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Experienced Elementalist
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here is the files

for the success new class with out using mix class

Code:
/////////////////////////////////////////////////////////////////////
// #. namespace GLCONST_CHAR    @  @  
// $. 2003-04-11T14:00
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// #. Modified By Clever 
//
VERSION                1
//
/////////////////////////////////////////////////////////////////////
//
bTESTSERVER            1    // 20050822 added by Clever
bBATTLEROYAL        0    // 20060124 added by Clever
//
//                        
wSCHOOLNUM            3
//
strSCHOOLNAME00            "SG"
nidSTARTMAP00            [0,0]
dwSTARTGATE00            0
//
strSCHOOLNAME01            "MP"
nidSTARTMAP01            [4,0]
dwSTARTGATE01            0
//
strSCHOOLNAME02            "Phoenix"
nidSTARTMAP02            [7,0]
dwSTARTGATE02            0
//
bPARTY_2OTHERSCHOOL        1            
bCLUB_2OTHERSCHOOL        1            
//
strCLASS_INIT_0            "class00.charset", "class01.charset", "class02.charset", "class03.charset", "class04.charset", "class05.charset", "class06.charset", "class07.charset", "class08.charset", "class09.charset"
strCLASS_INIT_1            "class10.charset", "class11.charset", "class12.charset", "class13.charset", "class14.charset", "class15.charset", "class16.charset", "class17.charset", "class18.charset", "class19.charset"
strCLASS_INIT_2            "class20.charset", "class21.charset", "class22.charset", "class23.charset", "class24.charset", "class25.charset", "class26.charset", "class27.charset", "class28.charset", "class29.charset"
//
//
fDISPRICE                0.3f
wMAXITEM_AGE            120
wMAXITEM_HOLD            10
wMAXMOB_TRACKING        8            //20060404 modified from 4 to 8 by Clever
//
//
fCHAR_HEIGHT            21,18,17,16,20,17,16,17,18,21
//
//                [MID,SID]
sNID_STARTMAP            [0,0]        
dwSTART_GATE            0            
wMAX_LEVEL                255            
wLVL_STATS_P            4            
wLVL_2ndSTATS_P            5            
wLVL_SKILL_P            2            
wLVL_2ndSKILL_P            3            
fLVL_EXP_G                45            
fLVL_EXP_S                0.4            
//
fREC_EXP_RATE            2.5            
fKILL_EXP_RATE            0f        
//
//1  10    20    30    40    50    60    70    80    90    100   110   120   130   140   150   160   170   180   190   200   210   220   230   240   250   260   270   280   290
fDIE_DECEXP            { 0, 3.0f, 2.0f, 1.5f, 1.0f, 1.0f, 0.9f, 0.9f, 0.9f, 0.8f, 0.8f, 0.8f, 0.8f, 0.7f, 0.7f, 0.7f, 0.7f, 0.7f, 0.6f, 0.2f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f }
//
//---------------------------------------------------------------------------------------
wDAMAGE_GRADE            3            
wDEFENSE_GRADE            2            
fDAMAGE_GRADE            10            
fDEFENSE_GRADE            13            
wRESIST_FIRE_GRADE        1            
wRESIST_ICE_GRADE        1             
wRESIST_ELEC_GRADE        1            
wRESIST_POISON_GRADE    1            
wRESIST_SPIRIT_GRADE    1            
//---------------------------------------------------------------------------------------
//
wMAXATRANGE_SHORT        3            //20050822 modified from 2 to 3 by Clever
fPUSHPULL_VELO            60.0f        //20060116 modified from 65 to 60 by Clever
//
fMOB_TRACING            110.0f        //20060116 modified from 110 to 90 by Clever
//
fLOW_SEED_DAMAGE        0.10f        
fCONFT_SPTY_EXP            0.001f        
//
wBODYRADIUS                4            
fREACT_VALID_SCALE        30.0f        
