA, PITMAN, PLASMA_G, PORCELLIO, PUPA, QUEEN_SCARABA, I_QUEEN_SCARABA, RAFFLESIA, RAKE_SCARABA, I_RAKE_SCARABA, RATA, ROCKER, SAND_MAN, SAVAGE, SAVAGE_BABE, I_ORC_LADY, SLEEPER, SMOKIE, SNAKE, SOLDIER_GUARDIAN, SOLIDER, SPRING_RABBIT, STAPO, STING, TATACHO, TENDRILRION, TENGU, TRI_JOINT, TURTLE_GENERAL, HORN_SCARABA2, I_HORN_SCARABA2, VAGABOND_WOLF, VENATU_3, VITATA, VOCAL, B_HARWORD, WILOW, WOLF, WOOD_GOBLIN, WOODEN_GOLEM, WOOTAN_SHOOTER, WORM_TAIL, YOYO,
#Fire - weak vs. (200) Water / (100) Wind
   BANASPATY, BLAZZER, BOITATA, BRILIGHT, BUTOIJO, CAT_O_NINE_TAIL, CENDRAWASIH, CHEPET, CHIMERA, CHOCO, DELETER, DELETER_, DESERT_WOLF, DESERT_WOLF_B, DIMIK_4, DROPS, EDDGA, ELDER_WILOW, EXPLOSION, FERUS, FRILLDORA, GAJOMART, GIG, GOAT, GOBLIN_2, GOLDEN_BUG, GRAND_PECO, GREATEST_GENERAL, GRIZZLY, HEADLESS_MULE, HEATER, HIGH_ORC, HORONG, IFRIT, IMP, JAKK, KAHO, KASA, KOBOLD_3, KOBOLD_ARCHER, LAVA_GOLEM, G_SEYREN, B_SEYREN, MAGMARING, MAJORUROS, MARDUK, METALLER, MINOROUS, MOONLIGHT, MUTANT_DRAGON, NINE_TAIL, PASANA, PECOPECO, PICKY, PICKY_, PLASMA_R, I_HIGH_ORC, SALAMANDER, SCORPION, SEYREN, STONE_SHOOTER, WILD_GINSENG, WOOTAN_FIGHTER, B_YGNIZEM, YGNIZEM, ZEROM,
#Wind - weak vs. (200) Earth / (100) Fire
   ACIDUS_, ANGRA_MANTIS, ANOPHELES, ASSULTER, BACSOJIN_, BEHOLDER, BEHOLDER_MASTER, BLOOD_BUTTERFLY, BREEZE, CARAT, CHONCHON, CHUNG_E_, CIVIL_SERVANT, CONDOR, CREAMY, CREMY_FEAR, DANCING_DRAGON, DIMIK_1, DOLOMEDES, DRAGON_FLY, DRAGON_TAIL, DUSTINESS, GALION, GARGOYLE, GIANT_HONET, GOBLIN_1, GOBLIN_LEADER, GRYPHON, HARPY, HILL_WIND_1, HILL_WIND, HORNET, HUNTER_FLY, JOKER, KAVAC, KNIGHT_OF_WINDSTORM, KOBOLD_1, KOBOLD_LEADER, LADY_TANEE, LITTLE_FATUM, LUCIOLA_VESPA, MISTRESS, PANZER_GOBLIN, PARASITE, PETIT_, POM_SPIDER, PUNK, RAGGLER, ROTAR_ZAIRO, ROWEEN, SEEKER, SHECIL, G_SHECIL, B_SHECIL, STAINER, STEAM_GOBLIN, STEEL_CHONCHON, STEM_WORM, TOUCAN, VENATU_2, WANDER_MAN, WILD_ROSE, WIND_GHOST,
#Poison - weak vs. (125) Holy
   ANACONDAQ, ANCIENT_WORM, ARGIOPE, ARGOS, G_EREMES, B_EREMES, CENTIPEDE, CENTIPEDE_LARVA, COMODO, CRAMP, PINGUICULA_D, DEMON_PUNGUS, EREMES, GIANT_SPIDER, GOBLIN_3, GOBLIN_ARCHER, KOBOLD_2, MYST, NEPENTHES, PENOMENA, POISON_SPORE, POISON_TOAD, POPORING, SIDE_WINDER, UNGOLIANT, VENOMOUS, WHIKEBAIN,
#Holy - weak vs. (200) Shadow / (175) Undead
   ACIDUS, ANGELING, ARCHANGELING, COOKIE_XMAS, CORNUS, EMPELIUM, EREND, FAKE_ANGEL, B_MAGALETA, G_MAGALETA, MAGALETA, SHELTER, SKEGGIOLD_, SKEGGIOLD, SOLACE, G_RANDGRIS, RANDGRIS, APOCALIPS_H,
#Shadow - weak vs. (200) Holy
   AM_MUT, ATROCE, BANSHEE, BANSHEE_MASTER, BAPHOMET, BAPHOMET_, BATHORY, BLOODY_KNIGHT, BLOODY_MURDERER, CONSTANT, G_CONSTANT, DARK_FRAME, DARK_SHADOW, DETALE, DEVILING, DEVIRUCHI, DIABOLIC, DOKEBI, DOPPELGANGER, DRACULA, DRAINLIAR, ENTWEIHEN, EXECUTIONER, FALLINGBISHOP, FARMILIAR, G_FRUS, FRUS, GIBBET, BAPHOMET_I, GREMLIN, HELL_POODLE, HODREMLIN, HYDRO, HYLOZOIST, INCANTATION_SAMURAI, MOROCC_1, MOROCC_2, INCUBUS, INJUSTICE, ISIS, KIEL_, KNIGHT_OF_ABYSS, LEAK, LOLI_RURI, LORD_OF_DEATH, LOST_DRAGON, MATYR, MINI_DEMON, MIYABI_NINGYO, MYSTELTAINN, S_NYDHOG, NIGHTMARE_TERROR, PEST, PHARAOH, PLASMA_P, RAYDRIC, RAYDRIC_ARCHER, REQUIEM, RETRIBUTION, SHINOBI, G_SKOGUL, SKOGUL, SUCCUBUS, TAMRUAN, TAROU, THIEF_BUG_EGG, THIEF_BUG_, THIEF_BUG__, G_ENTWEIHEN_M, G_ENTWEIHEN_S, G_ENTWEIHEN_R, TIRFING, WICKED_NYMPH, MOROCC_, ZENORC, ZIPPER_BEAR,
#Ghost - weak vs. (200) Ghost / (100) Everything  // Neutral and Poison
   BABY_LEOPARD, BEELZEBUB, EGGYRA, DARK_SNAKE_LORD, FLAME_SKULL, GHOSTRING, WHISPER_BOSS, GLOOMUNDERNIGHT, G_KATRINN, B_KATRINN, MOROCC_4, KATRINN, KRABEN, MARIONETTE, NAGHT_SIEGER, NIGHTMARE, NOXIOUS, PLASMA_Y, RAWREL, THANATOS, G_THA_DESPERO, THA_DESPERO, G_THA_DOLOR, THA_DOLOR, G_THA_MAERO, THA_MAERO, THA_ODIUM, G_THA_ODIUM, G_ENTWEIHEN_H, WHISPER, WHISPER_,
#Undead - weak vs. (200) Fire, Holy / (175) Ghost / (150) Water
   ANCIENT_MUMMY, ANTIQUE_FIRELOCK, ANUBIS, ARCHER_SKELETON, BON_GUN, DARK_ILLUSION, DARK_LORD, I_ORC_SKELETON, DRAKE, DULLAHAN, EVIL_DRUID, GHOUL, G_DARK_PRIEST, HYEGUN, MOROCC_3, KHALITZBURG, LUDE, MEGALODON, MUMMY, MUNAK, NECROMANCER, ORC_SKELETON, ORC_ZOMBIE, OSIRIS, PIRATE_SKEL, QUVE, RAGGED_ZOMBIE, REMOVAL, SKELETON, SKELETON_GENERAL, SKEL_PRISONER, SKEL_WORKER, SOLDIER_SKELETON, VERIT, WRAITH, G_WRAITH, WRAITH_DEAD, ZOMBIE, ZOMBIE_MASTER, ZOMBIE_PRISONER, ZOMBIE_SLAUGHTER,
   
