Make sure you check correct vocation, there is such thing as promotion
Yeah I thought I was testing the knight and it was an elite knight lol
Ok now that I am using the correct vocation the mana multiplier returns 400 mana required per level at 1.0, using this formula it returns 134
Code:
player:addManaSpent(math.ceil((player:getVocation():getRequiredManaSpent(player:getBaseMagicLevel() + 1)) / configManager.getNumber(configKeys.RATE_MAGIC)))
It doesn't seem to add tries if you set it to 1.0.
I think the cap is 3.5ish the higher you put the modifier the more mana you need for the next level.
Actually I am not too sure how this works because when I lower it to 0.1 the requirement is high but then trickles down. Maybe I need to rethink how this is suppose to work..
These multipliers are really a deterrent, and have no real impact on how skills are added.
I figured out how to fix this skill point system
I thought assigning 1 voc all the modifiers and then referencing that vocation for all others would resolve this issue but that is just not the case because skill / mana tries still revert back to the original vocation...scratches head...
Like this, instead of calling getVocation on player call Voc(0), where 0 is another vocation with the ideal modifiers doesn't work, because at some point down the road Voc(0) doesn't return enough tries to cover the needed amount.
But also I am still getting a return of 0 of the current amount of tries from getSkillTries..
I'll keep working on working on it to see how I can over come this issue.