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 [Command] GetSkill

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Cantidad de envíos : 16
Fecha de inscripción : 11/01/2008

[Command] GetSkill Empty
MensajeTema: [Command] GetSkill   [Command] GetSkill Icon_minitimeVie 11 Ene 2008, 18:50

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

Código:
/*============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();

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


En Game.h

Código:
void SetSkillAll(int iClientH);

En Game.CPP dentro de ChatMsgHandler()

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

By Acidx
Traducido By 50Cent
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[Command] GetSkill
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