// 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