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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, n3 E9 f3 q6 K0 g0 s, F' r K
代码:
( i# h0 O# L1 u找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü) x" i3 D* c3 {6 M; ]- }
8 C, Q/ S. i2 k% E. s1 n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% G1 w1 V! `- W/ `% r% b
$ _2 y3 g4 g& m; b3 F# K5 ~$ x代码:
g! \, @& I0 d/ zvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )1 z8 R# @7 w! B
{/ s* ]4 \# _5 y9 c
#ifdef __WORLDSERVER% R) H: b7 Q: G+ U! \% f% I' V0 X0 X
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
; q( W \) i: v2 d B MoverProp* pProp = GetProp();
% J" e' ~( t& ~) [1 A9 A4 ]: g) w0 t if( pProp )
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( e/ f2 ]: K, m4 a; Y if( nJob > 0 && nJob < MAX_LEGEND_HERO )
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' m. {9 G6 d, _$ ?/ j4 b AddChangeJob( nJob );
: u. k# [0 m( |, r' u' f4 t9 [ }else{( L: _/ y. v/ y* P( Q6 K6 a% j
return;
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int nPoint = 0;- I. Q: T! M8 l. k
if( m_nJob == JOB_MERCENARY )
$ _0 @6 Z9 J2 o2 q0 p0 D; O- q7 q! b nPoint += 40;
O2 Z7 Y9 N4 r3 F else if( m_nJob == JOB_ACROBAT )
! L! J: C: W5 L; U) D2 k4 r0 J nPoint += 50;& i( o7 h' P% H9 t
else if( m_nJob == JOB_ASSIST )
+ J4 \) _' w% }0 [0 s nPoint += 60;6 z6 g B0 Q2 [6 f
else if( m_nJob == JOB_MAGICIAN )
0 P9 Q( @. `2 u5 V4 O nPoint += 90;
6 p+ n1 f2 Q2 C) ~: P8 A else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
- {5 @( u& n) q) f5 {: U5 v9 v nPoint += 120;
1 A9 z( t4 {; B4 L, k7 A5 ? H" R else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )+ m- G- v* z: C2 k" z0 U
nPoint += 150;
( W5 n2 _! |( F8 \ else if( m_nJob == JOB_RINGMASTER )! I0 V, x8 s+ d' I
nPoint += 160;
* t& M2 H3 e4 i! d else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
3 c8 R7 k8 d+ y$ s8 a: C" G nPoint += 180;2 y# W2 h2 v' P. K# L
else if( m_nJob == JOB_ELEMENTOR )$ P: n' o$ q y) r! L! ?
nPoint += 390;8 z# ^7 B; {; q7 U5 h( q+ D2 z) n3 M
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
1 U0 ^9 P5 u/ \/ W7 }; i nPoint += 120;: }" a6 Z, @, y& ~ O/ }" [
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
( V% F) P, k+ p5 Z, r- D nPoint += 150;
8 D$ y8 H) l" A, K0 F else if( nJob == JOB_FLORIST_HERO )9 S# }% W* w# ~& h
nPoint += 160;1 f( z8 h: \" q# ?
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )& K( W2 g0 H8 W% d2 P2 a; n
nPoint += 180;
- v# c9 W6 n$ }7 ~3 b3 Z: ^ else if( nJob == JOB_ELEMENTORLORD_HERO )% P" o' E, q. b: ?& ~6 }
nPoint += 390;
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" j3 ~2 g5 J/ j, c% U9 b AddSkillPoint( nPoint );2 t& E; Q; x D( C. N/ x! d* [
m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );
) j) \0 x! v3 ^$ Y m_nDeathLevel = nLevel;2 |5 ~! I; u* D$ D# M2 d, b" A
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans3 ^, z g5 i' ?2 f, i
if(IsMaster())7 q% P3 q5 o( c- [* O2 y
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
% B- L* i+ ]9 g8 k r& ^) e6 x if( nLevel > 59 && nLevel < 72 )
0 n; |# J( P4 A* K0 Q, V dwTmpSkLevel = 1;+ `0 E7 ^: u4 G( v4 g
else if( nLevel > 71 && nLevel < 84 )- i4 E0 x' A7 `& q) Z
dwTmpSkLevel = 2;
5 M8 ]2 n- R5 m+ S) Z- { else if( nLevel > 83 && nLevel < 96 )6 o% e1 b- q ^6 W) C
dwTmpSkLevel = 3;% v, O2 S. Z1 t: o9 I
else if( nLevel > 95 && nLevel < 108 )& \9 N1 g; U1 `1 s1 k5 ~2 p" b' ]# S