fUNIT_TIME                1.0            
fHP_INC_PER                0.002        
fMP_INC_PER                0.004        
fSP_INC_PER                0.004        
//
fHP_INC                    0.3            //20060116 modified from 0.4 to 0.3 by Clever
fMP_INC                    0.9            
fSP_INC                    1.2            
//
fRESIST_PHYSIC_G        0.1            
fRESIST_G                0.67            
wBASIC_DIS_SP            1
//
fLOWSP_MOTION            0.20f        
fLOWSP_DAMAGE            0.60f        //20050116 modified from 0.5 to 0.6 by Clever
fLOWSP_HIT_DROP            0.25f        
fLOWSP_AVOID_DROP        0.50f        
dwACCEPT_LOWERSTATS        15            //20050116 modified from 10 to 15 by Clever
//
fDAMAGE_DEC_RATE        75000.0f    
fDAMAGE_GRADE_K            8.0f        
//
fCONFRONT_TIME            180.0f        
//fCONFRONT_ELAP        20.0f        
fCONFRONT_ELAP            1.0f        
//dwCONFRONT_MAX        3            
dwCONFRONT_MAX            999            
//fCONFRONT_RESET        300.0f        
fCONFRONT_RESET            1.0f        
fCONFRONT_ONE_DIST        140.0f        
fCONFRONT_PY_DIST        250.0f        
fCONFRONT_CLB_DIST        350.0f        
//
nCONFRONT_WIN_LP        0            // living point
nCONFRONT_LOSS_LP        0            // living point
//
nCONFRONT_CLB_WIN_LP    0            // living point
nCONFRONT_CLB_WIN_LP    0            // living point
//
wCONFRONT_SCHOOL_LIMIT_NUM        4        
wCONFRONT_SCHOOL_LIMIT_LEVEL    20        
fCONFRONT_SCHOOL_EXP_SCALE        2.2f    
wCONFRONT_SCHOOL_WIN_NUM        100        
wCONFRONT_SCHOOL_WIN_RATE        30        
fCONFRONT_SCHOOL_GENITEM        1.2f    
//
//
wCONFT_RC_TYPE            { 0, 4, 6, 8, 10, 12, 16, 20, 30, 65535 }
wCONFT_STATE_TYPE        { 1.0f, 1.2f, 1.5f, 1.6f, 2.0f, 2.5f, 3.0f, 4.0f }
//
//
//                          -1    0    1    2    3    4    5    6    7    8
nSTATEBLOW_LEVEL        {    0,    0,    -1,    -2,    -3,    -4,    -5,    -6,    -8,    -10    }
//
//
//
//
bOLD_EXP_GEN            0
//
//                         -7 -6 -5  -4  -3  -2  -1  +0  +1  +2  +3  +4  +5   +6   +7   +8
wEXPTABLE                { 0, 2, 6, 10, 12, 16, 20, 30, 45, 63, 84, 108, 135, 165, 198, 234 }
//
//                        -30   -29   -28   -27   -26   -25   -24   -23   -22   -21   -20   -19   -18   -17   -16   -15   -14   -13   -12   -11   -10    -9    -8    -7    -6    -5    -4    -3    -2    -1    0     +1    +2    +3    +4    +5    +6    +7    +8    +9    +10   +11   +12   +13   +14   +15   +16   +17   +18   +19   +20   +21   +22   +23   +24   +25   +26   +27   +28   +29   +30
fEXP_RATE_TABLE            0.0f, 0.1f, 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.65f, 0.7f, 0.75f, 0.8f, 0.85f, 0.9f, 0.95f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f
//
fPARTYEXPRANGE            140            
fPARTYEXP_S                0.003f        
//
//                            1    2    3    4    5    6    7    8   
aPARTYEXP_ONE            { 100, 140, 195, 220, 250, 270, 294, 320 }    //%
//
aPARTYKILLEXP_ONE        { 1, 1, 1, 1, 1, 1, 1, 1 }    //%
//
//
dwCLUB_PARTYNUM                5
dwCLUB_DISSOLUTION_DAY        1
dwCLUB_JOINBLOCK_DAY        0
dwCLUB_ALLIANCE_SEC            24
dwCLUB_ALLIANCE_DIS            24
dwCLUB_ALLIANCE_NUM            10
//
GLCLUBRANK_E            {  30,   0, 200000, 15 }
GLCLUBRANK_D            {  45,   0, 500000, 20 }
GLCLUBRANK_C            {  60,   0, 1100000, 30 }
GLCLUBRANK_B            {  80,   0, 2500000, 40 }
GLCLUBRANK_A            { 100,   0, 7000000, 60 }    //20050116 modified from 50 to 60 by Clever
//
//---------------------------------------------------------------- 
