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Monsters parsing and stat calculations

Discussion on Monsters parsing and stat calculations within the Nostale forum part of the MMORPGs category.

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Old   #1
 
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Monsters parsing and stat calculations

Hello, I'm writing this topic today because recently I have been doing some research on NosTale .dat files, here I will give informations about the monster.dat (and some calculations for the statistics), I will also share maybe other information about the different files.

This information can be useful for referencing monsters not just for private servers.

You can also contribute to the research since it is not complete.

The information we need in the monster.dat file:
Quote:
RACE <RaceType> NotImportant

HP/MP <HpSup> <MpSup>

EXP <ExpSup> <JobExpSup>

ETC <ETCVal1> NotImportant....

PETINFO ? ? ? ?

WINFO <AttackType> 0 <WeaponUpgrade>

WEAPON <WeaponLevel> NotImportant <WeaponDamageMin> <WeaponDamageMax> <WeaponHitRate> <WeaponCriticalRate> <WeaponCriticalDamage>

AINFO 0 <ArmorUpgrade>

ARMOR <ArmorLevel> <ArmorCloseDefence> <ArmorDistanceDefence> <ArmorMagicalDefence> <ArmorDodge>
NotImportant = for this topic

The values of petinfo go into the calculation only if the monster is a pet/partner, I do not have all the information yet so I will not give them for the moment.

ETCVal1 (thanks @):

Basic calculation

Algorithms, they are not optimized.

Level, is the WeaponLevel or ArmorLevel for algo's

Algo for RaceType: 0

I have algorithms for other types of monsters, I will share them when they are checked.

These algorithms aren't perfect but they work, I will change this topic when I have time to look for other information, you can also contribute too on this topic or on github:

Documentation repository from @ :


I wrote this topic quickly, I will change it surely when I'm back home
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Old 05/10/2018, 22:14   #2
 
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Code:
$mobs[$vnum]['ETC']['cantWalk'] = ($etc & 1) ? true : false;
$mobs[$vnum]['ETC']['canCollect'] = ($etc & 2) ? true : false;
$mobs[$vnum]['ETC']['cantDebuff'] = ($etc & 4) ? true : false;
$mobs[$vnum]['ETC']['canCatch'] = ($etc & 8) ? true : false;
$mobs[$vnum]['ETC']['canRegenMp'] = ($etc & 1024) ? true : false;
$mobs[$vnum]['ETC']['cantVoke'] = ($etc & 2048) ? true : false;
$mobs[$vnum]['ETC']['?boss-ish'] = ($etc & 1073741824) ? true : false;
$mobs[$vnum]['ETC']['cantTargetInfo'] = ($etc & 2147483648) ? true : false;
some more ETCVal1, they're bit flags packed into an int.

i was working with .dat files, here are my results (in polish, but also some english)
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Old 05/10/2018, 22:39   #3
 
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Quote:
Originally Posted by Bejine View Post
Code:
$mobs[$vnum]['ETC']['cantWalk'] = ($etc & 1) ? true : false;
$mobs[$vnum]['ETC']['canCollect'] = ($etc & 2) ? true : false;
$mobs[$vnum]['ETC']['cantDebuff'] = ($etc & 4) ? true : false;
$mobs[$vnum]['ETC']['canCatch'] = ($etc & 8) ? true : false;
$mobs[$vnum]['ETC']['canRegenMp'] = ($etc & 1024) ? true : false;
$mobs[$vnum]['ETC']['cantVoke'] = ($etc & 2048) ? true : false;
$mobs[$vnum]['ETC']['?boss-ish'] = ($etc & 1073741824) ? true : false;
$mobs[$vnum]['ETC']['cantTargetInfo'] = ($etc & 2147483648) ? true : false;
some more ETCVal1, they're bit flags packed into an int.

i was working with .dat files, here are my results (in polish, but not also some english)
I will watch and update the topic during the day
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Old 05/11/2018, 02:07   #4
 
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All entities except for a player have some equipment already, if you have a look at the WEAPON Level as an example let say pet level 1 will have EQ for level 1 but only a weapon and armour (no gloves & shoes)

You can have a look at the list from lv 1 to lv 99 of weapon stats


All the stats are the same as equipment of an adventurer
The WeaponDamageMin and WeaponDamageMax is just an addition, you can have a look at this with some kind of a pet for example a Chicken

At lv 1 the base damage is 12~12 (20~28 from a weapon) (32~40 with weapon)

every level it increases by 1
so at the level 49 it will be 60~60 (173~259 from a weapon) (233~319 with a weapon)

If you want to know how base stat would look like, have a look at adventurer from lv 1

But keep it in mind, some mobs, pets, npcs have base stats of damage as an example on lv 1
10~10
12~12
7~7

some even may have negative values (but i did not confirm it, but I think that's very unlikley)
but some pets may have stats like a happy sheep (pet) on lv 1 (37 ~ 35)

Some pets do have an algorithm for their stats e.g. every 4 lv increase dmg by 5~5 while all the other by 4~6.