   
##### Size #####
#Small
   , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,
#Medium
   , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,
#Large // Ghost
   ACIDUS, ACIDUS_, AMBERNITE, AMON_RA, ANCIENT_MIMIC, ANCIENT_TREE, ANCIENT_WORM, ANUBIS, APOCALIPS, AQUA_ELEMENTAL, ARCHDAM, ARCHER_GUARDIAN, ARGIOPE, ARGOS, ATROCE, BACSOJIN_, BAPHOMET, BARRICADE, BIGFOOT, BLOODY_KNIGHT, BLOODY_MURDERER, BOITATA, BOW_GUARDIAN, BRADIUM_GOLEM, BUTOIJO, CHIMERA, C_TOWER_MANAGER, DARK_ILLUSION, DARK_LORD, DETALE, DOLOMEDES, DRACULA, EDDGA, ELDER, EVIL_CLOUD_HERMIT, EVIL_DRUID, EXECUTIONER, FERUS_, FERUS, FLORA, GARM, GIANT_SPIDER, GIBBET, GOLDEN_BUG, GOLEM, GOPINICH, GRAND_PECO, BAPHOMET_I, GREMLIN, GRIZZLY, GRYPHON, GULLINBURSTI, HARDROCK_MOMMOTH, HEADLESS_MULE, HELL_APOCALIPS, HIGH_ORC, HYDRO, ICE_TITAN, IFRIT, INCANTATION_SAMURAI, MOROCC_1, ISIS, JOKER, KASA, KHALITZBURG, KING_DRAMOH, KNIGHT_GUARDIAN, KNIGHT_OF_ABYSS, KNIGHT_OF_WINDSTORM, KTULLANUX, LADY_TANEE, LAVA_GOLEM, LEAK, LEIB_OLMAI, LOLI_RURI, LORD_OF_DEATH, LOST_DRAGON, MAJORUROS, MARDUK, MAYA, MAYA_PUPLE, MEGALITH, MINOROUS, MUKA, MUTANT_DRAGON, MYST, MYSTELTAINN, NAGA, S_NYDHOG, NIGHTMARE_TERROR, ORK_HERO, ORC_LORD, OWL_BARON, OWL_DUKE, PECOPECO, PHARAOH, PHENDARK, PHREEONI, PITMAN, QUEEN_SCARABA, I_QUEEN_SCARABA, RAYDRIC, ROTAR_ZAIRO, RSX_0806, RYBIO, I_HIGH_ORC, SALAMANDER, SASQUATCH, SAVAGE, SNOWIER, STALACTIC_GOLEM, STROUF, SWORD_GUARDIAN, SWORD_FISH, TAMRUAN, TAO_GUNKA, TENGU, TURTLE_GENERAL, UNGOLIANT, G_RANDGRIS, RANDGRIS, APOCALIPS_H, WASTE_STOVE, WOODEN_GOLEM, MOROCC_, G_WRAITH, WRAITH, WRAITH_DEAD, ZAKUDAM,

