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- Aug 15, 2010
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- 39
- Reaction score
- 21
Hi! Here, this released split source is for GS only. Always back up your source code before modifying it! Also, like the post if this helped you.
Let's start!
find case EMFACTEFFECTPROCESSING_MOVEMAP: at GLCharacterEx.cpp
Change to:
find case EMFACTEFFECTPROCESSING_MOVEMAP: at GLCharClient.cpp
Change to:
Next go to MoveManagerField.cpp
First:
Change to:
Second:
Change to:
Third:
Change to:
Happy coding!
Let's start!
find case EMFACTEFFECTPROCESSING_MOVEMAP: at GLCharacterEx.cpp
C++:
case EMFACTEFFECTPROCESSING_MOVEMAP:
{
FACTEFF::DeleteAllEffect ( STARGETID(GetCrow(), GetGaeaID(), GetPosition()), GetSkinChar(), m_sSKILLFACT, SKILLFACT_SIZE, m_sSTATEBLOWS );
for ( int i=0; i<EMBLOW_MULTI; ++i )
m_sSTATEBLOWS[i].emBLOW = EMBLOW_NONE;
for ( int i=0; i<SKILLFACT_SIZE; ++i )
m_sSKILLFACT [i].RESET();
m_pGaeaClient->PartyMemberRemoveAllBuff( m_dwGaeaID );
}
break;
C++:
case EMFACTEFFECTPROCESSING_MOVEMAP:
{
//Blazer Reset buffs
RESET_SKILL_DATA();
NSEffectPlay::DeleteALL();
FACTEFF::DeleteEffect ( STARGETID(GetCrow(), GetGaeaID(), GetPosition()), GetSkinChar(), m_sSKILLFACT, SKILLFACT_SIZE_NORMAL, m_sSTATEBLOWS );
for (size_t i=SKILLFACT_INDEX_NORMAL_START; i<SKILLFACT_INDEX_NORMAL_END; ++i)
RESETSKEFF(i);
for (size_t i=SKILLFACT_INDEX_SYSTEM_START; i<SKILLFACT_INDEX_SYSTEM_END; ++i)
SetSkillFact(i, TRUE);
for (size_t i=SKILLFACT_INDEX_LUNCHBOX_START; i<SKILLFACT_INDEX_EXP_LUNCHBOX_END; ++i)
SetSkillFact(i, TRUE);
}
break;
C++:
case EMFACTEFFECTPROCESSING_MOVEMAP:
{
FACTEFF::DeleteAllEffect ( STARGETID(GetCrow(), GetGaeaID(), GetPosition()), GetSkinChar(), m_sSKILLFACT, SKILLFACT_SIZE, m_sSTATEBLOWS );
for ( int i=0; i<EMBLOW_MULTI; ++i )
m_sSTATEBLOWS[i].emBLOW = EMBLOW_NONE;
for ( int i=0; i<SKILLFACT_SIZE; ++i )
m_sSKILLFACT [i].RESET();
m_pGaeaClient->PartyMemberRemoveAllBuff( m_dwGaeaID );
}
break;
C++:
case EMFACTEFFECTPROCESSING_MOVEMAP:
{
//Blazer Reset buffs
RESET_SKILL_DATA();
FACTEFF::DeleteEffect ( STARGETID(GetCrow(), GetGaeaID(), GetPosition()), GetSkinChar(), m_sSKILLFACT, SKILLFACT_SIZE, m_sSTATEBLOWS );
for ( int i=0; i<EMBLOW_MULTI; ++i )
m_sSTATEBLOWS[i].emBLOW = EMBLOW_NONE;
for( int i=SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
m_sSKILLFACT [i].RESET();
for ( int i=SKILLFACT_INDEX_LUNCHBOX_START; i<SKILLFACT_INDEX_EXP_LUNCHBOX_END; ++i ) m_sSKILLFACT [i].bEnable = FALSE;
for ( int i=SKILLFACT_INDEX_SYSTEM_START; i<SKILLFACT_INDEX_SYSTEM_END; ++i ) m_sSKILLFACT [i].bEnable = FALSE;
m_pGaeaClient->PartyMemberRemoveAllBuff( m_dwGaeaID );
}
break;
First:
C++:
if( sCurMapID != _sMoveInfo.sMapID )
{
for ( int i = 0; i < EMBLOW_MULTI; ++i )
pChar->DISABLEBLOW( i );
for ( int i = SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
{
PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( pChar->m_sSKILLFACT[i].sNATIVEID );
if ( NULL == pSkill )
continue;
SKILL::EMACTION_TYPE emActionType = pSkill->m_sBASIC.emACTION_TYPE;
if ( SKILL::EMACTION_TYPE_NORMAL != emActionType &&
SKILL::EMACTION_TYPE_BUFF != emActionType )
pChar->RESETSKEFF( i );
}
C++:
if( sCurMapID != _sMoveInfo.sMapID )
{
for ( int i = 0; i < EMBLOW_MULTI; ++i )
pChar->DISABLEBLOW( i );
for ( int i = SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
{
PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( pChar->m_sSKILLFACT[i].sNATIVEID );
if ( NULL == pSkill )
continue;
//Blazer Reset buffs
//SKILL::EMACTION_TYPE emActionType = pSkill->m_sBASIC.emACTION_TYPE;
//if ( SKILL::EMACTION_TYPE_NORMAL != emActionType &&
//SKILL::EMACTION_TYPE_BUFF != emActionType )
pChar->RESETSKEFF( i );
}
C++:
if( sCurMapID != _sMoveInfo.sMapID )
{
for ( int i = 0; i < EMBLOW_MULTI; ++i )
pChar->DISABLEBLOW( i );
for ( int i = SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
{
PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( pChar->m_sSKILLFACT[i].sNATIVEID );
if ( NULL == pSkill )
continue;
SKILL::EMACTION_TYPE emActionType = pSkill->m_sBASIC.emACTION_TYPE;
if ( SKILL::EMACTION_TYPE_NORMAL != emActionType &&
SKILL::EMACTION_TYPE_BUFF != emActionType )
pChar->RESETSKEFF( i );
}
C++:
if( sCurMapID != _sMoveInfo.sMapID )
{
for ( int i = 0; i < EMBLOW_MULTI; ++i )
pChar->DISABLEBLOW( i );
for ( int i = SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
{
PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( pChar->m_sSKILLFACT[i].sNATIVEID );
if ( NULL == pSkill )
continue;
//Blazer Reset buffs
// SKILL::EMACTION_TYPE emActionType = pSkill->m_sBASIC.emACTION_TYPE;
//if ( SKILL::EMACTION_TYPE_NORMAL != emActionType &&
// SKILL::EMACTION_TYPE_BUFF != emActionType )
pChar->RESETSKEFF( i );
}
C++:
if( sCurMapID != _sMoveInfo.sMapID )
{
for ( int i = 0; i < EMBLOW_MULTI; ++i )
pChar->DISABLEBLOW( i );
for ( int i = SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
{
PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( pChar->m_sSKILLFACT[i].sNATIVEID );
if ( NULL == pSkill )
continue;
SKILL::EMACTION_TYPE emActionType = pSkill->m_sBASIC.emACTION_TYPE;
if ( SKILL::EMACTION_TYPE_NORMAL != emActionType &&
SKILL::EMACTION_TYPE_BUFF != emActionType )
pChar->RESETSKEFF( i );
}
C++:
if( sCurMapID != _sMoveInfo.sMapID )
{
for ( int i = 0; i < EMBLOW_MULTI; ++i )
pChar->DISABLEBLOW( i );
for ( int i = SKILLFACT_INDEX_NORMAL_START; i < SKILLFACT_INDEX_NORMAL_END; ++i )
{
PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( pChar->m_sSKILLFACT[i].sNATIVEID );
if ( NULL == pSkill )
continue;
//Blazer Reset buffs
//SKILL::EMACTION_TYPE emActionType = pSkill->m_sBASIC.emACTION_TYPE;
//if ( SKILL::EMACTION_TYPE_NORMAL != emActionType &&
// SKILL::EMACTION_TYPE_BUFF != emActionType )
pChar->RESETSKEFF( i );
}
Happy coding!
Last edited: