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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befehel4 X" c- D7 K* {
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Mover.h: Y% ]! t/ w1 c6 x5 j* k
代码:
* N- f+ e$ K" j7 t$ C0 x) Y找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü- @' U! @9 \' e$ Z
2 H0 @7 ^& D( v/ z下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
/ |5 \' _* A0 P+ c. S! @3 `+ I l, v" E- L8 t
然后你去mover.cpp添加
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! t$ r. M) e2 Q- r, P l$ s9 c- P8 L代码:7 h- t1 S$ X* E Z* v
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
9 W: C- i- w# m# a; F. X6 r{
* f& z* _$ w' j8 ^* v/ E& m, A#ifdef __WORLDSERVER. c2 k+ C' F7 U
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
: C5 ?4 o$ H/ _4 c/ p MoverProp* pProp = GetProp();: m- o6 K/ `/ K; i9 g" g& O; g1 H
if( pProp )7 H5 g9 L; q( N) b1 e0 ^
{
8 ^2 L6 U) v9 y" G4 T' ^5 e, j if( nJob > 0 && nJob < MAX_LEGEND_HERO )
5 z2 H. p& ~, q! e, w% E1 N W { d) l8 [8 {! _
AddChangeJob( nJob );
* Q* ~' q! R/ M+ ^, p2 `: B5 S }else{
6 Z: I# W( n) C4 F- c! } return;
3 z) l0 g! d3 }6 K1 c0 } }; D) I0 I: N% P# l3 Q1 G r* n
int nPoint = 0;' v0 V2 \: m& J+ I+ E$ [/ y
if( m_nJob == JOB_MERCENARY )
% t! }# G/ ~6 ? l. H nPoint += 40;$ d! f/ ]. m/ P* i# Y
else if( m_nJob == JOB_ACROBAT )
- O' Y! ?( |' R9 w! }/ ~ nPoint += 50;
& e c2 K3 N2 i2 \9 y6 N! u% m1 y else if( m_nJob == JOB_ASSIST )' @4 J4 j; \) I; v5 d5 L) b
nPoint += 60;
( H# |! u- C0 U1 d" O2 i else if( m_nJob == JOB_MAGICIAN )
i# |& W% P8 s# B nPoint += 90;
& c8 K8 i6 R, s; D5 V else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
" I; I3 a% D4 ^ nPoint += 120;
! o" O. C2 i- k" [- I else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )1 T$ y8 }. K, I6 \
nPoint += 150;! ?$ d# w; v3 R7 A5 z+ t1 \0 R
else if( m_nJob == JOB_RINGMASTER )
% X: g8 L6 e8 B: a; V8 y- F nPoint += 160;
6 V. j* a1 |& C. J" m& r else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
( L9 V; ~3 G! M x nPoint += 180;
4 k8 h; K5 n6 N else if( m_nJob == JOB_ELEMENTOR )7 P r* U9 _# q( i. Z9 @
nPoint += 390;
: Y4 V$ ^. n0 f else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )2 u# s* Q6 X5 y0 ]) M, `
nPoint += 120;$ d9 t& M2 ?0 ^9 _/ i
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
2 j# O `3 j3 J( H1 | c nPoint += 150;
& A n3 }6 w$ R8 e1 N! i, W else if( nJob == JOB_FLORIST_HERO )$ z% Y& T7 C% l5 K+ i0 n) p" |
nPoint += 160;
- o/ b6 v& V- N2 ~: @ else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )3 g- A2 `2 I& ]- i) I) \1 y( X
nPoint += 180;6 B- Z+ K6 o; b/ Y
else if( nJob == JOB_ELEMENTORLORD_HERO )
. t: D6 i! L, Y/ A0 l5 u; w+ p nPoint += 390;
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AddSkillPoint( nPoint );
! H! T# |* L, _$ H2 G m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );7 i* h2 s2 N- Z4 C: C3 H6 I* C
m_nDeathLevel = nLevel;
( }2 L& U5 E/ t#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
; h$ A7 z) l! _- [7 r7 M, k if(IsMaster())
1 m0 |+ D, Q# m% p9 ~ {
, o6 k8 n3 M4 r7 L/ t int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
8 Y$ ]$ B9 i1 h# [ if( nLevel > 59 && nLevel < 72 )% f, m3 a( `) q+ V3 i8 o+ r
dwTmpSkLevel = 1;
# S* ` Y6 ?) K9 C, g6 \( n6 D else if( nLevel > 71 && nLevel < 84 ). t( I9 V! s! {( G
dwTmpSkLevel = 2;' H# D3 R7 P8 e2 Z
else if( nLevel > 83 && nLevel < 96 )
" {5 y& Z2 q" V dwTmpSkLevel = 3;