dwTmpSkLevel = 4;
' q' X, f' W; k' I else if( nLevel > 107 && nLevel < 120 ); [; d) S7 X5 N' N7 W% \( E
dwTmpSkLevel = 5;( V9 f0 M) Z/ T/ d! L5 l
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
* R$ @9 v/ e0 y, _4 n6 g if( lpSkill && lpSkill->dwSkill != NULL_ID )* _: U# f8 |1 j! ^. j1 {* [
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); + g y& V% s( G; I& z
if( pSkillProp == NULL )
8 {+ _& E$ A" I" n; V) A/ C continue;/ V+ q& d/ {- H6 W
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)( i* s+ `9 Y2 D( x
continue; C7 T" W9 f9 s; I+ Z0 {! `
lpSkill->dwLevel = dwTmpSkLevel;8 E, l+ g6 D' F; T1 G. W, |1 X
}
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else if(IsHero())1 Y. I3 z1 }8 i$ C1 B
{
& _) n& n0 P- N T for( int i = 0; i < MAX_SKILL_JOB; i++ ) * {8 j; G% S' [: J; z5 x
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LPSKILL lpSkill = &(m_aJobSkill);5 ]+ z/ ^& H ?" E. ^
if( lpSkill && lpSkill->dwSkill != NULL_ID )
7 f G: @) `3 _0 @# c {
$ z, w5 i- O3 N4 T4 ]0 m$ _2 } ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); - ?4 Q1 v3 k! k7 M1 R
if( pSkillProp == NULL )0 w0 I1 m! L# c; m# k* L. U
continue;
! i3 m# ^1 e* C! d: g- S5 l& _ if( pSkillProp->dwItemKind1 != JTYPE_MASTER)! n* S* g, @1 C0 |5 h
continue;
( u( A2 Y: [7 J0 b0 Q) `, ~ lpSkill->dwLevel = 5;
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3 F9 z0 u" b# [9 D8 S4 ] else if(IsLegendHero())
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9 ?! u" P6 | r, a2 y) N5 \ for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);; V2 k+ c) a# ]8 i( h2 C
if( lpSkill && lpSkill->dwSkill != NULL_ID )4 @) j5 ]0 F6 ]$ g- X
{2 @) o) _1 }* V9 E5 u- I+ A
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); `& c# W5 @; V/ Z% N
if( pSkillProp == NULL ). i* A3 v+ }# U* y+ M
continue;7 j0 [9 N9 l' S4 T' G
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
2 y% C" Z: l% ~' ?; `2 |# @ continue;
$ P& j* q9 f, E8 F, Q( j# f lpSkill->dwLevel = 5;, \' w, _7 E5 x6 f1 s% W; ]% }8 U- w+ {
}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
}% u$ {2 B4 z/ n7 J1 G+ @ if( bGamma )+ ^$ w" }' ?0 O+ }& Z; C
{# Q9 T; ], |% L
m_nExp1 = 0;# F& j" z" [5 _ W4 {+ O( w# e
}5 }) |4 ?; K" H" c4 t J" z5 M, f
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( (CUser*)this )->AddSetChangeJob( nJob );# k8 L5 [. u' R
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );4 ~: J. u Z8 M% n
9 j. O7 B' w: h b( `% K
$ k1 e; E) S4 |3 M/ m* d#if __VER >= 11 // __SYS_PLAYER_DATA
) ]" F5 `: Z0 Z& O. K- R+ P g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
C/ e7 f6 ]. e! h#else // __SYS_PLAYER_DATA5 ]1 x4 w& t9 ^4 t4 _
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
, w* G* m# r3 f2 m g_DPCoreClient.SendFriendChangeJob( (CUser*)this );7 W8 J# Z$ l% H9 s
if( m_idGuild != 0 )6 u- B+ a5 K$ x! X: h+ k) }. L- A
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );. [0 o1 e5 z) {: l& c; `! X4 w
#endif // __SYS_PLAYER_DATA8 I* p: j6 N5 ~. `* Y8 j) u
SetHitPoint( GetMaxHitPoint() );/ h, g+ N7 n, }/ F" g F
SetManaPoint( GetMaxManaPoint() );3 x3 c. J: @ C4 Z- E' G9 L$ T0 _
SetFatiguePoint( GetMaxFatiguePoint() ); Y- ~9 l: N- ^8 {& X( R1 ^
if( nJob >= 1 && nJob <= 4 )# w) t2 u' ~% X; g
{
0 c% C% Y1 U7 E3 C, Q m_nStr = m_nSta = m_nDex = m_nInt = 15;* X. ~- m+ ?' c; K
m_nRemainGP = 28;
% O2 R4 B( D6 ]; @0 U X } |0 ^, W# r! } ~' p8 I3 H
