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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' c6 q+ L' `# E; g
2 x3 x) `! c' r: m" LMover.h# R# u! z* S* s- V- }
代码:7 I1 L Q3 f3 l, U5 k
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü7 H* Z! \' r6 A3 N/ I% k! g: n
+ j2 F5 X& S2 V" ^& H7 ^
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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然后你去mover.cpp添加
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3 B* f7 M# U0 A* l, @! r! L代码:8 V- Q2 E- @; L4 _6 o0 C7 g
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )$ }' `! {; f: v9 a5 Z
{ v# c0 U1 N* G6 j- M
#ifdef __WORLDSERVER, Y( _% F# o1 o$ U6 P, u' f( A4 V) @
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó' Y9 C* L1 v5 \5 n/ o
MoverProp* pProp = GetProp();
$ s- S1 N7 V6 o' d if( pProp )8 |2 \/ A! k0 C! a7 _3 y/ L! g6 \
{; G5 H- g" }# X7 I0 ?5 B" \* _, ]7 Y
if( nJob > 0 && nJob < MAX_LEGEND_HERO )
( g% g! q2 ~" I# |5 d* }& ^9 F p- ?+ L {
( X: `& a U) b& a" W8 W& j AddChangeJob( nJob );
4 ^+ [, Z; u0 N }else{
1 j- h: n& H1 M! p9 e! I return;
/ x: h4 U4 n; u }
, W% w$ n) W7 F3 M2 k% d7 C- \ int nPoint = 0;$ c1 R& C% D4 D. k
if( m_nJob == JOB_MERCENARY )+ s, ^% @. j: w
nPoint += 40;! n/ H! c) u8 Y* J3 h/ Q* \* {
else if( m_nJob == JOB_ACROBAT )
, Q. `0 ^ f3 N! s% u5 I nPoint += 50;
0 r H" r4 S0 g; j else if( m_nJob == JOB_ASSIST )) ` d5 T; H% z7 }& S
nPoint += 60;
2 Z' t$ B, A7 P' Q$ m, n else if( m_nJob == JOB_MAGICIAN )( W+ |' Y9 ]& [5 C7 H \; s# ~. I
nPoint += 90;6 F5 C6 e; m, ?) O9 j
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
* t+ p6 l: O% E nPoint += 120;
9 V+ @& r- |) w' Q; v' T+ \. H' N8 { else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
; \6 s. _1 c5 l% i nPoint += 150;
7 k# _+ @. b+ h$ n( d, v else if( m_nJob == JOB_RINGMASTER )
p* A7 m- |% Q; h6 Q- ?! o) B nPoint += 160;5 q( E: o/ I7 K9 @
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )% o' J6 y1 Z/ ?' r: G% r* q+ `+ [! r' m
nPoint += 180;
# ]6 D8 f: q# ^ x else if( m_nJob == JOB_ELEMENTOR )
: j" \7 h) k3 [ u# ~0 n+ Z, J6 h! B* L nPoint += 390;2 I+ g2 m0 T6 R+ P. Y$ w* v4 M2 @: {
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
8 \5 v; {0 {; a# d- f nPoint += 120;# j9 G/ s8 f) n- b5 L
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
t8 x2 g' H0 g! ^0 W+ X' S. H nPoint += 150;
8 @! `4 }, D- i$ R: D% _ else if( nJob == JOB_FLORIST_HERO )
( n, ^! {2 _# ?! \# { nPoint += 160;% q+ ]) @5 x! \9 J/ |: y6 p
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )3 e0 D0 O; V, Y2 x$ ?3 u$ |6 M- D/ r
nPoint += 180;: L V$ u% T! p$ ^
else if( nJob == JOB_ELEMENTORLORD_HERO )
# |, D" v, x5 d C nPoint += 390;- p6 s. E6 [. a3 P7 U$ B4 d
' b' Q: V7 H& X! m K6 A" s AddSkillPoint( nPoint );& C9 f' I7 m8 M8 q6 z( V
m_nLevel = nLevel;
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1 |! Q6 {, T. }) O U! y! Q* l SetJobLevel( nLevel, nJob );, J9 {% L. S3 p3 x' H4 D; q/ {
m_nDeathLevel = nLevel;
" h0 z/ o* ?. Q#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
' v* ^& k" x% n3 O, K; Q& \ if(IsMaster())1 \9 k6 o a" c. l; A! |
{. e: d$ N7 ]1 ~& \3 k6 y* n- `# \
int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
- J% b4 d0 [, Z5 u) ^3 |0 ^ if( nLevel > 59 && nLevel < 72 )
' J7 J8 W7 H3 X* [ dwTmpSkLevel = 1;/ C/ D' o4 f6 T6 G2 k
else if( nLevel > 71 && nLevel < 84 )
0 t% `2 j9 g6 s# ]. V8 I* M dwTmpSkLevel = 2;. `. e: Y4 Q6 w+ [
else if( nLevel > 83 && nLevel < 96 )
* s9 U1 }" L0 p0 ~) S dwTmpSkLevel = 3;9 d' z; b0 I4 q0 u/ K
else if( nLevel > 95 && nLevel < 108 )
7 i: B% e I o: z) A* L% g dwTmpSkLevel = 4;
* F& Z% ~# H# n else if( nLevel > 107 && nLevel < 120 )
! q6 B: [1 `8 ` dwTmpSkLevel = 5;
) O$ _0 V% V3 J for( int i = 0; i < MAX_SKILL_JOB; i++ ) * ~( F- Y5 [; c }- s
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LPSKILL lpSkill = &(m_aJobSkill);/ @0 q6 \3 x2 l. ?
