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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# }* w& r/ }" H: ^& z4 j X
0 S' I& w1 e+ w' LMover.h. z0 V/ K# G& h2 y% v
代码:
: z) T, \+ O* K找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü6 A4 }; Y/ ^8 F# C2 W/ q
( H3 s+ _' O0 u/ Q$ a下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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( U( _2 I1 r! w6 L! Q* [" Y然后你去mover.cpp添加
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7 l% G$ G9 d9 } `6 i代码:
|) ]3 V. l4 q5 n3 H* ^# lvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )3 g/ `( [. P* S2 T U; W5 W
{- M0 c9 p) {# }4 x. i( Z
#ifdef __WORLDSERVER
4 |' T" G; j/ s# L" h9 e // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó' C8 A7 w9 C: a% ]
MoverProp* pProp = GetProp();5 w" S$ |7 x8 S( k8 S
if( pProp )
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if( nJob > 0 && nJob < MAX_LEGEND_HERO )
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AddChangeJob( nJob );
/ B5 ?# n( L- e3 V# X }else{
. y, z0 b q$ G, s' Q) z return;
" L0 S$ U+ t- k* U }
' I, D: w' `1 q; `8 _9 P* a5 D int nPoint = 0;9 P1 g/ i! H/ G% Z+ F
if( m_nJob == JOB_MERCENARY ), c. {1 w1 ` G
nPoint += 40;+ u9 j: ?$ j9 `2 V* C: L
else if( m_nJob == JOB_ACROBAT )
* p: f0 N% f! }4 O nPoint += 50;$ W. s' X: F: M N4 d7 d; J% A
else if( m_nJob == JOB_ASSIST )# Q2 [( ~& J5 h/ W8 p' i H* `5 I
nPoint += 60;
- I# r( ]8 @8 _3 ^ x else if( m_nJob == JOB_MAGICIAN )
) @! n8 E- ]6 i% A( L nPoint += 90;
" t- K1 ?, F7 L5 E8 V) V+ ? else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
; X+ E- v- ] W; u, @ nPoint += 120;
% S& d' d! V/ Z& e else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
5 l. L7 ~2 I4 O nPoint += 150;
) t: Y/ F+ p) g" F- c else if( m_nJob == JOB_RINGMASTER ) h( u% j9 w. |) R' Q- E
nPoint += 160;. X$ l/ z' ? Q. c B* u
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
" l3 ]$ q+ K" X nPoint += 180;, T- N, Y8 i! z. G+ ]; t4 x W
else if( m_nJob == JOB_ELEMENTOR )
4 m4 G! J* |- H nPoint += 390;
+ P; V8 R& ] J) c+ T, K/ v8 [; b else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
4 m) h3 g$ J, _/ I% l) V) I nPoint += 120;1 \* y" n( _+ V1 C$ x; N @
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
1 q' J( ^8 ]: F% p% Y nPoint += 150;
- S9 }& R( R8 D, p- w6 k) x" r else if( nJob == JOB_FLORIST_HERO )& [6 j6 C: T) o" S, h* }
nPoint += 160;
6 [! {! D3 Q& `+ B. w. y else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )8 a+ U1 H' Y/ `$ s
nPoint += 180;" ?: f. U) S9 U8 R
else if( nJob == JOB_ELEMENTORLORD_HERO )
$ Q/ @# n5 m0 x$ x: n! s4 A7 c nPoint += 390;; H0 y- a# `# ?3 X' U
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AddSkillPoint( nPoint );9 K; r& j1 U# u' j( r4 l0 b
m_nLevel = nLevel;! O$ A( y, d/ Q$ d
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SetJobLevel( nLevel, nJob );$ Z: m6 Z- p8 y7 s; W. y* o
m_nDeathLevel = nLevel;
4 k1 G5 u1 T' y6 t5 c! L#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
" m& Y, L* O3 b1 a, F) l if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
# l" |9 i2 l) @! g! I if( nLevel > 59 && nLevel < 72 )3 B0 P8 ? i, V _0 K1 E$ W3 F6 o8 H
dwTmpSkLevel = 1;/ Z. H |/ d' p+ O. t( P) O
else if( nLevel > 71 && nLevel < 84 )0 A: p/ ^+ `. {+ m& b; Q4 c
dwTmpSkLevel = 2;0 m/ W5 d. H* K! s1 `! [ C% b8 d
else if( nLevel > 83 && nLevel < 96 )' y G, \9 Z2 T3 ?1 d
