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    Omega Abry's Avatar

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    May 2008
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    Post [Guide]Understanding Some Glogic.rcc Files

    Index :

    1. RAN FILE EDITOR



    • default.charclass (main rules of the game)
    • class.classconst (char values like pow dex int and their effects)
    • crowsale (items sold at npc)
    • genitem (item drops)
    • a_sample.bin / w_sample.bin (RV values for items)

    2. ETC

    • Period.set (weather settings)


    3. Item editor

    • How to use
    • Related informations


    4. Skill Editor


    --------------


    RAN FILE EDITOR :


    • default.charclass:


    This contains the main rules of the game, open your ran file editor and load the file default.charclass

    here the terms and their meaning :

    wSCHOOLNUM : number of schools at char creation, better don't higher it, but you can make it 1 or 2 if there are not enough players to fill the schools in your server

    strSCHOOLNAME00 : the name of school number 00 (default : Sacred Gate)

    nidSTARTMAP00 : no its not like most ppl think the map you start if you play SG its the map you go to when you use campus card when being school00

    bPARTY_2OTHERSCHOOL : ability to party other schools : 0 = can't pt 1 = can party

    bCLUB_2OTHERSCHOOL : ability to guild other schools

    fDISPRICE : the % of value you get back from an item when selling to NPC (tax rate doesn't get affected by this value)

    fCHAR_HEIGHT : The "height" of your char, basically only affects the height of your name and guild box

    wMAX_LEVEL : max lv of the game, when you reach it even if you have 100% exp you will not lv up

    wLVL_STATS_P : Stat points per lv up

    wLVL_SKILL_P : Skillpoints per lv up

    fDIE_DECEXP : exp penalty (in %) when you die

    wDAMAGE_GRADE : how much atk each refining grade of a weapon adds (3 is default)

    wDEFENSE_GRADE : how much def each refining grade of an armor adds (2 is default)

    fDAMAGE_GRADE : how much atk (in %) each refining grade of a weapon adds

    fDEFENSE_GRADE : how much def (in %) each refining grade of an armor adds

    How does the game choose which value to use (% or fixed number) :

    Simple :

    +1 ~ +4 is ALWAYS the fixed value so +8 def and not +40% def
    +5 ~ +9 is the highest value that is taken if +18 def at +9 is more than the +90% then it takes +18 def, if +90% is higher than +18 def then it takes the +90% def


    wRESIST_FIRE_GRADE : how much fire def each grade of refining adds

    wRESIST_ICE_GRADE : how much ice def each grade of refining adds

    wRESIST_ELEC_GRADE : how much elec def each grade of refining adds

    wRESIST_POISON_GRADE : how much poison def each grade of refining adds

    wRESIST_SPIRIT_GRADE : how much fire air each grade of refining adds

    Note : the game will not take any decimal numbers for the values of refining


    wBODYRADIUS : affects area damage (its the body radius of your char more body radius = more chance to get hit by area damage) will not change the chars size


    fHP_INC : base Hp recover of a char
    fMP_INC : base Mp recover of a char
    fSP_INC : base Sp recover of a char

    fLOWSP_DAMAGE : damage you do (in %) when you got too low sp
    fLOWSP_HIT_DROP : hit rate you have (in %) when you got too low sp
    fLOWSP_AVOID_DROP : Avoid you have (in %) when you got too low sp
    dwACCEPT_LOWERSTATS : how many stats less you can have to wear a weapon (standart 10 pow/dex/int less still can wear, change this value to change it)

    fDAMAGE_DEC_RATE : how much damage is reduced by 1 def (at PK) default is 75000 better don't lower it, just make it higher if its possible to reach 600+ def in your server, because this causes an immortality bug when your def is high, to avoid that bug, higher the value to 100000 or higher

    fCONFRONT_TIME : Duel max duration time
    fCONFRONT_ELAP : time to wait till can reduel
    dwCONFRONT_MAX : max duel numbers
    fCONFRONT_RESET : time till can duel again after reaching max duel amount
    fCONFRONT_ONE_DIST : size of arena in duel if its 1 vs 1
    fCONFRONT_PY_DIST : size of arena in duel if its party vs party
    fCONFRONT_CLB_DIST : size of arena in a club duel

    nCONFRONT_WIN_LP : life pt award if win duel
    nCONFRONT_LOSS_LP : life pt penalty if lose duel
    nCONFRONT_CLB_WIN_LP : life point award if win club duel
    nCONFRONT_CLB_WIN_LP : life point "award" (?) if lose club duel (put in a negative number to make it a penalty)

