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Configuration file (modify the cost of each skill) skills advanced skills (Improvable Skills 3) Minecraft Game

2024-12-10 17:55:37|Myriagame |source:minecraft skins

~ 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

}

}