//================= 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 . //========================================================================= //= 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 & 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). // - 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. Lv1~20: { // Lv1 ~ Lv20. 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 20, 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 }) } } IMPORTANT: On TMW2, max refine level set by scripts is 10 **************************************************************************/ Armors: { StatsPerLevel: 0 RandomBonusStartLevel: 0 RandomBonusValue: 0 Rates: { Lv1: { Bonus: 350 } Lv2: { NormalChance: 93 EnrichedChance: 99 Bonus: 350 } Lv3: { NormalChance: 86 EnrichedChance: 96 Bonus: 350 } Lv4: { NormalChance: 79 EnrichedChance: 93 Bonus: 350 } Lv5: { NormalChance: 72 EnrichedChance: 90 Bonus: 350 } Lv6: { NormalChance: 65 EnrichedChance: 80 Bonus: 450 } Lv7: { NormalChance: 58 EnrichedChance: 70 Bonus: 450 } Lv8: { NormalChance: 51 EnrichedChance: 60 Bonus: 450 } Lv9: { NormalChance: 44 EnrichedChance: 50 Bonus: 500 } Lv10: { NormalChance: 37 EnrichedChance: 40 Bonus: 500 } // Anything below this line was NOT MAINTENANED Lv11: { NormalChance: 30 EnrichedChance: 30 Bonus: 300 } Lv12: { NormalChance: 0 EnrichedChance: 0 Bonus: 300 } Lv13: { NormalChance: 0 EnrichedChance: 0 Bonus: 400 } Lv14: { NormalChance: 0 EnrichedChance: 0 Bonus: 400 } Lv15: { NormalChance: 0 EnrichedChance: 0 Bonus: 400 } Lv16: { NormalChance: 0 EnrichedChance: 0 Bonus: 400 } Lv17: { NormalChance: 0 EnrichedChance: 0 Bonus: 500 } Lv18: { NormalChance: 0 EnrichedChance: 0 Bonus: 500 } Lv19: { NormalChance: 0 EnrichedChance: 0 Bonus: 500 } Lv20: { NormalChance: 0 EnrichedChance: 0 Bonus: 500 } } } // Weapon level 1 is the standard tier for most weapons WeaponLevel1: { StatsPerLevel: 800 RandomBonusStartLevel: 6 RandomBonusValue: 300 Rates: { Lv2: { NormalChance: 93 EnrichedChance: 99 } Lv3: { NormalChance: 86 EnrichedChance: 96 } Lv4: { NormalChance: 79 EnrichedChance: 93 } Lv5: { NormalChance: 72 EnrichedChance: 90 } Lv6: { NormalChance: 65 EnrichedChance: 80 } Lv7: { NormalChance: 58 EnrichedChance: 70 } Lv8: { NormalChance: 51 EnrichedChance: 60 } Lv9: { NormalChance: 44 EnrichedChance: 50 } Lv10: { NormalChance: 37 EnrichedChance: 40 } // Anything below this line was NOT MAINTENANED Lv11: { NormalChance: 30 EnrichedChance: 30 } Lv12: { NormalChance: 0 EnrichedChance: 0 } Lv13: { NormalChance: 0 EnrichedChance: 0 } Lv14: { NormalChance: 0 EnrichedChance: 0 } Lv15: { NormalChance: 0 EnrichedChance: 0 } Lv16: { NormalChance: 0 EnrichedChance: 0 Bonus: 300 } Lv17: { NormalChance: 0 EnrichedChance: 0 Bonus: 300 } Lv18: { NormalChance: 0 EnrichedChance: 0 Bonus: 300 } Lv19: { NormalChance: 0 EnrichedChance: 0 Bonus: 300 } Lv20: { NormalChance: 0 EnrichedChance: 0 Bonus: 300 } } } // XXX WARNING XXX: // Unused : // XXX WARNING XXX: WeaponLevel2: { StatsPerLevel: 300 RandomBonusStartLevel: 7 RandomBonusValue: 500 Rates: { Lv7: { NormalChance: 72 EnrichedChance: 90 } Lv8: { NormalChance: 58 EnrichedChance: 70 } Lv9: { NormalChance: 20 EnrichedChance: 40 } Lv10: { NormalChance: 19 EnrichedChance: 30 } Lv11: { NormalChance: 18 } Lv12: { NormalChance: 18 } Lv13: { NormalChance: 18 } Lv14: { NormalChance: 18 } Lv15: { NormalChance:18 } Lv16: { NormalChance: 17 Bonus: 600 } Lv17: { NormalChance: 17 Bonus: 600 } Lv18: { NormalChance: 17 Bonus: 600 } Lv19: { NormalChance: 15 Bonus: 600 } Lv20: { NormalChance: 15 Bonus: 600 } } } WeaponLevel3: { StatsPerLevel: 500 RandomBonusStartLevel: 6 RandomBonusValue: 800 Rates: { Lv6: { NormalChance: 72 EnrichedChance: 90 } Lv7: { NormalChance: 65 EnrichedChance: 80 } Lv8: { NormalChance: 20 EnrichedChance: 40 } Lv9: { NormalChance: 20 EnrichedChance: 40 } Lv10: { NormalChance: 19 EnrichedChance: 30 } Lv11: { NormalChance: 18 } Lv12: { NormalChance: 18 } Lv13: { NormalChance: 18 } Lv14: { NormalChance: 18 } Lv15: { NormalChance: 18 } Lv16: { NormalChance: 17 Bonus: 900 } Lv17: { NormalChance: 17 Bonus: 900 } Lv18: { NormalChance: 17 Bonus: 900 } Lv19: { NormalChance: 15 Bonus: 900 } Lv20: { NormalChance: 15 Bonus: 900 } } } WeaponLevel4: { StatsPerLevel: 700 RandomBonusStartLevel: 5 RandomBonusValue: 1400 Rates: { Lv5: { NormalChance: 72 EnrichedChance: 90 } Lv6: { NormalChance: 58 EnrichedChance: 70 } Lv7: { NormalChance: 58 EnrichedChance: 70 } Lv8: { NormalChance: 20 EnrichedChance: 40 } Lv9: { NormalChance: 20 EnrichedChance: 40 } Lv10: { NormalChance: 9 EnrichedChance: 20 } Lv11: { NormalChance: 8 } Lv12: { NormalChance: 8 } Lv13: { NormalChance: 8 } Lv14: { NormalChance: 8 } Lv15: { NormalChance: 7 } Lv16: { NormalChance: 7 Bonus: 1200 } Lv17: { NormalChance: 7 Bonus: 1200 } Lv18: { NormalChance: 7 Bonus: 1200 } Lv19: { NormalChance: 5 Bonus: 1200 } Lv20: { NormalChance: 5 Bonus: 1200 } } }