    Note : the 2 lines got the same txt but its not the same thing! the first line is when you win the 2nd when you lose

    fEXP_RATE_TABLE : how much exp you get (in % of the max mobs exp) by killing mobs depending on your lv (- lv = you're too high lv + lv = your too low lv)

    fPARTYEXPRANGE : how far you can be from the mobs that got killed and still earn exp in a party

    aPARTYEXP_ONE : how much exp you gain from mobs in a party (it gets divided by the number of pt members)

    aPARTYKILLEXP_ONE : how much exp each party member gets (1 = 100% 0.5 = 50%)
    PLEASE NEVER CHANGE THIS it would make it unfair if number 8 gets less exp than number 2 in party

    dwCLUB_DISSOLUTION_DAY : how many days you got to wait to dismiss guild
    dwCLUB_JOINBLOCK_DAY : How many days you got to wait till you can join new guild after leaving one

    /////////////////////A///B/////C///////D
    GLCLUBRANK_E { 30, 0, 1000000, 15 }
    GLCLUBRANK_D { 45, 0, 2000000, 20 }
    GLCLUBRANK_C { 60, 0, 3500000, 30 }
    GLCLUBRANK_B { 80, 0, 5000000, 40 }
    GLCLUBRANK_A { 100, 0, 7000000, 50 }


    A = level of leader .
    B = sorry I don't know about this one, maybe number of alliances (alliance system wasn't implented in ran yet) .
    C = gold to pay for makeing guild / upgrading.
    D = max member number.


    fEXP_SCALE : exp rate

    NOTE : no mob can give more than 65535 exp, if your exp rate is 500x and the mob drop 132 exp it gets 66000 - 65535 = 465 exp
    so some mobs give 50% while others that are higher lv give 0.10%
    thats what I call crappy, if you want more exp LOWER THE EXP NEEDED FOR LV UP instead of maxing an exp rate its USELESS

    This might help you : [Only registered and activated users can see links. ]

    divide the number of exp needed per lv up by the number of your exp rate of the server, then it will be TRUE 500x exp and thats really fast



    fITEM_DROP_SCALE : the chance that a mob drops any item at all
    fITEM_DROP_LOWER_SCALE : the chance that a mob drops a rare item

    Note : if the chance of droping rare items is too high then mobs will stop droping items like pots or not that rare items like rings

    fMONEY_DROP_SCALE : money drop rate

    nPK_TRY_BRIGHT_POINT : attr penalty for starting a hostile action
    nPK_KILL_BRIGHT_POINT : attr penalty for killing somebody with a hostile action
    nPK_TRY_LIVING_POINT : life pt penalty for starting a hostile action
    nPK_KILL_LIVING_POINT : life pt penalty for killing somebody with a hostile action

    fNONPK_ITEM_DROP : chance to drop an item (as player) when killed by mobs
    fPK_ITEM_DROP : chance to drop an item (as player) when killed due to FPK

    fPK_JUSTNESS_TIME : time to wait till hostile action ends (need stop hitting)

    fPK_POINT_DEC_PHY : % of damage that you hit at pk (dex and pow only) (100% = same damage than at mobs)
    fPK_POINT_DEC_DAMAGE : % of damage that you hit at pk (int only) (100% = same damage than at mobs

    fMAX_COMMISSION : Max tax rate
    fDEFAULT_COMMISSION : Min tax rate
    fEARNING_RATE : % of money from the tax that goes into the locker from war room (1 = 100% 0.8 = 80%)

    fCDCERTIFY_DIST
    : max distance from the CD man to the PC while authenticate
    fCDCERTIFY_TIME : authentication time

    bSCHOOL_FREE_PK_ALWAYS : permanent pk time (0 = off 1 = on)
    bSCHOOL_FREE_PK_Z_FORCED : Force PK free towards other school (0 = off 1 = on)
    dwSCHOOL_FREE_PK_TIME_START : Pk time start hour
    dwSCHOOL_FREE_PK_TIME_TERM : Pk time end hour

    fSCHOOL_FREE_PK_ITEM_DROP
    : % of chance to drop an item (as player) when killed due to free pk

    bMONEY_DROP2FIELD : ability to drop money (as player) by pressing the gold sign at inventory

    fGRADE_RATE : chance of refining to success
    fGRADE_RESET_RATE : chance of revert
    fGRADE_TERMINATE_RATE : chance of vanish (boom)


