Taken from somewhere:
To add a stat is an ACT, therefore it is added under the #ACT part of the script.
The command to added a stat to an item is: UPGRADEITEMEX
This is followed by a sequence of 5 numbers ( X1 X2 X3 X4 X5), all of which will be explained. (Just so you know the X is not part of the script, its just to distinguish the numbers from one another whilst explainng, so when your writing your script don't include the letter X.)
First number of the sequence (X1).
This is the type of item that you are going to add the stat to.
Here is a list of the numbers for each item, that can be upgraded.
;.. 0 Armour
;.. 1 Weapon
;.. 2 Wings
;.. 3 Necklace
;.. 4 Helmet
;.. 5 Right Brace
;.. 6 Left Brace
;.. 7 Right Ring
;.. 8 Left Ring
;.. 9 Amulet
;.. 10 Belt
;.. 11 Boots
;.. 12 Stone
Choose the number thats best fits your script, to place in the first part of the sequence.
Second number of the sequence (X2).
This number is for the type of stat you wish to add to your item.
Here is a list of the numbers for each upgrade.
The numbers alter for certain item types, due to additional stats that can be added.
These stats can be added to all items.
;.. 2 DC
;.. 3 MC
;.. 4 SC
;.. 5 CONVERT TO DC REQUIREMENT
;.. 6 CHANGES LEVEL REQUIREMENT
;.. 7 MAKES ITEM CURSED (MYSTERY)
;.. 8 Unknown
;.. 14 ADDS DURA
These upgrades only apply to Armour,Helmet,Belt,Boots,Brace,Wings.
;.. 0 AC
;.. 1 AMC
For necklaces you can additionally add ACC,AGIL & a DC REQUIREMENT.
;.. 0 ACC
;.. 1 AGIL
;.. 5 DC REQUIREMENT
These are the upgrades avaliable for Weapons.
;.. 0 DC
;.. 1 SC
;.. 2 MC
;.. 3 LUCK
;.. 4 CURSE
;.. 5 ACC
;.. 6 SLOW (This is Inten+)
There are also two special upgrades for Rings.
;.. 0 P.RECOV
;.. 1 P.EVASION
Choose the number thats best fits your script, to place in the first part of the sequence.
Be sure to consider all the differnces between the different items.
Third number of the sequence (X3).
This is the chance of an upgrade being successful, it works on a %.
Here is a list of the chances to choose from:
;..0 = 100%
;..1 = 90%
;..2 = 80%
;..3 = 70%
;..4 = 60%
;..5 = 50%
;..6 = 40%
;..7 = 30%
;..8 = 20%
;..9 = 10%
There isn't an absolute answer to how the % system actually works, but this is more of a theory - which seems to be correct.
Choose the number thats best fits your script, to place in the first part of the sequence.
Fourth number of the sequence (X4).
This number determines how many stats can be added each upgrade.
You just alter to the number to the amount you would like to add per upgrade.
Choose the number thats best fits your script, to place in the first part of the sequence.
Fifth number of the sequence (X5).
This numbers determines wether or not your item can break or not during the upgrade.
There are only two options avaliable:
;.. 0 Not break
;.. 1 Break