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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befehel4 p' n S6 E; Q: L+ i ] B
- g! R2 _2 F; v' o* {3 b( }8 QMover.h! m$ L; s! X- c" t- H) w
代码:2 K3 q ]8 d X* Z/ h, x
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü( u( C: y1 p/ i7 o1 E7 }% \. M2 A, D5 Y
0 C& k$ [ r! `. ?8 c" }7 c" q9 X! g下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; ) S+ W+ [& R2 Y) f
! B3 _+ }2 \6 [6 m, {7 j; `% o然后你去mover.cpp添加
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代码:
; H; }! L; v" g* {. X, Mvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
9 A9 E3 Z5 ~% k# H8 Z' y{( x! i3 u) Z' ^ T
#ifdef __WORLDSERVER+ s! [3 y5 v% _
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó& ?* G) [: R0 |6 L6 W O
MoverProp* pProp = GetProp();; l* S4 v, m5 j
if( pProp )
6 N5 W+ y% S& Y/ f5 r+ N/ q {7 {7 H, _7 `$ ~8 S- i' w4 A& ?
if( nJob > 0 && nJob < MAX_LEGEND_HERO )7 {+ y' B5 d2 O) x
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AddChangeJob( nJob );
' F! R7 t A9 Y4 \0 @( t }else{2 m" R. q5 g0 T5 |% F D0 N% k
return;- v) h1 M2 ?6 Z! w" V
}
% t* z$ R( I6 \$ g! S/ H, \ int nPoint = 0;
6 N i+ d/ Y1 R if( m_nJob == JOB_MERCENARY )( F+ O" q$ t3 ~3 F
nPoint += 40;
) A* O* {3 \9 P1 ]/ Z. J else if( m_nJob == JOB_ACROBAT )0 S/ R) P" ^5 S, E# S9 X
nPoint += 50;9 ?4 w$ K% F+ B3 H
else if( m_nJob == JOB_ASSIST )
( T% h5 s- u$ e1 N1 y nPoint += 60;( o, N0 E8 I8 o$ u; g
else if( m_nJob == JOB_MAGICIAN )
7 W- u9 C, |; w N4 v* q9 L nPoint += 90;0 @" q" _, a: o+ u
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
+ `3 w/ y2 ? I; A nPoint += 120;
7 u# b9 Z- E- M5 x) ~. v$ H7 r K3 S else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )8 G3 I" H' M- n! I! E/ |# k
nPoint += 150;
* w% U% l0 n8 W/ r+ X! D else if( m_nJob == JOB_RINGMASTER )
b2 H, P& d0 _' n# w nPoint += 160;2 _" a0 p7 ^3 v L6 ~; Q w
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
0 G5 h) s/ W0 j nPoint += 180;
2 a0 f, {: O0 s. f: n+ ?! J6 {2 k else if( m_nJob == JOB_ELEMENTOR )
( |: h1 \7 N( Y$ p4 [; Q nPoint += 390;
6 Z: L7 J, ?4 n; H else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
( A$ c! b/ q; H7 u% y& x1 H+ T( `9 y nPoint += 120;# E5 [! c- p8 x- O; q6 K9 p
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
' ~. m7 l( m8 K- }* ? nPoint += 150;3 I( v5 J1 E- e0 v" M
else if( nJob == JOB_FLORIST_HERO )
. J x0 o/ E) D nPoint += 160;' R& P4 S+ n$ E9 ~+ ?' {0 z# `" G
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )8 O' L( V3 D+ Y( w
nPoint += 180;
. g5 _5 Y$ u8 i: r) {; X else if( nJob == JOB_ELEMENTORLORD_HERO )
5 `' {1 A; \% e7 E nPoint += 390;4 Z$ L7 {) [$ O$ S4 E' c! I
: K/ c7 Y" O5 e5 l, j$ d0 k X AddSkillPoint( nPoint );
9 G s) k0 p A" l, B9 W" v% e$ ~ m_nLevel = nLevel;) R0 C C2 ^ c1 H3 Q9 V# Q& q
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SetJobLevel( nLevel, nJob );4 x* r9 v" o' \1 x. B
m_nDeathLevel = nLevel;
1 P# z- w, N! H+ R; y. [#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
) ?2 k a2 I7 z& M if(IsMaster())# m* Q- y& F1 l/ c% C9 } h
{% t$ ]+ _5 }4 k
int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
5 ~: a* k7 r- M& g7 S1 s8 z if( nLevel > 59 && nLevel < 72 )5 N3 s/ B) G8 A& j( }. q0 R
dwTmpSkLevel = 1;5 R3 G5 m' E- f5 Q8 u4 |1 K9 w
else if( nLevel > 71 && nLevel < 84 )$ d2 a: Z+ h$ @
dwTmpSkLevel = 2;2 M% X+ ]0 \! b! L. b- P% J3 F" T
else if( nLevel > 83 && nLevel < 96 ) F0 }& v1 R1 R, P8 ^- j8 N3 T
