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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: (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 })
	}
}
**************************************************************************/

Armors: {
	StatsPerLevel: 66
	RandomBonusStartLevel: 0
	RandomBonusValue: 0
	Rates: {
		Lv5: {
			NormalChance: 60
			EnrichedChance: 90
			EventNormalChance: 60
			EventEnrichedChance: 95
		}
		Lv6: {
			NormalChance: 40
			EnrichedChance: 70
			EventNormalChance: 40
			EventEnrichedChance: 80
		}
		Lv7: {
			NormalChance: 40
			EnrichedChance: 70
			EventNormalChance: 40
			EventEnrichedChance: 80
		}
		Lv8: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 60
		}
		Lv9: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 50
		}
		Lv10: {
			NormalChance: 9
			EnrichedChance: 20
			EventNormalChance: 9
			EventEnrichedChance: 35
		}
	}
}
WeaponLevel1: {
	StatsPerLevel: 200
	RandomBonusStartLevel: 8
	RandomBonusValue: 300
	Rates: {
		Lv8: {
			NormalChance: 60
			EnrichedChance: 90
			EventNormalChance: 60
			EventEnrichedChance: 95
		}
		Lv9: {
			NormalChance: 40
			EnrichedChance: 70
			EventNormalChance: 40
			EventEnrichedChance: 85
		}
		Lv10: {
			NormalChance: 19
			EnrichedChance: 30
			EventNormalChance: 19
			EventEnrichedChance: 55
		}
	}
}
WeaponLevel2: {
	StatsPerLevel: 300
	RandomBonusStartLevel: 7
	RandomBonusValue: 500
	Rates: {
		Lv7: {
			NormalChance: 60
			EnrichedChance: 90
			EventNormalChance: 60
			EventEnrichedChance: 95
		}
		Lv8: {
			NormalChance: 40
			EnrichedChance: 70
			EventNormalChance: 40
			EventEnrichedChance: 85
		}
		Lv9: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 60
		}
		Lv10: {
			NormalChance: 19
			EnrichedChance: 30
			EventNormalChance: 19
			EventEnrichedChance: 45
		}
	}
}
WeaponLevel3: {
	StatsPerLevel: 500
	RandomBonusStartLevel: 6
	RandomBonusValue: 800
	Rates: {
		Lv6: {
			NormalChance: 60
			EnrichedChance: 90
			EventNormalChance: 60
			EventEnrichedChance: 95
		}
		Lv7: {
			NormalChance: 50
			EnrichedChance: 80
			EventNormalChance: 50
			EventEnrichedChance: 90
		}
		Lv8: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 70
		}
		Lv9: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 60
		}
		Lv10: {
			NormalChance: 19
			EnrichedChance: 30
			EventNormalChance: 19
			EventEnrichedChance: 45
		}
	}
}
WeaponLevel4: {
	StatsPerLevel: 700
	RandomBonusStartLevel: 5
	RandomBonusValue: 1300
	Rates: {
		Lv5: {
			NormalChance: 60
			EnrichedChance: 90
			EventNormalChance: 60
			EventEnrichedChance: 95
		}
		Lv6: {
			NormalChance: 40
			EnrichedChance: 70
			EventNormalChance: 40
			EventEnrichedChance: 80
		}
		Lv7: {
			NormalChance: 40
			EnrichedChance: 70
			EventNormalChance: 40
			EventEnrichedChance: 80
		}
		Lv8: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 60
		}
		Lv9: {
			NormalChance: 20
			EnrichedChance: 40
			EventNormalChance: 20
			EventEnrichedChance: 50
		}
		Lv10: {
			NormalChance: 9
			EnrichedChance: 20
			EventNormalChance: 9
			EventEnrichedChance: 35
		}
	}
}