//================= 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 . //========================================================================= //= 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 } } }