    Thats all for the default.charclass if I forgot any important (mind the word important) option tell me, cos even I don't know EVERY single aspect of this file

    • class.classconst


    Welcome to my guide how to edit the base values of the classes please be careful when editing these to avoid a disturbance of the balancing (in other words don't make any class superior)

    Well get your ran file editor and open one of these :

    class0.classconst (fighter values)

    class1.classconst (swordman values)
    class2.classconst (archer values)
    class3.classconst (qigong values)

    here is the explained list of the terms in there :

    fWALKVELO : walk speed
    fRUNVELO : run speed

    fHP_STR : How much HP per Vit point you get
    fMP_SPI : How much MP per Int you get
    fSP_STA : How much SP per stm you get

    fHIT_DEX : hit rate per dex
    fAVOID_DEX : avoid per dex
    fDEFENSE_DEX : def per dex

    fPA_POW : melee (close fighting value [affects your ATK]) points per Pow
    fPA_DEX : melee points per dex

    fSA_POW : missle (range fighting value [affects your ATK]) points per pow
    fSA_DEX : missle points per dex

    fMA_DEX : energy points per dex
    fMA_SPI : energy points per int
    fMA_INT : energy points per "int" (its a stat point that you can't add, it was left out when they made the game)

    fCONV_AP : sorry don't know what this is
    fCONV_DP : sorry don't know what this is
    fCONV_PA : atk per melee point
    fCONV_SA : atk per missile point


    wBEGIN_AP : AP you have when you make char (don't know what is AP)
    wBEGIN_DP : DP you have when you make char (don't know what DP is)
    wBEGIN_PA : melee value you have when make char
    wBEGIN_SA : missile value you have when make char

    fLVLUP_AP : AP gained per lv up
    fLVLUP_DP : DP gained per lv up
    fLVLUP_PA : melee gained per lv up
    fLVLUP_SA : missile gained per lv up

    sBEGIN_STATS : stats when make char
    [5 34] [18 12] [0 7]
    1)Pow 2)Vit 3)Int 4)Dex 5) left out from the game 6) Stm

    sLVLUP_STATS : stats gained by lv up

    thats all for this part

    • crowsale


    In this guide I will teach you how to edit the items that are sold in an NPC shop

    so here we go

    take a crowsale file from your Glogic example : Inven_Helper_3.crowsale
    that is the file from merchandise (the npc at school entrance and market)


    szSaleType : tab name (name of the little label that says what kind of items are sold)
    many files don't have a tab but when you open them you NEED (!) to make a tab name otherwise you get an error msg when trying to put the edited file in your game

    there are 2 types of shop files, one like this is simple where the items are in the shop in the row where you put them (first in the list is first in the shop window) the other type asks you to put each items slot

    lets start with the simple (like in Iven_Helper_3.crowsale)
    cInventory [5, 0] [0] [0,0] [0,0,0,0,0]
    5,0 is the ITEM ID that you can find in your itemstrtable or by opening the item editor

    the [0] defines if you can buy per pieces or type in a number :
    [0] : type a number
    [1] (or higher) : buy 1 get 1

    New:

    Now I know what those extra boxes mean :
    cInventory [5, 0] [0] [0,0] [0,0,0,0,0]

    the last 2 boxes [0,0] are for the refining state, [7,0] = +7 weapon [0,7] = +7 armor

    and the [0,0,0,0,0] is for the resistances
    fire ele ice poi air

    hope this helps if you wanted to sell +7 +9 or even +20 at a shop ^^

    now lets move to the other version of crowsale files :

    inven1_0_3.crowsale (welfare merchant)

    cInventory [1,3][84,12] [0] [0,0] [0,0,0,0,0]

    [1,3] is the place where the item is in the sale window 0,0 is the left top corner
    1,0 is one more to the right
    0,1 is one more to the bottom
    the 2nd box [84,12] is the item ID just like before
    [0] is again like before, to buy per pieces or type a number


    Never forget to put a tab name after editing

    Note : To delete an item from the NPC selling just delete the line that makes the NPC sell it

    Note : if you put more items than a sale window can take, the items that are too much will not appear

    Note : The price of the items is set at the item editor, so if you want change it, get your item editor and look under "Price"


