sigonasr2 7 months ago
commit f7ec3ef630
  1. 419
      Adventures in Lestoria/assets/config/items/Equipment.txt
  2. 18
      Adventures in Lestoria/assets/config/items/ItemDatabase.txt
  3. 412
      Adventures in Lestoria/assets/config/items/Weapons.txt
  4. 41
      Adventures in Lestoria/assets/config/levels.txt

@ -648,91 +648,103 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Wolf Skin,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 5
Gold = 20
Level[1]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,1
Item[1] = Hawk Feather,5
Gold = 1
Gold = 36
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,2
Item[1] = Hawk Feather,8
Gold = 1
Gold = 54
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Hawk Feather,10
Item[2] = Broken Dagger,2
Gold = 1
Gold = 72
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,3
Item[2] = Hawk Feather,2
Gold = 1
Gold = 96
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
AvailableChapter = 2
Item[0] = Iron Ore,5
Item[1] = Stone Heart,1
Gold = 150
Gold = 120
}
Level[6]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,7
Gold = 1
Gold = 150
}
Level[7]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,6
Item[1] = Hawk Feather,12
Gold = 1
Gold = 195
}
Level[8]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,9
Item[1] = Hawk Feather,15
Gold = 1
Gold = 240
}
Level[9]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,5
Item[1] = Hawk Feather,10
Item[2] = Broken Dagger,3
Gold = 1
Gold = 300
}
Level[10]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Hawk Feather,5
Item[1] = Yellow Gemstone,1
Gold = 1
Gold = 450
}
}
}
@ -759,94 +771,101 @@ Equipment
Equip Sound = Equip Armor
Crafting
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Wolf Skin,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 20
Gold = 5
Level[1]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,8
Gold = 1
Gold = 36
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,12
Gold = 1
Gold = 54
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,15
Gold = 1
Gold = 72
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,12
Item[1] = Iron Ore,3
Gold = 1
Gold = 96
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
AvailableChapter = 2
Item[0] = Iron Ore,5
Item[1] = Stone Heart,1
Gold = 150
Gold = 120
}
Level[6]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,7
Gold = 1
Gold = 150
}
Level[7]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,7
Item[1] = Stone Heart,1
Gold = 1
Gold = 195
}
Level[8]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,9
Item[1] = Stone Heart,2
Gold = 1
Gold = 240
}
Level[9]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,11
Item[1] = Stone Heart,4
Gold = 1
Gold = 300
}
Level[10]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,7
Item[1] = Iron Ore, 7
Item[2] = Yellow Gemstone,1
Gold = 1
Gold = 450
}
}
}
@ -876,91 +895,103 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Wolf Skin,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 20
Gold = 5
Level[1]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,6
Item[1] = Broken Bow,1
Gold = 1
Gold = 36
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,8
Item[1] = Broken Bow,2
Gold = 1
Gold = 54
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,10
Item[1] = Broken Bow,3
Gold = 1
Gold = 72
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,11
Item[1] = Iron Ore,3
Item[2] = Broken Bow,2
Gold = 1
Gold = 96
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
AvailableChapter = 2
Item[0] = Iron Ore,5
Item[1] = Stone Heart,1
Gold = 150
Gold = 120
}
Level[6]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,7
Gold = 1
Gold = 150
}
Level[7]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,6
Item[1] = Broken Bow,12
Gold = 1
Gold = 195
}
Level[8]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,9
Item[1] = Stone Heart,2
