No, I mean authorative server is server check somethings like movement from player like collision, if can run this positions and another things. Like WoW emulator are authorative server and FlyFF is non-authorative, only send current position to server and server send to others players.
Anyway, what is there to do to finish about archer class in code?
The server is c -> s architecture so if you really wanted to, you could restrict and enforce large position changes instead of always trusting the data (which is what I am aiming to do). Nothing is sent from player to player though potentially the netcode is set up to handle both positions. WoW (at least the versions I have seen) use movement prediction and generally trusts the client similar to games like EverQuest. This is how people were able to warp to GM islands in WoW. At least in TBC/Vanilla clients that was the case for WoW. See similar efforts to detect cheating in EQEmulator:
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As for the archer, you would need to hook up the animations from the NA client to the code. It's actually a lengthy process, but doable.
hf_arc_bow_cast.elu.ani and related animations should handle animations for bows. Beyond that, you'd need to add the entire talent tree. I am not sure if other versions of RaiderZ have it completed, but the JP last client should be a good starting point to check.
You will also have to edit the UI to support the talent tree, as well as the database. You will additionally have to add the projectile packet support in the client, as I don't think that's working right now with the server code (see: Sorcerer Ice Skill not working in the client right now).
I just pushed an update to Github that adds clickable item support, was a messed up parameter. Still need to add a parser for randombox.xml to load those items when using a random_box item use type. I will have to fix the tooltips for items/talents still, though I believe that to be largely a UI problem for the time being.
I fixed the character selection screen, it now points at the right location on initial camera position.
And lastly there was a bug with the Hellhounds currency items being unique, so I added support for stackable Unique items.
There's a few client mods you'll need beyond the ones in Github as well as a SQL server change I neglected to commit with the latest few commits, as soon as I am feeling better irl (I've been terribly sick the last 3 days) I will be uploading those.
Working tooltips now, hooray!