    • gen item



    This guide will teach you how to change the items that are dropped by mobs

    first of all you got to know that there are 2 kinds of genitems

    lv xx.genitem
    and
    q_lv xx.genitem

    lv xx.genitem is basicly the items

    q_lv xx.genitem is the fate boxes droped by mobs

    lets start with the fate boxes (its shorter)

    go data/GlogicServer and extract from your GlogicServer the genitem files

    in the q_lv xx.genitem you find lines like this :

    QTITEM 9,1 0.8

    the first number is the item ID (find it at itemstrtable or inside your item editor)
    the other number is the chance of dropping these (in %)

    note : this value is not affected by your servers drop rate

    thats already all I have to say about q_lv xx.genitem

    now the real thing : the normal genitems :

    there are 3 kinds of lines :

    GENRATE : chance of dropping ANY item at all (affected by your servers drop rate)

    GENNUM 1 98

    how many items will the mob drop? the first number is how many they are and the 2nd is how much % chance you got that it happens

    example :

    GENNUM 4 50
    GENNUM 6 30
    GENNUM 8 20

    when the mob is supposed to drop an item it got 50% chance that he drops 4
    30% to drop 6 and 20% to drop 8

    Note : this value isn't affected by your servers drop rate

    ITEMSPEC 190 45

    1st value : the gen num of your item(s) (you can change the gen num of items with your item editor)

    2nd value : the chance of droping THAT item (its affected by your games lower drop rate)

    Note : each genitem file can only make a mob drop up to 9 different gennums, means only 9 groups of item per genitem file otherwise it makes a server error and the mobs with that genitem file will drop NOTHING at all

    some basic gen nums :

    191 : Refines
    196 : Resistance refines
    95 : EP3 weapons Element +
    94 : EP3 weapons Element
    45 : EP3 weapons non element
    184 : books lv 147
    183 : books lv 127
    466 : lv 193 set (+) or chg
    465 : lv 190 set (+) or chg
    464 : lv 185 set (+) or chg

    Note : items with gen num 0 will not be droped by any mob

    don't forget putting the genitems back into the Glogicserver to get them into the game




    • a_sample.bin / w_sample.bin (RV limits)


    this is the interesting part of the guide that many ppl don't even know!!

    I'm sure you noticed that some items got more max RV than others

    lv 45 armor can only reach +10.00% RV

    while lv 165 armor can get +20.00%

    here is how you can change these values and even add own new values ^^ :


    in your GlogicServer are a1_sample.bin a2_sample.bin a3_sample.bin a4_sample.bin and w1 2 3 4_sample.bin too
    let me tell you :

    a1_sample : RV for armor lv 44 - 120 (CHG)
    a2_sample : RV for armor lv 44 - 120 (+)
    a3_sample : RV for armor lv 165 - 195 (CHG)
    a4_sample : RV for armor lv 165 - 195 (+)

    w1_sample : RV for low lv weapons or non element weapons
    w2_sample : RV for middle lv weapons
    w3_sample : Rv for high lv weapons
    w4_sample : Rv for top weapons

    open these files with your ran file editor and you get some strange window that gives you no idea how to use

    here is how it works :

    1st of all

    all that is with // can be ignored, it doesn't affect the file

    so you are left alone with only max 4 lines

    OPTION_1 100.0f, 2, 15, -10
    OPTION_2
    OPTION_3
    OPTION_4

    1st value (100.0f) : chance of having this RV

    2nd value (2), kind of RV
    3rd value (15), max value of that RV
    4rd value (-10), min value of that RV

    so in this case 100% chance of having an ATK RV of max +15% and min -10%

    list of kinds of RV :

    1) Def RV
    2) Atk RV
    3) Hit rate
    4) Avoid Rate (energy rate)
    5) HP (only for A lv armor and few weapons that add HP)
    6) MP (only for A lv armor)
    7) SP (only for A lv armor)
    8) HP recovery speed (careful don't make this too high, 1 = 1% of your max hp recoverd each second!)
    9) MP recovery speed
    10) Sp recovery speed
    11) hp mp sp recovery speed
    12) Atk practrice : refining grade of a weapon when pick up
    13) Def practrice : refining grade of an armor when pick up
    14) Range
    15) Sp consumation
    16) Reistances (some armor got 11 resistance instead of 10, this is the reason)


