The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/assets/config/items/Weapons.txt

1299 lines
20 KiB

Equipment
{
Wooden Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,Move Spd %
StatValues[0] = 5,5,0
StatValues[1] = 10,6,1
StatValues[2] = 15,7,2
StatValues[3] = 20,8,3
StatValues[4] = 25,9,4
StatValues[5] = 30,10,5
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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,10
Item[1] = Logs,2
Item[2] = Blue Slime Remains,4
Item[3] = Red Slime Remains,3
Item[4] = Flower Petals,1
Gold = 50
}
Level[2]
{
Item[0] = Green Slime Remains,10
Item[1] = Logs,4
Gold = 75
}
Level[3]
{
Item[0] = Green Slime Remains,20
Item[1] = Logs,5
Gold = 100
}
Level[4]
{
Item[0] = Green Slime Remains,20
Item[1] = Logs,10
Gold = 125
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,2
Item[2] = Blue Slime Remains,2
Gold = 175
}
Level[7]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,3
Item[2] = Blue Slime Remains,4
Gold = 200
}
Level[8]
{
Item[0] = Green Slime Remains,40
Item[1] = High-Quality Logs,5
Item[2] = Blue Slime Remains,7
Gold = 300
}
Level[9]
{
Item[0] = Green Slime Remains,40
Item[1] = High-Quality Logs,8
Item[2] = Blue Slime Remains,10
Gold = 400
}
Level[10]
{
Item[0] = Green Slime Remains,50
Item[1] = High-Quality Logs,10
Item[2] = Blue Slime Remains,30
Item[3] = Yellow Slime Remains,5
Gold = 500
}
}
}
Wooden Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,Move Spd %
StatValues[0] = 5,5,0
StatValues[1] = 10,6,1
StatValues[2] = 15,7,2
StatValues[3] = 20,8,3
StatValues[4] = 25,9,4
StatValues[5] = 30,10,5
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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Wooden Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Attack,Crit Rate,Move Spd %
StatValues[0] = 5,5,0
StatValues[1] = 10,6,1
StatValues[2] = 15,7,2
StatValues[3] = 20,8,3
StatValues[4] = 25,9,4
StatValues[5] = 30,10,5
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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Steel Sword
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Steel Bow
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Steel Staff
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Sword
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Bow
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Staff
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Sword
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Bow
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Staff
{
Slot = Weapon
ItemCategory = 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Laser Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Plasma Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Unknown Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# 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
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
}