Get map name by the ID:
Get class name by ID:Code:char *QueryClass::MapIdToString(int MapId) { switch(MapId) { case 0: return "Lorencia"; case 1: return "Dungeon"; case 2: return "Devias"; case 3: return "Noria"; case 4: return "Lost Tower"; case 6: return "Arena"; case 7: return "Atlans"; case 8: return "Tarkan"; case 9: return "Devil Square"; case 10: return "Icarus"; case 32: return "Devil Square"; case 11: return "Blood Castle"; case 12: return "Blood Castle"; case 13: return "Blood Castle"; case 14: return "Blood Castle"; case 15: return "Blood Castle"; case 16: return "Blood Castle"; case 17: return "Blood Castle"; case 52: return "Blood Castle"; case 18: return "Chaos Castle 1"; case 19: return "Chaos Castle 2"; case 20: return "Chaos Castle 3"; case 21: return "Chaos Castle 4"; case 22: return "Chaos Castle 5"; case 23: return "Chaos Castle 6"; case 24: return "Kalima 1"; case 25: return "Kalima 2"; case 26: return "Kalima 3"; case 27: return "Kalima 4"; case 28: return "Kalima 5"; case 29: return "Kalima 6"; case 36: return "Kalima 7"; case 33: return "Adia"; case 37: return "Kanturu"; case 38: return "Kanturu Tower"; case 39: return "Kanturu Event"; default: return "Unknown"; } }
Get (Admin Only):Code:char *QueryClass::ClassIdToString(int ClassId) { switch(ClassId) { case 0: return "Dark Wizard"; case 1: return "Soul Master"; case 16: return "Dark Knight"; case 17: return "Blade Knight"; case 32: return "Fairy Elf"; case 33: return "Muse Elf"; case 48: return "Magic Gladiator"; case 64: return "Dark Lord"; default: return "Unknown"; } }
Goto (Admin Only):Code:void GetCommand(int aIndex,char* Message) { if(VerifyGM(aIndex) == false) { return; } if(!_strcmpi("/get",Message)) { GCServerMsgStringSend("Usage: /get <name>",aIndex,1); return; } if(strlen(Message) < 1) { GCServerMsgStringSend("Usage: /get <name>",aIndex,1); return; } int Spaces = 0; for(int i = 0; i < strlen(Message); i++) { if(Message[i] == ' ') { Spaces++; } } if(Spaces != 1) { GCServerMsgStringSend("Error, please re-check the string you gave.",aIndex,1); return; } char Target[11]; sscanf(Message,"%s",&Target); if(strlen(Target) > 10) { GCServerMsgStringSend("Error, name can be only 10 characters long.",aIndex,1); return; } int tIndex = gObjGetIndex(Target); if(tIndex == 0) { GCServerMsgStringSend("Error, character not found or is offline.",aIndex,1); return; } gObjTeleport(aIndex , gObj[tIndex].MapNumber , gObj[tIndex].X, gObj[tIndex].Y); MsgOutput(aIndex,"You successfully teleported to %s's location.",Target); if(OnlineStatus(tIndex)) { MsgOutput(tIndex,"%s teleported you your location..",gObj[aIndex].Name); } Log.AddTime("Use GM Command -> [ %s ]\t[ %s ]\t[ %s ] : %s",gObj[aIndex].Ip_addr,gObj[aIndex].AccountID,gObj[aIndex].Name,"Goto"); Log.GM("Use GM Command -> [ %s ]\t[ %s ]\t[ %s ] : %s\n",gObj[aIndex].Ip_addr,gObj[aIndex].AccountID,gObj[aIndex].Name,"Goto"); }
Drop Bless (All Players):Code:void GotoCommand(int aIndex,char* Message) { if(VerifyGM(aIndex) == false) { return; } if(!_strcmpi("/goto",Message)) { GCServerMsgStringSend("Usage: /goto <name>",aIndex,1); return; } if(strlen(Message) < 1) { GCServerMsgStringSend("Usage: /goto <name>",aIndex,1); return; } int Spaces = 0; for(int i = 0; i < strlen(Message); i++) { if(Message[i] == ' ') { Spaces++; } } if(Spaces != 1) { GCServerMsgStringSend("Error, please re-check the string you gave.",aIndex,1); return; } char Target[11]; sscanf(Message,"%s",&Target); if(strlen(Target) > 10) { GCServerMsgStringSend("Error, name can be only 10 characters long.",aIndex,1); return; } int tIndex = gObjGetIndex(Target); if(tIndex == 0) { GCServerMsgStringSend("Error, character not found or is offline.",aIndex,1); return; } gObjTeleport(tIndex , gObj[aIndex].MapNumber , gObj[aIndex].X, gObj[aIndex].Y); MsgOutput(aIndex,"You successfully teleported %s to your location.",Target); if(OnlineStatus(tIndex)) { MsgOutput(tIndex,"%s has teleported you to he's location.",gObj[aIndex].Name); } Log.AddTime("Use GM Command -> [ %s ]\t[ %s ]\t[ %s ] : %s",gObj[aIndex].Ip_addr,gObj[aIndex].AccountID,gObj[aIndex].Name,"Goto"); Log.GM("Use GM Command -> [ %s ]\t[ %s ]\t[ %s ] : %s\n",gObj[aIndex].Ip_addr,gObj[aIndex].AccountID,gObj[aIndex].Name,"Goto"); }
