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Found 3 results

  1. Hi, I'm working on some "Heirloom Gear" and I wanted it to improve EXP rate while equipped. I've already added the base stat scripts into cha_timer: local Check_Heirloom = CheckItem_Heirloom ( role ) if Check_Heirloom == 1 then local str = GetChaAttr(role, ATTR_STR) local agi = GetChaAttr(role, ATTR_AGI) local con = GetChaAttr(role, ATTR_CON) local spr = GetChaAttr(role, ATTR_STA) local acc = GetChaAttr(role, ATTR_DEX) local lv = GetChaAttr(role, ATTR_LV) if lv <= 20 then local str2 = GetChaAttr(role, ATTR_STR) + 1 local agi2 = GetChaAttr(role, ATTR_AGI) + 1 local con2 = GetChaAttr(role, ATTR_CON) + 1 local spr2 = GetChaAttr(role, ATTR_STA) + 1 local acc2 = GetChaAttr(role, ATTR_DEX) + 1 SetCharaAttr(str2, role, ATTR_STR ) SetCharaAttr(agi2, role, ATTR_STR ) SetCharaAttr(con2, role, ATTR_STR ) SetCharaAttr(spr2, role, ATTR_STR ) SetCharaAttr(acc2, role, ATTR_STR ) (...) I tried looking at amplifier of strive in itemeffects but the added state wasn't clear to me, nor could I find any references to it: function ItemUse_WeiXing( role , Item ) local statelv = 1 local ChaStateLv = GetChaStateLv ( role , STATE_SBJYGZ ) if ChaStateLv > statelv then SystemNotice ( role , "Better fruit in effect. Please use it later" ) UseItemFailed ( role ) return end local lv_star = GetChaAttr( role , ATTR_LV) if lv_star > 40 then SystemNotice ( role , "Effective only for those below Lv 40" ) UseItemFailed ( role ) return end local statetime = 60+5*(lv_star-1) local Cha_Boat = 0 Cha_Boat = GetCtrlBoat ( role ) if Cha_Boat == nil then AddState( role , role , STATE_SBJYGZ , statelv , statetime ) else AddState( Cha_Boat , Cha_Boat , STATE_SBJYGZ , statelv , statetime ) end end Any ideas? EDIT: This script is untested, and as I wrote this I got to wonder whether it would stack infinitely, increasing everytime cha_timer runs. Would it be better to built the bonus stats as if it were a fairy of sorts, and if so, how to go about it?
  2. Hello community, I’m looking for an Exp Formula wich is constant and balanced something to make early levels a little bit harder and later levels a little bit easier so the gameplay never gets boring or frustrating you know, I hope you all understand my goal here Also, can we use simple numbers like 100, 1000 and so on our exp formula? Here is my current exp formula (aiming for level 150 in the future)
  3. So i started a srv about 3 days ago and someone already reached lv100, the problem i have is that when hes on party everyone on party including him dont win exp I really dont know what to do please help me D: In advance, ty
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