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//================= Hercules Database =====================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2015 Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Pre-Renewal Refine Database
//=========================================================================
/**************************************************************************
************* 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
Chance: 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: 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
}
}
}
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