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至于V15和源文件发布重生不再使用通过HP它不再去我会告诉你如何可以通过与它聊天源befehel; x9 ?: ]5 A: x& w2 J
* f: _# k3 f1 c3 P, ^9 [0 VMover.h1 a/ T8 Z, p J# A" ]
代码:
; o* L9 J& W x找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 0 T' J3 P# @( K. `
2 D' Y* N* w/ `$ T然后你去mover.cpp添加
3 [& G, L, A; t# G2 E# S1 K+ C
7 N9 X0 a t M代码:; _: q' h2 V0 K
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
0 Z* R$ [# Q, c/ B{
: t2 s5 E$ v2 R+ ]. }#ifdef __WORLDSERVER) U! T$ _2 C7 }" n& B& L; y
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
* D% ~& O7 r% _: u6 G) W MoverProp* pProp = GetProp();5 O- n+ E$ j) y: R0 f
if( pProp )1 G7 Z3 Y0 ^- E o
{9 ?& `! n+ R# D
if( nJob > 0 && nJob < MAX_LEGEND_HERO )7 T+ _: j: Q, i3 A7 h
{
7 k- B5 ^! `. g) P AddChangeJob( nJob ); t# R$ {* v+ p7 l- k( L- {
}else{
+ y; l4 Q( `! q( M$ S9 y return;0 E+ e0 U7 G* o5 l( t0 a" z
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int nPoint = 0;
, g4 _' j* \$ w* E( j0 v6 T8 P( V) Q if( m_nJob == JOB_MERCENARY )
A3 s, t% P5 u5 ~' T4 y nPoint += 40;
+ O& ?. C- m( d7 l$ w2 f# G9 f/ [ else if( m_nJob == JOB_ACROBAT )
, \2 a6 g% K1 I0 N) T nPoint += 50;
3 K+ Y' R( c1 ~- H* K9 \" C! f7 q else if( m_nJob == JOB_ASSIST )/ U8 L- `# _# j; S2 X9 T
nPoint += 60;
% D* a. m' F n$ b1 U) f- z! T else if( m_nJob == JOB_MAGICIAN ). v6 K( [/ n* T6 }
nPoint += 90;
: Z) c$ P" U4 n5 f- ], _4 T/ k else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
* I% i/ N* }0 x nPoint += 120;
4 q+ j- N. T" ?; ?2 }* Y else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )0 e: \1 \$ j4 J8 O
nPoint += 150;
3 j0 r8 E+ [+ r4 i) v else if( m_nJob == JOB_RINGMASTER )
( N* O" f' X5 H. N5 z& w& H4 }# x nPoint += 160;' p* |6 {0 i6 T% ]( i: f7 q
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
( { `7 B. E' P7 G3 @0 W8 N nPoint += 180;9 c& L# T% Q$ c6 x( H% B7 F, [6 M5 g
else if( m_nJob == JOB_ELEMENTOR ), \8 n: o! n3 w
nPoint += 390;
1 R% F9 m2 R- e- M) y% v else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )5 s$ z7 y. R$ C# ]4 y4 U
nPoint += 120;
( e, f7 U2 g! d$ \/ _+ \) Y else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
2 X. s' c8 x4 I# ]1 N& K nPoint += 150;. t' X/ f7 |6 K4 B
else if( nJob == JOB_FLORIST_HERO )- c0 I" V2 \0 i. g2 Q# G7 i
nPoint += 160;
: k" _8 {0 U: A4 i2 S else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )1 I N: _3 n" w
nPoint += 180;
! g# i! \' a: q else if( nJob == JOB_ELEMENTORLORD_HERO )# X$ i( p0 s1 i: U( l
nPoint += 390;
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AddSkillPoint( nPoint );
1 U8 n3 r* f. k2 x m_nLevel = nLevel;( K$ S. ]0 f( K1 {# T
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SetJobLevel( nLevel, nJob );/ u+ }$ H* X t1 J9 C$ j; o' ]; y
m_nDeathLevel = nLevel;
4 J, A5 [, a, g& o7 W0 R9 r#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans' J& U. e$ c, n- d( k
if(IsMaster())1 d! R2 s- g4 p( G/ a2 y- a' T
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
$ ~& V' C" d$ g1 R# y3 E8 b( R/ R if( nLevel > 59 && nLevel < 72 )
{+ H& L! L2 X. ? dwTmpSkLevel = 1;
% I# G+ f! _2 E7 ~/ w4 J else if( nLevel > 71 && nLevel < 84 )
3 x6 {. n+ T2 N+ |2 o dwTmpSkLevel = 2;
* i6 o) o# N9 D1 m& m7 H else if( nLevel > 83 && nLevel < 96 )% J- d1 k4 N7 m6 H
dwTmpSkLevel = 3;( b' ~2 S5 W$ J( m7 ?, r- ]( K
else if( nLevel > 95 && nLevel < 108 )( t# E+ Z7 Y7 A; z; k
dwTmpSkLevel = 4;
. j% s7 E$ V" P. ^9 b6 P6 ^+ a+ F" ] else if( nLevel > 107 && nLevel < 120 )8 z _* _+ P, i0 X- H
