summaryrefslogtreecommitdiff
path: root/db/re/refine_db.conf
diff options
context:
space:
mode:
Diffstat (limited to 'db/re/refine_db.conf')
-rw-r--r--db/re/refine_db.conf81
1 files changed, 81 insertions, 0 deletions
diff --git a/db/re/refine_db.conf b/db/re/refine_db.conf
index 4974e003..e21c03c0 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%).
@@ -51,6 +77,17 @@ Armors/WeaponLevel1~4: { // Specifies weap
**************************************************************************/
Armors: {
+ RefineryUISettings: (
+ {
+ Level: [1, 20]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
StatsPerLevel: 0
RandomBonusStartLevel: 0
RandomBonusValue: 0
@@ -172,6 +209,17 @@ Armors: {
}
}
WeaponLevel1: {
+ RefineryUISettings: (
+ {
+ Level: [1, 20]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
StatsPerLevel: 200
RandomBonusStartLevel: 8
RandomBonusValue: 300
@@ -252,6 +300,17 @@ WeaponLevel1: {
}
}
WeaponLevel2: {
+ RefineryUISettings: (
+ {
+ Level: [1, 20]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
StatsPerLevel: 300
RandomBonusStartLevel: 7
RandomBonusValue: 500
@@ -338,6 +397,17 @@ WeaponLevel2: {
}
}
WeaponLevel3: {
+ RefineryUISettings: (
+ {
+ Level: [1, 20]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
StatsPerLevel: 500
RandomBonusStartLevel: 6
RandomBonusValue: 800
@@ -430,6 +500,17 @@ WeaponLevel3: {
}
}
WeaponLevel4: {
+ RefineryUISettings: (
+ {
+ Level: [1, 20]
+ Items: {
+ Acorn: {
+ Type: "REFINE_CHANCE_TYPE_NORMAL"
+ Cost: 100000000
+ }
+ }
+ },
+ )
StatsPerLevel: 700
RandomBonusStartLevel: 5
RandomBonusValue: 1400