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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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" ]8 l2 G: [+ r0 ]. X& lMover.h5 {" I1 B/ M( ^$ e" I
代码:. V4 z8 }& N* c
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 ) ; ' ^% w* L+ I- d
3 ?: f( p( t/ ?& ^5 K0 I& k然后你去mover.cpp添加& ?% G1 k, R: l2 M" M0 M
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代码:
1 q1 U. i6 b# ?5 s& I+ Y# d. Dvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )( j" v" `- f0 D I7 O* _! A# x
{
) [- S) Y6 h# T#ifdef __WORLDSERVER* o' V/ l9 \' R/ [& }
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó9 W) k; B, R0 C; w
MoverProp* pProp = GetProp();
& N3 Y3 U" y0 F8 S3 N1 n; L if( pProp ); ~) P) ~, B# R0 L' J' H) v
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if( nJob > 0 && nJob < MAX_LEGEND_HERO )
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AddChangeJob( nJob );% R* u9 Q/ _6 o: Y! L! p. ~
}else{
! u& Z0 {, i) R3 N return;
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int nPoint = 0;
5 i" h; t# Z8 S( m1 x& L* S- y if( m_nJob == JOB_MERCENARY )
' M7 T Q6 M* y- m# p nPoint += 40;
- Y7 b, x# A5 M/ F T' P7 t) v3 P* \ else if( m_nJob == JOB_ACROBAT )
% t% t. P4 c+ P# \5 ?2 ~ nPoint += 50;& f2 e$ O2 O/ b4 c0 s# ~2 W0 O: i
else if( m_nJob == JOB_ASSIST )
. W( X, Z1 q# w: l nPoint += 60;
. K% S0 f/ s; R3 ^( u1 K else if( m_nJob == JOB_MAGICIAN )
4 @( m" D- q# ]1 y2 O6 h" O nPoint += 90;5 x+ Y+ z0 ]1 t5 r$ E
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
" L4 E4 C1 L3 s3 U5 c" J, m& j nPoint += 120;" q" V1 ]/ Q$ ]( z! J
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )7 V( X4 d$ I7 j; P. e+ D
nPoint += 150;
& S) |: Z( C2 @: I/ S- r else if( m_nJob == JOB_RINGMASTER )" _5 V" I& ~" |: F( W# O( c' h
nPoint += 160;
1 e+ t% i5 F, W! g6 C3 u else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )/ l, U+ F3 F+ j; w
nPoint += 180;7 N* M( q8 X. ^8 B l5 ]: r
else if( m_nJob == JOB_ELEMENTOR )
& A' _* @* E i# k' j nPoint += 390;
) u9 R, @% s% k else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
w( K$ K% D7 U2 W! X nPoint += 120;% t# h7 @0 ^ Y+ q5 l% I- _
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )( h6 g2 W; G6 [; S9 l
nPoint += 150;
* l# y6 [& ^( g8 |# T T7 ] else if( nJob == JOB_FLORIST_HERO )
, O( ~/ H( z8 X, }. a! H4 r nPoint += 160;' q: Q$ j7 x& O& Y8 V5 ?2 w
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
, r7 H! V2 O( Z8 I. W1 B, M0 B- C nPoint += 180;1 h' P4 J [. I. u% }: v
else if( nJob == JOB_ELEMENTORLORD_HERO )
( M2 X' c% [% }9 R nPoint += 390;
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AddSkillPoint( nPoint );
) j0 W4 V! A5 n/ a1 L m_nLevel = nLevel;) C7 N, |; |1 M1 K" z: c$ w9 n
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SetJobLevel( nLevel, nJob );
- x1 [' u$ S0 }* [) x6 J! w' D m_nDeathLevel = nLevel;% ^' a; L9 Q6 \7 o5 V3 O
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans+ W( }2 |% d# L) u3 Y8 ]8 U
if(IsMaster())# Y4 w4 z8 Q' u2 {9 A6 b
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
. u+ p" c/ |. K/ D1 s if( nLevel > 59 && nLevel < 72 )
" z0 _1 Y! ?& F1 G3 P i0 g dwTmpSkLevel = 1;
: K- @" d% ^5 K# ^; y else if( nLevel > 71 && nLevel < 84 )
r+ q; X+ y- X) M dwTmpSkLevel = 2;
) O2 b3 M; A* U else if( nLevel > 83 && nLevel < 96 )
- P8 T1 `: F# Z; s, z dwTmpSkLevel = 3;
) x: O+ v% }! c+ d else if( nLevel > 95 && nLevel < 108 )' }6 s) p6 {) R2 F& _& d( ~2 T) l
dwTmpSkLevel = 4;
* r: o! i$ |1 z- H( h% _0 A* p else if( nLevel > 107 && nLevel < 120 ): W2 _& P8 Y. [4 x9 p
dwTmpSkLevel = 5;0 `5 K# T& g2 l1 z* @
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
2 M0 I Y2 K f' X if( lpSkill && lpSkill->dwSkill != NULL_ID )/ T+ Y, j& Z* {# }$ b
{
