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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
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Mover.h
; u1 |& P$ h4 ?$ f代码:
% U K' l. _: N( G1 a6 {找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü( [% e! K2 |" ^. N
8 @; `" f: `6 u* Y4 N- t- K
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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3 G$ y# D( c" _) j; X e% E然后你去mover.cpp添加
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4 a8 b3 K9 q% w' v7 T3 A代码:) ]8 q; ^0 P& m/ {6 o$ @( j% ~: Q
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
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#ifdef __WORLDSERVER
c8 N3 n# p' v+ K/ w( q5 O$ N4 r // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó2 ` ]; E: Z& h* }1 h1 I5 a1 w
MoverProp* pProp = GetProp();. y: Z2 L, X2 t' F# Q: L
if( pProp )9 k* b( s ]) L2 |( P) ~, r
{! A3 x- F, S" W1 Q1 R& c
if( nJob > 0 && nJob < MAX_LEGEND_HERO )* n: s: r* L# z9 x+ D
{$ |4 @2 g* C, G: @; [; G, k
AddChangeJob( nJob );) x, B$ g" p6 w! G* x
}else{' |4 b, A4 V/ M( R. Q0 r5 y9 {
return;
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int nPoint = 0;* Z! m! }! X7 X
if( m_nJob == JOB_MERCENARY )
9 ^" h) C- C8 K0 p* L$ u nPoint += 40;7 {5 X+ P. m$ b* j
else if( m_nJob == JOB_ACROBAT )
% O9 b9 s4 s0 b4 ] nPoint += 50;
/ ?7 `" _4 C1 t0 W else if( m_nJob == JOB_ASSIST )
- H t) U/ N* A( ]- U H) C# { nPoint += 60;
; I& S6 s4 R1 ~0 {: e else if( m_nJob == JOB_MAGICIAN )
% X8 @% ]2 ?$ k. G M6 g nPoint += 90;: G: ?, ^! C& z* z. b4 P6 a$ g1 E
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )$ W: _7 l4 [! l3 I7 I6 C$ F1 K
nPoint += 120;4 Y; k4 {+ f$ ~( u9 G) m2 y! U
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
1 l5 Q+ Y; W4 v9 d) K; G nPoint += 150;+ B, S8 C+ k D( t
else if( m_nJob == JOB_RINGMASTER )
( \8 A3 ]3 }2 c. [5 Q nPoint += 160;
) ?( P( r7 i' `& _; Y- r else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )4 J8 C1 v4 m( s: I2 ?2 S! G& c
nPoint += 180;
) g% v) O; \. o$ r" d' { else if( m_nJob == JOB_ELEMENTOR )7 ]- G/ V/ Y5 y$ ]! x
nPoint += 390;
" }% x8 p( u9 p" s! @( c1 K else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
# u* I& l' i; k( t+ o8 W6 i nPoint += 120;
4 j* t, {6 r1 M else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
3 I: C7 p5 \" i nPoint += 150;0 p! N) R) P& u
else if( nJob == JOB_FLORIST_HERO )
( C& ? |. p+ h; G! {- ] nPoint += 160;
& F% C g- l& o5 I* n4 T. I9 m$ D else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
( r8 p* {- m9 x& _ O nPoint += 180;2 \' o7 ?2 X+ s$ L
else if( nJob == JOB_ELEMENTORLORD_HERO )* h9 o0 {: f5 R# H F9 O
nPoint += 390;
+ W/ P) H) Z$ T: r" s# C( c k* ?) e! |: t; S3 A T1 q
AddSkillPoint( nPoint );" ?& d: G$ B8 J9 E1 q
m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );4 c; f O- }! {& |
m_nDeathLevel = nLevel;" [' ^; P0 ]2 \' u9 f
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans# S6 Z* h0 a" q% k
if(IsMaster())7 f6 @* G! t( d3 B2 n2 b; E
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
9 f a3 Z- V8 J+ F1 K8 H, g4 ` if( nLevel > 59 && nLevel < 72 )
! [- S9 N$ A5 Q' g# ~ dwTmpSkLevel = 1;0 S& ^: G8 Z5 }5 M7 l
else if( nLevel > 71 && nLevel < 84 )
/ h, T/ m1 V! h' L2 |3 E3 x& T dwTmpSkLevel = 2;, u4 ~, L/ O5 I0 B! w
else if( nLevel > 83 && nLevel < 96 )
$ f! H$ e6 K- x: c# Z. r; D dwTmpSkLevel = 3;) `7 w8 C$ M1 a1 z& ~! H& z. u9 n
else if( nLevel > 95 && nLevel < 108 )
# ^' _$ i' Y8 S5 k! H L: {6 j dwTmpSkLevel = 4;+ K$ P, D! _0 Q' ^! f
else if( nLevel > 107 && nLevel < 120 ): r# q; R3 m( B, z/ w: x0 J$ Y" b