##### Race #####
# Undead
   ANCIENT_MUMMY, ANTIQUE_FIRELOCK, ARCHER_SKELETON, BON_GUN, I_ORC_SKELETON, DRAKE, DULLAHAN, EVIL_DRUID, GHOUL, HYEGUN, INJUSTICE, KHALITZBURG, LUDE, MEGALODON, MUMMY, MUNAK, NECROMANCER, ORC_SKELETON, ORC_ZOMBIE, OSIRIS, PIRATE_SKEL, PITMAN, QUVE, RAGGED_ZOMBIE, REMOVAL, SKELETON, SKELETON_GENERAL, SKEL_PRISONER, SKEL_WORKER, SOLDIER_SKELETON, G_THA_DESPERO, THA_DESPERO, THA_DOLOR, G_THA_DOLOR, G_THA_MAERO, THA_MAERO, THA_ODIUM, G_THA_ODIUM, VERIT, WHISPER_, WRAITH, G_WRAITH, WRAITH_DEAD, ZOMBIE, ZOMBIE_MASTER, ZOMBIE_PRISONER, ZOMBIE_SLAUGHTER,
   ANCIENT_MUMMY, ANTIQUE_FIRELOCK, ANUBIS, ARCHER_SKELETON, BON_GUN, DARK_ILLUSION, DARK_LORD, I_ORC_SKELETON, DRAKE, DULLAHAN, EVIL_DRUID, GHOUL, G_DARK_PRIEST, HYEGUN, MOROCC_3, KHALITZBURG, LUDE, MEGALODON, MUMMY, MUNAK, NECROMANCER, ORC_SKELETON, ORC_ZOMBIE, OSIRIS, PIRATE_SKEL, QUVE, RAGGED_ZOMBIE, REMOVAL, SKELETON, SKELETON_GENERAL, SKEL_PRISONER, SKEL_WORKER, SOLDIER_SKELETON, VERIT, WRAITH, G_WRAITH, WRAITH_DEAD, ZOMBIE, ZOMBIE_MASTER, ZOMBIE_PRISONER, ZOMBIE_SLAUGHTER,
# Demon
   ALICEL, G_ALICEL, G_ALIOT, ALIOT, AM_MUT, BANSHEE, BANSHEE_MASTER, BAPHOMET, BAPHOMET_, BEELZEBUB, BLAZZER, BUTOIJO, CARAT, CAT_O_NINE_TAIL, G_CONSTANT, CURUPIRA, DARK_FRAME, DARK_ILLUSION, DARK_LORD, DEMON_PUNGUS, DEVILING, DEVIRUCHI, DIABOLIC, DISGUISE, DOKEBI, DOPPELGANGER, DRACULA, ENTWEIHEN, EREMES, FALLINGBISHOP, FLAME_SKULL, G_FRUS, FRUS, GARGOYLE, GAZETI, GHOSTRING, WHISPER_BOSS, GIBBET, GIEARTH, BAPHOMET_I, GREMLIN, HARPY, HEADLESS_MULE, HELL_POODLE, G_DARK_PRIEST, HODREMLIN, HYLOZOIST, IMP, MOROCC_2, MOROCC_3, MOROCC_4, INCUBUS, ISIS, KAHO, KNOCKER, LEAK, LI_ME_MANG_RYANG, LOLI_RURI, LORD_OF_DEATH, MAGNOLIA, MARIONETTE, MEDUSA, MINI_DEMON, MIYABI_NINGYO, MOONLIGHT, NAGHT_SIEGER, NIGHTMARE, NIGHTMARE_TERROR, OWL_BARON, OWL_DUKE, RAYDRIC_ARCHER, RYBIO, SEYREN, G_SKOGUL, SKOGUL, SOHEE, SUCCUBUS, TAMRUAN, TAO_GUNKA, TENGU, THANATOS, G_ENTWEIHEN_M, G_ENTWEIHEN_S, G_ENTWEIHEN_H, G_ENTWEIHEN_R, WANDER_MAN, WHISPER, WICKED_NYMPH, WIND_GHOST, MOROCC_,
   
   
   
   , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,


AND YES I KNOW my "code" is incomplete XD.


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 Profile  
 
 Post subject: Re: Automatic Skill Level Detection
PostPosted: 13 Sep 2013, 00:30 
Offline
Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
Ah, the monsterDB.txt that comes with the original plugin is horribly out of date, and the few posts I've seen on the forums link to either old, or not english databases for conversion.

I can't remember where exactly I got the copy of the database I'm using, I just compared values from a few online databases that seemed accurate and googled for a mob_db.txt that matched them.
I THINK it was https://cronusemulator.svn.sourceforge.net/svnroot/cronusemulator/Server/branches/Renewal/db/mob_db.txt

I ran that through iMikeLance's MonsterDB converter, had some issues if I recall correctly, kicked it, ended up using this code in the end (which might be original, might not be, IDK)

Code:
#!/usr/bin/perl -w

############################
# eAthena/Cronus to MonsterDB monster table converter by iMikeLance
############################
use utf8;
use strict;
use warnings;

# Renewal mon_db: https://cronusemulator.svn.sourceforge.net/svnroot/cronusemulator/Server/branches/Renewal/db/mob_db.txt
# Pre-renewal mon_db: https://cronusemulator.svn.sourceforge.net/svnroot/cronusemulator/Server/trunk/db/mob_db.txt

open DB, "<", "mob_db.txt" or die "Are you sure that mob_db.txt exists? Internal error: ".$!;
open EXT, ">", "monsterDB.txt" or die $!;

while (<DB>) {
        $_ =~  s/\/\///g;
        if ($_ =~ /^(\d+),\w+,(\w+ ?)+,(\w+ ?)+,\d+,(\d+),\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,\d+,(\d+),(\d+),(\d+),.*/) { # eA/Cronus syntax
                print EXT $1." ".$4." ".$5." ".$6." ".$7."\n";
        }
}

close(DB);
close(EXT);

print "Finished !\n";