+ _/ C# ]- o' v; t5 r8 l9 O+ h ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 0 ?8 f4 T' b9 U5 n
if( pSkillProp == NULL )7 m, X7 X; g% R$ ~
continue;
" B I3 l3 T" J1 A# o" P if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
+ S# o) r- C! M% @& a- H" s: u continue;
: w" F: |* A9 c4 R2 \9 G lpSkill->dwLevel = dwTmpSkLevel;
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}
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2 i! c& D: a1 p5 `, e! Z) d else if(IsHero())
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# l* p- ~( H( t0 p6 z4 b- p: o for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);( `. }: v! d) _- [3 q
if( lpSkill && lpSkill->dwSkill != NULL_ID ): U, M8 v: `6 A, N' i
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 5 R( h" @+ m8 e$ a
if( pSkillProp == NULL )
1 f6 D* I6 L1 {; z1 W- ?* N; | continue;
& m8 C+ U/ X! t/ i1 ]( D% c if( pSkillProp->dwItemKind1 != JTYPE_MASTER)! h; g' O' \: i$ U, b% {" {! V
continue;( t& [+ \3 }, _% V, @ _4 y) g0 ~
lpSkill->dwLevel = 5;2 ^+ |; z S( v! B- r3 s4 J$ P
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else if(IsLegendHero()); @$ J$ ~% @* M, o
{
3 J1 N/ l) ]# Y$ X, C for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);7 M \9 M" J# W; a
if( lpSkill && lpSkill->dwSkill != NULL_ID )) s3 W) w: o& S* @7 \
{
2 N$ C3 B' u& S! P2 w ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); $ {! I( d2 H5 Y- x" E
if( pSkillProp == NULL )
0 `. \9 L: A" {4 A! G) e continue;
3 g4 Q& R0 o) X1 z9 I F if( pSkillProp->dwItemKind1 != JTYPE_MASTER)1 Y0 n5 s: B7 }, [* z8 T: K7 n% r9 y
continue;3 k; a S' @: q4 x9 P
lpSkill->dwLevel = 5;/ a: U; W5 a, L
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
) v/ n) I3 _3 T- c# b% f/ ^ if( bGamma )6 s/ ?7 @8 e7 W# v" T0 u
{
0 n! p, V# t: D0 r' P, u" e m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );
. z& s; g* v, _! B5 l g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );+ X' }+ K0 |1 L- z) o& ?
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+ N' K1 p, R0 X#if __VER >= 11 // __SYS_PLAYER_DATA- f2 j4 q- l5 R6 J4 T" J
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
/ N5 `4 B- P$ F6 v' C2 c2 ]/ Y9 q#else // __SYS_PLAYER_DATA
2 {4 d6 y6 r# g6 c, ]" p g_DPCoreClient.SendPartyMemberJob( (CUser*)this );2 q7 V6 F% U" T2 b0 J) x
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );4 R2 V: h( G3 E8 X& E. w
if( m_idGuild != 0 )8 b0 ^6 K+ F) C* k5 {) ?1 u
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
! m; m# m7 i. q2 c' L$ \& t( k#endif // __SYS_PLAYER_DATA+ [% o9 N0 L; f1 _" j# k/ H6 j
SetHitPoint( GetMaxHitPoint() );
0 p0 T" w; O5 N2 } SetManaPoint( GetMaxManaPoint() );5 u8 G$ Y# c4 o) n7 @: D
SetFatiguePoint( GetMaxFatiguePoint() );* K% `8 J! F U+ G3 f7 `* J8 w
if( nJob >= 1 && nJob <= 4 )& f8 a' k! N# t4 ~
{
$ e0 z( w" i& _, x9 E( B+ \1 N m_nStr = m_nSta = m_nDex = m_nInt = 15;/ F Z3 l P6 \
m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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' e. _4 L1 [4 e. H" x# ] m_nRemainGP = 118;" ?4 I) T* x+ W& t. L
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
, g: i" P$ k; U6 U9 t x7 N7 R m_nStr = m_nSta = m_nDex = m_nInt = 15;5 ?' _/ S: C# `3 `( c
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;
1 }) c6 F B( Y- G1 ]& X itemelem.m_nItemNum = 1;: C; _7 ~: `& k( z
itemelem.m_bCharged = TRUE;6 f4 k3 f) |. C4 T N: o2 i( ~6 M% H
BYTE nID;/ I& Q( n9 e0 R: N* I
, v9 P. s# W* u3 {0 a7 B if( nJob == JOB_MENTALIST_HERO )
6 X, U a( v/ x, j) m; \ itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
( ~5 a. Y7 }% ]# }0 L, n+ z4 U if( nJob == JOB_FORCEMASTER_HERO )
2 b9 f. F V: u+ |1 @ itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
( m g8 w/ X9 M5 ~# @* I4 y. E: [6 h% m' \. O( C' ?
