You can adjust the weight penalty instead.
The #rate table affects HP/MP regeneration.
Code:
<table name="#rate">0.9 0.85 0.8 0.75</table>
The #rateSpd table affects runspeed.
Code:
<table name="#rateSpd">1 0.8 0.5 0</table>
Those start at 50% weight.
If you want no penalty, you can just change all to 1.
That will multiply the current stats of the player with 1.
0.9 will give a 10% penalty, 0.8 20% and so on.
This is easyer then to add the skill to every class in the database.
Code:
<?xml version="1.0" encoding="UTF-8"?>
<skill id="4270" levels="4" name="Weight Penalty">
<table name="#rate">0.9 0.85 0.8 0.75</table>
<table name="#rateSpd">1 0.8 0.5 0</table>
<set name="power" val="0"/>
<set name="target" val="TARGET_SELF"/>
<set name="skillType" val="DEBUFF"/>
<set name="operateType" val="OP_PASSIVE"/>
<set name="castRange" val="-1"/>
<for>
<mul order="0x10" stat="regHp" val="#rate"/>
<mul order="0x10" stat="regMp" val="#rate"/>
<mul order="0x10" stat="runSpd" val="#rateSpd"/>
</for>
</skill>