which gives

Code:
1001 153 0 4 23
1002 60 1 3 21
1003 100000 0 4 22
1004 90 0 4 24
1005 427 0 2 27
1006 1 0 0 1
1007 72 0 4 22
1008 66 0 4 22
1009 114 1 2 24
1010 91 1 3 22
1011 57 0 4 24
1012 160 1 5 21
1013 1219 1 2 22
1014 280 1 3 21
1015 234 1 1 29
1016 1646 1 1 29
1017 170 1 4 27
1018 378 0 4 24
1019 446 2 2 23
1020 156 1 3 62
1021 583 1 4 27
1022 28600 2 0 40
1023 1434 1 7 22
1024 200 1 3 22
1025 217 1 2 22
1026 2445 1 1 29
1027 600 1 2 22
1028 804 1 1 29
1029 2092 2 6 27
1030 8510 1 2 25
1031 524 1 3 25
1032 1944 1 1 29
1033 599 1 3 43
1034 1157 1 5 41
1035 2050 0 4 44
1036 2614 1 1 49
1037 2736 1 2 25
1038 475840 1 1 89
1039 668000 2 6 67
1040 2245 2 0 60
1041 2155 1 1 49
1042 1199 0 4 24
1043 1452 0 5 22
1044 2158 1 5 41
1045 2522 1 5 41
1046 380000 1 6 67
1047 75 0 0 60
1048 344 0 4 27
1049 95 0 2 23
1050 89 0 2 23
1051 354 0 4 60
1052 185 1 4 22
1053 531 1 4 27
1054 595 1 4 27
1055 468 2 3 22
1056 591 0 2 22
1057 898 0 2 22
1058 1687 1 4 23
1059 378000 0 4 84
1060 587 2 2 22
1061 2872 2 6 68
1062 69 1 3 26
1063 55 0 2 60
1064 1335 1 1 29
1065 3052 2 5 61
1066 1252 0 5 21
1067 1450 0 5 21
1068 854 0 3 41
1069 2600 2 5 41
1070 1111 0 5 21
1071 1411 1 1 29
1072 7045 1 6 83
1073 1233 0 5 21
1074 1680 0 5 21
1075 77 0 5 22
1076 612 1 1 29
1077 456 1 3 25
1078 10 0 3 22
1079 10 0 3 22
1080 10 0 3 22
1081 10 0 3 22
1082 10 0 3 22
1083 20 0 3 26
1084 15 0 3 22
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2037 5000 1 8 66
2038 10000 1 8 66
2039 28980 2 0 47
2040 29900 1 0 67
2041 33350 2 0 87
2042 50000 1 0 20
2043 50000 1 0 20
2044 50000 1 0 20
2045 50000 1 0 20
2046 50000 1 0 20
2047 46708 1 2 42
2048 8780 0 3 45
2049 45200 2 0 42
2050 33220 2 0 81
2051 50 1 3 21
2052 50 1 3 21
2053 50 1 3 21
2054 50 1 3 21
2055 50 1 3 21
2056 50 1 3 21
2057 3898 0 2 45
2058 50 1 3 21
2059 50 1 3 21
2060 50 1 3 21
2061 50 1 3 21
2062 50 1 3 21
2063 50 1 3 21
2064 50 1 3 21
2065 50 1 3 21
2066 50 1 3 21
2067 50 1 3 21
2068 1283990 2 2 63
2069 5890 1 5 61
2070 4522 2 5 61
2071 6620 2 6 63
2072 3914 1 2 42
2073 3640 1 2 44
2074 3096 1 7 22
2075 50 1 3 21
2076 50 1 3 21
2077 50 1 3 21
2078 50 1 3 21
2079 50 1 3 21
2080 50 1 3 21
2081 50 1 3 21
2082 4522 2 5 61
2085 62600 1 4 42
2086 67700 1 4 42
2087 2441600 2 4 62
2090 69000 0 4 20
2091 72000 0 4 20
2092 54591 2 4 64
2093 50 1 3 21
2094 50 1 3 21
2095 50 1 3 21
2096 50 1 3 21
2097 50 1 3 21
2098 50 1 3 21
2099 50 1 3 21
2100 50 1 3 21
2101 50 1 3 21
2102 50 1 3 21
2103 50 1 3 21
2104 50 1 3 21
2105 50 1 3 21
2106 50 1 3 21
2107 50 1 3 21
2108 50 1 3 21
2109 50 1 3 21
2110 50 1 3 21
2111 50 1 3 21
2112 50 1 3 21
2113 50 1 3 21
2114 50 1 3 21
2115 50 1 3 21
2116 50 1 3 21
2117 50 1 3 21
2118 50 1 3 21
2119 50 1 3 21
2120 50 1 3 21
2121 50 1 3 21
2122 50 1 3 21
2123 50 1 3 21
2124 50 1 3 21
2125 50 1 3 21
2126 50 1 3 21
2127 50 1 3 21
2128 50 1 3 21
2129 50 1 3 21
2130 50 1 3 21
2131 608920 2 9 67
2132 122110 1 4 84
2133 91720 1 4 64
2134 86990 0 2 62
2135 1000 0 0 20
2136 85100 0 7 64
2137 81200 0 0 20
2138 10 0 0 20
2139 10 0 0 20
2140 10 0 0 20
2141 10 0 0 20
2142 10 0 0 20
2143 10 0 0 20
2144 62600 1 4 42
2145 67700 1 4 42
2147 50 1 3 21
2148 50 1 3 21
2149 50 1 3 21
2150 10 1 3 21
2151 5149 1 3 22
2152 4002 1 2 65
2153 5556 1 8 23
2154 4680 0 0 63
2155 7524 2 6 43
2156 1265288 2 6 47
2157 4680 0 0 63
2158 50 1 3 21
2159 50 1 3 21
2160 50 1 3 21
2163 250400 1 4 42
2164 270800 1 4 42
2165 6441600 2 4 62
2168 138000 0 4 20
2169 144000 0 4 20
2170 250400 1 4 42
2171 270800 1 4 42
2174 120000 0 5 21
2175 120000 0 5 41
2176 120000 0 5 21
2177 160000 0 5 21
2178 160000 0 5 21
2179 160000 0 5 21
2180 50 1 3 21
2181 50 1 3 21
2182 50 1 3 21
2183 50 1 3 21
2184 50 1 3 21
2185 50 1 3 21
2186 2200000 2 5 41
2187 2200000 2 5 41
2188 2200000 2 5 41
2189 2200000 2 5 41
2190 2200000 2 5 41
2191 50 1 3 21
2192 50 1 3 21
2193 50 1 3 21
2194 500000 2 5 41
2195 50 1 3 21
2196 50 1 3 21
2197 9900 1 5 41
2198 28800 2 5 41
2199 6500 0 0 21
2200 50 1 3 21
2201 24002 1 5 41
2202 5602800 2 5 81
2203 25211 0 5 41
2204 22050 1 5 41
2205 50 1 3 21
2206 39190 2 5 81
2207 50 1 3 21
2208 50 1 3 21
2209 50 1 3 21
2210 50 1 3 21
2211 50 1 3 21
2212 50 1 3 21
2213 50 1 3 21
2214 50 1 3 21
2215 50 1 3 21
2216 50 1 3 21
2217 50 1 3 21
2218 5 1 3 21
2219 20 1 3 21
2220 50 1 3 21
2221 416300 1 7 66
2222 253175 1 7 63
2223 202516 1 7 68
2224 233650 1 7 61
2225 213541 1 6 65
2226 204962 1 7 64
2227 204962 1 7 64
2228 50 1 7 66
2229 50 1 7 63
2230 50 1 7 68
2231 50 1 7 61
2232 50 1 6 65
2233 50 1 7 64
2234 50 1 7 64
2235 50 1 7 86
2236 50 1 7 83
2237 50 1 7 68
2238 50 1 7 81
2239 50 1 7 85
2240 50 1 7 84
2241 50 1 7 84
2242 551578 1 6 20
2243 274531 0 6 20
2244 3481505 1 7 68