( ( CUser*)this)->CreateItem( &itemelem, &nID );
1 C* b9 W- }% C }
6 y5 f& {$ \* {. ^) Y g_UserMng.AddSetLevel( this, (WORD)m_nLevel );1 P) I, J$ c4 h9 R1 y
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );' r3 k) c7 f' B* P" B+ H2 S0 g
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
5 S3 l% {2 P* r( }% r, J5 h! F1 x /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );- X; i) A: s8 C* @2 x* K
( (CUser*)this )->AddTaskBar();*/
1 G- c9 z5 Y7 T% w ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );2 Q# Y }' w3 D6 F$ |2 J! e* e, b' d
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
3 P/ J' @" X( m" i2 j2 ~0 ] ((CUser*)this)->CheckHonorStat();
3 J* y9 _3 n; e" a* h% X( c ((CUser*)this)->AddHonorListAck();
) @8 }8 Z5 v1 |- J+ Y0 h6 [1 L7 h g_UserMng.AddHonorTitleChange( this, m_nHonor);" h, w# A1 C0 r* x
#endif // __HONORABLE_TITLE // ′Tà?, t7 g A8 Z, t4 o2 w- l$ A
}
3 H( @4 j) \# d- [#endif // __WORLDSERVER7 X# z: `6 Z6 n3 E P1 F
}
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+ O1 }/ z' \" g: o) k4 b# [. q然后你进入functextcmd.cpp并添加以下
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. }6 L2 o* l7 x- S5 }% K代码:; w! I7 h, x, Z+ c7 ?) u
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
! b! x4 q; @+ k, g/ t2 P下面插入
6 @1 f6 @, [/ i! G$ F/ a9 kON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
5 y8 ?8 U2 ~+ H+ S1 _: G5 u* G) v, {7 n3 U& O( E" p
然后你去
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' j" @# R' ]$ z0 S& A代码:: C: W7 U8 W( T! a
代码
1 b- s: \1 h- j. j5 ^- [2 jBOOL TextCmd_ClearPropose( CScanner & s )
' h) }$ m; l4 F9 Q) f{
% w7 R. p) b" v5 M#ifdef __WORLDSERVER, q e0 k7 L) g, F2 v% i1 b6 j
CUser* pUser = (CUser*)s.dwValue;
; y- _ L/ B: m+ O1 K g_dpDBClient.SendClearPropose();
4 r0 x* d8 f$ C8 g! A#endif // __WORLDSERVER( f/ C) I# `+ f7 t/ G1 ^
return TRUE;
9 \( u, Y |% Z9 X4 g( w}5 E+ r6 z: g, o
下面插入
. N5 A3 t+ n( Z; \9 X; XBOOL TextCmd_rebirth( CScanner& scanner )2 ?. y& r, t+ Y" C5 K- I
{9 O; t; U% p0 ?8 [! y5 @
#ifdef __WORLDSERVER5 i: c- A+ ?) e' P. E% s9 t: F F8 h8 I
CUser *pUser;7 P+ p( O. @) |) L( M$ v; d
pUser = (CUser*)scanner.dwValue;
1 A* i. l3 L3 z* M# P, aif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
! [5 v [7 G5 S7 BpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
3 W8 G* ?- P+ ?: R; v y2 ?% G5 T7 kelse0 t# G% U% T5 g1 X/ |
pUser->AddText("你还未达到重生条件!");
' ]; O: x E7 ^/ X F$ t. x9 C& g#endif
$ I. }' `1 }7 Z# M8 {' e. x) K Mreturn TRUE;
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