NOTE : Any change will only take effect after putting the edited file back into the GLogic, to open the Glogic use win RAR
Index :
1. RAN FILE EDITOR (not sure if I will make about the other editors)
1.1 default.charclass (main rules of the game)
1.2 class.classconst (char values like pow dex int and their effects)
1.3 crowsale (items sold at npc)
1.4 genitem (item drops)
1.5 a_sample.bin / w_sample.bin (RV values for items)
2.ETC
2.1 Period.set (weather settings)
3.Item editor
3.1 How to use
3.2 related info
4. Skill Editor
RAN FILE EDITOR
1.1 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 :
[Tool]Exp_Table_V1.1
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
1.2 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
1.3 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"
thats all for crowsale enjoy ^^
1.4 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
thats all for genitem
1.5 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)
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
2.1 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