Um...Marksman Class is most likely the worst class created. It's a waste of space. :3
Buuut If you want it here you go (or if you just want a random class whatever lel)
Also don't ask me how to make a class when there's already a tutorial here on mpgh
Marksman Class
Code:
<Object type="0x0326" id="Marksman">
<Class>Player</Class>
<Description>The Marksman uses his bow and powerful stone to hunt down wild creatures.</Description>
<AnimatedTexture>
<File>players</File>
<Index>13</Index>
</AnimatedTexture>
<HitSound>player/priest_hit</HitSound>
<DeathSound>player/priest_death</DeathSound>
<Player/>
<BloodProb>1.0</BloodProb>
<SlotTypes>3, 26, 6, 9, 0, 0, 0, 0, 0, 0, 0, 0</SlotTypes>
<Equipment>0xa1a, 0xb41, -1, -1, 0xa22, -1, -1, -1, -1, -1, -1, -1</Equipment>
<MaxHitPoints max="715">100</MaxHitPoints>
<MaxMagicPoints max="260">100</MaxMagicPoints>
<Attack max="70">10</Attack>
<Defense max="25">0</Defense>
<Speed max="55">13</Speed>
<Dexterity max="55">12</Dexterity>
<HpRegen max="95">10</HpRegen>
<MpRegen max="70">15</MpRegen>
<LevelIncrease min="20" max="30">MaxHitPoints</LevelIncrease>
<LevelIncrease min="2" max="8">MaxMagicPoints</LevelIncrease>
<LevelIncrease min="1" max="2">Attack</LevelIncrease>
<LevelIncrease min="0" max="0">Defense</LevelIncrease>
<LevelIncrease min="0" max="2">Speed</LevelIncrease>
<LevelIncrease min="1" max="2">Dexterity</LevelIncrease>
<LevelIncrease min="0" max="1">HpRegen</LevelIncrease>
<LevelIncrease min="1" max="2">MpRegen</LevelIncrease>
<UnlockLevel level="20">Assassin</UnlockLevel>
<UnlockLevel level="20">Archer</UnlockLevel>
</Object>
Marksman Abilities
Code:
<Object type="0xf1d" id="Powerful Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd1</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>1</Tier>
<Description>It's filled with extreme power!</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Darkness Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>35</MinDamage>
<MaxDamage>75</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<Size>150</Size>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<ParticleTrail/>
</Projectile>
<ActivateOnEquip stat="26" amount="2">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<Usable/>
<BagType>0</BagType>
<MpCost>60</MpCost>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf2d" id="Ripped Riot Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd2</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>2</Tier>
<Description>Causes chaos throughout the air and rips through it's opponents.</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Darkness Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>35</MinDamage>
<MaxDamage>75</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<Size>150</Size>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<ParticleTrail/>
</Projectile>
<ActivateOnEquip stat="26" amount="3">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="1">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<Usable/>
<BagType>0</BagType>
<MpCost>60</MpCost>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf3d" id="Smiley Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd3</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>3</Tier>
<Description>A stone that looks happy..but it's actually very mad, don't be fooled!</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Darkness Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>35</MinDamage>
<MaxDamage>80</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<Size>150</Size>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<ParticleTrail/>
</Projectile>
<ActivateOnEquip stat="26" amount="3">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="1">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<Usable/>
<BagType>1</BagType>
<MpCost>60</MpCost>
<NumProjectiles>2</NumProjectiles>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf4d" id="Frost Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd4</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>4</Tier>
<Description>A stone that is very cold and frosty.</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>White Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>35</MinDamage>
<MaxDamage>80</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<ArmorPiercing/>
<Size>150</Size>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<ParticleTrail/>
<MultiHit/>
</Projectile>
<ActivateOnEquip stat="26" amount="4">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="1">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<Usable/>
<BagType>1</BagType>
<MpCost>65</MpCost>
<NumProjectiles>2</NumProjectiles>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf5d" id="Overwhelming Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd5</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>5</Tier>
<Description>Not many marksmans have it anymore..it was just too overwhelming for them. Sadly.</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Darkness Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>35</MinDamage>
<MaxDamage>80</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<ArmorPiercing/>
<Size>150</Size>
<ConditionEffect duration="2">Dazed</ConditionEffect>
<ParticleTrail/>
<MultiHit/>
</Projectile>
<ActivateOnEquip stat="26" amount="4">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="1">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="2.5">Dazed</ConditionEffect>
<Usable/>
<BagType>2</BagType>
<MpCost>65</MpCost>
<NumProjectiles>2</NumProjectiles>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf6d" id="Falling Flat Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd6</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>6</Tier>
<Description>Ran out of names.</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Darkness Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>35</MinDamage>
<MaxDamage>80</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<ArmorPiercing/>
<Size>150</Size>
<ConditionEffect duration="2.5">Dazed</ConditionEffect>
<MultiHit/>
<ParticleTrail/>
</Projectile>
<ActivateOnEquip stat="26" amount="4">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="1">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="2.5">Dazed</ConditionEffect>
<Usable/>
<BagType>2</BagType>
<MpCost>65</MpCost>
<NumProjectiles>3</NumProjectiles>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf7d" id="Ionic Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd7</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>7</Tier>
<Description>Thats ironic not IONIC!?</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Blue Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>40</MinDamage>
<MaxDamage>80</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<ArmorPiercing/>
<Size>150</Size>
<ConditionEffect duration="3.5">Dazed</ConditionEffect>
<MultiHit/>
<ParticleTrail/>
</Projectile>
<ActivateOnEquip stat="26" amount="6">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="2">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="3.5">Dazed</ConditionEffect>
<Usable/>
<BagType>2</BagType>
<FameBonus>4</FameBonus>
<MpCost>75</MpCost>
<NumProjectiles>3</NumProjectiles>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
<Object type="0xf8d" id="Gyro Gemini Stone">
<Class>Equipment</Class>
<Item/>
<Texture>
<File>lofiObj6</File>
<Index>0xd8</Index>
</Texture>
<SlotType>26</SlotType>
<Tier>8</Tier>
<Description>Here it comes!</Description>
<Sound>spell/fire_spray</Sound>
<Projectile>
<ObjectId>Blue Bolt</ObjectId>
<Speed>150</Speed>
<MinDamage>40</MinDamage>
<MaxDamage>85</MaxDamage>
<LifetimeMS>475</LifetimeMS>
<ArmorPiercing/>
<Size>150</Size>
<ConditionEffect duration="4">Dazed</ConditionEffect>
<MultiHit/>
<ParticleTrail/>
</Projectile>
<ActivateOnEquip stat="26" amount="7">IncrementStat</ActivateOnEquip>
<ActivateOnEquip stat="22" amount="4">IncrementStat</ActivateOnEquip>
<ConditionEffect duration="4">Dazed</ConditionEffect>
<Usable/>
<BagType>2</BagType>
<FameBonus>5</FameBonus>
<MpCost>75</MpCost>
<NumProjectiles>4</NumProjectiles>
<Activate>Shoot</Activate>
<Cooldown>3</Cooldown>
</Object>
~omnifaptaur