- Joined
- Jan 19, 2013
- Messages
- 41
- Reaction score
- 20
Get map name by the ID:
Get class name by ID:
Get (Admin Only):
Goto (Admin Only):
Drop Bless (All Players):
Drop Soul (All Players):
Drop Life (All Players):
Drop Chaos (All Players):
Drop Creation (All Players):
Drop Guardian (All Players):
Get 2b zen (All Players):
Credits:
Shatter - for the great project.
Xerwell - me ;D (For wrting all that ****)
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 class name by ID:
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";
}
}
Get (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");
}
Goto (Admin Only):
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 Bless (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 Soul (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 Life (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 Chaos (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 Creation (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);
}
}
Drop Guardian (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);
}
}
Get 2b zen (All Players):
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);
}
}
Credits:
Shatter - for the great project.
Xerwell - me ;D (For wrting all that ****)
Last edited:

