From caa876d59502c2020e7685adba470a3fae8786bb Mon Sep 17 00:00:00 2001 From: Jesusaves Date: Sat, 14 Sep 2019 18:49:13 -0300 Subject: Hercules updates (authored by 4144) --- db/re/refine_db.conf | 81 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 81 insertions(+) (limited to 'db/re/refine_db.conf') diff --git a/db/re/refine_db.conf b/db/re/refine_db.conf index 1f0d4a2d2..090522b3c 100644 --- a/db/re/refine_db.conf +++ b/db/re/refine_db.conf @@ -37,6 +37,32 @@ Armors/WeaponLevel1~4: { // Specifies weap 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. + + RefineryUISettings: ( + { + Level: (int or array of int) // Holds either the individule refine level meant for this setting or an array defining a range + of Low to Max level + BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking + Announce: "(string)" (optional) // Sends an announcement server wide when a player reach this refine level using + Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or + 2017-09-06 Ragexe the field accepts the following values and it defaults to not announce + Success to set the announcement on item refine successful + Failure to set the announcement on item refine failure + Always to always announce it + Items: { + AegisName: { + Type: "(string)" // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_* + constants are used in here + Cost: (int) (optional) // Amount of zeny required + FailureBehavior: "(string)" (optional) // The expected behvaior on failure for this item, the following strings are used in here + Destroy (default) sets the item to be destroyed on failure + Keep keeps the item after failure + Downgrade downgrades the item by one level on failure + } + } + } + ) + Rates: { // Per level configuration of the refine rates. Lv1~20: { // Lv1 ~ Lv20. NormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%). @@ -53,6 +79,17 @@ IMPORTANT: On TMW2, max refine level set by scripts is 10 **************************************************************************/ Armors: { + RefineryUISettings: ( + { + Level: [1, 20] + Items: { + Acorn: { + Type: "REFINE_CHANCE_TYPE_NORMAL" + Cost: 100000000 + } + } + }, + ) StatsPerLevel: 0 RandomBonusStartLevel: 0 RandomBonusValue: 0 @@ -174,6 +211,17 @@ WeaponLevel1: { EnrichedChance: 96 } Lv4: { + RefineryUISettings: ( + { + Level: [1, 20] + Items: { + Acorn: { + Type: "REFINE_CHANCE_TYPE_NORMAL" + Cost: 100000000 + } + } + }, + ) NormalChance: 79 EnrichedChance: 93 } @@ -256,6 +304,17 @@ WeaponLevel1: { // Unused : // XXX WARNING XXX: WeaponLevel2: { + RefineryUISettings: ( + { + Level: [1, 20] + Items: { + Acorn: { + Type: "REFINE_CHANCE_TYPE_NORMAL" + Cost: 100000000 + } + } + }, + ) StatsPerLevel: 300 RandomBonusStartLevel: 7 RandomBonusValue: 500 @@ -314,6 +373,17 @@ WeaponLevel2: { } } WeaponLevel3: { + RefineryUISettings: ( + { + Level: [1, 20] + Items: { + Acorn: { + Type: "REFINE_CHANCE_TYPE_NORMAL" + Cost: 100000000 + } + } + }, + ) StatsPerLevel: 500 RandomBonusStartLevel: 6 RandomBonusValue: 800 @@ -376,6 +446,17 @@ WeaponLevel3: { } } WeaponLevel4: { + RefineryUISettings: ( + { + Level: [1, 20] + Items: { + Acorn: { + Type: "REFINE_CHANCE_TYPE_NORMAL" + Cost: 100000000 + } + } + }, + ) StatsPerLevel: 700 RandomBonusStartLevel: 5 RandomBonusValue: 1400 -- cgit v1.2.3-70-g09d2