dwTmpSkLevel = 5;- g. O/ C/ V4 U6 C/ Z; U
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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& r! v6 R! j \" x, K LPSKILL lpSkill = &(m_aJobSkill);
) s2 d; T- [7 r" f. H if( lpSkill && lpSkill->dwSkill != NULL_ID )! v2 q! A0 t9 P! @6 W) z
{
6 r. |0 P- M- Q, { ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); : F3 i6 F7 V+ i+ _
if( pSkillProp == NULL )
7 z, f1 f7 F1 n0 q0 S& J6 A continue;
+ g/ I$ b2 @& M4 _9 P if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
. S, _% I, @: F5 i; x continue;
" @- Q# j% r. M! Q. I: [- f0 R lpSkill->dwLevel = dwTmpSkLevel;* J. F" k' }. E: k0 Z# J9 t" o+ w4 }
}
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}
7 p, g7 ]) q/ O7 }/ y2 W0 n$ V1 I else if(IsHero())7 ]! U- a d) b$ P
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);, P7 t! r) _: P- I- t
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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3 I2 f" Q) U9 r, z ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
4 _& G) {7 ]8 ~3 K3 q$ b* T if( pSkillProp == NULL )# U3 q) l% y2 W+ G
continue;
$ Q/ J! T! E% g( U8 H# m5 u0 J* C if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
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lpSkill->dwLevel = 5;
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}
- l3 k4 u# V8 @$ w9 l8 t, V else if(IsLegendHero())
6 g% c0 p# R8 o( f* t! m1 I {
" Y* m- x" u1 Z6 }' O4 s for( int i = 0; i < MAX_SKILL_JOB; i++ ) 5 I4 x- p5 k( q+ k
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LPSKILL lpSkill = &(m_aJobSkill);5 c# J4 g3 t- D" r
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ) F! M0 S/ U; Z6 I9 \$ |% X3 i% ~9 ^# h
if( pSkillProp == NULL )- v0 B! v8 f- a' A% ~. H/ W
continue;
" N9 R' E1 P% ~+ V9 W# M; J if( pSkillProp->dwItemKind1 != JTYPE_MASTER)5 ^/ Y" s+ d1 V6 w( D: K2 K: B7 X" h
continue;% p. H3 \3 y7 z" |9 U
lpSkill->dwLevel = 5;5 h" [) p3 A9 y* d# V
}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
. e5 ]! @5 Y# B# G' e if( bGamma )2 f! L L, L) k$ ^7 e: z5 N% j: `# [
{
: w0 {' I1 I Q3 u' h: Q0 i) L" o. Y7 D m_nExp1 = 0;! h% \% E1 r) A
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( (CUser*)this )->AddSetChangeJob( nJob );: [+ a' J$ ?) L& U
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );7 K. g9 S+ _/ q! ?- d! j) L
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+ Z! Y; {% @( _2 u/ z5 l4 p! G#if __VER >= 11 // __SYS_PLAYER_DATA0 r# \8 p/ f9 e7 X) o% K
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
* |% G5 P, V" z7 r+ E6 _#else // __SYS_PLAYER_DATA
8 v0 r/ L5 u/ p/ [1 G/ Q( @ g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
3 e5 [8 p1 f5 z% u0 y, \$ b g_DPCoreClient.SendFriendChangeJob( (CUser*)this );* C4 @+ R% L6 W8 V0 c
if( m_idGuild != 0 )' f) d2 A6 P' B f
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );( B* ?: v, e C: a( q. A0 r; _
#endif // __SYS_PLAYER_DATA# E. `: D ~+ M% \ M: L2 } o
SetHitPoint( GetMaxHitPoint() );
) t+ y2 M: k: h8 z: f) s k SetManaPoint( GetMaxManaPoint() );4 W& j5 D/ A0 y; {" e! x; R
SetFatiguePoint( GetMaxFatiguePoint() );' h8 N0 P1 G$ B* Y/ }; s
if( nJob >= 1 && nJob <= 4 )
; x0 { X* E0 V. r2 Y" F$ f I {
3 I+ L5 i! h, Q2 ` m_nStr = m_nSta = m_nDex = m_nInt = 15;
4 ~" p; X) Y- C& h$ I; E+ ]6 ] m_nRemainGP = 28;3 H2 r6 M/ S! `+ k# x% ]
}
( d+ ~ i7 P s' z) N! d/ B& w if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )! F# t0 C: f t8 l
{ r3 ]3 f- ?/ X. m$ j; x# @
m_nRemainGP = 118;5 x9 t& t% q! \* N! ?