Which I am using right now, and seems to be accurate atleast on iRO in terms of the mobs I'm farming.
Call that "monsterDB.txt" and dump it in tables

put the monsterDB.pl plugin in your plugins folder

I'm currently using the following modification, however, it will be getting re-written so I don't have to have a HUGE amount of config boxes in my config.txt I'm just trying to figure out how I want to specify the skill damages without them being specified in config.txt

Code:
############################
# MonsterDB plugin for OpenKore by Damokles
#
# This software is open source, licensed under the GNU General Public
# License, version 2.
#
# This plugin extends all functions which use 'checkMonsterCondition'.
# Basically these are AttackSkillSlot, equipAuto, AttackComboSlot, monsterSkill.
#
# Following new checks are possible:
#
# target_Element (list)
# target_notElement (list)
# target_Race (list)
# target_notRace (list)
# target_Size (list)
# target_notSize (list)
# target_hpLeft (range)
#
# In equipAuto you have to leave the target_ part,
# this is due some coding inconsistency in the funtions.pl
#
# You can use monsterEquip if you think that equipAuto is to slow.
# It supports the new equip syntax. It is event-driven and is called
# when a monster: is attacked, changes status, changes element
#
# Note: It will check all monsterEquip blocks but it respects priority.
# If you check in the first block for element fire and in the second
# for race Demi-Human and in both you use different arrows but in the
# Demi-Human block you use a bow, it will take the arrows form the first
# matching block and equip the bow since the fire block didn't specified it.
#
#
# Note: monsterEquip will modify your attackEquip_{slot} so don't be surprised
# about having other attackEquips as you set before.
#
# Be careful with right and leftHand those slots will not be checked for
# two-handed weapons that may conflict.
#
# Example:
# monsterEquip {
#    target_Element Earth
#    equip_arrow Fire Arrow
# }
#
# For the element names just scroll a bit down and you'll find it.
# You can check for element Lvls too, eg. target_Element Dark4
#
# $Revision: 5549 $
# $Id: monsterDB.pl 5549 2007-03-21 00:55:47Z h4rry_84 $
############################

package monsterDB;

use strict;
use Plugins;
use Globals;
use Settings;
use Log qw(message warning error debug);
use Misc qw(bulkConfigModify);
use Translation qw(T TF);
use Utils;


Plugins::register('monsterDB', 'extends Monster infos', \&onUnload);
my $hooks = Plugins::addHooks(
   ['checkMonsterCondition', \&extendedCheck, undef],
   ['packet_skilluse', \&onPacketSkillUse, undef],
   ['packet/skill_use_no_damage', \&onPacketSkillUseNoDamage, undef],
   ['packet_attack', \&onPacketAttack, undef],
   ['attack_start', \&onAttackStart, undef],
   ['changed_status', \&onStatusChange, undef],
);


my @monsterDB;
my @element_lut = qw(Neutral Water Earth Fire Wind Poison Holy Dark Sense Undead);
my @race_lut = qw(Formless Undead Brute Plant Insect Fish Demon Demi-Human Angel Dragon);
my @size_lut = qw(Small Medium Large);
my %skillChangeElement = qw(
   NPC_CHANGEWATER Water
   NPC_CHANGEGROUND Earth
   NPC_CHANGEFIRE Fire
   NPC_CHANGEWIND Wind
   NPC_CHANGEPOISON Poison
   NPC_CHANGEHOLY Holy
   NPC_CHANGEDARKNESS Dark
   NPC_CHANGETELEKINESIS Sense
);

debug ("MonsterDB: Finished init.\n",'monsterDB',2);
loadMonDB(); # Load MonsterDB into Memory

sub onUnload {
   Plugins::delHooks($hooks);
   @monsterDB = undef;
}

sub loadMonDB {
   @monsterDB = undef;
   my @temp;
   debug ("MonsterDB: Loading DataBase\n",'monsterDB',2);
   my $file = Settings::getTableFilename('monsterDB.txt');
   error ("MonsterDB: cannot load $file\n",'monsterDB',0) unless (-r $file);
   { open my $fp, '<', $file; @temp = <$fp> }
   my $i = 0;
   foreach my $line (@temp) {
      next unless ($line =~ /(\d{4})\s+(\d+)\s+(\d)\s+(\d)\s+(\d+)/);
      $monsterDB[(int($1) - 1000)] = [$2,$3,$4,$5];
      $i++;
   }
   message TF("%d monsters in database\n", $i), 'monsterDB';
}

sub extendedCheck {
   my (undef, $args) = @_;

   return 0 if !$args->{monster} || $args->{monster}->{nameID} eq '';

   my $monsterInfo = $monsterDB[(int($args->{monster}->{nameID}) - 1000)];

   if (!defined $monsterInfo) {
      debug("monsterDB: Monster {$args->{monster}->{name}} not found\n", 'monsterDB', 2);
      return 0;
   } #return if monster is not in DB


   my $element = $element_lut[($monsterInfo->[3] % 10)];
   my $element_lvl = int($monsterInfo->[3] / 20);
   my $race = $race_lut[$monsterInfo->[2]];
   my $size = $size_lut[$monsterInfo->[1]];

   if ($args->{monster}->{element} && $args->{monster}->{element} ne '') {
      $element = $args->{monster}->{element};
      debug("monsterDB: Monster $args->{monster}->{name} has changed element to $args->{monster}->{element}\n", 'monsterDB', 3);
   }

   if ($args->{monster}->statusActive('BODYSTATE_STONECURSE, BODYSTATE_STONECURSE_ING')) {
      $element = 'Earth';
      debug("monsterDB: Monster $args->{monster}->{name} is petrified changing element to Earth\n", 'monsterDB', 3);
   }

   if ($args->{monster}->statusActive('BODYSTATE_FREEZING')) {
      $element = 'Water';
      debug("monsterDB: Monster $args->{monster}->{name} is frozen changing element to Water\n", 'monsterDB', 3);
   }

