在游戏中增加/readd /洗点功能


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游戏设置

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;
    }
none
Last Modified:2025-01-11 23:05:46

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