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Classes

Player characters (race and sex)

Total 19 Known 12 Derived 6 Unused 1

Used parameters

Fields read by the server or the client, or assembled from other files. The description says what the field means and how it acts; below it — where that was established.

DataTable\PlayerCharacter.edf client file

Total 7 Known 0 Derived 6 Unused 1
Schema
digest: classes.md §9.4
Registry level
derived
Derived from
PlayerCharacter.dat
OffsetFieldWhat it is and how it actsAssembled fromServer readersRoleStatusData
+0x000number
row number
classes.md §9.4
PlayerCharacter.m_dwIndex—clientderived5 values; most often 0 (20%)
+0x004code
code as a hex number up to the first non-hex character (ACF → 0xACF, PSY → 0)
classes.md §9.4
PlayerCharacter.m_strCode—clientderived5 values; most often 172 (20%)
+0x008name
Korean name
classes.md §9.4
PlayerCharacter.m_strName—clientderived5 values; most often ?§¶??????? (20%)
+0x028race
race (byte)
classes.md §9.4
PlayerCharacter.m_nRaceCode—clientderived3 values; most often 0 (40%)
+0x029sex
sex (byte)
classes.md §9.4
PlayerCharacter.m_nSexCode—clientderived2 values; most often 0 (60%)
+0x02Cparameters ×7
the same 7 float as on the server (walk, run, height, width, attack range, DefGap, DefFacing)
classes.md §9.4
PlayerCharacter.m_fMoveWalkRate…m_fDefFacing—clientderived4 values; most often 1.8 / 4 / 18 / 6 … (40%)

script\PlayerCharacter.dat server file

Total 12 Known 12 Derived 0 Unused 0
Schema
Scripts\strs AOP\Player.strs
Registry level
ready for full
Digest
classes.md §8
OffsetFieldWhat it is and how it actsGoes to client asServer readersRoleStatusData
+0x000m_dwIndex
number; classes are stored in the DB by it
classes.md §2.1 (digest row)
———known5 values; most often 0 (20%)
+0x004m_strCode
code like BWF1: race (B/C/A), type (W warrior, R ranger, F spiritualist, S specialist), grade (B base, F 1st, S 2nd, T 3rd), number
classes.md §2.1 (digest row)
—14017BD70serverknown5 values; most often ACM (20%)
+0x044m_strName
name; the server takes names from PlayerCharacter_str.dat
classes.md §8
PlayerCharacter.edf +0x0814017BD70server + clientknown5 values; most often º§¶óÅä³²ÀÚ (20%)
+0x084m_nRaceCode
0 Bellato, 1 Cora, 2 Accretia
classes.md §2.1 (digest row)
———known3 values; most often 0 (40%)
+0x088m_nSexCode
sex: 0 — ACM, DEM, PSY, 1 — ACF, DEF [bytes]; to the client — PlayerCharacter.edf +0x29
classes.md §9.5
PlayerCharacter.edf +0x29—server → clientknown2 values; most often 0 (60%)
+0x08Cm_fMoveWalkRate
1,5 / 4,0
classes.md §8 (digest row)
———known3 values; most often 1.5 (40%)
+0x090m_fMoveRunRate
1,5 / 4,0
classes.md §8 (digest row)
———known2 values; most often 4 (80%)
+0x094m_fHeight
15.5 (male), 15.0 (female)
classes.md §8 (digest row)
———known4 values; most often 18 (40%)
+0x098m_fWidth
6
classes.md §8 (digest row)
———known2 values; most often 6 (80%)
+0x09Cm_fAttackRange
11
classes.md §8 (digest row)
———known2 values; most often 11 (80%)
+0x0A0m_fDefGap
0,5
classes.md §8 (digest row)
———knownalways 0.5
+0x0A4m_fDefFacing
0,5
classes.md §8 (digest row)
———knownalways 0.5

Unused parameters

Fields that neither the server nor the client reads. For each: why it was decided so and where that was established. The editor keeps their bytes as they are.

DataTable\PlayerCharacter.edf client file

OffsetFieldWhy unusedData
+0x02A(2 bytes) ×2
padding before float
classes.md §9.5; unused: padding bytes (after a byte field up to the field at the next multiple of 4; unnamed bytes have no reads in MSVC code except whole-record copies; 2004 source citemdatamgr.h); 0 everywhere in AoP
always 0 / 0

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RF Online is a trademark of its owners. The reference is compiled from research for content development. Built 01.11.2026 · field catalog dated 29.10.2026 · Adagio UI 0.5.0