For example, take the base server rate x10 for server and we want for example to do rates from the first to the twentieth level x15
Table of example if base rate is x10:
- 1-20 = x15
- 20-40 = x8
- 40-52 = x5
- 61-76 = x10
The easiest case to do this is to modify the skill of the grade:
Where for the first level we indicate additional rates:
<table name="#power">1.15 0.8 0.5 1 1 1 1</table>
<mul order="0x30" stat="ExpMultiplier" val="#power"/>
<mul order="0x30" stat="SpMultiplier" val="#power"/>
Thus, we can modify bonuses for any period of the character’s leveling by adding bonuses or reducing them depending on the progress made
You can also make your own custom skill and add any variations, most importantly then add it to the auto learn start classes
Table of example if base rate is x10:
- 1-20 = x15
- 20-40 = x8
- 40-52 = x5
- 61-76 = x10
The easiest case to do this is to modify the skill of the grade:
XML:
<skill id="239" levels="7" name="Expertise D">
<table name="#magicLevel">20 40 52 61 76 76 76</table>
<table name="#power">1.15 0.8 0.5 1 1 1 1</table>
<set name="icon" val="icon.skill0239"/>
<set name="magicLevel" val="#magicLevel"/>
<set name="target" val="TARGET_SELF"/>
<set name="skillType" val="HARDCODED"/>
<set name="operateType" val="OP_PASSIVE"/>
<set name="canLearn" val=""/>
<set name="isCommon" val="true"/>
<for>
<mul order="0x30" stat="ExpMultiplier" val="#power"/>
<mul order="0x30" stat="SpMultiplier" val="#power"/>
</for>
</skill>
<table name="#power">1.15 0.8 0.5 1 1 1 1</table>
<mul order="0x30" stat="ExpMultiplier" val="#power"/>
<mul order="0x30" stat="SpMultiplier" val="#power"/>
Thus, we can modify bonuses for any period of the character’s leveling by adding bonuses or reducing them depending on the progress made
You can also make your own custom skill and add any variations, most importantly then add it to the auto learn start classes
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