diff options
Diffstat (limited to 'db')
-rw-r--r-- | db/pre-re/refine_db.conf | 131 | ||||
-rw-r--r-- | db/pre-re/refine_db.txt | 39 | ||||
-rw-r--r-- | db/re/refine_db.conf | 330 | ||||
-rw-r--r-- | db/re/refine_db.txt | 40 |
4 files changed, 461 insertions, 79 deletions
diff --git a/db/pre-re/refine_db.conf b/db/pre-re/refine_db.conf new file mode 100644 index 000000000..46f660834 --- /dev/null +++ b/db/pre-re/refine_db.conf @@ -0,0 +1,131 @@ +/******************************************************************************** + * Pre-Renewal Refine Database * + ******************************************************************************** +Refine Database Structure - + +Armor/WeaponLevel1~4: { (0 - Armors, 1 - Level 1 Weapons, 2 - Level 2 Weapons, 3 - Level 3 Weapons, 4 - Level 4 Weapons) + - 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). + RandomBonusValue: (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 + Chance: (int) Chance of successful refine (100 = 100% success). + Note: If not mentioned, defaults to 100. + Bonus: (int) Bonus for this level of refine (Optional Field) defaults to 0. + Note: If not mentioned, defaults to 0. + } + } +} + +* -- Refine levels that use default values need not be listed. (Example: Lv1: Chance: 100 Bonus: 0) +******************************************************************************/ +Armors: { + StatsPerLevel: 66 + RandomBonusStartLevel: 0 + RandomBonusValue: 0 + Rates: { + Lv5: { + Chance: 60 + } + Lv6: { + Chance: 40 + } + Lv7: { + Chance: 40 + } + Lv8: { + Chance: 20 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 10 + } + } +} +WeaponLevel1: { + StatsPerLevel: 200 + RandomBonusStartLevel: 8 + RandomBonusValue: 300 + Rates: { + Lv8: { + Chance: 60 + } + Lv9: { + Chance: 40 + } + Lv10: { + Chance: 20 + } + } +} +WeaponLevel2: { + StatsPerLevel: 300 + RandomBonusStartLevel: 7 + RandomBonusValue: 500 + Rates: { + Lv7: { + Chance: 60 + } + Lv8: { + Chance: 40 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 20 + } + } +} +WeaponLevel3: { + StatsPerLevel: 500 + RandomBonusStartLevel: 6 + RandomBonusValue: 800 + Rates: { + Lv6: { + Chance: 60 + } + Lv7: { + Chance: 50 + } + Lv8: { + Chance: 20 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 20 + } + } +} +WeaponLevel4: { + StatsPerLevel: 700 + RandomBonusStartLevel: 5 + RandomBonusValue: 1300 + Rates: { + Lv5: { + Chance: 60 + } + Lv6: { + Chance: 40 + } + Lv7: { + Chance: 40 + } + Lv8: { + Chance: 20 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 10 + } + } +} diff --git a/db/pre-re/refine_db.txt b/db/pre-re/refine_db.txt deleted file mode 100644 index 457fd370f..000000000 --- a/db/pre-re/refine_db.txt +++ /dev/null @@ -1,39 +0,0 @@ -// 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% - -// 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.conf b/db/re/refine_db.conf new file mode 100644 index 000000000..5a6bdfe24 --- /dev/null +++ b/db/re/refine_db.conf @@ -0,0 +1,330 @@ +/******************************************************************************** + * Renewal Refine Database * + ******************************************************************************** +Refine Database Structure - + +Armors/WeaponLevel1~4: { (0 - Armors, 1 - Level 1 Weapons, 2 - Level 2 Weapons, 3 - Level 3 Weapons, 4 - Level 4 Weapons) + - 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). + RandomBonusValue: (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 + Chance: (int) Chance of successful refine (100 = 100%) + Note: If not mentioned, defaults to 100. + Bonus: (int) Bonus for this level of refine (Optional Field) + Note: If not mentioned, defaults to 0. + } + } +} + +* -- Refine levels that use default values need not be listed. (Example: Lv1: Chance: 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: { + StatsPerLevel: 0 + RandomBonusStartLevel: 0 + RandomBonusValue: 0 + Rates: { + Lv1: { + Bonus: 