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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.h7 H. Y" E, D! x1 X% w% |
代码: T, n* D) C+ {% \
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü% w$ A6 W5 j" t7 G9 ^, p9 T
) e' E5 a7 a7 l0 {0 G+ ^下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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# R- }) K& T- O) {然后你去mover.cpp添加- ] Y5 v) o' r" K9 J0 c
+ ~/ G7 k2 n' R$ h' ^; M代码:0 B5 m6 K; @* f) w
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )9 Z+ H9 l0 I) M2 ?2 ~
{; S/ o2 I6 U6 W+ a; |- A/ [. o
#ifdef __WORLDSERVER
* V' H4 g( c/ i // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
$ B7 A) Y6 r! Y: z% Y MoverProp* pProp = GetProp();
1 X" e5 i7 V, s) z, g) S1 V, C if( pProp )0 i, S, }4 |/ Z# K6 F
{; J5 W& o& e0 H5 l
if( nJob > 0 && nJob < MAX_LEGEND_HERO )) [2 C7 D( K. B8 g
{: c: s M" U# w8 N q& v. |
AddChangeJob( nJob );
: |) U1 Z8 l( D; M* L! p' m; O# Y% U }else{6 k# u* ^" Q8 ^' ]. T3 P2 p* l
return;
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int nPoint = 0;4 O5 L% ?2 B. v
if( m_nJob == JOB_MERCENARY )
& R) a+ C! D$ m! G nPoint += 40;
% m3 ~/ T- g8 w4 F9 U4 o) F else if( m_nJob == JOB_ACROBAT )
" V* _6 J% z) C* u' V nPoint += 50;
2 R2 \9 ^" |8 ?6 m, t else if( m_nJob == JOB_ASSIST ) p* u! d5 ?4 v; j) S( W2 i" P
nPoint += 60;: Q' W/ L T8 y' A! t: Y3 n
else if( m_nJob == JOB_MAGICIAN )
6 `4 E& {1 X, C& h; f nPoint += 90;
+ H6 O6 N# ]' n9 [; u/ m else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
, q, z) S+ \! V4 h, U nPoint += 120;: W6 M$ H. v6 u9 G9 Z' o
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )/ m' r# h: x7 H. U' t! j
nPoint += 150;+ I; X- [5 L0 H; _* O* _3 c
else if( m_nJob == JOB_RINGMASTER )
; r: p. M" _6 \ nPoint += 160;
' p% m1 Q4 m! L- O* W/ J. v7 s9 F else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER ) Y$ f' B# A' C7 s
nPoint += 180;4 R9 K9 ^: [( @" j
else if( m_nJob == JOB_ELEMENTOR ): z) P0 ~ P& i" O
nPoint += 390;
* U }! L; i& Z' e1 c4 J# }( x" [ else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )% Y v) Y- N- \5 t/ o* L
nPoint += 120;
# F) Q+ r" b0 z$ F+ D else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
2 ~1 R1 d, l! a$ d' P! G0 J nPoint += 150;
P6 c- Z* p" h { else if( nJob == JOB_FLORIST_HERO )
3 Z4 Y; D, U; i8 z+ L+ \ nPoint += 160;
, E4 e9 r' V1 l0 M else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )5 q/ O4 l0 s7 x6 K# A
nPoint += 180;
$ q' y' X u- d) d' S6 E5 b else if( nJob == JOB_ELEMENTORLORD_HERO )( E( X( d9 b! Y/ i& |4 ^
nPoint += 390;
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1 s- q. F- {* G/ R2 e7 y- g AddSkillPoint( nPoint );" e( n1 T- H& C' A5 P! _
m_nLevel = nLevel;7 ]6 u$ q( C' b6 A- n
% M6 ?$ x7 x6 g0 Y& K9 B( ? y: k0 U SetJobLevel( nLevel, nJob );/ J# Z( f- ^: ^2 x
m_nDeathLevel = nLevel;
* [2 ?, u( K" y) ^3 L) i8 X8 n#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
1 s8 @5 t: y h7 R4 I+ a/ Y1 o/ B if(IsMaster())
5 p9 ]$ A, l$ @) \3 K {
# a# x' h% p/ _& a& H: j# A6 r int dwTmpSkLevel = 1;//60, 72, 84, 96, 1087 A1 ~" P5 _, r; ~
if( nLevel > 59 && nLevel < 72 )" \& M0 \: K8 ~6 j* H, c3 r3 R
dwTmpSkLevel = 1;3 F2 \8 w* w; m/ J3 I
else if( nLevel > 71 && nLevel < 84 )0 f3 u9 u2 S' e8 k9 @' c$ F4 u! R
dwTmpSkLevel = 2;
% B4 V& { h" x2 |* z* t else if( nLevel > 83 && nLevel < 96 )
$ g m' F8 i; ? d2 r5 _ r dwTmpSkLevel = 3;