   if ($config{$args->{prefix} . '_Element'}
   && (!existsInList($config{$args->{prefix} . '_Element'},$element)
      && !existsInList($config{$args->{prefix} . '_Element'},$element.$element_lvl))) {
   return $args->{return} = 0;
   }

   if ($config{$args->{prefix} . '_notElement'}
   && (existsInList($config{$args->{prefix} . '_notElement'},$element)
      || existsInList($config{$args->{prefix} . '_notElement'},$element.$element_lvl))) {
   return $args->{return} = 0;
   }

   if ($config{$args->{prefix} . '_Race'}
   && !existsInList($config{$args->{prefix} . '_Race'},$race)) {
   return $args->{return} = 0;
   }

   if ($config{$args->{prefix} . '_notRace'}
   && existsInList($config{$args->{prefix} . '_notRace'},$race)) {
   return $args->{return} = 0;
   }

   if ($config{$args->{prefix} . '_Size'}
   && !existsInList($config{$args->{prefix} . '_Size'},$size)) {
   return $args->{return} = 0;
   }

   if ($config{$args->{prefix} . '_notSize'}
   && existsInList($config{$args->{prefix} . '_notSize'},$size)) {
   return $args->{return} = 0;
   }

   if ($config{$args->{prefix} . '_hpLeft'}
   && !inRange(($monsterInfo->[0] + $args->{monster}->{deltaHp}),$config{$args->{prefix} . '_hpLeft'})) {
   return $args->{return} = 0;
   }
   
   my $matkstatus = int((($char->{lv} / 4) + ($char->{int} + $char->{int_bonus}) + (($char->{int} + $char->{int_bonus}) / 2) + (($char->{dex} + $char->{dex_bonus}) / 5) + (($char->{luk} + $char->{luk_bonus}) / 3)) + (($char->{lv} / 4) + ($char->{int} + $char->{int_bonus}) + (($char->{int} + $char->{int_bonus}) / 2) + (($char->{dex} + $char->{dex_bonus}) / 5) + (($char->{luk} + $char->{luk_bonus}) / 3))/abs((($char->{lv} / 4) + ($char->{int} + $char->{int_bonus}) + (($char->{int} + $char->{int_bonus}) / 2) + (($char->{dex} + $char->{dex_bonus}) / 5) + (($char->{luk} + $char->{luk_bonus}) / 3))*2));
   my $matkav = $char->{attack_magic_max} + $matkstatus;
   my $formula = int(eval($config{$args->{prefix} . '_damageFormula'}));

   if ($config{$args->{prefix} . '_damageFormula'}
   && inRange(($monsterInfo->[0] + $args->{monster}->{deltaHp}),'>= '.$formula)) {
      debug("Rejected spell : $formula\n", 'monsterDB', 1);
      return $args->{return} = 0;
   }
   
   if ($config{$args->{prefix} . '_damageFormula'}
   && inRange(($monsterInfo->[0] + $args->{monster}->{deltaHp}),'< '.$formula)) {
      debug("I think my damage will be around : $formula\n", 'monsterDB', 1);
      return $args->{return} = 1;
   }
   
   return 1;
}

sub onPacketSkillUse { monsterHp($monsters{$_[1]->{targetID}}, $_[1]->{disp}) if $_[1]->{disp} }

sub onPacketSkillUseNoDmg {
   my (undef,$args) = @_;
   return 1 unless $monsters{$args->{targetID}} && $monsters{$args->{targetID}}{nameID};
   if (
      $args->{targetID} eq $args->{sourceID} && $args->{targetID} ne $accountID
      && $skillChangeElement{$args->{skillID}}
   ) {
      $monsters{$args->{targetID}}{element} = $skillChangeElement{$args->{skillID}};
      monsterEquip($monsters{$args->{targetID}});
      return 1;
   }
}

sub onPacketAttack { monsterHp($monsters{$_[1]->{targetID}}, $_[1]->{msg}) if $_[1]->{msg} }

sub monsterHp {
   my ($monster, $message) = @_;
   return 1 unless $monster && $monster->{nameID};
   
   return 1 unless my $monsterInfo = $monsterDB[(int($monster->{nameID}) - 1000)];
   $$message =~ s~(?=\n)~TF(" (HP: %d/%d)", $monsterInfo->[0] + $monster->{deltaHp}, $monsterInfo->[0])~se;
}

sub onAttackStart {
   my (undef,$args) = @_;
   monsterEquip($monsters{$args->{ID}});
}

sub onStatusChange {
   my (undef, $args) = @_;

   return unless $args->{changed};
   my $actor = $args->{actor};
   return unless (UNIVERSAL::isa($actor, 'Actor::Monster'));
   my $index = binFind(\@ai_seq, 'attack');
   return unless defined $index;
   return unless $ai_seq_args[$index]->{target} == $actor->{ID};
   monsterEquip($actor);
}

sub monsterEquip {
   my $monster = shift;
   return unless $monster;
   my %equip_list;

   my %args = ('monster' => $monster);
   my $slot;

   for (my $i=0;exists $config{"monsterEquip_$i"};$i++) {
      $args{prefix} = "monsterEquip_${i}_target";
      if (extendedCheck(undef,\%args)) {
         foreach $slot (%equipSlot_lut) {
            if ($config{"monsterEquip_${i}_equip_$slot"}
            && !$equip_list{"attackEquip_$slot"}
            && defined Actor::Item::get($config{"monsterEquip_${i}_equip_$slot"})) {
               $equip_list{"attackEquip_$slot"} = $config{"monsterEquip_${i}_equip_$slot"};
               debug "monsterDB: using ".$config{"monsterEquip_${i}_equip_$slot"}."\n",'monsterDB';
            }
         }
      }
   }
   foreach (keys %equip_list) {
      $config{$_} = $equip_list{$_};
   }
   Actor::Item::scanConfigAndEquip('attackEquip');
}

1;