    Note : max is option 4 is you make a 5th it will NOT work

    to change the bin file that a weapon or armor use you need the item editor!!


    if there are questions left, ask me, thats all I got to say about RV limits



    2. ETC:


    • period.set (Weather regulation)



    at GlogicServer is a file thats named period.set

    open it with a normal txt editor (yea not with the ran file editor)

    there you will find this

    // 00,01,02,03,04,05,06,07,08,09,10,11,12
    m_dwRAINRATE 00,05,10,15,17,17,17,17,17,15,15,10,05
    m_dwSNOWRATE 00,25,00,00,00,00,00,00,00,00,00,00,25
    m_dwSPORERATE 00,00,05,15,35,15,00,00,00,00,00,00,00
    m_dwLEAVESRATE 00,00,00,00,00,00,00,00,00,15,30,20,00


    the numbers of the first line (00 - 12)
    is the number of the months

    m_dwRAINRATE : chance of having rain
    m_dwSNOWRATE : chance of snowing
    m_dwSPORERATE : chance of having spores flying in the air
    m_dwLEAVESRATE : chance of having falling leaves

    at month 00 (does not exist) it doesn't affect if you put any value

    Note : the weather DOES affect the game,
    Rain makes ele weapon stronger and fire weaker
    Snow makes ice stronger ele weaker
    falling leaves make ice weaker

    there might be more affects but I didn't notice them

    thats all for the weather
    comments, critics, and suggestions for new guides are welcome

    3. Item Editor:


    • How to use the item editor

    A) Getting started :

    To get the item editor to work you need first
    - comment.txt
    - item.isf

    here the comment.txt
    [Only registered and activated users can see links. ]


    but for the item.isf if you take the one from smarkies at the stickies, that one is crypted and cannot be edited

    Anyway.... put the item editor inside your server folder and put the item.isf and comment.txt inside your Glogic folder

    then double click your item editor to start

    B) Editing item values :

    if all went right you should see the list of all your items

    lets go to 000/01 : the novice wood sword

    rightclick it and go "item edit"

    then you see a window with almost all system aspects of the item. lets explain each first ^^

    ID : the number to identificate the item, don't worry you don't need to change it

    Value Grade : I don't know why this is so important but rare items got valuable, and mvp items got solely, but it doesn't make the item look different o.o

    Trade :
    Sale : sellable at NPC?
    Drop : dropable? If its not dropable its at same time not possible to put it at locker
    Store : can sell at induvidual store?

    The Purchase Price : thats the price of that item at NPC and also you get 30% of the price back if you sell it (see 1.1 default.charclass to see how to change the 30%)

    Limitary : this triggers if the item should have a limitation date or not

    Costume: this triggers if you can fuse the item with an armor piece (like a costume)

    Event(item) : this is supposed to prevent you from having that item twice, if you try to have 2x the same event item it says you can only have 1 item of that kind

    Gen type ID : the gen num (see 1.4 to know how to use this)

    Base time / limit num : I think this got no effect in the game but I'm not sure...

    Iventory size XY : this is supposed to tell the game how many slots an item takes in the iventory but I don't think ran supports this feature

    Iventory icon : this is the icon used for the item combined with "shape of iventory"
    0,0 = top left icon
    1,0 = one more to the right
    0,1 = one more to the bottom

    Shape of field : how the item looks like when you drop it (example : a bag or a box)

    Wear fight : what graphic is used when fighter wear it
    wear fencing : what graphic is used when swordman wear it
    wear archery : what graphic is used when archer wear it
    wear spirit : what graphic is used when qigong wear it

    Request attribute :

    Light : need attr -20 or higher to wear / use
    Dark : need attr -21 or lower to wear / use
    Light + Dark : attr doesn't affect the item

    Class : what class can wear / use this item?