fEXP_SCALE                    1.0f
fITEM_DROP_SCALE            3.0f
fMONEY_DROP_SCALE            2.0f    //20060404 modified from 1.6 to 1.4 by Clever
fITEM_DROP_LOWER_SCALE        3.0f
//----------------------------------------------------------------
//
bPK_MODE                    1
nPK_LIMIT_LEVEL                20
nPK_LIMIT_DX_LEVEL            10
nPK_TRY_BRIGHT_POINT        -1
nPK_KILL_BRIGHT_POINT        -9
nPK_TRY_LIVING_POINT        -1
nPK_KILL_LIVING_POINT        -4
fNONPK_ITEM_DROP            0    //    0 100
fPK_ITEM_DROP                0    // pk 0 100
//
//     ( pk level : 0   4 )
//
dwPK_RECALL_ENABLE_LEVEL    3    
dwPK_DRUG_ENABLE_LEVEL        4    
//
fPK_JUSTNESS_TIME            120.0f
//
PK_NORMAL_NAME_COLOR        255,255,255,255
fPK_POINT_DEC_RATE            1200.0f
fPK_POINT_DEC_PHY            0.35f  
fPK_POINT_DEC_DAMAGE        0.32f   
//
//
//                    PK Lv, R,G,B,A, PK Point, Name, Kill Exp drop rate, ItemDrop Num, ItemDrop Rate ,Buy Rate , Sale Rate
SPLAYERKILL                {5,255,255,255,0,-20,"Normal",120.0f,1,5.0f,130.0f,90.0f}
SPLAYERKILL                {4,255,255,178,0,-80,"Bad",140.0f,1,10.0f,130.0f,90.0f}
SPLAYERKILL                {3,255,255,153,0,-160,"Killer",180.0f,1,20.0f,130.0f,90.0f}
SPLAYERKILL                {2,255,255,102,0,-300,"Crazy",240.0f,1,40.0f,130.0f,90.0f}
SPLAYERKILL                {1,255,235,0,0,-UINT_MAX,"Mad",350.0f,1,70.0f,130.0f,90.0f}
//---------------------------------------------------------------
//---------------------------------------------------------------
//
GUIDANCE_FILE                guid01.ini
GUIDANCE_FILE                guid02.ini
GUIDANCE_FILE                guid03.ini
GUIDANCE_FILE                guid04.ini
//
fMAX_COMMISSION                50        
fDEFAULT_COMMISSION            0        
fEARNING_RATE                0.2f    //20060308 modified from 0.7 to 0.5 by Clever
fCDCERTIFY_DIST                30        
fCDCERTIFY_TIME                60        
//
//--------------------------------------------------------------------
//
//--------------------------------------------------------------------[school pk event use]
bSCHOOL_FREE_PK_ALWAYS        0        
bSCHOOL_FREE_PK                1        // pk on/off.
bSCHOOL_FREE_PK_TIME_REAL    0        
bSCHOOL_FREE_PK_Z_FORCED    0        
dwSCHOOL_FREE_PK_TIME_START    15        
dwSCHOOL_FREE_PK_TIME_TERM    19        
fSCHOOL_FREE_PK_ITEM_DROP    15        
//--------------------------------------------------------------------
//
bENCHANT_TERMINATE_ITEM        1    
//
//--------------------------------------------------------------------
bMONEY_DROP2FIELD            0        //20060116 modified from 1 to 0 by Clever
//
//--------------------------------------------------------------------
//                                0    1    2    3      4        5       6       7       8
fGRADE_RATE                    { 100, 100, 100, 100, 100.00f, 100.00f, 100.00f, 100.00f, 100.00f }
fGRADE_RESET_RATE            {   0,   0,   0,   0,  0,  0,  0,  0,  0 }
fGRADE_TERMINATE_RATE        {   0,   0,   0,   0,  0,  0,  0,  0,  0 }
//
//--------------------------------------------------------------------
strGRINDING_SUCCEED            06000199.wav    
strGRINDING_FAIL            06000195.wav    
strGRINDING_RESET            02000207.wav    
strGRINDING_BROKEN            06000211.wav    
strITEMDROP_SUIT            07000567.wav    
strITEMDROP_WAPON            07000555.wav    
strITEMDROP_SHOES            07000565.wav    
strITEMDROP_RING            07000562.wav    
strITEMDROP_QBOX            05000202.wav    
strITEMDROP_SCROLL            07000571.wav    
strITEMDROP_COIN            07000560.wav    
strITEMDROP_DRUGS            07000568.wav    