dwTmpSkLevel = 3;- v6 S @ X* \( ~* X) w. ^
else if( nLevel > 95 && nLevel < 108 )
' }9 b5 v- a- A2 G4 T# b. S) F dwTmpSkLevel = 4;" u$ S* b9 _- m" ~& o4 C
else if( nLevel > 107 && nLevel < 120 )
* f( c* Y6 e0 Z dwTmpSkLevel = 5;
7 _& ^2 |' r/ ]9 l/ o, x for( int i = 0; i < MAX_SKILL_JOB; i++ )
+ z' U* G; k' v- w1 [ { : @6 v3 F' B) F, E( A2 \& s9 @
LPSKILL lpSkill = &(m_aJobSkill);8 S/ |- q. ?. f1 R& D& V5 w1 M
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
) d& U: e7 H: g7 e if( pSkillProp == NULL )" j* K2 w2 x# Q6 c) _2 _# `# Y7 V9 @; S
continue;
( R: V2 B9 y2 r& F3 p if( pSkillProp->dwItemKind1 != JTYPE_MASTER)9 j6 j/ `3 {5 q
continue;
2 j% k& ?$ a/ G- j. s! ^ lpSkill->dwLevel = dwTmpSkLevel;
, w! J3 ^$ f7 ] }
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- P) E& j, |# G' z! x# l6 r else if(IsHero())+ o" ]3 g- e3 U6 o3 M: t
{
& P9 |! P5 K3 O# E4 ^+ i* M9 ^ for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);0 t( F# ^) B! \
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
. b( p1 x0 `3 o/ Q: G, H8 ? if( pSkillProp == NULL )- ~5 P: [: g- U& o$ z; F
continue;
! F- \% U+ h0 y% r- h9 o if( pSkillProp->dwItemKind1 != JTYPE_MASTER) G! F3 B9 T/ M, @6 K$ }, }
continue;8 r! t8 g/ v# ^# R
lpSkill->dwLevel = 5;6 ]- w7 D& n" l8 m5 d
}
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}
- R4 H+ I: I) n) w) E. | else if(IsLegendHero())
3 O+ T& p) _3 r2 r0 {8 Z2 x {
^1 Z7 ^5 {; x8 k. V8 I for( int i = 0; i < MAX_SKILL_JOB; i++ )
[7 S; j4 H/ c% n {
5 t1 I h3 E7 } T: A: v LPSKILL lpSkill = &(m_aJobSkill);
# S3 @' B: r0 R4 N! I: Y; j/ X if( lpSkill && lpSkill->dwSkill != NULL_ID )
: q' G0 ?. |; v, P0 x5 y {
2 S2 q3 E4 d) C9 I ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); - h6 p3 }7 X" t3 S
if( pSkillProp == NULL )4 ^/ U( [( e# Y: j2 @+ m6 F
continue;! q& U% Z4 d. L7 |
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
: D* h/ j% e( w4 g( u: V; Q# R continue;
' `8 V. S. O# l lpSkill->dwLevel = 5;$ H4 Z! k5 R+ B; K" U
}
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# f# b$ L6 l5 U. f% K) Y3 ]1 `, k8 V#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
0 ~: ~; s4 i( Q/ `. a6 Q7 F if( bGamma )7 L; S7 v4 p2 `* O* u
{
, Z$ s& y R: E( J* }! n( } m_nExp1 = 0;
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7 x! W. V$ y' u
( (CUser*)this )->AddSetChangeJob( nJob );
% x- p7 f4 N! P7 Q) i0 P; b g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );6 E9 n) i( ~ B$ v
+ b3 n/ `# Z0 J9 N: f
- T* A9 l3 S" j- p7 {! E" H#if __VER >= 11 // __SYS_PLAYER_DATA
! U3 c, ?/ _2 n/ T g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
9 a& S6 Q: }/ P, y#else // __SYS_PLAYER_DATA) z( J" [, z) i: U B
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );1 c% E+ b1 x0 L+ A+ l1 G% w- T
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );8 U, @. D8 K, o' p, h1 U2 L
if( m_idGuild != 0 )
. n5 T* \( o1 ?* {% O g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
) V7 r# ^ F6 o; b# r7 `: N9 K& F#endif // __SYS_PLAYER_DATA I4 Y# a9 z) l. Q2 c
SetHitPoint( GetMaxHitPoint() );6 f+ c, H! _1 k; W& ]3 L/ g
SetManaPoint( GetMaxManaPoint() );1 o3 w' }. n& p( A! ^8 c& p; {, n
SetFatiguePoint( GetMaxFatiguePoint() );
T/ I: v0 k7 w$ _ if( nJob >= 1 && nJob <= 4 )" S& k* w1 E) E' w5 q
{: [- W* b9 N9 M; q5 B" i: R
m_nStr = m_nSta = m_nDex = m_nInt = 15;