8 D7 P) C2 f5 m else if( nLevel > 95 && nLevel < 108 )3 u6 n T& K4 t* N3 d' ^
dwTmpSkLevel = 4;' F; v! g" d. P
else if( nLevel > 107 && nLevel < 120 )
' V8 r9 l% ~2 G, z dwTmpSkLevel = 5;+ J- v9 o7 t [3 a j! I
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);: x. j6 B* S- y) _; t
if( lpSkill && lpSkill->dwSkill != NULL_ID )0 g( u$ c; S/ b& C1 g& j1 l
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
7 }0 J7 L, x: E$ e+ Q( G# q if( pSkillProp == NULL )& H8 p6 W. V l7 I* g! g. t
continue;
0 }# j& W! d& V, k5 C8 X3 G if( pSkillProp->dwItemKind1 != JTYPE_MASTER)4 h( Q# k4 [% p7 I
continue;
( ?" ]6 ]! n$ d$ ], U [7 H2 _ lpSkill->dwLevel = dwTmpSkLevel;
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}
7 {; [% S' E" C* _* k( H* I }
) i7 A; a2 g E; Q! U else if(IsHero())
* l6 o. F, i' R ] {
# Z7 l3 o- y9 t' @ for( int i = 0; i < MAX_SKILL_JOB; i++ )
4 _, u) A6 Q+ o! X' Y' c2 Y2 v1 z {
" y( P+ Z: _, z! K LPSKILL lpSkill = &(m_aJobSkill);; N8 i5 S; [& y; m' j/ j8 n( L
if( lpSkill && lpSkill->dwSkill != NULL_ID )
g7 G- ?! E' T4 }; t {0 i+ Y! e% L4 X/ }, n
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
+ \% }) L4 X" p; C6 Z5 V5 D- h if( pSkillProp == NULL )- H4 I* c# c0 Z- l
continue;
* k( H7 i8 B$ m if( pSkillProp->dwItemKind1 != JTYPE_MASTER)! T+ ]) D; C' x2 z
continue;
& ?/ C- W# Z4 i7 S lpSkill->dwLevel = 5;& o; Z6 r* y7 E6 X& z/ D# Q
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}) {6 I7 Y- l; z0 \4 r- u8 ]+ V
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else if(IsLegendHero())9 L$ h* d* Z# [ }
{
/ T f5 F; G3 B) v for( int i = 0; i < MAX_SKILL_JOB; i++ )
6 z' h2 o( y3 l/ W9 h {
- v P4 G7 H2 V% s( Z# A LPSKILL lpSkill = &(m_aJobSkill);
' N' S2 E3 F: s. X I if( lpSkill && lpSkill->dwSkill != NULL_ID )% H1 Z1 X% r [
{
( e" x- G& |2 d. s) P ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
) ?/ t/ x+ k2 } if( pSkillProp == NULL )
+ ~3 ^/ f; a C* D continue;
$ z6 z+ v r' _$ S if( pSkillProp->dwItemKind1 != JTYPE_MASTER)3 i; x6 d+ g" P
continue;
9 Y- H! e2 P, y" t7 o1 S |) e lpSkill->dwLevel = 5;
" Z0 r4 q1 r( K1 n3 g, o3 Y }8 c+ _( l) x; Q' B% P. z5 k F2 n
}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans* v3 ], E0 H( S& v; k
if( bGamma )5 {1 N/ a, D, B+ l- Q# c. j* E
{
: @! b# W" R5 G+ T+ U' o m_nExp1 = 0;
: V# C, M% s0 t/ c# l& I }
6 \' d! g% h/ S: _0 y4 D
. |- m W& w/ B0 W* U0 q; y ( (CUser*)this )->AddSetChangeJob( nJob );
0 H& V# i6 W4 `; \) M g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
7 N2 G: `" p' A- [# P. A( F# {. _7 v8 \
4 L) \- c8 n' l, X+ H#if __VER >= 11 // __SYS_PLAYER_DATA
' O& m/ V! E2 z g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
) u0 H. ^, q+ d/ A: |+ {: s#else // __SYS_PLAYER_DATA
$ `7 H. s5 g |- n g_DPCoreClient.SendPartyMemberJob( (CUser*)this );# v1 m+ o; k& Y" d+ D" G3 A* b6 \
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );# B6 ]0 N0 a+ R/ K. y% A* b9 o# a
if( m_idGuild != 0 )
5 n. p/ V3 N* H$ w+ t g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
! n* x. @6 x1 ], b. B. W% Z#endif // __SYS_PLAYER_DATA6 v. ]6 M5 R7 I# F) b3 j- s+ X
SetHitPoint( GetMaxHitPoint() );
: E; D/ a: e7 R+ v SetManaPoint( GetMaxManaPoint() );2 {, m0 Q9 I% j7 L) f' N
SetFatiguePoint( GetMaxFatiguePoint() ); v( b4 M( O/ v w" A' } x
if( nJob >= 1 && nJob <= 4 )* W' u+ |' z. C- [
{4 c; R, V7 W7 I# O Z' }6 N
m_nStr = m_nSta = m_nDex = m_nInt = 15;# ?+ f' D# e; Z/ ?7 s4 C8 J
m_nRemainGP = 28;
2 C0 T' i! Y0 W3 Q }