Drop Soul (All Players):Code:void BlessCommand(int aIndex) { int ItemType = 14, ItemNr = 13, ItemLevel = 0, ItemSkill = 0, ItemLuck = 0, ItemOpt = 0, ItemExc = 0; DWORD Item = ItemType * 512 + ItemNr; ItemSerialCreateSend(aIndex,gObj[aIndex].MapNumber,gObj[aIndex].X,gObj[aIndex].Y,Item,ItemLevel,0,ItemSkill,ItemLuck,ItemOpt,aIndex,ItemExc,0); GCServerMsgStringSend("Item created successfully.",aIndex,1); if(conf.commands.makesave == 1) { Log.Make("[Free] Creator: %s, Jewel: Bless\n",gObj[aIndex].Name); } }
Drop Life (All Players):Code:void SoulCommand(int aIndex) { int ItemType = 14, ItemNr = 14, ItemLevel = 0, ItemSkill = 0, ItemLuck = 0, ItemOpt = 0, ItemExc = 0; DWORD Item = ItemType * 512 + ItemNr; ItemSerialCreateSend(aIndex,gObj[aIndex].MapNumber,gObj[aIndex].X,gObj[aIndex].Y,Item,ItemLevel,0,ItemSkill,ItemLuck,ItemOpt,aIndex,ItemExc,0); GCServerMsgStringSend("Item created successfully.",aIndex,1); if(conf.commands.makesave == 1) { Log.Make("[Free] Creator: %s, Jewel: Soul\n",gObj[aIndex].Name); } }
Drop Chaos (All Players):Code:void LifeCommand(int aIndex) { int ItemType = 14, ItemNr = 16, ItemLevel = 0, ItemSkill = 0, ItemLuck = 0, ItemOpt = 0, ItemExc = 0; DWORD Item = ItemType * 512 + ItemNr; ItemSerialCreateSend(aIndex,gObj[aIndex].MapNumber,gObj[aIndex].X,gObj[aIndex].Y,Item,ItemLevel,0,ItemSkill,ItemLuck,ItemOpt,aIndex,ItemExc,0); GCServerMsgStringSend("Item created successfully.",aIndex,1); if(conf.commands.makesave == 1) { Log.Make("[Free] Creator: %s, Jewel: Life\n",gObj[aIndex].Name); } }
Drop Creation (All Players):Code:void ChaosCommand(int aIndex) { int ItemType = 12, ItemNr = 15, ItemLevel = 0, ItemSkill = 0, ItemLuck = 0, ItemOpt = 0, ItemExc = 0; DWORD Item = ItemType * 512 + ItemNr; ItemSerialCreateSend(aIndex,gObj[aIndex].MapNumber,gObj[aIndex].X,gObj[aIndex].Y,Item,ItemLevel,0,ItemSkill,ItemLuck,ItemOpt,aIndex,ItemExc,0); GCServerMsgStringSend("Item created successfully.",aIndex,1); if(conf.commands.makesave == 1) { Log.Make("[Free] Creator: %s, Jewel: Chaos\n",gObj[aIndex].Name); } }
Drop Guardian (All Players):Code:void CreationCommand(int aIndex) { int ItemType = 14, ItemNr = 22, ItemLevel = 0, ItemSkill = 0, ItemLuck = 0, ItemOpt = 0, ItemExc = 0; DWORD Item = ItemType * 512 + ItemNr; ItemSerialCreateSend(aIndex,gObj[aIndex].MapNumber,gObj[aIndex].X,gObj[aIndex].Y,Item,ItemLevel,0,ItemSkill,ItemLuck,ItemOpt,aIndex,ItemExc,0); GCServerMsgStringSend("Item created successfully.",aIndex,1); if(conf.commands.makesave == 1) { Log.Make("[Free] Creator: %s, Jewel: Creation\n",gObj[aIndex].Name); } }
Get 2b zen (All Players):Code:void GuardianCommand(int aIndex) { int ItemType = 14, ItemNr = 31, ItemLevel = 0, ItemSkill = 0, ItemLuck = 0, ItemOpt = 0, ItemExc = 0; DWORD Item = ItemType * 512 + ItemNr; ItemSerialCreateSend(aIndex,gObj[aIndex].MapNumber,gObj[aIndex].X,gObj[aIndex].Y,Item,ItemLevel,0,ItemSkill,ItemLuck,ItemOpt,aIndex,ItemExc,0); GCServerMsgStringSend("Item created successfully.",aIndex,1); if(conf.commands.makesave == 1) { Log.Make("[Free] Creator: %s, Jewel: Guardian\n",gObj[aIndex].Name); } }
Credits:Code:void ZenCommand(int aIndex) { gObjWrite(aIndex, gObjZen, 2000000000); GCMoneySend(aIndex, 2000000000); MsgOutput(aIndex, "You modified your money to 2,000,000,000."); if(conf.commands.makesave == 1) { Log.Add("[Zen] Requested: %s\n",gObj[aIndex].Name); } }
Shatter - for the great project.
Xerwell - me ;D (For wrting all that shit)


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