diff options
Diffstat (limited to 'db')
-rw-r--r-- | db/pre-re/refine_db.conf | 29 | ||||
-rw-r--r-- | db/re/refine_db.conf | 30 |
2 files changed, 32 insertions, 27 deletions
diff --git a/db/pre-re/refine_db.conf b/db/pre-re/refine_db.conf index 523c2605c..dd3bcdb41 100644 --- a/db/pre-re/refine_db.conf +++ b/db/pre-re/refine_db.conf @@ -30,19 +30,22 @@ /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** -Armors/WeaponLevel1~4: { // Specifies weapon level or armor type - - For armors, values of 100 add 1 armor defense. - - For weapons, values of 100 add 1 ATK. - StatsPerLevel: value (int) // This value is applied for ever level. - RandomBonusStartLevel: level (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). - RandomBonusValue: value (int) // 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. - Rates: { // Per level configuration of the refine rates. - Lv1~10: { // Level of refine - NormalChance: value (int, optional, defaults to 100) // Chance of successful refine (100 = 100%) - Bonus: value (int, optional, defaults to 0) // Bonus for this level of refine - } - // Note: Refine levels that use default values need not be listed. (Example: Lv1: NormalChance: 100 Bonus: 0) +Armors/WeaponLevel1~4: { // Specifies weapon level or armor type. + // - For armors, values of 100 add 1 armor defense. + // - For weapons, values of 100 add 1 ATK. + StatsPerLevel: (int) // This value is applied for ever level. + RandomBonusStartLevel: (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). + // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side. + RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past. + Rates: { // Per level configuration of the refine rates. + Lv1~10: { // Lv1 ~ Lv10. + NormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%). + EnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%). + EventNormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event. + EventEnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event. + Bonus: (int) // (optional, defaults to 0) Bonus (Armor) for this level of refine. + } + // Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 }) } } **************************************************************************/ diff --git a/db/re/refine_db.conf b/db/re/refine_db.conf index 3c0e66070..4974e0033 100644 --- a/db/re/refine_db.conf +++ b/db/re/refine_db.conf @@ -30,22 +30,24 @@ /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** -Armors/WeaponLevel1~4: { // Specifies weapon level or armor type - - For armors, values of 100 add 1 armor defense. - - For weapons, values of 100 add 1 ATK&MATK. - StatsPerLevel: value (int) // This value is applied for ever level. - RandomBonusStartLevel: level (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). - RandomBonusValue: value (int) // 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. - Rates: { // Per level configuration of the refine rates. - Lv1~10: { // Level of refine - NormalChance: value (int, optional, defaults to 100) // Chance of successful refine (100 = 100%) - Bonus: value (int, optional, defaults to 0) // Bonus for this level of refine - } - // Note: Refine levels that use default values need not be listed. (Example: Lv1: NormalChance: 100 Bonus: 0) +Armors/WeaponLevel1~4: { // Specifies weapon level or armor type. + // - For armors, values of 100 add 1 armor defense. + // - For weapons, values of 100 add 1 ATK & MATK. + StatsPerLevel: (int) // This value is applied for ever level. + RandomBonusStartLevel: (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). + // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side. + RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past. + Rates: { // Per level configuration of the refine rates. + Lv1~20: { // Lv1 ~ Lv20. + NormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%). + EnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%). + EventNormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event. + EventEnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event. + Bonus: (int) // (optional, defaults to 0) Bonus (Armor) for this level of refine. + } + // Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 }) } } -// 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] **************************************************************************/ Armors: { |