Thank you @eddR
Here's what I did:
I tested it on a weapon with ID 7000.
ID 7000 item_proto:
7000 백선+0 ITEM_WEAPON WEAPON_FAN 1 ANTI_MUSA | ANTI_ASSASSIN | ANTI_SURA ITEM_TUNABLE WEAR_WEAPON NONE 0 0 7001 136(<-This is the refine_proto ID) 15 LEVEL 0 LIMIT_NONE 0 APPLY_ATT_SPEED 26 APPLY_NONE 0 APPLY_NONE 0 0 13 15 11 15 0 0 1 0
In refine_proto, in the line with ID 136, I changed prob to 50.
136 0 0 0 0 0 0 0 0 0 0 600 0 0 50
This is how I tested it in the first round
In char_item.cpp, I modified it like this:
if (pkItemScroll->GetValue(0) == YONGSIN_SCROLL)
{
if (LC_IsYMIR() == true || LC_IsKorea() == true)
//success_prob = hyuniron_prob_euckr[MINMAX(0, item->GetRefineLevel(), 8)]; -- This is the original
success_prob = success_prob + 50;
else
//success_prob = hyuniron_prob[MINMAX(0, item->GetRefineLevel(), 8)]; -- This is the original
success_prob = success_prob + 50;
}
So in refine_proto there is a 50% chance of success, but this is further increased by dragon scroll by +50%. This is 100% chance.
(YONGSHIN_SCROLL is DRAGON_SCROLL, which I determined based on Value0.)
See here:
YONGSIN_SCROLL = 2,
and in the database, value0 is = 2 for 39022 (dragon_scroll ID)
In the first round, I have no idea how many objects I pulled up, but a lot from +0 to +1, and they all succeeded.
In the second round..
In char_item.cpp, I modified it like this: (What I really wanted)
if (pkItemScroll->GetValue(0) == YONGSIN_SCROLL)
{
if (LC_IsYMIR() == true || LC_IsKorea() == true)
//success_prob = hyuniron_prob_euckr[MINMAX(0, item->GetRefineLevel(), 8)];
success_prob = success_prob + 10;
else
//success_prob = hyuniron_prob[MINMAX(0, item->GetRefineLevel(), 8)];
success_prob = success_prob + 10;
}
Here we no longer succeeded in all. I had a 50+10=60% chance of improving it.
So it worked too.
I guess you know all of this, but I thought I'd write down what I changed and where in case it would be useful to someone who also doesn't know how to change it, like me.