dwTmpSkLevel = 3;
v: \4 u* w( z' ~% s9 e" P$ O else if( nLevel > 95 && nLevel < 108 )2 P6 R, U6 `- l6 T; g Z
dwTmpSkLevel = 4;6 A0 F# L' o7 g3 \
else if( nLevel > 107 && nLevel < 120 )
8 L9 o. p* ?, j' S) p" O dwTmpSkLevel = 5;# P! V4 |% ~3 n( k
for( int i = 0; i < MAX_SKILL_JOB; i++ )
$ j( x$ a2 ]3 B. u! q2 I# x { $ n d, X8 v4 E1 U4 G* Q; }
LPSKILL lpSkill = &(m_aJobSkill);9 O4 [. E- I8 e' `
if( lpSkill && lpSkill->dwSkill != NULL_ID )3 a" H2 P! q! R
{
9 ]* I1 s4 ]" o' Y; w3 k" Z/ D ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
$ w5 i4 \% e& c. M if( pSkillProp == NULL )5 h' L. N a5 y0 M- ?: R
continue;. K c' z! v, c7 P0 C
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
: f2 i9 s5 z! t. Z+ n6 o continue;
5 t# B9 Z6 \" v4 L+ g" \) Q lpSkill->dwLevel = dwTmpSkLevel;5 [8 J) ?0 m$ u( V
}
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}; k6 @# K# F& y! v8 S! f I6 |
else if(IsHero())' J* O' z! b, w" K& i% [
{
# L. m0 B! e: i& a for( int i = 0; i < MAX_SKILL_JOB; i++ ) 8 \/ o3 T* C& R3 m7 b( Z
{
f1 b8 Q' m7 S5 @ LPSKILL lpSkill = &(m_aJobSkill);
, K- N* V6 B; y L$ B4 M3 u! e2 G if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ' c8 ?- L* j8 U' K5 P
if( pSkillProp == NULL )9 \5 n% Z9 W8 O! [" ~
continue;) b9 ?& I" x) X. \0 H
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)& B1 u; F( _, |* n5 E$ V
continue;" s* c/ n. c# C: P' j7 u
lpSkill->dwLevel = 5;
3 h1 ~+ K) f/ u" j }
/ ?4 r# B9 G+ _8 l# M( B& H2 y }
, k u0 N" t M E+ F2 t }
0 u% ?. h/ P- E$ E# n: l$ d else if(IsLegendHero())% V" Q/ f: [8 E
{: z3 }6 l* F( A
for( int i = 0; i < MAX_SKILL_JOB; i++ ) * T/ D5 A% W$ ^& W5 M2 p
{
" ~& }% L5 J% C LPSKILL lpSkill = &(m_aJobSkill);$ }+ e8 X) R: d x2 \, I
if( lpSkill && lpSkill->dwSkill != NULL_ID )% [1 Y w7 z$ e2 [8 D
{3 I* T5 N# u: O0 T# s6 N/ ?
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); , u6 x+ `3 b+ n5 C; B1 M! U
if( pSkillProp == NULL )
$ x4 s+ ?; \+ Z; H' C continue;
6 i* X$ Q4 p* d1 H+ V- S. c1 i if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
) |) G% o, Y, y' ]5 f7 `2 S) y continue;6 w: y6 K) ]$ r9 g( Z
lpSkill->dwLevel = 5;
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans1 ~: p- Q* t' _! F
if( bGamma )+ X4 P, C/ z9 H6 N% \
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m_nExp1 = 0;
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# b0 d& F s' n! {2 q% ?; L
! X$ n6 d! G; Q4 u1 W- Q ( (CUser*)this )->AddSetChangeJob( nJob );, B. B& m! ~, O) {* t/ S# T" F
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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#if __VER >= 11 // __SYS_PLAYER_DATA2 R1 H$ r% h6 K( e' g* y; o
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
. y6 v% D9 ~6 l1 b#else // __SYS_PLAYER_DATA; v0 Q6 e: V. i! ?: K, E
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
( x1 b. x* Z! f/ V* V; f! S g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
2 t" l* Q. }8 h6 O3 c if( m_idGuild != 0 )
$ O: E" V& g* j y& m ?8 p0 r g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );& p) j; q, j5 ], h0 ]- A5 G
#endif // __SYS_PLAYER_DATA
( z; U% G6 q1 V$ O4 B) o SetHitPoint( GetMaxHitPoint() );
3 E T/ r3 u; Z# f( `& h SetManaPoint( GetMaxManaPoint() );) t6 I7 A1 P5 X; W: s/ l% N
SetFatiguePoint( GetMaxFatiguePoint() );
1 \( X. P8 u! N" @ if( nJob >= 1 && nJob <= 4 )6 a v7 `7 s/ ^8 `
{
* d. i+ b% [5 c7 H. x0 x& T m_nStr = m_nSta = m_nDex = m_nInt = 15;