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
c6 D2 G7 M; n& r. }, H7 ]3 g# ~9 R m_nStr = m_nSta = m_nDex = m_nInt = 15;6 K- M9 D4 D" @- x
}
; o, J; V! {, E; Q! }4 s if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )) E: l1 |" I, d, W4 L+ K
{
$ E1 U+ Z' q0 f/ u: z2 Z" A CItemElem itemelem;
% n5 a; f9 K6 [% P9 t4 r itemelem.m_nItemNum = 1;4 J" w& l9 {4 v1 w. T8 ?' v' z
itemelem.m_bCharged = TRUE;
% @7 H- H7 _: _ BYTE nID;
: X1 f" \- p) ` y, I! z6 O6 x1 b; q. D3 A1 N
if( nJob == JOB_MENTALIST_HERO )" x. |) [+ w" z; a) v
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;4 _- D7 O& j o" r* j+ W
if( nJob == JOB_FORCEMASTER_HERO )3 W7 \) y6 F. [+ f6 R. M& `; v- f" x
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;; ] u$ K/ T: b/ ^( o
* h/ |- Z Z: l7 b; m1 x. R O
( ( CUser*)this)->CreateItem( &itemelem, &nID );
$ I) T1 D! g5 |- h# H' W }: E6 q* B; N# i
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );2 d6 J7 ^9 s* g5 d9 B
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );; q6 e' @) [; H* E
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
1 M+ }, _1 \5 \( w /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
3 J! J/ u5 n3 ~, k3 L. e8 X' ? ( (CUser*)this )->AddTaskBar();*/* c$ s: p+ R: L# O5 h5 H
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
1 I6 C' ~9 g3 B7 l. N#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
- Y: V7 G e0 [ ((CUser*)this)->CheckHonorStat();
2 V9 n& E4 v+ q6 ` ((CUser*)this)->AddHonorListAck();
- C, C& \, M4 O' K! | g_UserMng.AddHonorTitleChange( this, m_nHonor);
6 G, s- ]/ |% z3 R" |$ s; I#endif // __HONORABLE_TITLE // ′Tà?( B" P- q' R2 z3 @9 \4 E
}
" C- I) U% W: Y* g#endif // __WORLDSERVER
% @8 T9 v9 n; m d9 M}
9 e! Z( p. K; ]( X0 j
0 u1 j4 a8 C# y( L+ X* n然后你进入functextcmd.cpp并添加以下6 t2 ~2 |! _" o1 ~( W, M
7 _; A9 O- g! l& T; b( O+ A j代码:
L4 i8 j$ k! h% X$ a, H8 J7 PON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
" r4 ^3 R4 S1 I& N# _6 l2 l8 r, C下面插入
# L4 L$ B6 O+ F, i+ E2 j' \8 nON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) + X/ {% q- P7 M( _- O& O
4 E7 o$ `% u T4 [" G3 i) ^
然后你去4 V2 F1 k6 }6 w+ }) _
+ ~" z9 q# k; X$ O* \) x
代码:( d! F5 x; N; R
代码4 O* y, ]' Z2 t6 n7 y7 ^9 g% C- M8 C
BOOL TextCmd_ClearPropose( CScanner & s )7 L4 f8 L% I7 ]0 w8 B$ G) U
{
0 w/ u! W$ J. o/ _# c& j$ h2 B9 m3 w#ifdef __WORLDSERVER
* e! {1 m7 \2 ]3 v/ ~( ` CUser* pUser = (CUser*)s.dwValue;2 c1 c& Q3 z1 o/ \" S2 V# X
g_dpDBClient.SendClearPropose();* B" H& `% z" A8 w( e
#endif // __WORLDSERVER* h+ q+ m( a" ~, ^+ b
return TRUE;
5 d9 h; z0 d% o( y# Z}
$ t: T- L" Z n$ A下面插入
4 ]3 `- Z5 j/ P7 m) hBOOL TextCmd_rebirth( CScanner& scanner )0 @6 ?" p1 n5 f6 P
{, T) U7 l" D( f) | P! ~
#ifdef __WORLDSERVER: E8 n+ d8 \% p! S8 C: Z d3 F
CUser *pUser;
' i( V( K2 a n, DpUser = (CUser*)scanner.dwValue;" Q5 y" z% ?" |6 Y% _: c' _
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
' K* E4 C. ?# C( J& K XpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
! p' ?- `3 p, M# e( kelse q* v8 X! {2 N( o' o; M0 v$ K1 r
pUser->AddText("你还未达到重生条件!");3 t7 k# X+ G% a* c1 q, Q% x( a* r
#endif# G& |, R) ?% V4 a* T: C
return TRUE;
& O/ m. @1 J: E}
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0 ~2 f7 U0 r4 w/ ~* ^/ J [# q% j% M9 q2 k. h; D; N z3 W x
8 T6 U; Y ~, {
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