dwTmpSkLevel = 5;/ p1 J$ y! V! d3 x& J7 _4 P- l
for( int i = 0; i < MAX_SKILL_JOB; i++ )
9 d1 Q0 w7 r+ J7 R, U) j {
0 d0 b* a( p0 S# S+ f+ i& g LPSKILL lpSkill = &(m_aJobSkill);
& q/ m ?* X* A3 U1 ^6 k if( lpSkill && lpSkill->dwSkill != NULL_ID )
8 p4 l7 h) K( b0 L9 Y, s. v {
6 F2 N% s0 B# J: F8 Z4 d( r$ N0 N ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
7 w4 x+ ?7 I2 d5 ^3 Z6 w if( pSkillProp == NULL )
* Y9 p% }$ W% f" ` continue;$ Z. F+ K0 |7 |
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
' D9 S6 @: {7 | continue;
2 b( M' D+ i1 x lpSkill->dwLevel = dwTmpSkLevel;
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}
! m4 y+ ]$ L' \0 A5 v) s }
0 s; f4 J% o9 r% G. r/ V else if(IsHero()): _! x8 _& }8 a+ S' c! T7 o; x
{
; q6 @" S! M' h* F% k" K for( int i = 0; i < MAX_SKILL_JOB; i++ )
0 i1 ]( ]2 w7 r6 }1 n) B% t {
! }% Z B* I1 v& ?# C) w" k LPSKILL lpSkill = &(m_aJobSkill);' q: t2 W' m2 t% X k" \2 {
if( lpSkill && lpSkill->dwSkill != NULL_ID )
7 `' G N# S- T# L2 ] {
" x& F* ~ w) K9 u ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); " ^7 y5 t5 ^$ c$ e
if( pSkillProp == NULL )' Z! w2 [2 P- o! m7 D
continue;: A% [: K4 @8 _* u6 o
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
; s0 w# Q* @9 R! H" S4 H continue;
' e2 m( F6 K2 M8 D3 Q lpSkill->dwLevel = 5;
U1 S( t8 G: S/ k }
4 l* h& o; ?" y6 f- ^" v }
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else if(IsLegendHero()): g* l! B( [1 V; |* O" K: k; [& K
{' k& b$ N! V! G6 j
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);3 Z: a: O* {: B$ g. T& B
if( lpSkill && lpSkill->dwSkill != NULL_ID )4 X$ _% d4 c+ G+ h% Y
{
G7 z3 `6 P0 r. [6 H# j ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 9 I W# P% D5 R6 E1 W B) n9 z
if( pSkillProp == NULL ). k/ C: J$ q9 D# S' O
continue;
c, o* M' v& F1 B if( pSkillProp->dwItemKind1 != JTYPE_MASTER)* `: H6 `2 a; E1 b U
continue;5 ]4 [$ u" W; m2 s1 }: z ?& s
lpSkill->dwLevel = 5;4 L1 z0 C( S& T
}7 I) q" I C s; K$ c. g2 L. }$ T( H
}
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5 a: ?! \2 m9 C5 ~#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
6 a% j9 T# Q' q; H if( bGamma )
7 C8 J( j3 o8 p3 ?/ D# r {) c! m; r U' A1 }' y+ a7 E% O9 v% n& |
m_nExp1 = 0;
3 K- V; D# I2 ]4 G5 }2 h }) ?- X- [( B+ X1 x- R6 F
2 h3 p5 X2 u' ]! r* c0 g7 N$ r! C ( (CUser*)this )->AddSetChangeJob( nJob );
% v+ L7 f8 y. ^0 u- t* c g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );3 a) Y# w9 I5 c T" \2 Q
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$ K9 Y* q0 H; a( q& @! \6 u#if __VER >= 11 // __SYS_PLAYER_DATA% v9 m( [$ ?! E1 z* H9 Y" ^
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
7 d3 h( c% L/ U1 i; m#else // __SYS_PLAYER_DATA
" m# L1 l' @% j g_DPCoreClient.SendPartyMemberJob( (CUser*)this );: r- g$ c( H' i6 W" v* L+ J, q
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );% f4 @5 j) Z: l" P% Z. } o4 b
if( m_idGuild != 0 )2 ^6 I! ^5 I2 Y3 @
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );0 K0 N* M& F ^
#endif // __SYS_PLAYER_DATA1 Y! v% |; Z. s6 {0 _
SetHitPoint( GetMaxHitPoint() );
4 \+ |- B* M( }8 W' B SetManaPoint( GetMaxManaPoint() );
5 [2 u% T( |7 j+ J, W! n SetFatiguePoint( GetMaxFatiguePoint() );* J; m( ?7 g i, c7 J' w! F( [! Z6 F
if( nJob >= 1 && nJob <= 4 )
' t+ l+ V! c2 W, J/ ^ {: X. Q- c3 u9 N/ F2 C+ S ]) A$ Z
m_nStr = m_nSta = m_nDex = m_nInt = 15;
0 E% o; K6 C2 [/ e m_nRemainGP = 28;' V2 i+ y" r8 r