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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) Z9 f4 H* _: O. @8 S m_nRemainGP = 118;) ~7 I/ c0 t9 g( @+ ]8 \4 U
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
4 z5 H- J4 p! T2 R m_nStr = m_nSta = m_nDex = m_nInt = 15;2 B3 Y% Z6 Y/ a k2 |
}
$ [8 ^/ z: ^7 r, N* N1 y* H if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
1 i/ U" [) I0 _5 S9 G; f {! Z& s# d5 ^2 N0 S! o! l D. n. F
CItemElem itemelem;" l4 s8 k0 q+ E% g
itemelem.m_nItemNum = 1;
6 W" y; q- g: c itemelem.m_bCharged = TRUE;# q& h! O5 q; R, H
BYTE nID;$ J; s( O! V& ]
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if( nJob == JOB_MENTALIST_HERO )
* G4 J6 w8 A6 c* j! w itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
( Y3 e" J; }7 w if( nJob == JOB_FORCEMASTER_HERO )4 @1 x8 o8 k. P# F! \
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
2 l6 R# _- F$ F+ y
4 ~( h* z! a L5 o* {* U ( ( CUser*)this)->CreateItem( &itemelem, &nID );, I' J) U: q/ o8 i) Q# t3 n$ T
}
0 N I) }3 w3 G8 A9 E+ Y! A g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
! a3 M0 p* H" r. {3 Z" v ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
4 j- X* L5 l8 j, [" e# Z" C8 p ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );9 p" l4 L& N. m1 _& m( B3 |' l
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );- }. w7 I- l* ~0 e
( (CUser*)this )->AddTaskBar();*/$ P; L# z4 }! N8 W: Z
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );! O0 {& _% \' @: s* n, L
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
* t/ @5 Q, ~# q) I7 _* _, J9 s ((CUser*)this)->CheckHonorStat();
" c1 Q6 P# `0 \$ U ((CUser*)this)->AddHonorListAck();
5 `4 T, i6 P! v4 Y9 A& ? g_UserMng.AddHonorTitleChange( this, m_nHonor);; i! B% e3 z9 C
#endif // __HONORABLE_TITLE // ′Tà?6 T2 ]6 h5 Q: R( P' X& Z+ ?8 ?
}
+ [) |% X3 g) K4 X#endif // __WORLDSERVER
& z* D; ~* h g$ J7 _3 y} 1 M5 S4 \/ b$ d# P/ A I7 T
7 V" S. @# O( p! [, q+ d$ H然后你进入functextcmd.cpp并添加以下& s2 y9 u3 a3 ~- A& D# v
+ T" e3 d0 z/ I) l5 `1 `
代码:
; ]; k7 @% _% e0 \9 l9 W& qON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )" b+ }4 X" _- A( K8 t" c. T# z: k
下面插入
! Y* e! v& \/ ]) j! L$ BON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
" i' w/ o/ @8 _1 R9 f' p+ o r2 Z7 j. h# R! T
然后你去
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, g _# p& a/ g% B1 L( p5 F: H代码:
O6 ~+ z* ]+ X ~& U6 ?+ w代码
' ~. Z6 c1 q p( I X& |% g5 P RBOOL TextCmd_ClearPropose( CScanner & s )$ _& j2 w2 n% T0 Z8 P K# ]; ]2 v
{
* Q, ~2 E" ~* d z9 ^5 R#ifdef __WORLDSERVER
) Y0 W% }8 R! s CUser* pUser = (CUser*)s.dwValue;
$ k! d6 Y' ?/ \/ {0 k+ z: D g_dpDBClient.SendClearPropose();$ a b- ?" Q- C! f6 o m4 k- {5 s
#endif // __WORLDSERVER
% n7 K% N: [5 `! \ F% T$ _ return TRUE;% k2 B/ b! l8 n4 V- B
}8 }8 I: i8 X1 o# a
下面插入- T+ ?1 I1 d) W7 a D
BOOL TextCmd_rebirth( CScanner& scanner )! b& `& d" E& k3 q( K- d
{- N# u4 R' |/ q2 D
#ifdef __WORLDSERVER
3 ~; j" e% t9 rCUser *pUser;
% r9 Z* S- j2 a3 n! l# LpUser = (CUser*)scanner.dwValue;8 v- k& L! y# \+ ]" R+ E m
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
7 H3 T! m* J& tpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
# s3 ^# V/ W. X2 N- T0 ielse, n2 ]5 v# r; c# T/ D. R, O) Q
pUser->AddText("你还未达到重生条件!");
1 h2 Y$ H! V$ M) B1 V- Q#endif
$ O/ |* x f/ T! E1 freturn TRUE;
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