I was even able to save 1 account so I am able to have a look at the stats of a partner with decreased level (when we obtain partner Tom he will always be at lv 34 but I was able to drop his level to about lv 30)
And it is no longer possible to make a partner to be our pet, and the same way around with a pet to be a partner.
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Old 05/11/2018, 02:57   #5
 
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Quote:
Originally Posted by SC909 View Post
All entities except for a player have some equipment already, if you have a look at the WEAPON Level as an example let say pet level 1 will have EQ for level 1 but only a weapon and armour (no gloves & shoes)

You can have a look at the list from lv 1 to lv 99 of weapon stats


All the stats are the same as equipment of an adventurer
The WeaponDamageMin and WeaponDamageMax is just an addition, you can have a look at this with some kind of a pet for example a Chicken

At lv 1 the base damage is 12~12 (20~28 from a weapon) (32~40 with weapon)

every level it increases by 1
so at the level 49 it will be 60~60 (173~259 from a weapon) (233~319 with a weapon)

If you want to know how base stat would look like, have a look at adventurer from lv 1

But keep it in mind, some mobs, pets, npcs have base stats of damage as an example on lv 1
10~10
12~12
7~7

some even may have negative values (but i did not confirm it, but I think that's very unlikley)
but some pets may have stats like a happy sheep (pet) on lv 1 (37 ~ 35)

Some pets do have an algorithm for their stats e.g. every 4 lv increase dmg by 5~5 while all the other by 4~6.

I was even able to save 1 account so I am able to have a look at the stats of a partner with decreased level (when we obtain partner Tom he will always be at lv 34 but I was able to drop his level to about lv 30)
And it is no longer possible to make a partner to be our pet, and the same way around with a pet to be a partner.
Hello, so the algorithms are based on <RaceType>, however when you have a pet/partner, if in PETINFO the values are not 0 (as for the happy sheep), the algorithms change according to these values (so the stat are not the same as a savage monster).
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Old 05/11/2018, 05:31   #6
 
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Quote:
Originally Posted by NT Z0ltar View Post
Hello, so the algorithms are based on <RaceType>, however when you have a pet/partner, if in PETINFO the values are not 0 (as for the happy sheep), the algorithms change according to these values (so the stat are not the same as a savage monster).
I'll have a deeper look into PETINFO regarding those stats
I've just checked PETINFO 12 0 0 0 on 3 pets (Baron Scratch, Sir Purcival and Boxer Bushtail)
They have the same base dmg stats (30~30 on lv 1 and 261~261 on lvl 94)
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Old 05/11/2018, 10:25   #7

 
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I would like to suggest everyone that wanna contribute on Nostale informations sharing

That we make a documentation repository.



It's open to suggestions / PR
(I really think using a documentation software is more "user friendly" than having to retrieve information through elitepvpers threads)

If anyone wanna contribute, just do it.
I will write all useful informations we've found around Nostale on this repository.

Feel free to help nostale scene
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Old 05/11/2018, 15:59   #8
 
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Quote:
Originally Posted by SC909 View Post
I'll have a deeper look into PETINFO regarding those stats
I've just checked PETINFO 12 0 0 0 on 3 pets (Baron Scratch, Sir Purcival and Boxer Bushtail)
They have the same base dmg stats (30~30 on lv 1 and 261~261 on lvl 94)
Hp/mp, and defenses are also concerned by these values, if you have the same stat with the same PETINFO it's normal, for example, the Santa Bushi have PETINFO 0 0 0 0, and with these values, all stats are basic (like a savage monster with the RaceType 2)
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Old 05/15/2018, 06:21   #9
 
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PETINFO seems to have nothing to do with stats of all entities.
From what i see PETINFO can tell us about requirements of some entities.


PETINFO <item_id> <amount> <remove> 0
PETINFO <tries> <r_time> <remove> <f_time>

item_id = required item.
amount = amount of that item.
remove = if it's 1, it will remove specified item and amount of it.
tries = how many tries we can do.
r_time = how long it will take to reset the timer.
f_time = how long it takes to collect.









And that concludes the meaning of PETINFO.
Meanwhile I will continue to work on pet stats, this means writing down stats of all pets I will be able to get my hands on.
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Old 05/15/2018, 08:40   #10

 
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Quote:
Originally Posted by SC909 View Post
PETINFO seems to have nothing to do with stats of all entities.
From what i see PETINFO can tell us about requirements of some entities.