Gold = 1
Gold = 240
}
Level[9]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,7
Item[1] = Stone Heart,1
Item[2] = Broken Bow,5
Gold = 1
Gold = 300
}
Level[10]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,7
Item[1] = Iron Ore,7
Item[2] = Yellow Gemstone,1
Gold = 1
Gold = 450
}
}
}
@ -990,91 +1021,109 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Wolf Skin,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 20
Gold = 5
Level[1]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,1
Item[1] = Broken Dagger,2
Item[2] = Hawk Feather,2
Gold = 1
Gold = 36
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,2
Item[1] = Broken Dagger,8
Item[2] = Hawk Feather,1
Gold = 1
Gold = 54
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Broken Dagger,1
Item[2] = Hawk Feather,8
Gold = 1
Gold = 72
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,3
Item[2] = Broken Dagger,1
Item[3] = Hawk Feather,1
Gold = 1
Gold = 96
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
AvailableChapter = 2
Item[0] = Iron Ore,5
Item[1] = Stone Heart,1
Gold = 150
Gold = 120
}
Level[6]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,7
Gold = 1
Gold = 150
}
Level[7]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,6
Item[1] = Broken Dagger,9
Item[2] = Hawk Feather,3
Gold = 1
Gold = 195
}
Level[8]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,9
Item[1] = Broken Dagger,12
Item[2] = Hawk Feather,3
Gold = 1
Gold = 240
}
Level[9]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,5
Item[1] = Stone Heart,1
Item[2] = Broken Dagger,5
Gold = 1
Gold = 300
}
Level[10]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Broken Dagger,2
Item[1] = Hawk Feather,2
Item[2] = Yellow Gemstone,1
Gold = 1
Gold = 450
}
}
}
@ -1104,91 +1153,111 @@ Equipment
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Wolf Skin,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 20
Gold = 5
Level[1]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,1
Item[1] = Broken Dagger,1
Item[2] = Broken Bow,1
Item[3] = Hawk Feather,2
Gold = 1
Gold = 36
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,2
Item[1] = Hawk Feather,7
Gold = 1
Gold = 54
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Broken Dagger,4
Item[2] = Broken Bow,3
Gold = 1
Gold = 72
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,3
Item[2] = Broken Dagger,1
Item[3] = Hawk Feather,1
Gold = 1
Gold = 96
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
AvailableChapter = 2
Item[0] = Iron Ore,5
Item[1] = Stone Heart,1
Gold = 150
Gold = 120
}
Level[6]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,3
Item[1] = Iron Ore,7
Gold = 1
Gold = 150
}
Level[7]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,6
Item[1] = Broken Dagger,3
Item[2] = Broken Bow,3
Item[3] = Hawk Feather,6
Gold = 1
Gold = 195
}
Level[8]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Iron Ore,8
Item[1] = Broken Dagger,5
Item[2] = Broken Bow,4
Item[3] = Hawk Feather,7
Gold = 1
Gold = 240
}
Level[9]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Stone,5
Item[1] = Hawk Feather,10
Item[2] = Broken Dagger,3
Gold = 1
Gold = 300
}
Level[10]
{
# When this enhancement is available.
AvailableChapter = 6
Item[0] = Green Slime Remains,1
AvailableChapter = 2
Item[0] = Hawk Feather,3
Item[1] = Broken Dagger,1
Item[2] = Yellow Gemstone,1
Gold = 1
Gold = 450
}
}
}

@ -303,4 +303,22 @@ ItemDatabase
ItemCategory = Materials
SellValue = 28
}
Yellow Gemstone
{
Description = Radiating with energy from the Mountain, it is used to refine stronger equipment.
ItemCategory = Materials
SellValue = 270
}
Stone
{
Description = A slightly above average sized Stone. The Stone has some greenish Color. Thats why you picked it up.
ItemCategory = Materials
SellValue = 6
}
Iron Ore
{
Description = A rock or mineral from which iron can be profitably extracted.
