[Development] BigDaddyFlyFF Emulator
Hey, so I've been noticing that Official Files have completely drained this community of all it's passion to continue developing into the beyond; where you can actually do things with your server files, not edit skills.
So, with my team of.. 4 right now, we're creating an emulator to revolutionize the FlyFF Developing Community.
I'm afraid that the chances of our emulator being released are extremely low due to the fact we'd like to host it as a server upon completion. We're not some team that gets frustrated when we run into a packet error; or anything of the sorts, with the official files, reverse engineering is simple, especially knowing the basic protocal and packet interpretation.
Some here are some details as to the project, which we just started on not long ago.
Features`
- New Classes (Read Below)
- New Leveling System (Explained More)
- New Lands (Read Below)
- New Items (Read Below)
- Unique (Self-Explained)
About the new classes...
We've decided to add into play one new style of class. We're going to have them start off as a hunter* then at level 60 have the oppertunity to become a Beastmaster** or a Summoner***. Very different concept; some will like to experience the new classes, some won't.
*: Uses whips and bows to fight monsters, specializing in stunning moves, with skills that can produce great criticals. Increasing damage: str stat(whip)/dex stat(bow).
**: Can control the various monsters that were created in the normal FlyFF, eventually at the 121-Champion rank having the ability to control Clockworks; Red Meteonyker; and More.
***: Summons weaker monsters to aid them with their bonuses; some can increase str, dex, sta, int. Some increase ADoCH, critical, moving speed. Etc. Useful to increase normal damage.
About the new leveling system...
As for leveling, I've found one common problem for many players is the level cap at 121-Hero. Well I've managed to get around this, and will allow the players to continue leveling, with my unqiue leveling system.
60-120 [ Non Master ]
60-120 [ Weak Master (Silver Master Emblem) ]
60-120 [ Master (Light Red Master Emblem) ]
60-120 [ Wise Master (Green Master Emblem) ]
60-120 [ Strong Master (Red Master Emblem) ]
60-120 [ Great Master (Purple Master Emblem) ]
60-120 [ Godly Master (Golden Master Emblem) ]
Now this continues with Hero as well; going through all of the titles. (weak, wise, strong, great, godly), until you reach the final level. 121-Champion. However, it's kind of pointless to continue leveling is it not? Wrong.
With each set of master you continue, you unlock new bonuses, featuring the new weapons/armour, new lands, new shops, new items, and more.
About the lands...
Word of the wise; we're not going to have every single place be PVP Zone's. I don't like that, and think that we should have certain place for certain benefits. So I've created the following lands for our emulator;
1. PVP Island - Complete PVP all the way through; once you go there you cannot teleport back unless you either die by the one monster (level 120 meteo that's impossible to kill and hits 1 million damage per hit.), or you get PK'd. Making hit-n-running impossible.
2. Shopping Mall - Old style mall with (what I'm hoping) different zones where people can put their shops up, weapons/armour etc.
3. Arena - A brand new arena featuring a giant oval with a resting place in the middle that you're teleported too. All zone under the oval (since it's the only elevated part) is PVP accessable.
4. Invasion Persuation - A GM map for GM's to create an event; featuring tons of the best things for events. A zone for simon-says, hiding spots for hide-n-seek, and tons of places for Invasions.
New items...
I'm thinking you're going to have to experience the new items when you come to play yourself, featuring all new sets, weapons, armor, and more.
So what do you think? Comment's and suggestions are gladly taken. Do you think the leveling system is too elevated; please type me up a new one, perhaps we'll use it.
Progress:
Login: 100%
Server Selection: 100%
Character Selection: 95% (It seems to have a bug where it will only let you use one capital letter; unfortunately.)
Overall Progress: 55%
Server: v11
Language: C++ [May convert to Java/C# if chosen too, however we feel that C++ is the best choice.]
We won't be done for sometime, so check this thread for frequent updates as well as pictures for when I recieve my laptop again.
Thank's for taking a look. D:
Re: [Development] BigDaddyFlyFF Emulator
Sounds great!
This is now what means D E V E L O P M E N T :D
Re: [Development] BigDaddyFlyFF Emulator
Hmm, you have the source then?
Re: [Development] BigDaddyFlyFF Emulator
Fame was good, some time ago (:
Re: [Development] BigDaddyFlyFF Emulator
if this is real I wish you luck, though many of those things are impossible without the source however we are trying to get it
Re: [Development] BigDaddyFlyFF Emulator
I dont think we be able to if we dont work together anyway good luck :) and Cool project.
Re: [Development] BigDaddyFlyFF Emulator
why v11 D:
good luck i guess..
Re: [Development] BigDaddyFlyFF Emulator
you are realy inspired with this project :D
Wish you luck!
Re: [Development] BigDaddyFlyFF Emulator
Thanks for the support, we've been trying to add the leveling system for a while now, it's tedious to add all of the requirements.
Regardless, we have the first 4 master (60-120) done.
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Re: [Development] BigDaddyFlyFF Emulator
This is going to be so bad-ass.
Re: [Development] BigDaddyFlyFF Emulator
Thanks Mallestarx.
Posted via Mobile Device
Re: [Development] BigDaddyFlyFF Emulator
Quote:
ability to control Clockworks; Red Meteonyker; and More.
-facepalm-
You're going to create a class that is able to control the highest levelled SuperGiants in the game?
Isn't that just... ridiculously over powering that class?
Do you not think that it would be a better idea to create custom creatures for this new class?
Re: [Development] BigDaddyFlyFF Emulator
Quote:
Originally Posted by
schnarfle
-facepalm-
You're going to create a class that is able to control the highest levelled SuperGiants in the game?
Isn't that just... ridiculously over powering that class?
Do you not think that it would be a better idea to create custom creatures for this new class?
I guess I didn't make myself clear enough; getting to that level the player would deserve that amount of power, seeing as other classes by that level will also be as powerful.
Regardless of that, I was thinking of creating new monsters but then you get into the realm of not having the good ole' FlyFF.
(I understand this would be editting a lot anyways.)
Oh well, we'll see how it goes when it's released; the rates are going to be 60/120/60.