Table of contents
refine_db.yml of rAthena is revamped in cydh/rathena#10 so be easy to modified.
<refine_type>:
StatsPerLevel: 0
RandomBonusStartLevel: 0
RandomBonusValue: 0
Costs:
- Type: <refine_cost_type>
Price: <price>
Material: <material_item_id>
RefineUI: <display_refine_ui>
OnFail:
Break: <break_chance>
DownRefine: <down_refine_chance>
DownRefineNum: <down_refine_num>
Rates:
- Level: <refine_level>
Chances:
- Type: <refine_cost_type>
Rate: <success_rate>
Bonus: 100
BlacksmithBlessing:
ItemID: <blacksmith_blessing_id>
Count: <blacksmith_blessing_required>
<refine_type>
current valid values are (case-sensitive)
- Armor
- WeaponLv1
- WeaponLv2
- WeaponLv3
- WeaponLv4
- Shadow
- Costume
<refine_cost_type>
valid values are defined in status.hpp in group of enum refine_cost_type
. If you willing to add another 'chance', you should add new value above REFINE_COST_MAX
. Current valid values are
- REFINE_COST_NORMAL,
- REFINE_COST_OVER10,
- REFINE_COST_HD,
- REFINE_COST_ENRICHED,
- REFINE_COST_OVER10_HD,
- REFINE_COST_HOLINK,
- REFINE_COST_WAGJAK,
- REFINE_COST_BLESSED,
- REFINE_COST_EVT_ENRICHED,
- REFINE_COST_EVT_OVER10_HD,
If you want to add new cost-set (item material, price, break/downrefine chance, and refining
Rates
), open status.hpp and add new entry inenum refine_type
beforeREFINE_TYPE_MAX
. Then make sure you add this cost-set type inRates
block later.
<price>
Zeny required for each refine attempt.
<material_item_id>
Item ID required for each refine attempt.
<display_refine_ui>
Boolean value, the default is true
that mean this cost-set will be displayed in Refine UI if the refine level and equip are match. Set it false
to hide this cost-set.
OnFail
this block in optional, by default will be OnFail.Break: 100
<break_chance>
Break chance if refine attempt is fail (0-100%)
<down_refine_chance>
Chance to downrefine (reduce the current refine level) if the refine attempt is fail (0-100%).
<down_refine_num>
Default is 1 if DownRefine
is defined.
<refine_level>
Indicates 'this rate block is used to refine equip to refine +n
Chances
this block can contains multiple Type
s.
<refine_cost_type>
Type of posible rate chance defined in 'Costs' block.
<success_rate>
Success rate to increase the refine level of equipment. If refine is failed, the OnFail
block for this cost-set will be triggered.
BlacksmithBlessing
Block is optional. If defined, the Black Smith Blessing item will be displayed in Refine UI. This is will prevent equipment to break or downrefine on refine failure.
<blacksmith_blessing_required>
Number of Blacksmith Blessing required.
WIP
Hello, I have an error when trying to modify the refine_db.yml I leave my db to see if you could help me ..
https://pastebin.com/0izkCPYu