if( lpSkill && lpSkill->dwSkill != NULL_ID )' I' m, g5 A9 I, _& J& d
{
4 z3 R+ q7 @, i0 T8 F! y: c. T+ M ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
1 Y- z3 `+ f( w1 C/ v if( pSkillProp == NULL )' W8 L1 N7 e/ k2 G
continue;
# n; N8 J, ?* h5 l if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' I0 n8 T: b, \! }; T9 c
continue;
: |0 g* }, u$ p0 A& B lpSkill->dwLevel = dwTmpSkLevel;
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}
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/ ~3 ?$ e! H/ A% _ else if(IsHero())0 j J- D- C* N3 L
{
3 W% ^& D2 Y o7 H! ]$ o for( int i = 0; i < MAX_SKILL_JOB; i++ ) ( D2 T; w) @' \4 W: _: }
{
$ ~$ C6 l. k1 J, w8 b LPSKILL lpSkill = &(m_aJobSkill);% W* |/ B/ M/ C+ i' n' X2 i
if( lpSkill && lpSkill->dwSkill != NULL_ID )9 g* d2 q# A" i s- o- U3 e
{1 @: I4 l* m) C: H. j5 }
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
7 p+ G, ~% ^3 m, B6 \5 C if( pSkillProp == NULL )" g& _1 P7 n7 o [6 s) d
continue;
: S" x% e+ U* I4 j if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
4 G! ` t( v- `2 g% e continue;
: M* ?' F0 m1 Z4 Q% b3 z6 [ lpSkill->dwLevel = 5;
4 y. ^2 K% p' W }
$ D8 ~: m3 a: E/ q u, x* t9 h$ Y }
5 h0 s- _% O! P }
3 o4 s! P: S- J6 W2 w' _ else if(IsLegendHero())
5 F- V/ s7 s/ ^9 U- V5 p! T {
' Y& M# D# \% q& u; |* O6 `) p$ p for( int i = 0; i < MAX_SKILL_JOB; i++ ) 2 L/ F; P; p \8 l. \6 `& {9 K2 l
{
5 z; _. v5 y; B T/ Z5 {% s LPSKILL lpSkill = &(m_aJobSkill);
% y4 M; k: d q if( lpSkill && lpSkill->dwSkill != NULL_ID )3 `# h8 u8 ] W& Q. V, q4 V
{/ J. }; p2 t# h$ d6 t
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
5 d" ~' U X5 B, a. Q* ~8 [ if( pSkillProp == NULL )
$ C* f0 q0 Y v2 L* t0 I; H0 P1 ? continue;
" K8 B) @* V* i Z if( pSkillProp->dwItemKind1 != JTYPE_MASTER)5 i3 K- X+ j1 W, Y2 T1 n& m
continue;* ?0 ^' y4 f# U7 I. Z. s
lpSkill->dwLevel = 5;
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}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans% D! y' L8 M" f# r( a m9 k8 s
if( bGamma )$ g. z2 @- y( H
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m_nExp1 = 0;
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, o9 q' Z' B( u [ ( (CUser*)this )->AddSetChangeJob( nJob );
! b1 z3 S0 h% H: D g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );; u+ r8 I% d/ [$ \$ A2 J& B
3 [# a( i" e9 c6 Y" @4 C/ I3 I D! ~; J$ I; g& \% L) F' A
#if __VER >= 11 // __SYS_PLAYER_DATA
8 h j: N8 H1 p5 @5 f g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
0 @0 Y6 X# o/ D, Z, H#else // __SYS_PLAYER_DATA# m9 y0 U7 w3 f
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );+ X$ l# w- b1 W- w) S
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );$ u$ p6 v* k7 n5 _/ \# ?) T
if( m_idGuild != 0 )
P1 I1 A( N9 ^& _ g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );* @& q$ f0 J. L6 b' p" b* {
#endif // __SYS_PLAYER_DATA1 u, `5 z* O/ E0 a$ z6 \0 b3 p
SetHitPoint( GetMaxHitPoint() );) N8 L0 k2 k( Y, c( X
SetManaPoint( GetMaxManaPoint() );
, U8 S; A% V" Y8 r SetFatiguePoint( GetMaxFatiguePoint() ); Q, M9 ~7 h+ E% V6 U( R
if( nJob >= 1 && nJob <= 4 ): N' t, D1 m# w8 [. l* q
{
) `; L" D: `/ I# C& G0 o4 ^ m_nStr = m_nSta = m_nDex = m_nInt = 15;) v4 x" `# h- V k' _( c5 Y
m_nRemainGP = 28;
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) E9 i. i1 d O" @% g' V7 z( N if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )8 _. ^) Y) h' } g) v# \