Which ties in with my current skill set as

Code:
useSelf_skill Energy Coat {
   lvl 1
   whenStatusInactive Energy Coat, Action Delay
   notOnAction attack
   inLockOnly 1
   notWhileSitting 1
   notInTown 1
}

useSelf_skill Mystical Amplification {
   lvl 10
   sp > 50
   whenStatusInactive Amplify Magic Power, Action Delay
   onAction attack
   notInTown 1
}

attackSkillSlot Quagmire {
   lvl 10
   dist 10
   sp > 10%
   maxAttempts 2
   maxUses 1
   aggressives > 3
   target_whenNotGround Quagmire
   target_whenStatusInactive Frozen
}


attackSkillSlot Sight {
   lvl 1
   target_whenStatusActive Hide,Cloaking
   isSelfSkill 1
   dist 1.5
   timeout 30
}

attackSkillSlot Sightrasher {
   lvl 2
   whenStatusActive Sight
   aggressives >= 3
   dist 1.5
   timeout 30
}

attackSkillSlot Fire Ball {
   lvl 10
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   notInTown 1
   target_Element Earth
   aggressives >= 3
}

attackSkillSlot Lightning Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
   target_damageFormula (($matkav - 30)*1)*1.5
}

attackSkillSlot Lightning Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
   target_damageFormula (($matkav - 30)*2)*1.5
}

attackSkillSlot Jupitel Thunder {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
   target_damageFormula (($matkav - 30)*3)*1.5
}

attackSkillSlot Jupitel Thunder {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
   target_damageFormula (($matkav - 30)*4)*1.5
}

attackSkillSlot Jupitel Thunder {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
   target_damageFormula (($matkav - 30)*5)*1.5
}

attackSkillSlot Jupitel Thunder {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
   target_damageFormula (($matkav - 30)*6)*1.5
}

attackSkillSlot Jupitel Thunder {
   lvl 5
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Water
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula (($matkav - 30)*1)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula (($matkav - 30)*2)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula (($matkav - 30)*3)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula ((($matkav - 30)*1)*1.5)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula ((($matkav - 30)*2)*1.5)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth1
   target_damageFormula ((($matkav - 30)*3)*1.5)*1.5
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula (($matkav - 30)*1)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula (($matkav - 30)*2)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula (($matkav - 30)*3)*1.75
}


attackSkillSlot Fire Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula ((($matkav - 30)*1)*1.5)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula ((($matkav - 30)*2)*1.5)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth2
   target_damageFormula ((($matkav - 30)*3)*1.5)*1.75
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula (($matkav - 30)*1)*2
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula (($matkav - 30)*2)*2
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula (($matkav - 30)*3)*2
}

attackSkillSlot Fire Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula ((($matkav - 30)*1)*1.5)*2
}

attackSkillSlot Fire Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula ((($matkav - 30)*2)*1.5)*2
}

attackSkillSlot Fire Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth3, Earth4
   target_damageFormula ((($matkav - 30)*3)*1.5)*2
}

attackSkillSlot Fire Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Earth
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav - 30)*1)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav - 30)*2)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav - 30)*3)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula (($matkav - 30)*4)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav - 30)*1)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav - 30)*2)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav - 30)*3)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire1
   target_damageFormula ((($matkav - 30)*4)*1.5)*1.5
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav - 30)*1)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav - 30)*2)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav - 30)*3)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula (($matkav - 30)*4)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav - 30)*1)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav - 30)*2)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav - 30)*3)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire2
   target_damageFormula ((($matkav - 30)*4)*1.5)*1.75
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav - 30)*1)*2
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav - 30)*2)*2
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav - 30)*3)*2
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula (($matkav - 30)*4)*2
}

attackSkillSlot Cold Bolt {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav - 30)*1)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav - 30)*2)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav - 30)*3)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 4
   dist 10
   whenStatusInactive Action Delay
   whenStatusActive Mystical Amplification
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire3, Fire4
   target_damageFormula ((($matkav - 30)*4)*1.5)*2
}

attackSkillSlot Cold Bolt {
   lvl 5
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Fire
}



attackSkillSlot Heaven's Drive {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   monsters Dragon Fly
}

attackSkillSlot Heaven's Drive {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   target_Element Air
   target_aggressives > 2
}

attackSkillSlot Earth Spike {
   lvl 1
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Air
   target_hpLeft < 216
}

attackSkillSlot Earth Spike {
   lvl 2
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Air
   target_hpLeft < 432
}

attackSkillSlot Earth Spike {
   lvl 3
   dist 10
   whenStatusInactive Action Delay
   sp > 10
   inLockOnly 1
   notInTown 1
   target_Element Air
   target_hpLeft >= 432
}

attackSkillSlot Frost Diver {
   lvl 10
   dist 10
   whenStatusInactive Action Delay
   target_whenStatusInactive Frozen
   maxUses 1
}

attackSkillSlot Soul Strike {
   lvl 7
   whenStatusInactive Action Delay
   dist 10
   sp > 10
}


But, as I said, this needs to be optimised.
And I need to port over the rest of the formula for calculating equipment and weapon based MATK
And I need to find the formula for monster MDEF
And I should probably change it so it knows the elemental modifiers instead of them being specified in the config blocks.

But, we're getting there.

You can tell where I haven't bothered updating my config block yet.

I think the most important thing I'll be working on first is getting the eMATK and wMATK code ported over, which should improve the accuracy alot.

Also, I'll probably make some changes to the update script and plugin so it can detect if a monster is immovable or not, which will help out with quagmire.

and maybe tie into the runFromTarget section of config.txt so you can tell it to "run" from immovable mobs to maintain distance, (standing next to a geographer is such a give away) but not from fast annoying things like familiars.


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 13 Sep 2013, 21:57 
Offline
Human
Human

Joined: 06 May 2012, 10:11
Posts: 38
Finally some clarity! Thanks for the very detailed and informative reply! I can't fathom why this plugin (monsterDB) isn't getting a lot of attention given its promises. And the few who seem have some knowledge about it have became silent or inactive.

Finally the monster database was successfully loaded (I can't believe that I missed out regarding where to put the monsterDB.txt - so stupid of me). For the mob_db.txt can you check the link below. I think it's more updated since the last monster number is 2380 instead of 2125 from cronus.
https://code.google.com/p/rathena/source/browse/trunk/db/re/mob_db.txt?r=15394

Thanks also for the modified monsterDB.pl, though still incomplete, it's what I'm currently using. It loaded successfully on openkore startup but I still haven't been able to test it as of typing although I'm pretty sure it would be a great improvement for my mage type characters :D.