    School : what school can wear / use this item?

    item type :
    what type of item is it? Weapon (armor is also used as "weapon"), consumable (pots), random gift box, gift box polish dose (refine) or else

    consumable : does the item vanish after use? (like pots)
    if not its like budy trasmition card

    Request lv : lv needed to use or wear the item
    Pow : pow needed to use or wear the item
    SPR : int needed to use or wear the item
    STR : vit needed to use or wear the item
    Dex : dex needed to use or wear the item
    Int : Int is not the int you might think its a value that got left beside of the game do not use it

    STA : stm needed to use or wear the item
    Fight val : Melee value needed to use or wear the item
    Shoot val : Missile needed to use or wear the item

    A term of validity : how long does the item last (if you put a limit don't forget to activate limitary)

    skin effect : effect on the weapon or item when wear (like ele effect of ele weapons)

    Target effect : effect when use the item (only for fire works)
    Partner effect : 2nd effect when use item (only for fireworks)
    Random Opt : which RV file should the item use (see 1.5 to learn more about RV)

    thats all .

    now if you dare press "Next" to see more info of the item

    we got again a full page of info to go through, ok lets start :

    Wear position : where do you wear it? (only for item type : weapon)

    by hands : both hands : make animation like when swordman got big sword (use both hands to wear)
    Right hand : wear the weapon in the right hand
    Left hand : wear the weapon in the left hand
    large : slows the char down when wear
    broom : needed for quest to clean dormitory

    Attack attribute : shows the game what kind of weapon it is bow sword or blade or else

    attackable distance : range of the weapon
    damage low high : min and max damage of that weapon
    required sp : sp consumed when atk
    hit rate : hit rate of the weapon
    defence : def added by the weapon
    avoid rate : avoid rate added / deducted by the weapon

    drugs consumption :
    Type : if its a pot what does it heal? if its a card, is it back point start point or campus card if its another type of item does it have resu function?

    Max pile : max item of that kind in 1 slot
    volume : how much hp sp or mp does it heal (only for pots) or how many stat points does it reset (only for obli)
    Ratio volume : is the value of volue in %? if yes, then click ratio volume

    Trouble cure : negative effects healing like fire ele or else

    Addition effect : can add up to 4 extra effects to the item
    None : nothing
    Hit Rate : + hit rate
    avoid rate : + avoid
    damage : + atk
    defence : + def
    physical strenght : + hp
    Magic power : + mp
    durability : + sp
    stats energy : + pow
    stats strenght : + vit
    stats energy : + int (yea its twice the same name careful about this one)
    stats agility : + dex
    stats intelligence : thats the stat that got left out, don't use it
    stats endurence : + stm
    close atk : + melee
    defend rate : + missile
    energy rate : + energy

    Question item (fate box / destiny box)
    if its a question item (destiny box) then you can chose the effect here

    resistance : the base resistance of that item (air fire ele poi ice def)

    abraisive : if its a refine what does it add and is it for weapon (arms) or armor (costume)

    above : can it refine till +9?

    Rate of change effect : that is to set a hp mp or sp recover to the item
    Rate of change : Hp mp sp recv in %
    Volume of change : hp mp sp recover in hp/mp/sp per second

    State Trouble effect (for weapons only) : element of the weapon :

    -paralisys (ele)
    time : how long does it last
    movement : how much speed do you lose / gain with this effect
    percent : how much is the chance to get affected by it
    delay rate : how much delay (cool down time) do the skills gain or lose when you are ele'd

    - Faint :
    time : how long does it last
    percent : how much is the chance to get affected by it

    - Petromechanical (stone) :
    time : how long does it last
    percent : how much is the chance to get affected by it
    Movement : how much speed you lose / gain due to this effect

    - Burn (fire) :
    time : how long does it last
    percent : how much is the chance to get affected by it
    atk : how much hp do you lose per second due to it

    - Freeze :
    time : how long does it last
    percent : how much is the chance to get affected by it
    movemnt : how much speed do you lose due to it
    atk : how much % more damage you get when freeze by this

    - Chaos (make damage 1/2 when got chaos)

    time : how long does it last
    percent : how much is the chance to get affected by it

    - Poison
    time : how long does it last
    percent : how much is the chance to get affected by it
    atk : how much hp do you lose per second

    - Curse
    time : how long does it last
    percent : how much is the chance to get affected by it
    atk : how much hp do you lose per second



    Skill : what skill do you learn with that item (65535 = none) (type in the ID)

    Note : you do not need to make the item lv or pow req when you make a skillbook the game will automatically use the requirements from the skill itself

    Present box : what items do you get when you open it (gift box)

    random box : what can you get by opening it (will get only 1 )

    you can edit any aspect of the item like this



    • Related info


    this is a list of things you should know about items/itemeditor :