# `. e$ o# A2 L$ t) e7 ^9 R if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
n p& Z% S9 R r, Y6 A {
) L6 r! Y+ m. } [ m_nRemainGP = 118;
5 w. B* @; h- _( A; n //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
7 K- \8 `& R) L3 [% v m_nStr = m_nSta = m_nDex = m_nInt = 15;/ i; u- U9 v+ ~- }) y8 b
}
" Y1 N2 X' q" h5 W' S9 U6 @, g if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
, w3 I1 l& Y( j" U' W* N: Z {: k$ }/ C L1 y" c7 W2 z
CItemElem itemelem;
: q& N9 x7 T) C p) m% F% `9 q3 A* U itemelem.m_nItemNum = 1;8 P2 r( ^( y2 ~2 {; f8 C2 |
itemelem.m_bCharged = TRUE;
6 _+ M& L/ G! m0 D& F. } BYTE nID;
* V- Y% M2 |1 o- Q' c \/ [; w& i0 n
* G M+ R P, _0 ]: y if( nJob == JOB_MENTALIST_HERO )
! {* Y& ~, M6 ]6 n; Y itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;0 w: m, e/ v( G' Y9 I1 j, {
if( nJob == JOB_FORCEMASTER_HERO )
% A+ `! R, a$ _. Y3 S0 h itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;" o2 Q F0 T ~7 M
0 F' A- ~* D \0 _: \: B
( ( CUser*)this)->CreateItem( &itemelem, &nID );7 t# [# C+ J) r% N
}
( e0 U* f! d5 d" A+ p g_UserMng.AddSetLevel( this, (WORD)m_nLevel );4 a) a( _( N1 A6 w
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );$ O( ^9 x7 P4 s' \$ {' Q
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );; H, W( \+ N. E( r
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
# @4 S! C7 B8 [3 ] ( (CUser*)this )->AddTaskBar();*/
" H3 O) L, P6 I$ f8 K ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
& S. c& p4 n- C8 _4 Z#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
8 @- r0 ~/ S" p4 x0 W% x ((CUser*)this)->CheckHonorStat();" j8 w2 k5 _1 M# S! J
((CUser*)this)->AddHonorListAck();
! Z4 ?7 n# R: @# N1 Y g_UserMng.AddHonorTitleChange( this, m_nHonor);! n) {# M4 T8 Z- J* `- E' \
#endif // __HONORABLE_TITLE // ′Tà? j, f6 C4 L/ v1 L0 W' ?3 y- g, v' [) Q
}' ]1 ^7 Q6 ~" p9 Y$ J9 Z- k& e8 G
#endif // __WORLDSERVER& I$ i1 N& g* b# n: @# n, h
}
( ?! v3 e& N' D4 {1 j* J9 U& B( k: a' }' U2 V' g1 W" _! f1 p' o
然后你进入functextcmd.cpp并添加以下1 v/ m* V3 e) Q9 f
; Z6 k2 C! J! w2 x9 h* V% N0 u代码:- M. F' i4 B* C3 q
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )+ `' h( A" ?' d
下面插入
4 h- ?( y+ z. XON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
* ]+ |: S. G: |6 A# B: Z, \3 S* T
4 j/ v. E6 \% b9 p- E" Z然后你去/ }, J7 O0 Z- i) `+ e+ ?3 k: X: ?, @
, U* B$ a9 V$ O D/ i1 P
代码:5 v: K4 n, |* @7 X) V) i! Q5 X
代码
) T& s; {) }4 r- ^# V) `5 VBOOL TextCmd_ClearPropose( CScanner & s )& K' } v) D. x( u9 |0 S
{
, Y x4 z* m" H: U" X#ifdef __WORLDSERVER
2 }( I1 t$ @& ^0 } CUser* pUser = (CUser*)s.dwValue;' k% I5 Z' r, j6 b Q" F
g_dpDBClient.SendClearPropose();- B/ o7 s- R/ g3 A, O1 t$ K* k9 o" x1 v
#endif // __WORLDSERVER
% z% }) z* ~0 M1 P5 o return TRUE;% g. A8 H$ w8 d" _5 Y/ T/ c( y
}
! A9 l9 t! q) ~: I3 U下面插入
" Y/ S) u9 P: g% v5 G/ R( u$ k1 {BOOL TextCmd_rebirth( CScanner& scanner )& ^% m, ?9 J' O: j" p
{) L' V8 H1 l4 k) t' e
#ifdef __WORLDSERVER$ A8 K& G+ G3 s
CUser *pUser;
+ V2 d8 k- N8 v3 k4 H% jpUser = (CUser*)scanner.dwValue;
4 q6 b) X9 |) c( o4 A* k7 Pif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())' ^& t% i# M1 l! K! f
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);7 l6 F T: ^2 T# p/ D
else
+ K2 @0 N4 G! |pUser->AddText("你还未达到重生条件!");
C* {, I: z9 Q. B6 J#endif
, \6 f( k9 L. zreturn TRUE;. S, i2 T* @$ H L$ e
} 3 d* A$ H1 Q( R9 S1 W# C- h" S4 E+ z
. L) k5 \3 g4 B6 C& }. D
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