strPICKUP_ITEM                07000570.wav    
strQITEM_FACT                05000203.wav    
strGAMBLING_SHUFFLE            gambleshuffle.wav    
strGAMBLING_WIN                gamblewin.wav        
strGAMBLING_LOSE            gamblelose.wav        
//
//--------------------------------------------------------------------
strSELECT_CHAR                CHS_ON.egp
strREBIRTH_EFFECT            charac_birth.egp
strLEVELUP_EFFECT            level_up.egp
strSRIKE_ELMT_EFFECT        sk_normal.egp,    sk_fire.egp,    sk_ice.egp,        sk_electric.egp,    sk_poison.egp
strAMBIENT_EFFECT            ambient.effskin_a
strERASE_EFFECT                alpha.effskin_a
strSKILL_LEARN_EFFECT        skill_learn.egp
strSKILL_UP_EFFECT            skill_up.egp
strQUEST_START                Quest_In.egp
strQUEST_END_SUCCEED        Quest_solv.egp
strQUEST_END_FAIL            Quest_fail.egp
strMOB_GEM_EFFECT            mob_birth.egp
strMOB_DIE_BLOOD            mob_blood.egp
strBLOW_NUMB_EFFECT            PAYNE_LIGHT_P.egp
strBLOW_STUN_EFFECT            null
strBLOW_STONE_EFFECT        null
strBLOW_BURN_EFFECT            PAYNE_FIRE_P.egp
strBLOW_FROZEN_EFFECT        PAYNE_ICE_P.egp
strBLOW_MAD_EFFECT            null
strBLOW_POISON_EFFECT            PAYNE_POISON_P.egp
strBLOW_CURSE_EFFECT            null
strBLOW_BODY_NUMB_EFFECT        bodyeffect_palsy.effskin_a
strBLOW_BODY_STUN_EFFECT        bodyeffect_faint.effskin_a
strBLOW_BODY_STONE_EFFECT        bodyeffect_stone.effskin_a
strBLOW_BODY_BURN_EFFECT        null
strBLOW_BODY_FROZEN_EFFECT        bodyeffect_ice.effskin_a
strBLOW_BODY_MAD_EFFECT            bodyeffect_distract.effskin_a
strBLOW_BODY_POISON_EFFECT        bodyeffect_poison.effskin_a
strBLOW_BODY_CURSE_EFFECT        null
strCONFRONT_BOUND            confront.egp
strHALFALPHA_EFFECT            halfalpha.effskin_a
strPET_GEN_EFFECT            birth.egp
//
//
//
FIGHTER.SETFILE                "class0.classconst"    // BRAWLER
ARMS.SETFILE                "class1.classconst"    // SWORDSMAN
ARCHER.SETFILE                "class2.classconst"    // ARCHER 
SPIRIT.SETFILE                "class3.classconst"    // SHAMAN
EXTREME_M.SETFILE            "class4.classconst"    // NEWMAN
EXTREME_W.SETFILE            "class5.classconst"    // NEWWOMAN
FIGHTER_F.SETFILE            "class6.classconst"    // BRAWLERWOMEN
ARMS_F.SETFILE                "class7.classconst"    // SWORDSWOMEN
ARCHER_M.SETFILE            "class8.classconst"    // ARCHERMEN 
SPIRIT_M.SETFILE            "class9.classconst"    // SHAMANMEN
//
//                            none, speedup,                 crazy,                     attackup,                 expup,                     expget, lucky,                 bomb, mobgen, speedupm,             madness,                 attackupm, heal
strQITEM_BGM                null, qboxbgm03_SpeedUp.ogg, qboxbgm04_Crazytime.ogg, qboxbgm02_PowerUp.ogg, qboxbgm01_Exptime.ogg,  null, qboxbgm01_Exptime.ogg,  null, null, qboxbgm03_SpeedUp.ogg, qboxbgm04_Crazytime.ogg, qboxbgm02_PowerUp.ogg,      null
//
// 
FIGHTER.SKINFILE            "o_m2.chf"
ARMS.SKINFILE                "o_m1.chf"
ARCHER.SKINFILE                "o_w1.chf"
SPIRIT.SKINFILE                "o_w2.chf"
EXTREME_M.SKINFILE            "o_m.chf"
EXTREME_W.SKINFILE            "o_w.chf"
FIGHTER_F.SKINFILE            "o_w1.chf"
ARMS_F.SKINFILE                "o_w2.chf"
ARCHER_M.SKINFILE            "o_m2.chf"
SPIRIT_M.SKINFILE            "o_m2.chf"
//
//
//
RETURN_RATE                    {1.5f,2,3,4,5}                    
SUCCESS_RATE                {0.5f,0.4f,0.2f,0.1f,0.05f}        
TIME_LIMIT                    60                            
SHUFFLE_TIME                2                            
MAX_BATTING_MONEY            10000000000
 