    - the itemeditor is not able to make a 2x exp rosary
    - the max gen item value is 600 (if i'm not mistaken o.o)
    - don't overdo the edits : your max pow dex int vit hp is 65535 never go above that value or it starts back at 0
    - the item editor is unable to set if an item can be refined or not : default not refinable
    - if you want to make an item that can be refined, copy a weapon or armor
    - yea even rings can be refined if you copy an armor and change it into a ring
    - mind that Hp recover : 1 means 100% per second 0.01 = 1%
    - if you don't want an item to drop make the gen num 0
    - any item added with the gm char editor will be undropable



    4. Skill Editor:

    Since people wanted to know how to use the skill editor, here is the explanation :

    like for the item editor you need the comment.txt and the skill.SSF to run it

    after you started it, you can make a new skill by clicking the right mouse button and click Add

    so lets get to the important part : explain each of the skills aspects :

    ID : the ID number of the skill (don't change it)
    Grade : the Rank of it (affects the place of the skill on the skill list when you press K in game)
    Master lv : lv at which the skill is masterd (don't make higher than 9 otherwise you can't master the skill and I think it makes an error)

    type : passive or active
    - apply :
    Melee : close fighting
    missile : distance atk
    magic : magical atk (using energy)

    Target :
    self : affects yourself
    target : affects the target
    from self till target : self explanatory
    Specified location : click the ground (like for a buff) to activate
    area (for area damage) : target self (the area damage is arround the target)
    target area : the area damage is arround the area you clicked
    continuous area target : don't know about this one
    cone target : the skill hits all the mobs in a cone (or a circle) depending on how high the angle of the skill is

    Part : (which people should it hit?)
    Towards my side : hit whole party (like buffs)
    Towards enemy : enemy only
    towards everyone : everyone can be hit by it (like mp boost or BA)


    Damage hold over time : how long do you want to wait after hit till it makes damage

    Vital energy : def/air def to reduce damage
    fire : fire res to reduce damage
    ice : ice res to reduce damage
    electrical : elec res to reduce damage
    Poison : poi res to reduce damage

    Possible distance of target : how far can the target be and still can start the skill

    State trouble :
    what effect does the skill cause (elemental effect) like stone ele or poi

    Side effect : a list of effects
    Hit percentage transformation : Hit rate change
    Avoid change rate : avoid
    atk change rate : atk
    defend change rate : def
    Hp change percentage : + hp recv (in %)
    Mp change percentage : + mp recv (in %)
    SP change percentage : + sp recv (in %)
    HP MP SP change percentage : + HP MP SP recv (in %)
    atk change percentage : + atk (in %)
    def change percentage : + def (in %)
    close atk rage : + melee
    shooting rate : + missile
    energy : + energy
    hp increasing rate : + max hp (in%)
    mp increasing rate : + max mp (in %)
    sp increasing rate : + max sp (in %)

    Special effect : a list that contains some other effects

    Pull/Push (cancel)
    Reflex damage : I don't know if ran supports this I don't know what it does
    Revive : only for resu skill
    Capture HP SP MP : like vampiric atk or vampiric arrow (drain targets hp)
    Share HP MP SP : never tryed don't know what it does
    Prevent abnormal condition : make you immune to certain elemental effects
    Avoid abnormal condition : maybe the same as prevent I don't know why this is good
    Penetration : breaks through defence
    Shooting range : adds range
    Moving speed : + move speed
    Dash : I don't know
    Transparent : I don't know
    Check transparent : I don't know
    Attack speed : + atk speed
    Skill delay : + skill delay (of course also can - skill delay)


    Left handed tool : leave EMPTY otherwise can never use the skill
    Right handed tool : what kind of weapon needed to use the skill

    then there is another list of effects a skill can have :

    HP SP MP transformation : + HP MP or SP (like healing skill)
    HP SP MP transformation frequence : + hp mp or sp recv rate (in%)
    defence transformation rate : + def (in %)
    detoxify : heal elemental effects (like ele fire etc)
    magic power rate : + energy

    the rest I already explained on "side effects"

    Now how to generate the skill effect

    Note (important) : Skills lv 7 - 147 are PROTECTED and even if you try to change their effect it will not do anything, the skill will have no effect at all if you change or it will not change the effect

    so : if you want make a skill with a new effect => press "add" at the list, and start from 0 don't copy skills otherwise it will not work

    Character sub ani : the animation the char does when it uses the skill (look up at other skills to see what animation to use)

    Target P. : Target party (the effect that comes to each target mob)
    Self P. : own person (the effect that comes at you when use)
    To target : effect that flies till the mob(s) you hit (only for projectiles effects like arrows)

