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[CODE] /getskills

 
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Dołączył: 18 Mar 2008
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PostWysłany: Wto 14:34, 18 Mar 2008    Temat postu: [CODE] /getskills

Comando el te da los skills segun tus stats

Como usarlo?:
/getskills
Tu resives 100% skills en los stats que tu pusiste
50 dex = 100% Longsword,shortsword,ect.
50 mag = 100% magic,ect.

En Game.CPP agregar





Kod:


/*============SetSkillAll===========/getskills=======*/
void CGame::SetSkillAll(int iClientH)
//an Acidx Productions - Last Updated July 04,2005
//SetSkillAll Acidx Command,  Added July 04, 2005 INDEPENDENCE BABY Fuck YEA
{
if (m_pClientList[iClientH] == NULL) return;
//Magic
if  (m_pClientList[iClientH]->m_cSkillMastery[4]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[4] = m_pClientList[iClientH]->m_iMag *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[4] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[4] = 100;
 }
 if (m_pClientList[iClientH]->m_iMag > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[4] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 4, m_pClientList[iClientH]->m_cSkillMastery[4], NULL, NULL);

}
//LongSword
if  (m_pClientList[iClientH]->m_cSkillMastery[8]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[8] = m_pClientList[iClientH]->m_iDex *2;

 if (m_pClientList[iClientH]->m_cSkillMastery[8] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[8] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[8] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 8, m_pClientList[iClientH]->m_cSkillMastery[8], NULL, NULL);

}
//Hammer
if  (m_pClientList[iClientH]->m_cSkillMastery[14]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[14] = m_pClientList[iClientH]->m_iDex *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[14] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[14] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[14] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 14, m_pClientList[iClientH]->m_cSkillMastery[14], NULL, NULL);

}
//Axes
if  (m_pClientList[iClientH]->m_cSkillMastery[10]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[10] = m_pClientList[iClientH]->m_iDex *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[10] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[10] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[10] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 10, m_pClientList[iClientH]->m_cSkillMastery[10], NULL, NULL);

}
//hand attack
if  (m_pClientList[iClientH]->m_cSkillMastery[5]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[5] = m_pClientList[iClientH]->m_iStr *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[5] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[5] = 100;
 }
 if (m_pClientList[iClientH]->m_iStr > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[5] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 5, m_pClientList[iClientH]->m_cSkillMastery[5], NULL, NULL);

}
//ShortSword
if  (m_pClientList[iClientH]->m_cSkillMastery[7]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[7] = m_pClientList[iClientH]->m_iDex *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[7] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[7] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[7] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 7, m_pClientList[iClientH]->m_cSkillMastery[7], NULL, NULL);

}
//archery
if  (m_pClientList[iClientH]->m_cSkillMastery[6]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[6] = m_pClientList[iClientH]->m_iDex *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[6] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[6] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[6] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 6, m_pClientList[iClientH]->m_cSkillMastery[6], NULL, NULL);

}
//Fencing
if  (m_pClientList[iClientH]->m_cSkillMastery[9]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[9] = m_pClientList[iClientH]->m_iDex *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[9] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[9] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[9] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 9, m_pClientList[iClientH]->m_cSkillMastery[9], NULL, NULL);

}
//Staff Attack
if  (m_pClientList[iClientH]->m_cSkillMastery[21]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[21] = m_pClientList[iClientH]->m_iInt *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[21] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[21] = 100;
 }
 if (m_pClientList[iClientH]->m_iInt > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[21] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 21, m_pClientList[iClientH]->m_cSkillMastery[21], NULL, NULL);

}
//shield
if  (m_pClientList[iClientH]->m_cSkillMastery[11]< 100)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[11] = m_pClientList[iClientH]->m_iDex *2;
 if (m_pClientList[iClientH]->m_cSkillMastery[11] > 100)
 {
 m_pClientList[iClientH]->m_cSkillMastery[11] = 100;
 }
 if (m_pClientList[iClientH]->m_iDex > 50)
 {
 m_pClientList[iClientH]->m_cSkillMastery[11] = 100;
 }
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 11, m_pClientList[iClientH]->m_cSkillMastery[11], NULL, NULL);

}
//mining
if  (m_pClientList[iClientH]->m_cSkillMastery[0]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[0] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 0, m_pClientList[iClientH]->m_cSkillMastery[0], NULL, NULL);

}
//fishing
if  (m_pClientList[iClientH]->m_cSkillMastery[1]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[1] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 1, m_pClientList[iClientH]->m_cSkillMastery[1], NULL, NULL);

}
//farming
if  (m_pClientList[iClientH]->m_cSkillMastery[2]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[2] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 2, m_pClientList[iClientH]->m_cSkillMastery[2], NULL, NULL);

}
//alchemy
if  (m_pClientList[iClientH]->m_cSkillMastery[12]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[12] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 12, m_pClientList[iClientH]->m_cSkillMastery[12], NULL, NULL);

}
//manufacturing
if  (m_pClientList[iClientH]->m_cSkillMastery[13]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[13] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 13, m_pClientList[iClientH]->m_cSkillMastery[13], NULL, NULL);

}
//poison resistance
if  (m_pClientList[iClientH]->m_cSkillMastery[23]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[23] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 23, m_pClientList[iClientH]->m_cSkillMastery[23], NULL, NULL);

}
//pretend corpse
if  (m_pClientList[iClientH]->m_cSkillMastery[19]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[19] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 19, m_pClientList[iClientH]->m_cSkillMastery[19], NULL, NULL);

}
//magic resistance
if  (m_pClientList[iClientH]->m_cSkillMastery[3]< 20)
{
 // now we add skills
 m_pClientList[iClientH]->m_cSkillMastery[3] = 20;
 //Send a notify to update the client
 SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_SKILL, 3, m_pClientList[iClientH]->m_cSkillMastery[3], NULL, NULL);

}
//Acidx (c)
}






En Game.CPP al final de InitPlayerData();


Kod:

//Performs SetSkills on Login so they cant cheat us - acidx
SetSkillAll(iClientH);






En Game.h



Kod:
void SetSkillAll(int iClientH);






En Game.CPP dentro de ChatMsgHandler()
Code:

Kod:
if (memcmp(cp, "/getskills", 10) == 0) { SetSkillAll(iClientH); return; }



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