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-rw-r--r--db/re/refine_db.conf67
1 files changed, 46 insertions, 21 deletions
diff --git a/db/re/refine_db.conf b/db/re/refine_db.conf
index 5a6bdfe24..927e2d6bf 100644
--- a/db/re/refine_db.conf
+++ b/db/re/refine_db.conf
@@ -1,28 +1,53 @@
-/********************************************************************************
- * Renewal Refine Database *
- ********************************************************************************
-Refine Database Structure -
+//================= 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/>.
+//=========================================================================
+//= Renewal Refine Database
+//=========================================================================
-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.
- }
+/**************************************************************************
+ ************* 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
+ 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)
}
}
+// 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]
+**************************************************************************/
-* -- 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