ItemCategory = Materials
SellValue = 10
}
}

@ -15,11 +15,11 @@ Equipment
StatValues[3] = 12,8,3
StatValues[4] = 16,9,4
StatValues[5] = 20,10,5
StatValues[6] = 80,11,6
StatValues[7] = 115,12,7
StatValues[8] = 150,13,8
StatValues[9] = 160,14,9
StatValues[10] = 170,15,10
StatValues[6] = 70,11,6
StatValues[7] = 105,12,7
StatValues[8] = 140,13,8
StatValues[9] = 150,14,9
StatValues[10] = 160,15,10
Equip Sound = Equip Weapon
@ -149,11 +149,11 @@ Equipment
StatValues[3] = 12,8,3
StatValues[4] = 16,9,4
StatValues[5] = 20,10,5
StatValues[6] = 80,11,6
StatValues[7] = 115,12,7
StatValues[8] = 150,13,8
StatValues[9] = 160,14,9
StatValues[10] = 170,15,10
StatValues[6] = 70,11,6
StatValues[7] = 105,12,7
StatValues[8] = 140,13,8
StatValues[9] = 150,14,9
StatValues[10] = 160,15,10
Equip Sound = Equip Weapon
@ -272,11 +272,11 @@ Equipment
StatValues[3] = 12,8,3
StatValues[4] = 16,9,4
StatValues[5] = 20,10,5
StatValues[6] = 80,11,6
StatValues[7] = 115,12,7
StatValues[8] = 150,13,8
StatValues[9] = 160,14,9
StatValues[10] = 170,15,10
StatValues[6] = 70,11,6
StatValues[7] = 105,12,7
StatValues[8] = 140,13,8
StatValues[9] = 150,14,9
StatValues[10] = 160,15,10
Equip Sound = Equip Weapon
@ -389,67 +389,77 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,Defense
StatValues[0] = 26,5,5
StatValues[1] = 31,6,10
StatValues[2] = 36,7,20
StatValues[3] = 41,8,30
StatValues[4] = 46,9,40
StatValues[5] = 51,10,50
StatValues[6] = 90,11,60
StatValues[7] = 120,12,70
StatValues[8] = 150,13,80
StatValues[9] = 160,14,90
StatValues[10] = 170,15,100
StatValues[0] = 16,5,5
StatValues[1] = 21,6,10
StatValues[2] = 26,7,20
StatValues[3] = 31,8,30
StatValues[4] = 36,9,40
StatValues[5] = 41,10,50
StatValues[6] = 80,11,60
StatValues[7] = 110,12,70
StatValues[8] = 140,13,80
StatValues[9] = 150,14,90
StatValues[10] = 160,15,100
Equip Sound = Equip Weapon
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Slimy Bun,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 500
Gold = 50
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,5
Item[1] = Broken Dagger,1
Gold = 600
Gold = 20
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,20
Item[1] = Iron Ore,1
Item[2] = Broken Dagger,1
Gold = 700
Gold = 80
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,20
Item[1] = Iron Ore,15
Item[2] = Broken Dagger,5
Item[3] = Broken Bow,5
Gold = 800
Gold = 200
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,2
Item[0] = Stone,5
Item[1] = Iron Ore,25
Item[2] = Hawk Feather,8
Item[3] = Stone Heart,1
Gold = 900
Gold = 300
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,5
Item[0] = Iron Ore,35
Item[1] = Stone Heart,4
Gold = 1000
Gold = 360
}
Level[6]
{
@ -502,67 +512,77 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,Defense
StatValues[0] = 26,5,5
StatValues[1] = 31,6,10
StatValues[2] = 36,7,20
StatValues[3] = 41,8,30
StatValues[4] = 46,9,40
StatValues[5] = 51,10,50
StatValues[6] = 90,11,60
StatValues[7] = 120,12,70
StatValues[8] = 150,13,80
StatValues[9] = 160,14,90
StatValues[10] = 170,15,100
StatValues[0] = 16,5,5
StatValues[1] = 21,6,10
StatValues[2] = 26,7,20
StatValues[3] = 31,8,30
StatValues[4] = 36,9,40
StatValues[5] = 41,10,50
StatValues[6] = 80,11,60
StatValues[7] = 110,12,70
StatValues[8] = 140,13,80
StatValues[9] = 150,14,90
StatValues[10] = 160,15,100
Equip Sound = Equip Weapon
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Slimy Bun,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 500
Gold = 50
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,5
Item[1] = Broken Dagger,1
Gold = 600
Gold = 20
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,20
Item[1] = Iron Ore,1
Item[2] = Broken Dagger,1
Gold = 700
Gold = 80
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,20
Item[1] = Iron Ore,15
Item[2] = Broken Dagger,5
Item[3] = Broken Bow,5
Gold = 800
Gold = 200
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,2
Item[0] = Stone,5
Item[1] = Iron Ore,25
Item[2] = Hawk Feather,8
Item[3] = Stone Heart,1
Gold = 900
Gold = 300
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,5
Item[0] = Iron Ore,35
Item[1] = Stone Heart,4
Gold = 1000
Gold = 360
}
Level[6]