9 S5 f. b8 ?0 _/ c7 W9 P2 y m_nRemainGP = 28;
) ?1 x; k$ ^; e+ T% u5 ^4 D }1 m& }+ [$ r6 F# T b
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )1 c5 Q- P; }# F/ g- A2 Z! z/ Z" p% c
{
$ D! f3 _! H. [0 n4 Z m_nRemainGP = 118;0 R5 M) R/ Y" r8 d
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
8 Y/ Z( k" w' _ m_nStr = m_nSta = m_nDex = m_nInt = 15;
4 h4 T3 U1 M& v3 q }
! l+ ~4 e$ Q" R, y: \. g5 ? if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;. P( J9 L- X" U0 H5 ]
itemelem.m_nItemNum = 1;& ~5 k/ @; q8 T: T, @
itemelem.m_bCharged = TRUE;
( Z$ |9 r6 {* |+ J0 b3 o: B BYTE nID;
# j# U% w! d8 h9 O* \9 f
, F( B# D$ D0 V. b& }5 [* e if( nJob == JOB_MENTALIST_HERO )
2 f0 Q% ? U# h7 t4 {$ o6 q6 x6 T itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;+ u' X1 t, e* w, m4 S
if( nJob == JOB_FORCEMASTER_HERO ): q1 J3 p% \# k( `' ?- k
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO; o* q5 g. j0 L0 E( b9 q p+ ^& K
/ y4 d1 B* S0 a' b2 s/ ~ ( ( CUser*)this)->CreateItem( &itemelem, &nID );
4 \( G) k/ ~& x* _ }8 F0 y$ l6 t, s2 j- m$ O$ N, u5 E
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );. f3 T4 O2 ] q7 [) e" d
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );3 c9 O3 O1 G5 X" e0 w q/ j. W: d
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );4 ]+ I* B1 C# c3 n; w. m8 `; I
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );& A3 h0 s0 a' z6 U
( (CUser*)this )->AddTaskBar();*/
& R+ l# M" w/ U, t ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
2 f% }- j: ?0 H7 K% U#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
9 j: I( \2 d! _4 \5 i ((CUser*)this)->CheckHonorStat();& s' \/ g$ ]- |/ p+ N3 {# P# L
((CUser*)this)->AddHonorListAck();, Z4 T, q- g/ m0 q1 U$ J
g_UserMng.AddHonorTitleChange( this, m_nHonor);0 {5 s( s" ~: L1 C
#endif // __HONORABLE_TITLE // ′Tà?
$ A6 n- @. z, ^: H! q' e: _% l }2 P3 P z# f7 h6 H0 ]
#endif // __WORLDSERVER
9 O9 f% a5 w! Z: w, E6 ]}
& m' y4 _- r( [0 y# I$ ?, S8 N& [: p6 B6 j
然后你进入functextcmd.cpp并添加以下; M* |- z+ S" A+ u% D& B
: W3 r4 ~) K% ?- I: c代码:
" P. O4 u+ P! ]/ w& oON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
, L% v' u" L7 ^% q下面插入& G; T. q' S9 ?$ z. ^
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 6 N# v1 p2 w; n6 M8 t' f/ B
+ N& ] r9 k2 ]0 }
然后你去
1 e D: O' Z- |& {
$ D( _, J8 K5 ?- a1 i+ m+ C代码:
& H8 E. h5 ]( U' z代码
( ?9 { q! O, \9 }& NBOOL TextCmd_ClearPropose( CScanner & s ) X. h! W0 x. A; d
{
/ R& B7 H: Q3 E: H/ I#ifdef __WORLDSERVER
$ M& z6 t8 R2 C3 P9 M1 m CUser* pUser = (CUser*)s.dwValue;
3 X: @0 _5 {1 k) T g_dpDBClient.SendClearPropose();3 H4 Y9 m# H+ Q
#endif // __WORLDSERVER
x& k( n- P: ]" h return TRUE;7 Z! ^8 v" `) q7 B
}2 F+ ?: n# y2 f& f, K
下面插入
1 K( ?" V; ?7 c2 u8 U# x+ O6 |& e8 }BOOL TextCmd_rebirth( CScanner& scanner )
. ?0 ~6 E5 P" w/ ]' _' i{
3 r/ d# y- `, x0 Q r d; p#ifdef __WORLDSERVER8 h. w! M$ m( ]9 t3 O
CUser *pUser;" u; r2 ~0 d% E; Y6 Z0 e& j" r. i
pUser = (CUser*)scanner.dwValue;
$ ~- ]: N. ?2 m9 S7 fif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())" S+ b! b j! Z# q9 |; `
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
4 m, ]. K$ T# O e1 h, d d: U- jelse$ [6 \0 D6 E7 F; K$ W, Q3 i! k
pUser->AddText("你还未达到重生条件!");
8 K! K) Y7 {2 ]- A: {; @#endif0 u/ K0 G0 _% N7 Q
return TRUE;
9 J ^1 A0 @6 t) d3 o* m1 ], e} ( ~- [ I2 q/ x! X" O: p
" `8 l( {! U* `. H) X( O
8 ^* \( q+ Q! U ` l) s& Q/ u
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