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