Experienced Elementalist
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format for the default.charclass

that is the pattern or the arrangement to have those new
class without using mix class

so i need help and develop to complete this new class
 
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Should be posted in the development section, moving it now. Anyway I'm also looking for this one before but my problem is the game.exe since it don't have the gender selection. I have an idea, Can we use kingran's game.exe and use molebox to put our param with that game.exe and can we try if that works? Can somebody post kingran's exe?
 
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Experienced Elementalist
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i don't have kingran game.exe, i hope some programmer could help us
on this development that this would be successfull...

requirements needed:
field server
agent server
game.exe


so that we can have Mix-class
and that is really close to the key
for having those new class without using
mix-class...

i'll upload here the rest of my files
please cooperate this development
 
Last edited:
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Junior Spellweaver
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Should be posted in the development section, moving it now. Anyway I'm also looking for this one before but my problem is the game.exe since it don't have the gender selection. I have an idea, Can we use kingran's game.exe and use molebox to put our param with that game.exe and can we try if that works? Can somebody post kingran's exe?

can't pack the param.ini to game.exe of (ep4 - ep6) using molebox. because if you will pack it, the param will become read only files. and if that will happen you will encounter visual C++ error.
 
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Experienced Elementalist
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as i think this not possible for those who develop first the extreme
class, coz' this is only using the same body, but i know this too
hard us for not a good programmer that didn't know C#++ so that
we can make a new field server,agent server and game.exe


as you have seen its complete and will rich the charset29
 
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Newbie Spellweaver
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as i think this not possible for those who develop first the extreme
class, coz' this is only using the same body, but i know this too
hard us for not a good programmer that didn't know C#++ so that
we can make a new field server,agent server and game.exe

Even if we knew C++ but we dont have the field and agents source code to play around, we cannot make that happened...
 
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Experienced Elementalist
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yah thats what is really needed

maybe IaNz have the code or i don't know

so you sir ogag has a background of C++ i think


hmmm...
as i have notice, we are very unique than the official
server, coz' we have a mix class, but they don't have
coz' mix class has much of bug, many error that you
encounter when using that kind of class inside the game
they are not success full on that matter...heheheh
then better do to make new class but the same body cps
and more, if we have a source code you can only do
copy paste method to complete the files of defualt.charclass

if i have that field server, agent server, game.exe
and without data maybe my edited will work as normal


thanks for the cooperation and the reply
now we stuck this part...our knowledge is not enough
to commit our success...





So basically these are what we need?:

• Source Codes
• New Servers
• New Exe
 
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Junior Spellweaver
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hello pals...

packets structures of ran online? or something..

just an idea because as i've read on other sections they are using any programming languages and getting packets blah blah.. anywayz...I don't know if ran online is possible....

good day...
 
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