}5 g* H- }( m/ }/ t& m6 S
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )$ s- k; F/ b3 X0 c9 }3 V4 @
{
8 e4 }( Y" s* j f& M1 I m_nRemainGP = 118;) B a8 A8 T# B& m# I
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
8 l7 P( |3 z2 @$ D, y& [+ d m_nStr = m_nSta = m_nDex = m_nInt = 15;
) B/ B z" L3 W; I+ S. z }
: z* M. h* }! H& N9 G" ^4 ? if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO ): ?& q% H# a5 d
{
+ W' V& J: n, h Y CItemElem itemelem;
" X/ |5 ~) m1 I P$ { itemelem.m_nItemNum = 1;
, n: B- q6 N/ z6 S0 b itemelem.m_bCharged = TRUE;$ w; b+ e& h; I( `& h
BYTE nID;% N: u& d! S V, `5 c
2 |. e% a$ u0 l
if( nJob == JOB_MENTALIST_HERO )
# D0 b6 m. U5 T itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
( ?; i i, W6 O2 k8 C% E0 P [* K. i if( nJob == JOB_FORCEMASTER_HERO )
$ s' D$ z% j- Q! R5 \4 B: O itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
, Y& T" H6 c$ y3 A( W/ [/ w7 [2 K
9 T* R: ]# v3 b/ P! M ( ( CUser*)this)->CreateItem( &itemelem, &nID );6 _/ _0 s, j' r2 U& O5 I
}/ y: P2 `; G5 }' E
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
7 [& _( c2 G# p6 j! ^ ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );% U) G& s1 [- Q
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );- ~3 K$ d. ^5 `/ D# J; M$ V
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );7 K6 q0 \ ^5 r, ?9 L+ j
( (CUser*)this )->AddTaskBar();*/+ M7 o8 S. G0 s0 s. ]: ~- h
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
2 f% X# M. g/ y0 C#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
% W" Q& y0 `# `- y6 y$ L7 h ((CUser*)this)->CheckHonorStat();
0 S4 ^/ T- v) S. }) }3 Y. ?, U6 z4 L. ? ((CUser*)this)->AddHonorListAck();' l1 Z; ~9 X' B! t- t
g_UserMng.AddHonorTitleChange( this, m_nHonor);
1 b0 Q* L/ }( E# ?6 P#endif // __HONORABLE_TITLE // ′Tà?+ }0 Z( z' H" H( k2 I& @4 G
}
+ ?0 N( ?9 {- p( z ]' S" F#endif // __WORLDSERVER; R8 |; z2 F( g+ f- |- S, [
}
1 H Z( S9 u6 F5 X
9 a1 I9 c; t7 d/ ^然后你进入functextcmd.cpp并添加以下
# s$ m0 L! O, |9 S5 q" Z) H. I8 o _, M" q8 Q
代码:
9 b$ d J4 k+ q0 d0 cON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )7 ?# f% k! P* o$ ]
下面插入
A6 c$ B8 H" U) m( \ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) ) ]6 B7 x% o* {% ]0 G! `
* C0 }/ |* E1 f: t. X然后你去
1 q4 `7 X, I# J% K' m5 A4 H4 a% J' o) I9 p( u
代码:
+ R _/ x4 v& C4 t$ Y" q# R代码- g8 @; }7 w( n% b4 g
BOOL TextCmd_ClearPropose( CScanner & s )
7 I% K2 J! m; @" H1 q{
0 \3 q3 |3 ~% a7 y( _. E! }#ifdef __WORLDSERVER, I& r; V4 u' m0 M
CUser* pUser = (CUser*)s.dwValue;8 v0 t$ L9 Z5 G* G3 m6 F
g_dpDBClient.SendClearPropose();1 H5 f: b) u4 X- ^" d
#endif // __WORLDSERVER1 k" C" S& K1 t/ f+ s" ^& P" v
return TRUE;
% K3 n% p7 s$ G8 F. b, l' ~}% \8 n. R! r9 V O
下面插入' |, L5 L7 L% O* B9 H9 x" ]
BOOL TextCmd_rebirth( CScanner& scanner )
6 W3 I$ C2 ]3 `2 R1 ]2 o{
: x; Y) p; e7 n$ u/ v" m* l9 a#ifdef __WORLDSERVER
/ N; @0 c# j z2 P5 |" y/ b3 P) rCUser *pUser;
0 T2 ^: B& \' m F) `9 TpUser = (CUser*)scanner.dwValue;7 Y% T( N& ~* U, n" Y- n
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())% d2 }3 ^% S) G( K; E& P. M( D
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);% ?0 O) D0 i6 o, e: q1 h
else# f% L7 X& o& x7 N- S
pUser->AddText("你还未达到重生条件!");
) {' J8 h2 F& S#endif
9 P; F( }% c8 u$ E) w3 Y/ Areturn TRUE;
4 ~) A) B6 |6 {/ U' T4 E* i} , u/ E1 I5 V3 a3 j$ J& @8 F
) [3 @1 x& x, m. q- P& D: m! z
, s- x1 l# I3 A1 C* w) p' Z0 G7 R5 H' ^; n# x% Y& ?
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