diff options
Diffstat (limited to 'db')
-rw-r--r-- | db/pre-re/refine_db.txt | 47 | ||||
-rw-r--r-- | db/re/refine_db.txt | 49 |
2 files changed, 78 insertions, 18 deletions
diff --git a/db/pre-re/refine_db.txt b/db/pre-re/refine_db.txt index 5fbd6472a..457fd370f 100644 --- a/db/pre-re/refine_db.txt +++ b/db/pre-re/refine_db.txt @@ -1,10 +1,39 @@ -// Database for upgrading items. -// Stats per level for safe upgrade, Stats per level after safe limit, Safe level limit, Lv.1 %, Lv 2 %, Lv.3%, ect... -// Armor defense is done in percentage (ie 70 = .7 def) -// Weapons are whole numbers (ie 3 = 3 atk) +// Pre-renewal Version +// +// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,... +// +// IMPORTANT: changing the number of upgrade levels requires modifying MAX_REFINE in status.h +// +// For armors, values of 100 add 1 armor defense. +// For weapons, values of 100 add 1 ATK. +// +// Type: +// 0 - Armors +// 1 - Level 1 weapons +// 2 - Level 2 weapons +// 3 - Level 3 weapons +// 4 - Level 4 weapons +// +// Stats per level: +// This value is applied for every upgrade level. +// +// Random bonus start level: +// This value specifies the start point for those levels that give a random bonus value. +// +// Random bonus value: +// A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past +// Random bonus start level (usually the first unsafe upgrade). This is only applied for weapons, and not displayed client-side. +// +// Chance: +// 100 = 100% - 70, 4,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, 50, 30, 30, 20, 20, 10, 10, 10, 10, 10, // Armor - 2, 3,7, 100,100,100,100,100,100,100, 60, 40, 20, 70, 70, 50, 50, 30, 30, 20, 20, 10, 10, // Lv.1 Weapons - 3, 5,6, 100,100,100,100,100,100, 60, 40, 20, 20, 70, 50, 50, 30, 30, 20, 20, 10, 10, 10, // Lv.2 Weapons - 5, 8,5, 100,100,100,100,100, 60, 50, 20, 20, 20, 50, 50, 30, 30, 20, 20, 10, 10, 10, 10, // Lv.3 Weapons - 7,13,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, 50, 30, 30, 20, 20, 10, 10, 10, 10, 10, // Lv.4 Weapons +// Armors +0,66,0,0,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0 +// Level 1 weapons +1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0 +// Level 2 weapons +2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0 +// Level 3 weapons +3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0 +// Level 4 weapons +4,700,5,1300,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0 diff --git a/db/re/refine_db.txt b/db/re/refine_db.txt index 5fbd6472a..f235efc7a 100644 --- a/db/re/refine_db.txt +++ b/db/re/refine_db.txt @@ -1,10 +1,41 @@ -// Database for upgrading items. -// Stats per level for safe upgrade, Stats per level after safe limit, Safe level limit, Lv.1 %, Lv 2 %, Lv.3%, ect... -// Armor defense is done in percentage (ie 70 = .7 def) -// Weapons are whole numbers (ie 3 = 3 atk) +// Renewal Version +// +// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,... +// +// IMPORTANT: changing the number of upgrade levels requires modifying MAX_REFINE in status.h +// +// For armors, values of 100 add 1 armor defense. +// For weapons, values of 100 add 1 ATK&MATK. +// +// Type: +// 0 - Armors +// 1 - Level 1 weapons +// 2 - Level 2 weapons +// 3 - Level 3 weapons +// 4 - Level 4 weapons +// +// Stats per level: +// This value is applied for every upgrade level. +// +// Random bonus start level: +// This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). +// +// Random bonus value: +// A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past +// Random bonus start level. This is only applied for weapons, and not displayed client-side. +// +// Chance: +// 100 = 100% +// +// Note: Chances for +11 and higher are not verified - 10% is a rumor from iRO wiki. +// A note about renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] equipment DEF) - 70, 4,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, 50, 30, 30, 20, 20, 10, 10, 10, 10, 10, // Armor - 2, 3,7, 100,100,100,100,100,100,100, 60, 40, 20, 70, 70, 50, 50, 30, 30, 20, 20, 10, 10, // Lv.1 Weapons - 3, 5,6, 100,100,100,100,100,100, 60, 40, 20, 20, 70, 50, 50, 30, 30, 20, 20, 10, 10, 10, // Lv.2 Weapons - 5, 8,5, 100,100,100,100,100, 60, 50, 20, 20, 20, 50, 50, 30, 30, 20, 20, 10, 10, 10, 10, // Lv.3 Weapons - 7,13,4, 100,100,100,100, 60, 40, 40, 20, 20, 10, 50, 30, 30, 20, 20, 10, 10, 10, 10, 10, // Lv.4 Weapons +0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,10:300,10:300,10:400,10:400,10:400,10:400,10:500,10:500,10:500,10:500 +// Level 1 weapons +1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,10:0,10:0,10:0,10:0,10:0,10:300,10:300,10:300,10:300,10:300 +// Level 2 weapons +2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:600,10:600,10:600,10:600,10:600 +// Level 3 weapons +3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:900,10:900,10:900,10:900,10:900 +// Level 4 weapons +4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,10:0,10:0,10:0,10:0,10:0,10:1200,10:1200,10:1200,10:1200,10:1200 |