PETINFO <item_id> <amount> <remove> 0
PETINFO <tries> <r_time> <remove> <f_time>

item_id = required item.
amount = amount of that item.
remove = if it's 1, it will remove specified item and amount of it.
tries = how many tries we can do.
r_time = how long it will take to reset the timer.
f_time = how long it takes to collect.









And that concludes the meaning of PETINFO.
Meanwhile I will continue to work on pet stats, this means writing down stats of all pets I will be able to get my hands on.
Thanks for all your informations.

Actually, i don't have much free time to document it.

If someone could write all that (including images and scoped explaination as it is on this thread) and make a pull request with that, we will gladly accept it.

Thanks by advance,
Blowa.
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Old 05/15/2018, 16:23   #11
 
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Quote:
Originally Posted by SC909 View Post
PETINFO seems to have nothing to do with stats of all entities.
From what i see PETINFO can tell us about requirements of some entities.


PETINFO <item_id> <amount> <remove> 0
PETINFO <tries> <r_time> <remove> <f_time>

item_id = required item.
amount = amount of that item.
remove = if it's 1, it will remove specified item and amount of it.
tries = how many tries we can do.
r_time = how long it will take to reset the timer.
f_time = how long it takes to collect.









And that concludes the meaning of PETINFO.
Meanwhile I will continue to work on pet stats, this means writing down stats of all pets I will be able to get my hands on.
Yes, but these values as I said it enters the calculation of the nosmates stats only if the monster have an owner, you can see that with a lvl 7 Happy Wooly will not have the same stats as the one in the wild, and his petinfo : PETINFO 0 8 1 50

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Old 05/15/2018, 18:19   #12
 
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Quote:
Originally Posted by NT Z0ltar View Post
Yes, but these values as I said it enters the calculation of the nosmates stats only if the monster have an owner, you can see that with a lvl 7 Happy Wooly will not have the same stats as the one in the wild, and his petinfo : PETINFO 0 8 1 50



So maybe 1 in PETINFO is for the dodge and hitrate the value increases by 5 (+ 1) for each level after level 1 instead of 5:

Code:
HitRate = HitRateCalculation + HitRateFromPetInfo * (Level-1)
Dodge = DodgeCalculation + DodgeFromPetInfo * (Level-1)
(it's not necessarily true, there are tests to be done)
At first there is no enough data to support every stat of a pet, if you are able to check 2 pets, then I would suggest having a look at
VNUM 156
VNUM 2610

they are the same pet Brown Bushtail, one is a 67 lvl mob on Midgard, after subtracting his min damage addition and weapon damage from the complete value, his base damage is 109 while a pet has 161. The same can be said with HP MP and other stats.
I will have a closer look at 2 different pets that have the same PETINFO values, as it is hard to tell what base value it is on 1st level.
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Old 05/15/2018, 18:44   #13
 
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Quote:
Originally Posted by SC909 View Post
At first there is no enough data to support every stat of a pet, if you are able to check 2 pets, then I would suggest having a look at
VNUM 156
VNUM 2610

they are the same pet Brown Bushtail, one is a 67 lvl mob on Midgard, after subtracting his min damage addition and weapon damage from the complete value, his base damage is 109 while a pet has 161. The same can be said with HP MP and other stats.
I will have a closer look at 2 different pets that have the same PETINFO values, as it is hard to tell what base value it is on 1st level.
The midgard bushtail is considered as a wild monster, so it has basic values and the values of PETINFO do not count in the calculations (it's not a pet, it's a monster), values only change if the monster is captured, this is the example of the wooly lv. 7.

You can see too the bushtail with vnum 157 (gladiator) have PETINFO 16 0 0 0 and it's the nosmate with the most HP (but if it's not captured, its hp will be the same as any other bushtail)
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Old 05/15/2018, 20:30   #14
 
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Quote:
Originally Posted by NT Z0ltar View Post
The midgard bushtail is considered as a wild monster, so it has basic values and the values of PETINFO do not count in the calculations (it's not a pet, it's a monster), values only change if the monster is captured, this is the example of the wooly lv. 7.

You can see too the bushtail with vnum 157 (gladiator) have PETINFO 16 0 0 0 and it's the nosmate with the most HP (but if it's not captured, its hp will be the same as any other bushtail)

I've already looked at gladiator bushtail and chick norris as they have the first value of PETINFO the same, but chick norris has the second value a 5.
Chick Norris stats are a bit off, thats why I will have a look again at something similar later on.
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Old 06/02/2018, 21:05   #15

 
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I'll be implementing all those datas within this ChickenAPI plugin :



It's open to Pull Requests
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