//================= 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 . //========================================================================= //= Pre-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. 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. Lv1~10: { // Lv1 ~ Lv10. 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 10, 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: { StatsPerLevel: 66 RandomBonusStartLevel: 0 RandomBonusValue: 0 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 } } } WeaponLevel1: { 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: { 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: { 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: { StatsPerLevel: 700 RandomBonusStartLevel: 5 RandomBonusValue: 1300 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 } } }