Moderator
Staff member
Moderator
- Joined
- Aug 27, 2013
- Messages
- 800
- Reaction score
- 1,968
It's me again!
Ability.scp is responsible for Essence Runes, Blended Runes, Flasha crafting section and all of their requirements.
F.A.Q.:
> How does AXP work?
- It is working same as EXP - simple leveling and based on it, you will get specific rates of AXP.
> How many required items can I add for a single rune level?
- Maximum of 2 different types of items, while quantity is unclear. but might go 100+.
> What is the maximum essence rune level I can set?
- This is unclear, but I've personally tried 50 and it worked, only tried on few runes. My guess it might be they can go to over 100.
> Can I have 2 items required on all items all the time?
- Yes, you can go only AP, only AP + 1 Item or AP + 2 items.
* Tables explained *
Ability.scp is responsible for Essence Runes, Blended Runes, Flasha crafting section and all of their requirements.
F.A.Q.:
> How does AXP work?
- It is working same as EXP - simple leveling and based on it, you will get specific rates of AXP.
> How many required items can I add for a single rune level?
- Maximum of 2 different types of items, while quantity is unclear. but might go 100+.
> What is the maximum essence rune level I can set?
- This is unclear, but I've personally tried 50 and it worked, only tried on few runes. My guess it might be they can go to over 100.
> Can I have 2 items required on all items all the time?
- Yes, you can go only AP, only AP + 1 Item or AP + 2 items.
* Tables explained *
Abbreviations:
AP - Ability Point
AXP - Ability Experience
Desc - Description [This can be changed to english if you want to, but be careful while editing it.]
EXP - Experience (Level)
1. [AP_Base] - numbers in these type of collumns are simply row numbers (for logs).
AXPtoAP - How much AXP will be required for 1 AP.
Desc - Description
2. [AP_EnableLimit] - General Setting.
AP - Maximum AP character can have [Server sided configuration only].
Desc - Description
3. [AXP_FieldRate] - Level ranges for different amounts of AXP obtainable based on character level.
MinLV - Minimal Level from which specific rate (refer to Rate) of EXP to AXP will apply.
MaxLV - Maximum Level to which specific rate (refer to Rate) of EXP to AXP will apply.
Rate - Percentage of level EXP required to match AXP in order to gain AP.
Desc - Description
4. [AXP_WarRate] - Nation War configurations of AXP
(Not fully tested, so some of this information might be my own guessing)
World - Your Nation War Map ID [Can be found in common.ini / Default 16]
Warmap_id - Which file is being used for configurations [from Data_War] or On/OFF setting [1 = on / 0 = off] [GUESS!]
MinLV - Minimal required level to start gaining AP.
Score - How many AP will be gained per 100% AXP [GUESS!]
AXP - How much AXP will be required for 1 AP.
Desc - Description
5. [PassiveAbility_Cost] - Required Items and AP for each rune levels.
AbilityItem_Index - Rune Item ID from Item List.
Ability_Level - Runes Levels.
(Each level has it's own requirements and they go in ascending order, from lowest to highest (1 to 20 or more).)
AP - Required AP for that level.
Item1id - 1st Item (from item list) that is required to level up that rune.
Item1opt - 1st Item's option code.
(In case you add something like stain clones, it needs option id to know how many stain clones will be required for that level.)
Item1count - 1st Items required quantity for that level.
(In stain clones scenario - in here you set 1, if you set amounts in the option section, but if you add a quest item of some sort - you set its quantity in this column.)
Item2id - 2nd Item (from item list) that is required to level up that rune.
Item2opt - 2nd Item's option code.
Item2count - 2nd Item's required quantity for that level.
Desc - Description
6. [PassiveAbility_Value] - Runes Force Values and their amounts. (AKA how much it will give of each attribute).
AbilityItem_Index - Rune Item ID from Item List.
Ability_Level - Runes Levels. (Ascending order - from lowest to highest.)
ForceCode - Force Attributes
Force_Value - How much of specified attribute will be given per level.
Desc - Description
AP - Ability Point
AXP - Ability Experience
Desc - Description [This can be changed to english if you want to, but be careful while editing it.]
EXP - Experience (Level)
Ability.scp contains 10 tables separated in 2 functions - Essence Runes and Blended Runes:
# Essence Runes #
# Essence Runes #
1. [AP_Base] - numbers in these type of collumns are simply row numbers (for logs).
AXPtoAP - How much AXP will be required for 1 AP.
Desc - Description
2. [AP_EnableLimit] - General Setting.
AP - Maximum AP character can have [Server sided configuration only].
[WARNING: Due to to cabal files being packed, there is a lot of glitches and increasing this limit can limit your "creativity" and start bugging. From bugged AXP to 1hit = 200 AP and such.]
3. [AXP_FieldRate] - Level ranges for different amounts of AXP obtainable based on character level.
