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go data\stats\items

Choose an item and add :

 

<set name="item_skill" val="26074-1" />

 

then go data\stats\skills\26000-26099.xml and add

 

	<skill id="26073" levels="5" name="Bone Bolt Container">
	<table name="#create_item_id"> 22144 22145 22146 22147 22148 </table>
	<set name="itemConsumeCount" val="1" />
	<set name="target" val="TARGET_SELF" />
	<set name="skillType" val="CREATE_ITEM" />
	<set name="operateType" val="OP_ACTIVE" />
	<set name="create_item_id" val="#create_item_id" />
	<set name="create_item_count" val="10000" />
	<cond msgId="129">
		<and>
			<player invSize="10" />
			<player weight="80" />
		</and>
	</cond>
</skill>
+	<skill id="26074" levels="1" name="Xp Skill Activation">
+		<set name="target" val="TARGET_SELF" />
+		<set name="skillType" val="BUFF" />
+		<set name="operateType" val="OP_PASSIVE" />
+		<set name="chanceType" val="ON_ATTACKED" />
+		<set name="activationChance" val="80" />
+		<set name="triggeredId" val="26075" />
+		<set name="triggeredLevel" val="1" />
+	</skill>
+	<skill id="26075" levels="1" name="Xp Skill">
+		<set name="magicLvl" val="90" />
+		<set name="target" val="TARGET_SELF" />
+		<set name="reuseDelay" val="1000" />
+		<set name="skillType" val="BUFF" />
+		<set name="operateType" val="OP_ACTIVE" />
+		<set name="hitTime" val="1000" />
+		<set name="staticHitTime" val="true" />
+		<for>
+			<effect name="Buff" time="60" val="0" stackOrder="1" stackType="abnormal_item">
+				<mul order="0x30" stat="rExp" val="1.10" />
+			</effect>	
+		</for>
+	</skill>

 

When you wear your item, you have a chance to have a XP bonus. Here you have 80% (<set name="activationChance" val="80" />) chance that your XP rate increases by 10% (<mul order="0x30" stat="rExp" val="1.10" />).

it's really easy to use, and you can use a potion with (EDIT: or if you don't want use activation chance)

<set name="item_skill" val="26075-1" />

 

 

(sorry for my bad english)

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