If there's anything I can be of help with, just let me know although I know pretty much nothing regarding making plugins and scripting - I only have a know-how on using openkore and some minor macros (for now). But for support, I'm with you all the way!

Btw, I've also informed other people from our server (Muspell http://www.muspellonline.com/) regarding what you're doing and they seem intrigued as well.

Props to you and your goals mate! I'm very much looking forward to your updates. Keep up the good work!


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 16 Sep 2013, 17:24 
Offline
Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
So I haven't tracked down all the formula for calculating wMATK and eMATK yet, but I have thrown together the data structure for calculating the elemental damage multiplier.

Code:
#!/usr/bin/perl

use 5.010;
use strict;
use warnings;
use Data::Dumper;

my @element_lut = qw(Neutral Water Earth Fire Wind Poison Holy Shadow Ghost Undead);
my %element_modifiers;

my %raw_modifiers;
$raw_modifiers{lvl1} = "
100     100     100     100     100     100     100     100     25      100
100     25      100     150     50      100     75      100     100     100
100     100     100     50      150     100     75      100     100     100
100     50      150     25      100     100     75      100     100     125
100     175     50      100     25      100     75      100     100     100
100     100     125     125     125     0       75      50      100     -25
100     100     100     100     100     100     0       125     100     150
100     100     100     100     100     50      125     0       100     -25
25      100     100     100     100     100     75      75      125     100
100     100     100     100     100     50      100     0       100     0";

$raw_modifiers{lvl2} = "
100     100     100     100     100     100     100     100     25      100
100     0       100     175     25      100     50      75      100     100
100     100     50      25      175     100     50      75      100     100
100     25      175     0       100     100     50      75      100     150
100     175     25      100     0       100     50      75      100     100
100     75      125     125     125     0       50      25      75      -50
100     100     100     100     100     100     -25     150     100     175
100     100     100     100     100     25      150     -25     100     -50
0       75      75      75      75      75      50      50      150     125
100     75      75      75      75      25      125     0       100     0";

$raw_modifiers{lvl3} = "
100     100     100     100     100     100     100     100     0       100
100     -25     100     200     0       100     25      50      100     125
100     100     0       0       200     100     25      50      100     75
100     0       200     -25     100     100     25      50      100     175
100     200     0       100     -25     100     25      50      100     100
100     50      100     100     100     0       25      0       50      -75
100     100     100     100     100     125     -50     175     100     200
100     100     100     100     100     0       175     -50     100     -75
0       50      50      50      50      50      25      25      175     150
100     50      50      50      50      0       150     0       100     0
";

$raw_modifiers{lvl4} = "
100     100     100     100     100     100     100     100     0       100
100     -50     100     200     0       75      0       25      100     150
100     100     -25     0       200     75      0       25      100     50
100     0       200     -50     100     75      0       25      100     200
100     200     0       100     -50     75      0       25      100     100
100     25      75      75      75      0       0       -25     25      -100
100     75      75      75      75      125     -100    200     100     200
100     75      75      75      75      -25     200     -100    100     -100
0       25      25      25      25      25      0       0       200     175
100     25      25      25      25      -25     175     0       100     0
";

for my $tlevel (1 .. 4) {
      my $x;
        foreach (split /^/ , $raw_modifiers{'lvl'.$tlevel}) {
                next unless m/^\w+/;
                my $base = $element_lut[$x++];
                my @emodifiers = ( split );
                for my $i (0 .. $#element_lut) {
                        $element_modifiers{$element_lut[$i],$tlevel}->{$base} = $emodifiers[$i] / 100;
                }
        }
      delete $raw_modifiers{'lvl'.$tlevel};
}
undef %raw_modifiers;

# can be accessed now as $element_modifiers{"target_element"}{"skill_element"} which returns a multiplier


Also, can someone using a more average machine give me some stats on how badly generating the hash of hashes like this hurts your machine ?

Code:
  % time perl test.pl
perl test.pl  0.02s user 0.00s system 85% cpu 0.031 total


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 16 Sep 2013, 21:30 
Offline
Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
Also, does anyone know if the formula in http://calc.irowiki.org/js/functions/magicAttack.js are correct ?
Cause I really don't want to spend all the time porting them over to fit in the plugin system just to find out they are wrong ;)


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 17 Sep 2013, 04:23 
Offline
Human
Human

Joined: 06 May 2012, 10:11
Posts: 38
Can the data structure for calculating the elemental damage multiplier be used already? If yes, where should I put those lines of code in the monsterDB.pl? Still a noob sorry.

Btw, I've been trying to input target_damageFormula per skill per element level and boy does it take up so much lines!!! REALLY REALLY LOOKING FORWARD TO THIS PLUGIN OF YOURS! :D

Quote:
Also, can someone using a more average machine give me some stats on how badly generating the hash of hashes like this hurts your machine ?

Code:
  % time perl test.pl
perl test.pl  0.02s user 0.00s system 85% cpu 0.031 total



I have an i5-2410m cpu in my laptop (if you can consider that average) and I'm willing to lend a hand in benchmarking your codes; however, like above, I don't have an idea how to do so. Any guides?

xlr82xs wrote:
Also, does anyone know if the formula in http://calc.irowiki.org/js/functions/magicAttack.js are correct ?
Cause I really don't want to spend all the time porting them over to fit in the plugin system just to find out they are wrong ;)


I don't really know that much about coding +_+. Mods and Devs help here please!!!


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 Post subject: Re: Automatic Skill Level Detection
PostPosted: 17 Sep 2013, 05:34 
Offline
Developers
Developers

Joined: 04 Sep 2013, 19:54
Posts: 50
Pretty sure the mods and devs don't like me anymore.

The multiplier code itself is working, but it really needs the damage calculation stuff to be updated to actually be useful.
I'll probably have a basic implementation finished tonight, but I'm still struggling on figuring out how to avoid having to have one useAttackSkill block per level of each skill/spell you know.

And I've been thinking about the skill formula thing, there are fairly large differences pre/post renewal, and also pre/post renewal balance patch, so rather than having to maintain all of that, I'm pretty sure I'll do something simple like force people to work out the formulas themselves and specify them in the config file.

But, I'll have it take care of the Mystic Amplification side of things, so you won't have to double up on config blocks.


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