{
@ -615,67 +635,77 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,Defense
StatValues[0] = 26,5,5
StatValues[1] = 31,6,10
StatValues[2] = 36,7,20
StatValues[3] = 41,8,30
StatValues[4] = 46,9,40
StatValues[5] = 51,10,50
StatValues[6] = 90,11,60
StatValues[7] = 120,12,70
StatValues[8] = 150,13,80
StatValues[9] = 160,14,90
StatValues[10] = 170,15,100
StatValues[0] = 16,5,5
StatValues[1] = 21,6,10
StatValues[2] = 26,7,20
StatValues[3] = 31,8,30
StatValues[4] = 36,9,40
StatValues[5] = 41,10,50
StatValues[6] = 80,11,60
StatValues[7] = 110,12,70
StatValues[8] = 140,13,80
StatValues[9] = 150,14,90
StatValues[10] = 160,15,100
Equip Sound = Equip Weapon
Crafting
{
# When this crafting recipe is available.
AvailableChapter = 6
Item[0] = Slimy Bun,1
AvailableChapter = 2
Item[0] = Stone,3
Gold = 500
Gold = 50
Level[1]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Item[0] = Stone,5
Item[1] = Broken Dagger,1
Gold = 600
Gold = 20
}
Level[2]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Gold = 700
Item[0] = Stone,20
Item[1] = Iron Ore,1
Item[2] = Broken Dagger,1
Gold = 80
}
Level[3]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,1
Gold = 800
Item[0] = Stone,20
Item[1] = Iron Ore,15
Item[2] = Broken Dagger,5
Item[3] = Broken Bow,5
Gold = 200
}
Level[4]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,2
Gold = 900
Item[0] = Stone,5
Item[1] = Iron Ore,25
Item[2] = Hawk Feather,8
Item[3] = Stone Heart,1
Gold = 300
}
Level[5]
{
# When this enhancement is available.
AvailableChapter = 2
Item[0] = Slimy Bun,5
Item[0] = Iron Ore,35
Item[1] = Stone Heart,4
Gold = 1000
Gold = 360
}
Level[6]
{
@ -728,17 +758,17 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,CDR,Mana
StatValues[0] = 47,5,0,0
StatValues[1] = 52,6,2,1
StatValues[2] = 57,7,4,2
StatValues[3] = 62,8,6,3
StatValues[4] = 67,9,8,4
StatValues[5] = 72,10,10,5
StatValues[6] = 100,11,12,6
StatValues[7] = 125,12,14,7
StatValues[8] = 150,13,16,8
StatValues[9] = 160,14,18,9
StatValues[10] = 170,15,20,10
StatValues[0] = 37,5,0,0
StatValues[1] = 42,6,2,1
StatValues[2] = 47,7,4,2
StatValues[3] = 52,8,6,3
StatValues[4] = 57,9,8,4
StatValues[5] = 62,10,10,5
StatValues[6] = 90,11,12,6
StatValues[7] = 115,12,14,7
StatValues[8] = 140,13,16,8
StatValues[9] = 150,14,18,9
StatValues[10] = 160,15,20,10
Equip Sound = Equip Weapon
@ -842,17 +872,17 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,CDR,Mana
StatValues[0] = 47,5,0,0
StatValues[1] = 52,6,2,1
StatValues[2] = 57,7,4,2
StatValues[3] = 62,8,6,3
StatValues[4] = 67,9,8,4
StatValues[5] = 72,10,10,5
StatValues[6] = 100,11,12,6
StatValues[7] = 125,12,14,7
StatValues[8] = 150,13,16,8
StatValues[9] = 160,14,18,9
StatValues[10] = 170,15,20,10
StatValues[0] = 37,5,0,0
StatValues[1] = 42,6,2,1
StatValues[2] = 47,7,4,2
StatValues[3] = 52,8,6,3
StatValues[4] = 57,9,8,4
StatValues[5] = 62,10,10,5
StatValues[6] = 90,11,12,6
StatValues[7] = 115,12,14,7
StatValues[8] = 140,13,16,8
StatValues[9] = 150,14,18,9
StatValues[10] = 160,15,20,10
Equip Sound = Equip Weapon
@ -956,17 +986,17 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,CDR,Mana
StatValues[0] = 47,5,0,0
StatValues[1] = 52,6,2,1
StatValues[2] = 57,7,4,2
StatValues[3] = 62,8,6,3
StatValues[4] = 67,9,8,4
StatValues[5] = 72,10,10,5
StatValues[6] = 100,11,12,6