/ ?/ X6 O2 v; g3 H6 E2 R7 M1 h4 L else if( nLevel > 95 && nLevel < 108 )( B. F1 o4 P5 W2 b/ x6 @7 D
dwTmpSkLevel = 4;
; ^5 v+ P8 x+ x% K, K: b# W else if( nLevel > 107 && nLevel < 120 )- B/ S% D1 K& a6 h
dwTmpSkLevel = 5;
: Y3 V% j7 y" N* `0 Q for( int i = 0; i < MAX_SKILL_JOB; i++ ) 2 ]8 c7 P$ W2 r# ]9 @/ C
{ + O8 e# U. w# B/ {; m& g( Z S
LPSKILL lpSkill = &(m_aJobSkill);
; P3 \( z( j) M ?9 \8 d if( lpSkill && lpSkill->dwSkill != NULL_ID ) f+ r `" y& C& |2 I
{
- v, b$ A1 H7 C, v- H ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); - Q0 ?. Y/ |, u
if( pSkillProp == NULL )
$ M7 i$ Z0 G6 F9 }6 K- Q continue;" t2 P% b: T, x; ^) C
if( pSkillProp->dwItemKind1 != JTYPE_MASTER) m. I4 O3 @$ C! m# z, r$ {9 u
continue;* y) i: M0 l R& p( C6 X4 y
lpSkill->dwLevel = dwTmpSkLevel;3 c2 [7 I4 y; V: r
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}" a/ g- |8 |5 y% H3 f
}
& n2 ~7 x: O( n% B- Q {/ l else if(IsHero()). y: x |% {4 }0 Q
{
' S! Q {9 m2 T9 ^5 _1 Z+ a for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);" r- z9 |+ N1 j9 v0 t( f
if( lpSkill && lpSkill->dwSkill != NULL_ID )- J k- C- w; }$ I# }
{
5 P- q4 ^/ Z# g- i. ?0 c' b ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; S* j0 Q: o0 ^( }) P- s9 Q if( pSkillProp == NULL )
* I3 E2 C! B, K* t% {7 ? continue;9 [ M' s% N% K/ F. ~
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
. y/ S5 r6 Q8 W- R. N2 x continue;% b" p) r0 }& _; d9 g2 W
lpSkill->dwLevel = 5;
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}
+ Q) g" j3 @- ]/ v else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
# O+ w' i+ V' s {
6 L+ I* T9 [, ]( { LPSKILL lpSkill = &(m_aJobSkill);
7 y+ H- ^+ S9 C1 ` if( lpSkill && lpSkill->dwSkill != NULL_ID )
k. E% b* H* n! R ? {
' b( h+ u: P7 k. ? V ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
& x# u. M+ k- g; @7 d8 O if( pSkillProp == NULL )$ W5 m' i4 d* n2 ~ F: ~. V; A
continue;
: Y4 w8 u9 V( \3 a$ @; U7 } if( pSkillProp->dwItemKind1 != JTYPE_MASTER). W/ S8 R' Q8 I$ u
continue;9 h: d! h" d. F: o6 N- h- L9 u* t
lpSkill->dwLevel = 5;, ~: n0 p& V, c. e/ A2 R% P& g
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans5 l" X4 A; w, O9 L
if( bGamma )
* {: d' o0 ]! L {
/ i, r1 Y3 v# \ m_nExp1 = 0;
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' E4 K6 q, Q8 i9 o6 R8 r ( (CUser*)this )->AddSetChangeJob( nJob );( ]/ L! F4 ~ z& [8 z2 o: S
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );$ v6 \" b% C; k: }/ D# h
! M: z/ [: v$ [
' B) J7 A% {8 f) k/ o8 r* t#if __VER >= 11 // __SYS_PLAYER_DATA
! |5 d6 B* ^: [. c( B8 @) Y8 y2 V% B g_dpDBClient.SendUpdatePlayerData( (CUser*)this );- r- A) M6 h% v5 _% i) r a
#else // __SYS_PLAYER_DATA R( I7 `" k) U2 r8 F
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );" E. S( V' K' K/ B, _- f2 ^
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );* D5 a2 [' g6 V" @" Y6 o- h
if( m_idGuild != 0 ); |$ y f9 H0 J5 u- U0 [& p% d
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
3 f8 j+ w$ {& [0 G, |' d$ {#endif // __SYS_PLAYER_DATA1 ` Z* x2 H5 Q* V0 H2 R* u
SetHitPoint( GetMaxHitPoint() );
0 }& s$ n: Z' X1 `& m SetManaPoint( GetMaxManaPoint() );" M& F( }0 I% ?' f! o! `
SetFatiguePoint( GetMaxFatiguePoint() );
3 g) \+ j$ F; O7 T- P, }* M if( nJob >= 1 && nJob <= 4 )
- }5 m: d3 _4 X, G& q% k l {' k# T9 v. E% V% z5 g9 `
m_nStr = m_nSta = m_nDex = m_nInt = 15;8 X: @4 D8 i: t' [
