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Max level effect (Source code)

Junior Spellweaver
Joined
Jul 17, 2011
Messages
152
Reaction score
3
GLCharClient.cpp

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HRESULT GLCharClient::FrameMove
{
HRESULT hr=S_OK;

insert

if ( m_CharData.wLevel >= GLCONST_CHAR::wMAX_LEVEL && !m_bINVISIBLE)
DxEffGroupPlayer::GetInstance().PassiveEffect ( GLCONST_CHAR::strMAXLEVEL_AURA.c_str(), m_matTrans, STARGETID(CROW_PC,m_dwGaeaID,m_vPos) );

GLCharacter.cpp
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HRESULT GLCharClient::FrameMove
{
HRESULT hr=S_OK;

insert

GLMSG::SNETPC_REQ_LEVELUP_FB NetMsg;
NetMsg.wLevel = m_wLevel;
if (m_wLevel >= GLCONST_CHAR::wMAX_LEVEL && !m_bINVISIBLE)
DxEffGroupPlayer::GetInstance().PassiveEffect ( GLCONST_CHAR::strMAXLEVEL_AURA.c_str(), m_matTrans, STARGETID(CROW_PC,m_dwGaeaID,m_vPos) );

GlogicData.cpp
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std::string strCRUSHING_BLOW_EFFECT;

insert

std::string strMAXLEVEL_AURA = "";

GLogicDataLoad.cpp
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cFILE.getflag( "fKILL_EXP_RATE", 1, 1, fKILL_EXP_RATE );

insert
cFILE.getflag( "strMAXLEVEL_AURA", 1, 1, strMAXLEVEL_AURA );

GLogicData.h
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extern float fPK_ITEM_DROP;

insert
extern std::string strMAXLEVEL_AURA;

default.charclass
insert
strMAXLEVEL_AURA lighting_new.egp

congratz! now you have max level effect .
 
Newbie Spellweaver
Joined
Jul 9, 2019
Messages
60
Reaction score
1
HRESULT GLCharacter::FrameMove ( float fTime, float fElapsedTime )

Yeahh That's right
But the problem is i test it in emulator
The effect appeared but,
Doesn't follow,
It stays in the ground. Where i first summon
 
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