StatValues[7] = 125,12,14,7
StatValues[8] = 150,13,16,8
StatValues[9] = 160,14,18,9
StatValues[10] = 170,15,20,10
StatValues[0] = 37,5,0,0
StatValues[1] = 42,6,2,1
StatValues[2] = 47,7,4,2
StatValues[3] = 52,8,6,3
StatValues[4] = 57,9,8,4
StatValues[5] = 62,10,10,5
StatValues[6] = 90,11,12,6
StatValues[7] = 115,12,14,7
StatValues[8] = 140,13,16,8
StatValues[9] = 150,14,18,9
StatValues[10] = 160,15,20,10
Equip Sound = Equip Weapon
@ -1070,17 +1100,17 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate
StatValues[0] = 68,10
StatValues[1] = 73,12
StatValues[2] = 78,14
StatValues[3] = 83,16
StatValues[4] = 88,18
StatValues[5] = 93,20
StatValues[6] = 110,22
StatValues[7] = 125,24
StatValues[8] = 150,26
StatValues[9] = 160,28
StatValues[10] = 170,30
StatValues[0] = 58,10
StatValues[1] = 63,12
StatValues[2] = 68,14
StatValues[3] = 73,16
StatValues[4] = 78,18
StatValues[5] = 83,20
StatValues[6] = 100,22
StatValues[7] = 115,24
StatValues[8] = 140,26
StatValues[9] = 150,28
StatValues[10] = 160,30
Equip Sound = Equip Weapon
@ -1184,17 +1214,17 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate
StatValues[0] = 68,10
StatValues[1] = 73,12
StatValues[2] = 78,14
StatValues[3] = 83,16
StatValues[4] = 88,18
StatValues[5] = 93,20
StatValues[6] = 110,22
StatValues[7] = 125,24
StatValues[8] = 150,26
StatValues[9] = 160,28
StatValues[10] = 170,30
StatValues[0] = 58,10
StatValues[1] = 63,12
StatValues[2] = 68,14
StatValues[3] = 73,16
StatValues[4] = 78,18
StatValues[5] = 83,20
StatValues[6] = 100,22
StatValues[7] = 115,24
StatValues[8] = 140,26
StatValues[9] = 150,28
StatValues[10] = 160,30
Equip Sound = Equip Weapon
@ -1298,17 +1328,17 @@ Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate
StatValues[0] = 68,10
StatValues[1] = 73,12
StatValues[2] = 78,14
StatValues[3] = 83,16
StatValues[4] = 88,18
StatValues[5] = 93,20
StatValues[6] = 110,22
StatValues[7] = 125,24
StatValues[8] = 150,26
StatValues[9] = 160,28
StatValues[10] = 170,30
StatValues[0] = 58,10
StatValues[1] = 63,12
StatValues[2] = 68,14
StatValues[3] = 73,16
StatValues[4] = 78,18
StatValues[5] = 83,20
StatValues[6] = 100,22
StatValues[7] = 115,24
StatValues[8] = 140,26
StatValues[9] = 150,28
StatValues[10] = 160,30
Equip Sound = Equip Weapon
@ -1413,17 +1443,17 @@ Equipment
# See ItemStats.txt for valid stat names
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
StatValues = Attack,Crit Rate,Attack Spd
StatValues[0] = 89,5,0.1
StatValues[1] = 95,6,0.1
StatValues[2] = 101,7,0.1
StatValues[3] = 107,8,0.1
StatValues[4] = 113,9,0.1
StatValues[5] = 119,10,0.1
StatValues[6] = 130,11,0.1
StatValues[7] = 140,12,0.1
StatValues[8] = 150,13,0.1
StatValues[9] = 160,14,0.1
StatValues[10] = 170,15,0.1
StatValues[0] = 79,5,0.1
StatValues[1] = 85,6,0.1
StatValues[2] = 91,7,0.1
StatValues[3] = 97,8,0.1
StatValues[4] = 103,9,0.1
StatValues[5] = 109,10,0.1
StatValues[6] = 120,11,0.1
StatValues[7] = 130,12,0.1
StatValues[8] = 140,13,0.1
StatValues[9] = 150,14,0.1
StatValues[10] = 160,15,0.1
Equip Sound = Equip Weapon
@ -1528,17 +1558,17 @@ Equipment
# See ItemStats.txt for valid stat names
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
StatValues = Attack,Crit Rate,Attack Spd
StatValues[0] = 89,5,0.1
StatValues[1] = 95,6,0.1
StatValues[2] = 101,7,0.1
StatValues[3] = 107,8,0.1