{" q' [$ d: O. z/ H/ p. D0 V
m_nRemainGP = 118;0 t1 L* z% ?/ G9 Q! n% y6 A% A5 w' D
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
6 O- y2 E6 ^0 T: h m_nStr = m_nSta = m_nDex = m_nInt = 15;* e8 R2 q; p5 w6 z: X
}
! J) X# w* u) f: ] K3 f8 ?7 J if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO ); ~. N5 P' s% u. m- Y
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CItemElem itemelem;
) H2 r# s5 M7 t' ^1 d3 a1 \ itemelem.m_nItemNum = 1;& b- d6 C* l3 [
itemelem.m_bCharged = TRUE;
+ B. g# P3 J; }( \( ]$ c" d$ [ BYTE nID;" P# s0 Q0 O4 E8 Z% q: c
% g3 Z; p) m5 @1 W7 c0 c
if( nJob == JOB_MENTALIST_HERO )
' [4 k# ]! G+ `+ ~5 ` itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;5 k; i2 T0 m- H/ n- ^
if( nJob == JOB_FORCEMASTER_HERO )
# X' d% c4 s/ Z9 z' T/ U itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;: o+ `8 [8 _% O( S
9 E+ P) Y: t5 ?9 I4 o6 d5 p2 t" ^ ( ( CUser*)this)->CreateItem( &itemelem, &nID );3 G$ e0 _1 R9 ^. R! Z% j
}
- u$ t( L) M: t+ J; \ g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
% f! }; n& \ j- d* a3 d ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
& f( J y3 H* a' p6 {2 T$ B. C& c ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
! i' N$ v1 B: O" } /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );( P, N! L" l0 B% R4 L0 @. r4 S
( (CUser*)this )->AddTaskBar();*/7 I: Q4 F0 A6 `4 U" q( b$ B0 [
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
$ B5 Z( J7 n/ H# u: b1 Z#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
" v: i- |8 L+ x$ t3 q( k& v ((CUser*)this)->CheckHonorStat();
/ @; p, B2 x8 O+ n1 L" @1 U ((CUser*)this)->AddHonorListAck();
/ V. K7 @1 E: d g_UserMng.AddHonorTitleChange( this, m_nHonor);) k: q; p3 ]' M* @
#endif // __HONORABLE_TITLE // ′Tà?0 ]0 I. \& m9 ?
}
0 g) t! `' Q' e#endif // __WORLDSERVER
3 d! w. G7 _! R+ v, P' ]' L' D} 8 h8 q+ b! Y; }. i; ~
" Y' E6 d6 m! ^6 W4 y然后你进入functextcmd.cpp并添加以下6 M: o4 o7 B) {5 I
( z: ?! t C: J& z, R0 O7 B. r代码:- [+ E, ^; u0 j: k
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
- {, p' | _3 Y) B* ]7 e3 h6 Q- L P4 h下面插入
# c/ @ q4 H6 L* kON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
; x j( `# A) l( K- t/ @
' x7 `5 p2 U n0 y1 q O然后你去' f* h8 U7 [4 L# Z+ I5 t- x
8 T R3 o4 [) s6 h+ N& F代码:
9 ]1 O7 t) \* o代码# o1 `- K- u4 f8 p
BOOL TextCmd_ClearPropose( CScanner & s )9 \; T9 R# K, S* q' X6 w. G; W
{
0 y5 ?; v0 U: t( d+ X#ifdef __WORLDSERVER3 e) t* i d3 r7 x, N5 L4 _
CUser* pUser = (CUser*)s.dwValue;( E3 f5 D# \" j9 b
g_dpDBClient.SendClearPropose();
# b6 s8 l- D! O/ K8 X#endif // __WORLDSERVER" }" a! R* ~4 _" B7 Q1 j
return TRUE;# P* A2 Q5 D) N
}
U5 I% [$ s0 C# n/ q下面插入* z( n2 }: H1 o4 {/ r2 H
BOOL TextCmd_rebirth( CScanner& scanner )- g O" P/ G2 l9 Y
{
M$ E7 z3 N( V2 _/ n- N$ K# N#ifdef __WORLDSERVER8 I2 ]' E9 n6 d( ]! ~: L
CUser *pUser;
2 y) I# P# u7 d. \pUser = (CUser*)scanner.dwValue;) x! ?2 J' A y" C: f/ ?
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())! R% r( R+ n# y- g( ]% u
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
. h2 i n& ?' h5 d8 O$ Melse
2 I9 N- y% Q/ A: ~2 h- L" {pUser->AddText("你还未达到重生条件!");; X: |9 l# i* a ~
#endif. G3 @, ~6 @) o; _# e4 M5 [
return TRUE;: {; Q3 _0 ~4 `, ~( c7 h' h
}
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9 c* T! Y% I0 O o- ~* t
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