在游戏中增加/readd /洗点功能
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Last Modified:2025-01-11 23:05:46
void CCommandManager::CommandReAdd(LPOBJ lpObj,char* arg)
{
if(gServerInfo.m_CommandReAddSwitch == 0)
{
return;
}
if(gServerInfo.m_CommandReAddEnable[lpObj->AccountLevel] == 0)
{
gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(633));
return;
}
if(lpObj->Interface.use != 0 || lpObj->Teleport != 0 || lpObj->DieRegen != 0 || lpObj->PShopOpen != 0)
{
gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(659));
return;
}
lpObj->LevelUpPoint += (lpObj->Strength+lpObj->Dexterity+lpObj->Vitality+lpObj->Energy+lpObj->Leadership-60);
lpObj->Strength = 15;
lpObj->Dexterity = 15;
lpObj->Vitality = 15;
lpObj->Energy = 15;
lpObj->Leadership = 0;
gObjectManager.CharacterCalcAttribute(lpObj->Index);
GCNewCharacterInfoSend(lpObj);
GDCharacterInfoSaveSend(lpObj->Index);
gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(737));
LogAdd(LOG_BLACK,"[CustomReAdd][%s][%s] - OK",lpObj->Account,lpObj->Name);
}
然后在配置文件加入
;==================================================
; Command ReAdd Point (/readd)
;==================================================
CommandReAddSwitch = 1
CommandReAddEnable_AL0 = 1
CommandReAddEnable_AL1 = 1
CommandReAddEnable_AL2 = 1
CommandReAddEnable_AL3 = 1
也可以修改
lpObj->LevelUpPoint += (lpObj->Strength+lpObj->Dexterity+lpObj->Vitality+lpObj->Energy-gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Strength-gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Dexterity-gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Vitality-gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Energy-gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Leadership);
lpObj->Strength = gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Strength;
lpObj->Dexterity = gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Dexterity;
lpObj->Vitality = gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Vitality;
lpObj->Energy = gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Energy;
if(lpObj->Class == CLASS_DL)
{
lpObj->Leadership = gDefaultClassInfo.m_DefaultClassInfo[lpObj->Class].Leadership;
}