MinLV - Minimal Level from which specific rate (refer to Rate) of EXP to AXP will apply.
MaxLV - Maximum Level to which specific rate (refer to Rate) of EXP to AXP will apply.
From Minimal Level to Maximum Level = Range that will give specific percentage set in this collumn. Default - Level 1 to Level 119 gives 0% AXP which means you get no AXP at all, while level 120 to 129 gives 40% AXP, now refer to Rate.
Level 120 to Level 129 gives 40%, refering to 1st point AP_Base where it is set to 10.000.000 (that's the requirement for 1 AP), character getting 1.000.000 EXP by leveling, will only get 400.000 AXP from it (40%), so you will need another 9.600.000 AXP to get 1AP.
4. [AXP_WarRate] - Nation War configurations of AXP
(Not fully tested, so some of this information might be my own guessing)
World - Your Nation War Map ID [Can be found in common.ini / Default 16]
Warmap_id - Which file is being used for configurations [from Data_War] or On/OFF setting [1 = on / 0 = off] [GUESS!]
MinLV - Minimal required level to start gaining AP.
Score - How many AP will be gained per 100% AXP [GUESS!]
AXP - How much AXP will be required for 1 AP.
Desc - Description
5. [PassiveAbility_Cost] - Required Items and AP for each rune levels.
AbilityItem_Index - Rune Item ID from Item List.
Ability_Level - Runes Levels.
(Each level has it's own requirements and they go in ascending order, from lowest to highest (1 to 20 or more).)
AP - Required AP for that level.
Item1id - 1st Item (from item list) that is required to level up that rune.
Item1opt - 1st Item's option code.
(In case you add something like stain clones, it needs option id to know how many stain clones will be required for that level.)
Item1count - 1st Items required quantity for that level.
(In stain clones scenario - in here you set 1, if you set amounts in the option section, but if you add a quest item of some sort - you set its quantity in this column.)
Item2id - 2nd Item (from item list) that is required to level up that rune.
Item2opt - 2nd Item's option code.
Item2count - 2nd Item's required quantity for that level.
Desc - Description
6. [PassiveAbility_Value] - Runes Force Values and their amounts. (AKA how much it will give of each attribute).
AbilityItem_Index - Rune Item ID from Item List.
Ability_Level - Runes Levels. (Ascending order - from lowest to highest.)
ForceCode - Force Attributes
Like Max Critical Rate and such. Always double check in your files what cabal_msg.enc links to in cabal.enc [cabal.enc has real force code ids.] - in client side.
[Example: Force Code ID 6 = Attack Rate UP - Attack Rate]
[Example: Force Code ID 6 = Attack Rate UP - Attack Rate]
Attack Rate you set to 10 on Level 1 = Once you use the rune and it appears in Ability Tab in the client, it will give you 10 Attack Rate on your stats.
ValueType - 1 = Integer (Whole Number) / 2 = Percentage.
Attack Rate is 1, because it is an Integer (Whole Number), but for sword skill amp you would write 2, because it is a percentage.
ValueType - 1 = Integer (Whole Number) / 2 = Percentage.
Attack Rate is 1, because it is an Integer (Whole Number), but for sword skill amp you would write 2, because it is a percentage.
# Blended Runes #
7. [BlendedAbility_Recipe] -
Ability_RecipeID -
Rate -
Alz -
ID1 -
Count1 -
ID2 -
Count2 -
ID3 -
Count3 -
Desc - Description
8. [BlendedAbility_Rate] -
Ability_RecipeID -
Order -
ID -
Rate -
RateSum -
Desc - Description
9. [BlendedAbility_Cost] -
AbilityItem_Index -
AP -
ID -
Count -
Desc - Description
10. [BlendedAbility_Value] -
AbilityItem_Index -
Act_Rate -
ActiveTarget_Type -
EffectTarget_Type -
FCode1 -
Value1 -
ValueType1 -
FCode2 -
Value2 -
ValueType2 -
FCode3 -
Value3 -
ValueType3 -
FCode4 -
Value4 -
ValueType4 -
Desc - Description
Ability_RecipeID -
Rate -
Alz -
ID1 -
Count1 -
ID2 -
Count2 -
ID3 -
Count3 -
Desc - Description
8. [BlendedAbility_Rate] -
Ability_RecipeID -
Order -
ID -
Rate -
RateSum -
Desc - Description
9. [BlendedAbility_Cost] -
AbilityItem_Index -
AP -
ID -
Count -
Desc - Description
10. [BlendedAbility_Value] -
AbilityItem_Index -
Act_Rate -
ActiveTarget_Type -
EffectTarget_Type -
FCode1 -
Value1 -
ValueType1 -
FCode2 -
Value2 -
ValueType2 -
FCode3 -
Value3 -
ValueType3 -
FCode4 -
Value4 -
ValueType4 -
Desc - Description
Last edited: