42 lines
1.4 KiB
Plaintext
42 lines
1.4 KiB
Plaintext
// Refine Database [Pre-Renewal]
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//
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// Structure of Database:
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// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...
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//
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// For armors, values of 100 add 1 armor defense.
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// For weapons, values of 100 add 1 ATK.
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//
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// Type:
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// 0 - Armors
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// 1 - Level 1 weapons
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// 2 - Level 2 weapons
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// 3 - Level 3 weapons
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// 4 - Level 4 weapons
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//
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// Stats per level:
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// This value is applied for every upgrade level.
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//
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// Random bonus start level:
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// This value specifies the start point for those levels that give a random bonus value.
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//
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// Random bonus value:
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// A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past
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// Random bonus start level (usually the first unsafe upgrade). This is only applied for weapons, and not displayed client-side.
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//
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// Chance:
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// 100 = 100%
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//
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// Notes:
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// Changing the number of upgrade levels requires modifying MAX_REFINE in src/map/status.h.
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// Armors
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0,70,0,0,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0
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// Level 1 weapons
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1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0
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// Level 2 weapons
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2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0
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// Level 3 weapons
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3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0
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// Level 4 weapons
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4,700,5,1300,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0
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