~ Saved with Hammer Lib 2.0.6.32
+C: $ = {{
+I: CFGVERSION = 1
}
# Configure How Expensive Each Skill is
+C: Costs = {
// Blood furnace enhancement/flame melting furnace
+C: Improvableskills/Accelerated_furnace = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = the level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Alchemist
+C: Improvableskills/Alchemist = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = the level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Iron Fist/Heavy Fist Intelligence
+C: Improvableskills/Atkdmg_melee = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = the level we want to call xp value for.
# -%XPV%Preset Value (3) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// 箭/Bow and Arrow Specialty
+C: Improvableskills/Atkdmg_ranged = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (3) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Attack speed improvement/weapon master
+C: Improvableskills/ATTACK_SPEED = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "%Lvl%^1.5")
+S: formula =%lvl%^1.5
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Cutting skills/potential is like breaking bamboo
+C: Improvableskills/Cutting = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "%Lvl%^1.5")
+S: formula =%lvl%^1.5
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Digging/Digging Pioneer
+C: Improvableskills/DIGGING = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "%Lvl%^1.5")
+S: formula =%lvl%^1.5
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Magic Master/Affiliated Expert
+C: Improvableskills/Enchanter = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means that the level to be upgraded //%xpv%means that the numbers in the top () above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Throwing capable/last film dealers
+C: Improvableskills/Ender_Manipulator = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (3) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Copper wall iron wall/skin rough meat thick
+C: Improvableskills/GENERIC_PROTECTION = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "%Lvl%^2.75")
+S: formula =%lvl%^2.75
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Quickly grow/the power of Baicao
+C: Improvableskills/Growth = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (3) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Life improvement/tough heart
+C: Improvableskills/Health = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (3) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means that the level to be upgraded //%xpv%means that the numbers in the top () above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// The King of Ladder/King of the Wall
+C: Improvableskills/Ladder_king = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// jump/eaves walking wall
+C: Improvableskills/Leaper = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Sea Trinity/Ocean Blessing
+C: Improvableskills/Luck_of_The_SEA = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Caoshu/Iron Arm Miner
+C: Improvableskills/Mining = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "SQRT (%Lvl%^3)*3")
+S: formula = sqrt (%lvl%^3)*3
//%lvl%means that the level to be upgraded //%xpv%means that the numbers in the top () above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Black Hui Hypye Shield/Bai Lian's Body
+C: Improvableskills/Obsidian_skin = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Battle Protection/Duel Protection
+C: Improvableskills/PVP = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// soft landing/Lingbo micro -step
+C: Improvableskills/SOFT_LANDING = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (2) for Current Skill. (Default: "(%Lvl%+1)^%XPV%")
+S: formula = (%lvl% +1)^%xpv%
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
///////////
+C: Improvableskills/TREASURE_SANDS = {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "(%Lvl%+1)^7+200")
+S: formula = (%lvl%+1)^7+200
//%lvl%means that the level to be upgraded //%xpv%means that the numbers in the top () above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
// Experience plunder/Experience Harvest
+C: Improvableskills/XP += {
# COST CALCULATOR for This Skill.
# Available variables:
# - % Lvl % = The level we want to call xp value for.
# -%XPV%Preset Value (1) for Current Skill. (Default: "%LVL%^3+(%LVL%+1)*100")
+S: formula =%lvl%^3+(%lvl%+1)*100
//%lvl%means the level to be upgraded
//%xpv%means the number above ()
// 2^2 = 2*2 = 4; 3^2 = 3*3 = 9; 3^3 = 3*3*3 = 9
}
}