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+//================= 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
+//=========================================================================
+
+/**************************************************************************
+************* 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.
+
+ 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%).
+ 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 })
+ }
+}
+**************************************************************************/
+
+Armors: {
+ RefineryUISettings: (
+ {
+ Level: [1, 10]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
+ StatsPerLevel: 0
+ RandomBonusStartLevel: 0
+ RandomBonusValue: 0
+ Rates: {
+ Lv1: {
+ Bonus: 100
+ }
+ Lv2: {
+ Bonus: 100
+ }
+ Lv3: {
+ Bonus: 100
+ }
+ Lv4: {
+ Bonus: 100
+ }
+ Lv5: {
+ NormalChance: 60
+ EnrichedChance: 90
+ EventNormalChance: 60
+ EventEnrichedChance: 95
+ Bonus: 200
+ }
+ Lv6: {
+ NormalChance: 40
+ EnrichedChance: 70
+ EventNormalChance: 40
+ EventEnrichedChance: 80
+ Bonus: 200
+ }
+ Lv7: {
+ NormalChance: 40
+ EnrichedChance: 70
+ EventNormalChance: 40
+ EventEnrichedChance: 80
+ Bonus: 200
+ }
+ Lv8: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 60
+ Bonus: 200
+ }
+ Lv9: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 50
+ Bonus: 300
+ }
+ Lv10: {
+ NormalChance: 9
+ EnrichedChance: 20
+ EventNormalChance: 9
+ EventEnrichedChance: 35
+ Bonus: 300
+ }
+ }
+}
+WeaponLevel1: {
+ RefineryUISettings: (
+ {
+ Level: [1, 10]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
+ StatsPerLevel: 200
+ RandomBonusStartLevel: 8
+ RandomBonusValue: 300
+ Rates: {
+ Lv8: {
+ NormalChance: 60
+ EnrichedChance: 90
+ EventNormalChance: 60
+ EventEnrichedChance: 95
+ }
+ Lv9: {
+ NormalChance: 40
+ EnrichedChance: 70
+ EventNormalChance: 40
+ EventEnrichedChance: 85
+ }
+ Lv10: {
+ NormalChance: 19
+ EnrichedChance: 30
+ EventNormalChance: 19
+ EventEnrichedChance: 55
+ }
+ }
+}
+WeaponLevel2: {
+ RefineryUISettings: (
+ {
+ Level: [1, 10]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
+ StatsPerLevel: 300
+ RandomBonusStartLevel: 7
+ RandomBonusValue: 500
+ Rates: {
+ Lv7: {
+ NormalChance: 60
+ EnrichedChance: 90
+ EventNormalChance: 60
+ EventEnrichedChance: 95
+ }
+ Lv8: {
+ NormalChance: 40
+ EnrichedChance: 70
+ EventNormalChance: 40
+ EventEnrichedChance: 85
+ }
+ Lv9: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 60
+ }
+ Lv10: {
+ NormalChance: 19
+ EnrichedChance: 30
+ EventNormalChance: 19
+ EventEnrichedChance: 45
+ }
+ }
+}
+WeaponLevel3: {
+ RefineryUISettings: (
+ {
+ Level: [1, 10]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
+ StatsPerLevel: 500
+ RandomBonusStartLevel: 6
+ RandomBonusValue: 800
+ Rates: {
+ Lv6: {
+ NormalChance: 60
+ EnrichedChance: 90
+ EventNormalChance: 60
+ EventEnrichedChance: 95
+ }
+ Lv7: {
+ NormalChance: 50
+ EnrichedChance: 80
+ EventNormalChance: 50
+ EventEnrichedChance: 90
+ }
+ Lv8: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 70
+ }
+ Lv9: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 60
+ }
+ Lv10: {
+ NormalChance: 19
+ EnrichedChance: 30
+ EventNormalChance: 19
+ EventEnrichedChance: 45
+ }
+ }
+}
+WeaponLevel4: {
+ RefineryUISettings: (
+ {
+ Level: [1, 10]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
+ StatsPerLevel: 700
+ RandomBonusStartLevel: 5
+ RandomBonusValue: 1400
+ Rates: {
+ Lv5: {
+ NormalChance: 60
+ EnrichedChance: 90
+ EventNormalChance: 60
+ EventEnrichedChance: 95
+ }
+ Lv6: {
+ NormalChance: 40
+ EnrichedChance: 70
+ EventNormalChance: 40
+ EventEnrichedChance: 80
+ }
+ Lv7: {
+ NormalChance: 40
+ EnrichedChance: 70
+ EventNormalChance: 40
+ EventEnrichedChance: 80
+ }
+ Lv8: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 60
+ }
+ Lv9: {
+ NormalChance: 20
+ EnrichedChance: 40
+ EventNormalChance: 20
+ EventEnrichedChance: 50
+ }
+ Lv10: {
+ NormalChance: 9
+ EnrichedChance: 20
+ EventNormalChance: 9
+ EventEnrichedChance: 35
+ }
+ }
+}