m_nRemainGP = 28;& f h0 R$ Q( U! z1 q
}
$ q" w. f: C4 _- N6 Y if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
% {' Q# v* j6 O {
9 C" `' m$ u$ o m_nRemainGP = 118;. }( k1 v: k0 e/ g$ t9 l
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;/ N* r; |5 I6 B: J) R# u
m_nStr = m_nSta = m_nDex = m_nInt = 15;3 x+ \ X- A& T( \0 R; z# g: w7 Y4 o- ]& M
}
; w( H! ?7 F# c* u/ `" |# k; ?! w if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )1 i( w+ x$ [ D4 M$ ~- G
{1 c& `2 n1 j. p, @7 h7 [2 L
CItemElem itemelem;
9 r$ S4 ]3 ~9 L8 G itemelem.m_nItemNum = 1;) E- l- ~' e8 J' K) w8 R
itemelem.m_bCharged = TRUE;8 y; b O2 y; K
BYTE nID;
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if( nJob == JOB_MENTALIST_HERO )% p( l6 \# m& {! |0 _/ R
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;; }5 f7 v, O; g& c! @
if( nJob == JOB_FORCEMASTER_HERO )5 G' s p9 V9 C8 a$ Z6 t0 g B
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
/ @" O& |! | s# d+ A" `- {$ [4 o- g9 f
( ( CUser*)this)->CreateItem( &itemelem, &nID );
: k3 r; R" N, `% N0 t9 F7 t }' Z0 y5 L6 T ?# d& r( x( g, A
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );, q' I8 ?% E9 e
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
" V# L; [2 P! H! J/ e3 v ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );2 ?- ?7 g1 P: [% ]2 S) I
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );5 p6 J" H% u5 F: A( U1 b, {3 R( W. X
( (CUser*)this )->AddTaskBar();*/ g9 U; T2 Z! c1 A: E, C( l
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
# C5 h) l2 a; I#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?( I2 L$ d0 W% _ w
((CUser*)this)->CheckHonorStat();
: P6 t; ~3 G; D) \# Q ((CUser*)this)->AddHonorListAck();# _% Z6 s! {% T' A/ k
g_UserMng.AddHonorTitleChange( this, m_nHonor);
; L _, _+ r9 d* v7 Z#endif // __HONORABLE_TITLE // ′Tà?
8 V& g# B/ m) ?( r }
1 R) k4 a. b8 ]9 j9 p7 I/ ~" T#endif // __WORLDSERVER
# ?7 f5 C! E9 G4 a( c}
/ b3 X7 B3 M5 Q
0 n; q# c; N* B' t" M/ Y% L然后你进入functextcmd.cpp并添加以下; {7 y4 P( f1 m; s8 f2 S% }
- H6 L, p& C& y0 X- U' @8 M" u代码:" k: L7 o* ~7 h$ n
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
4 M4 h$ j7 O$ Z& }7 S下面插入+ b; h4 k. V6 U: n# y
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
; P( J- U; E6 j: R; C- K1 {" x' F3 v3 @) N& R+ L7 @, a
然后你去
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代码:
# n2 E; _- |+ ~/ @( i1 h代码+ y: ~0 t0 P# d: |
BOOL TextCmd_ClearPropose( CScanner & s )
: y5 A* c/ I0 G: j- H0 X{
# }; t0 X/ Q6 j+ U) n& a" a#ifdef __WORLDSERVER" G/ Q1 I! U& H4 J1 l, G
CUser* pUser = (CUser*)s.dwValue;
6 l% W* j6 S* J" F1 F g_dpDBClient.SendClearPropose();
: U( q3 a+ t( P& S. t' {6 d" O#endif // __WORLDSERVER
, [* P( }# @ s. ~6 J9 V return TRUE;
/ o/ G' B. R2 M) q8 f}
8 x; Y2 w$ j1 D7 c# Q+ s4 {9 D) [下面插入
3 T0 w. r O% W% ^5 [BOOL TextCmd_rebirth( CScanner& scanner )
2 p5 H/ n1 [# ^) m7 n2 ~{
1 Y" I0 ]3 t, _#ifdef __WORLDSERVER/ {: h$ t; b! }, z% E! y1 \
CUser *pUser;
& x, g( S' |& L8 q& G8 UpUser = (CUser*)scanner.dwValue;
2 {1 N$ O7 Z7 M- S# ]if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
+ f9 R! G4 w' A1 M% `; p( }pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
+ S; u, ]* f3 Q2 _' telse
; ?/ ^/ L3 f% @3 z) bpUser->AddText("你还未达到重生条件!");
* l. J9 V. O6 P5 }+ t+ j9 g#endif. P, w1 |% S2 A7 }# j& Q
return TRUE;/ S+ s3 F+ F7 {# H
}
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