StatValues[4] = 113,9,0.1
StatValues[5] = 119,10,0.1
StatValues[6] = 130,11,0.1
StatValues[7] = 140,12,0.1
StatValues[8] = 150,13,0.1
StatValues[9] = 160,14,0.1
StatValues[10] = 170,15,0.1
StatValues[0] = 79,5,0.1
StatValues[1] = 85,6,0.1
StatValues[2] = 91,7,0.1
StatValues[3] = 97,8,0.1
StatValues[4] = 103,9,0.1
StatValues[5] = 109,10,0.1
StatValues[6] = 120,11,0.1
StatValues[7] = 130,12,0.1
StatValues[8] = 140,13,0.1
StatValues[9] = 150,14,0.1
StatValues[10] = 160,15,0.1
Equip Sound = Equip Weapon
@ -1644,17 +1674,17 @@ Equipment
# See ItemStats.txt for valid stat names
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
StatValues = Attack,Crit Rate,Attack Spd
StatValues[0] = 89,5,0.1
StatValues[1] = 95,6,0.1
StatValues[2] = 101,7,0.1
StatValues[3] = 107,8,0.1
StatValues[4] = 113,9,0.1
StatValues[5] = 119,10,0.1
StatValues[6] = 130,11,0.1
StatValues[7] = 140,12,0.1
StatValues[8] = 150,13,0.1
StatValues[9] = 160,14,0.1
StatValues[10] = 170,15,0.1
StatValues[0] = 79,5,0.1
StatValues[1] = 85,6,0.1
StatValues[2] = 91,7,0.1
StatValues[3] = 97,8,0.1
StatValues[4] = 103,9,0.1
StatValues[5] = 109,10,0.1
StatValues[6] = 120,11,0.1
StatValues[7] = 130,12,0.1
StatValues[8] = 140,13,0.1
StatValues[9] = 150,14,0.1
StatValues[10] = 160,15,0.1
Equip Sound = Equip Weapon

@ -104,7 +104,10 @@ Levels
{
Map File = 1_B1.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Logs, 1, 3, 100%
Loot[1] = High-Quality Logs, 1, 3, 100%
Loot[2] = Berries, 1, 2, 25%
Loot[3] = Green Gemstone, 1, 1, 5%
}
BOSS_1_B
{
@ -120,49 +123,61 @@ Levels
{
Map File = 2_1.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Stone, 2, 5, 100%
Loot[1] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_2
{
Map File = 2_2.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Stone, 2, 6, 100%
Loot[1] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_3
{
Map File = 2_3.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Stone, 2, 6, 100%
Loot[1] = Iron Ore, 1, 1, 50%
Loot[2] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_4
{
Map File = 2_4.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Stone, 3, 6, 100%
Loot[1] = Iron Ore, 1, 1, 50%
Loot[2] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_5
{
Map File = 2_5.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Stone, 1, 2, 100%
Loot[1] = Iron Ore, 1, 3, 100%
Loot[2] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_6
{
Map File = 2_6.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Stone, 1, 2, 100%
Loot[1] = Iron Ore, 1, 3, 100%
Loot[2] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_7
{
Map File = 2_7.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Iron Ore, 2, 5, 100%
Loot[1] = Yellow Gemstone, 1, 1, 5%
}
CAMPAIGN_2_8
{
Map File = 2_8.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
Loot[0] = Iron Ore, 2, 5, 100%
Loot[1] = Yellow Gemstone, 1, 1, 5%
}
BOSS_2_B
{
@ -176,4 +191,12 @@ Levels
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
# Loot[0] = Berries, 1, 5, 100%
}
CAMPAIGN_2_B1
{
Map File = 2_B1.tmx
# Specify item, min quantity, and max quantity of items. Optionally specify a % drop chance per item.
Loot[0] = Stone, 1, 3, 100%
Loot[1] = Iron Ore, 1, 3, 100%
Loot[2] = Yellow Gemstone, 1, 1, 5%
}
}
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