    Self Body : these are different kind of effects that change your "skin" (like make it get like stone, or electrified, or blur like in BA)

    Target body : same thing only for the mobs not for you

    now how to regulate when the effects shall come :

    Mobilizing : effect comes directly when the skill starts
    Hitting : effect comes each time you hit
    at the effects ending : effect comes after the projectile reached its target (only use if you used a projectile in your skill otherwise it will not work)
    Goal's instalation : only for buffs, its the effect that is there till buff is over
    NULL : effect will never appear


    the 2nd page of the skill editor should be self explanatory
    you just put in the values of delay (cool down time) range num (keep it 1) value (damage value note : need to be a NEGATIVE number to do damage) duration time (for buffs or elemental effects only) angle penetration degree (how deep it breaks through the def) and the target number

    for each grade

    then underneath you see a list of what the skill consumes arrow talisman hp sp mp or even EXP (it does work but its not good)

    better don't make skills that eat exp for this reason : if you got max lv, you keep 0 exp, then you can't use that skill anymore!!

    Party consumation condition : eats hp sp mp from the WHOLE party



    Credits: Jolin88 (The one who made this guide)c
    Last edited by Abry; 08-12-08 at 09:27 PM.

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    JE=74 JNE=75 NOP=90 ? = ? TanGzkie's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    ^
    ^
    ^
    ^
    Nice RePost Guide Dude:
    •SHOW SOME RESPECT IF YOU WANT TO GAIN RESPECT WITH OTHER PEOPLE•
    •PROUD TO BE A PILIPINO•

  4. #3
    be good to beat evils ramispo's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    thanks for this sir abry, i have a copy of this guide but when i reformated my PC i forgot to make a backup of it, thanks god you repost it... thank you very much sir

  5. #4
    Omega Abry's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    I know jolin doesn't want what i did (repost of this), but sorry because we had no other choice. This really helps lots of PPL who want to know more about their glogic.

    Regards.
    Abry

  6. #5
    Hardcore Member

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    Re: [Guide]Glogic.rcc (Repost)

    Thank you for this Perfect Guide.. >.<


    ty ty ty

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    Account Upgraded | Title Enabled! eliteskill's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    I have Problem...how to fix this error "FAILURE TO LOAD FILE"

    ITEM Editor and MobNpc Editor
    Attached Thumbnails Attached Thumbnails untitled.JPG  
    IF U SCARED GO TO CHURCH

  8. #7
    Perverted Mod austhistikated's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    Thanks for the repost.
    Replaced the old one at the important links with this one.

  9. #8
    Ultimate Member unsponsored's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    Request:

    What the other gen num except this things:
    191 : Refines
    196 : Resistance refines
    95 : Ep3 weapons element +
    94 : Ep3 weapons element
    45 : Ep3 weapons non element
    184 : Books lv 147
    183 : Books lv 127
    466 : Lv 193 set (+) or chg
    465 : Lv 190 set (+) or chg
    464 : Lv 185 set (+) or chg
    because i have some gen num that i dont know. like 141.
    and if possible where can i find the gen num of a items?
    coz i want to drop some scrolls or rare items from mobs for my players^^.

    thanks for advance.

  10. #9
    Deathwish RaN EP6 shins012's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    i got problem 2...=(


  11. #10
    Tales Of Pirate Dev.

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    Re: [Guide]Glogic.rcc (Repost)

    Maybe you don't have file re download it

  12. #11
    Hardcore Member mbandonel's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    many many tnx for this sir abry,


    good luck to ragezoner
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  13. #12
    Retired Vision's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    I don't know the weather settings before, now it's in here. At least there are few that have been added ( or maybe ).



  14. #13
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    Re: [Guide]Glogic.rcc (Repost)

    Now i understand where should i change my in-game setting or else...
    Thnx Sir Abry n Jolion88 for giving us guide..
    Excellent Guide~!! 9/10....hehe
    "Never Give Up Dude, Someday You Will Understand It"

    "Originally Trilogy[RAN] Player 100% Approved!!"

  15. #14
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    Re: [Guide]Glogic.rcc (Repost)

    Thx sir...nice guide..

  16. #15
    Omega Abry's Avatar

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    Re: [Guide]Glogic.rcc (Repost)

    You're all welcome.
    Now, stop this spam madness!!
    =P

 

 
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