100 + } + Lv2: { + Bonus: 100 + } + Lv3: { + Bonus: 100 + } + Lv4: { + Bonus: 100 + } + Lv5: { + Chance: 60 + Bonus: 200 + } + Lv6: { + Chance: 40 + Bonus: 200 + } + Lv7: { + Chance: 40 + Bonus: 200 + } + Lv8: { + Chance: 20 + Bonus: 200 + } + Lv9: { + Chance: 20 + Bonus: 300 + } + Lv10: { + Chance: 10 + Bonus: 300 + } + Lv11: { + Chance: 8 + Bonus: 300 + } + Lv12: { + Chance: 8 + Bonus: 300 + } + Lv13: { + Chance: 8 + Bonus: 400 + } + Lv14: { + Chance: 8 + Bonus: 400 + } + Lv15: { + Chance: 7 + Bonus: 400 + } + Lv16: { + Chance: 7 + Bonus: 400 + } + Lv17: { + Chance: 7 + Bonus: 500 + } + Lv18: { + Chance: 7 + Bonus: 500 + } + Lv19: { + Chance: 5 + Bonus: 500 + } + Lv20: { + Chance: 5 + Bonus: 500 + } + } +} +WeaponLevel1: { + StatsPerLevel: 200 + RandomBonusStartLevel: 8 + RandomBonusValue: 300 + Rates: { + Lv8: { + Chance: 60 + } + Lv9: { + Chance: 40 + } + Lv10: { + Chance: 20 + } + Lv11: { + Chance: 18 + } + Lv12: { + Chance: 18 + } + Lv13: { + Chance: 18 + } + Lv14: { + Chance: 18 + } + Lv15: { + Chance: 18 + } + Lv16: { + Chance: 17 + Bonus: 300 + } + Lv17: { + Chance: 17 + Bonus: 300 + } + Lv18: { + Chance: 17 + Bonus: 300 + } + Lv19: { + Chance: 15 + Bonus: 300 + } + Lv20: { + Chance: 15 + Bonus: 300 + } + } +} +WeaponLevel2: { + StatsPerLevel: 300 + RandomBonusStartLevel: 7 + RandomBonusValue: 500 + Rates: { + Lv7: { + Chance: 60 + } + Lv8: { + Chance: 40 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 20 + } + Lv11: { + Chance: 18 + } + Lv12: { + Chance: 18 + } + Lv13: { + Chance: 18 + } + Lv14: { + Chance: 18 + } + Lv15: { + Chance:18 + } + Lv16: { + Chance: 17 + Bonus: 600 + } + Lv17: { + Chance: 17 + Bonus: 600 + } + Lv18: { + Chance: 17 + Bonus: 600 + } + Lv19: { + Chance: 15 + Bonus: 600 + } + Lv20: { + Chance: 15 + Bonus: 600 + } + } +} +WeaponLevel3: { + StatsPerLevel: 500 + RandomBonusStartLevel: 6 + RandomBonusValue: 800 + Rates: { + Lv6: { + Chance: 60 + } + Lv7: { + Chance: 50 + } + Lv8: { + Chance: 20 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 20 + } + Lv11: { + Chance: 18 + } + Lv12: { + Chance: 18 + } + Lv13: { + Chance: 18 + } + Lv14: { + Chance: 18 + } + Lv15: { + Chance: 18 + } + Lv16: { + Chance: 17 + Bonus: 900 + } + Lv17: { + Chance: 17 + Bonus: 900 + } + Lv18: { + Chance: 17 + Bonus: 900 + } + Lv19: { + Chance: 15 + Bonus: 900 + } + Lv20: { + Chance: 15 + Bonus: 900 + } + } +} +WeaponLevel4: { + StatsPerLevel: 700 + RandomBonusStartLevel: 5 + RandomBonusValue: 1400 + Rates: { + Lv5: { + Chance: 60 + } + Lv6: { + Chance: 40 + } + Lv7: { + Chance: 40 + } + Lv8: { + Chance: 20 + } + Lv9: { + Chance: 20 + } + Lv10: { + Chance: 10 + } + Lv11: { + Chance: 8 + } + Lv12: { + Chance: 8 + } + Lv13: { + Chance: 8 + } + Lv14: { + Chance: 8 + } + Lv15: { + Chance: 7 + } + Lv16: { + Chance: 7 + Bonus: 1200 + } + Lv17: { + Chance: 7 + Bonus: 1200 + } + Lv18: { + Chance: 7 + Bonus: 1200 + } + Lv19: { + Chance: 5 + Bonus: 1200 + } + Lv20: { + Chance: 5 + Bonus: 1200 + } + } +} diff --git a/db/re/refine_db.txt b/db/re/refine_db.txt deleted file mode 100644 index 2b78a9d44..000000000 --- a/db/re/refine_db.txt +++ /dev/null @@ -1,40 +0,0 @@ -// 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% -// -// 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) - -0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,8:300,8:300,8:400,8:400,7:400,7:400,7:500,7:500,5:500,5:500 -// Level 1 weapons -1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,18:0,18:0,18:0,18:0,18:0,17:300,17:300,17:300,15:300,15:300 -// Level 2 weapons -2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,18:0,18:0,18:0,18:0,18:0,17:600,17:600,17:600,15:600,15:600 -// Level 3 weapons -3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,18:0,18:0,18:0,18:0,18:0,17:900,17:900,17:900,15:900,15:900 -// Level 4 weapons -4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,8:0,8:0,8:0,8:0,8:0,7:1200,7:1200,7:1200,5:1200,5:1200 |