+ b' t& V- s/ Y# r m_nRemainGP = 28;. N4 ^6 g4 h" v+ F
}3 `! E" Q2 q) n; [. i1 A: \% U$ y
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )/ I' T$ f6 H2 B
{
0 f+ t% a! X/ X" B4 U u- k m_nRemainGP = 118;
5 N9 ]. q( B. U& i //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
9 |. e. Y& L: s1 f0 a$ B7 o# | m_nStr = m_nSta = m_nDex = m_nInt = 15;3 N* ^" O* b, B3 ? ~
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )3 _) g' }& d4 _! \! p, P
{
8 T. g, q% v5 ? CItemElem itemelem;0 T% i. r1 y5 V
itemelem.m_nItemNum = 1;+ O1 w1 s3 {. _
itemelem.m_bCharged = TRUE;, [/ H9 o; L) Y5 h
BYTE nID;
( N# I# |5 {+ w! i/ D+ X. D% O, T+ f4 U( f) c& @* z- `3 X
if( nJob == JOB_MENTALIST_HERO )
0 I9 N' i; E. {: M1 N itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
9 D* G+ [, |* ?: Y' F( _5 f) R' S* R if( nJob == JOB_FORCEMASTER_HERO )3 R7 K' C/ `" F. t B" m# @
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;4 t! t% h3 x# J( h
6 k* A% D+ |6 M% X0 m- J9 z ( ( CUser*)this)->CreateItem( &itemelem, &nID );
0 J4 G- D1 \5 |5 R1 F2 a }- A: W5 Y# N4 a2 W. Q
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
8 Q5 c4 x/ Q; l1 d ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
) ]5 S3 h* A/ P) u# D( s9 X$ W ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );) A: W- T, T3 G8 C6 K/ E# c5 {, H
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
6 V! S$ {% w( t( } ( (CUser*)this )->AddTaskBar();*/& N& r+ ]! J( X$ g' d# s+ ?9 N5 l
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
4 q7 _3 ]" |) A! y' f) H$ e#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
4 u2 Z* w- Q( z7 b' j' F9 h ((CUser*)this)->CheckHonorStat();
# s1 _9 E+ D- P ((CUser*)this)->AddHonorListAck();
& c$ o% b2 O& S6 O6 o g_UserMng.AddHonorTitleChange( this, m_nHonor);' ?. s! w2 R8 w9 Z/ n/ U; Q
#endif // __HONORABLE_TITLE // ′Tà?
" v4 e. N& ?+ I) C% T7 J" V }9 D6 G. Y* z' ?6 a+ I% m& H+ O
#endif // __WORLDSERVER
% r& A% _! y. M: G. O' ?}
, ?0 ?, U2 N d) {. w) O# d* r0 _% C5 X0 A( o9 @/ y
然后你进入functextcmd.cpp并添加以下
* G2 `0 y* G1 m+ C+ ^: o- |+ q6 e3 G7 t+ }9 n7 R* d# x
代码:
, F% }; I4 c" b* t# N* vON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )" j' J- S$ R+ J
下面插入
* O9 `* _4 b' ~ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
# @4 Z$ h; M p$ w1 I) K, U; }2 \7 c. s$ ?5 l
然后你去
7 ~' s$ K1 A+ G
4 l; V2 z7 P. \( h8 D代码:5 R+ U2 e9 n. O- Y/ B7 V' @: l
代码, |7 I* I! `; H" H- ~8 \
BOOL TextCmd_ClearPropose( CScanner & s )
5 }7 Y- |) A! }& b1 p2 O{
2 u, {! x4 ^% r% p% i, ]7 n. [#ifdef __WORLDSERVER1 J- D2 o L+ o8 t! O
CUser* pUser = (CUser*)s.dwValue;
6 a; h$ P& n6 d g_dpDBClient.SendClearPropose();/ I* b9 e& }! m) H |8 i; ], P7 ]
#endif // __WORLDSERVER7 T) G+ W R5 W' G
return TRUE;1 y+ z/ E2 o" o( \! P8 ?* `
}$ U; u$ a7 Y4 N8 g
下面插入8 Z$ s: I; k$ n# L
BOOL TextCmd_rebirth( CScanner& scanner )$ E4 Y; g$ o* o8 [
{
4 D8 u L9 A5 t#ifdef __WORLDSERVER
" T- O8 `9 u0 }% f9 R$ X. BCUser *pUser;
8 f; l5 c' M8 k: P5 |, npUser = (CUser*)scanner.dwValue;- B1 q+ \* u$ r l L
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
& x& w2 V' R' p0 x5 u6 |pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
3 h8 H& E/ I. k3 U* Selse: T6 [/ l2 r" m+ t
pUser->AddText("你还未达到重生条件!");, R% |, w m& B( u+ J
#endif
, n* _& c* H' {0 T% l; G9 h/ d( Ureturn TRUE;; z9 c# E2 G% i+ Z3 W: a
} % L/ j4 C9 s2 Q. V1 K: _6 X
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