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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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: Q. U; Z# R( Z3 N; h% cMover.h* h! l( P# o+ \9 A
代码:7 _( N* r8 Y9 s6 H4 h5 f
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü/ f$ V1 e& i& v. f
9 y0 ^ g/ i! p1 m$ n8 J5 F% }
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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4 C: G+ q ~) O4 l- S) E然后你去mover.cpp添加6 h) l3 h) h/ s# C% ?
" d( V5 T, L' U# U: M5 v% o: X3 s, ~代码:
) D0 M5 z% i- c7 U& m$ yvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
6 u% p" `; S/ r. m8 R6 M4 ]9 [{- m2 B: {* n& S; T" ]' A4 [% S
#ifdef __WORLDSERVER8 D% l2 b! O) d/ P
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó# @$ ~& a! v+ H' Y" X2 q" M
MoverProp* pProp = GetProp();
, S7 I3 b# i ]* v* c if( pProp )" v1 D( P; A' @7 }
{
; I1 P0 C" h. X/ S if( nJob > 0 && nJob < MAX_LEGEND_HERO )6 U7 i2 H; ?( \ I
{. n) x7 `& j- \6 V/ N
AddChangeJob( nJob ); g5 H8 K& `# D* y/ U+ z5 P5 x4 h/ S
}else{6 w3 p& q+ |5 T( {" V: `4 i/ _) c
return;
% R' _: ^) G3 H0 b) P0 } }
- v% q& O( \ d p6 F int nPoint = 0;
5 I# Y" ]/ I6 D& B" S8 G& o if( m_nJob == JOB_MERCENARY )3 P* J. g1 v% J H
nPoint += 40;+ r/ Z6 r. A. Y- w& m/ p6 Z
else if( m_nJob == JOB_ACROBAT )
. P% U' A: ?9 f% J nPoint += 50; J* T; n1 r* P+ l
else if( m_nJob == JOB_ASSIST )
: f9 q* R; J! E4 i) q nPoint += 60;, W& g$ C6 O J3 g% K& X8 ?7 n1 o
else if( m_nJob == JOB_MAGICIAN )
7 @: h) C9 Q+ m# y- g nPoint += 90;
& w+ W9 L! S; b+ u3 z& U else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
1 K1 b# X0 f( H. |( D, Z3 t nPoint += 120;2 v7 d7 O1 S9 b0 {1 t
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
/ g- b7 t. K3 R: m T nPoint += 150;
2 n% W2 o. O) F C/ N8 f* p4 t else if( m_nJob == JOB_RINGMASTER )3 {' }6 l n# U. l" c* _ U% U
nPoint += 160;
( i0 a4 P! `, b" ?$ M else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )7 m. d0 _4 o! p$ v* r' e$ W0 n
nPoint += 180;
+ s0 l8 K0 E/ g6 ^ else if( m_nJob == JOB_ELEMENTOR )) c+ I: T: a- e
nPoint += 390;
+ Z- r* O/ P9 K- T& T% D4 s' @ else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )6 Z) _/ Q0 B5 j
nPoint += 120;' p1 o1 ?. H; T+ d; P R- d
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )8 s' s% s5 v. m5 Q$ X/ K2 K
nPoint += 150;
; [8 F! p9 j) R4 ~' d) f else if( nJob == JOB_FLORIST_HERO )9 E$ O$ Z7 d) l& L2 I+ b9 s; u1 \
nPoint += 160;- @/ `9 P4 u& N, K9 ~+ N3 x- w& Z
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )1 A* l7 s4 i! f! y2 L
nPoint += 180;7 m! y% Z! w* s4 \! w
else if( nJob == JOB_ELEMENTORLORD_HERO )
' q5 n' \3 @+ O3 _0 J! F9 d- r, `5 z nPoint += 390;
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5 s( F2 `+ J$ V( S' Q AddSkillPoint( nPoint );3 G) y2 W5 [6 `; S9 K0 @
m_nLevel = nLevel;8 a. g: F% B( @! l
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SetJobLevel( nLevel, nJob );
0 K; s$ q0 a8 K0 D( z( A m_nDeathLevel = nLevel;
" f& o1 ~/ E' @ A( U#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
) d* O: u$ n9 } B5 y; Z8 e if(IsMaster())& s$ d+ J+ ^; C! d3 J" t
{
. {+ F/ g7 U! { int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
" G i: `% E9 y O( S4 O& G2 ^ if( nLevel > 59 && nLevel < 72 )5 C' J2 e8 r: ]6 ~ q% Y
dwTmpSkLevel = 1;$ i$ k7 U# T0 I, m8 \# r: ^! U: |8 Z% U! j
else if( nLevel > 71 && nLevel < 84 )0 t& B; i, Z3 Z& A1 \) x
dwTmpSkLevel = 2;
* ~& Y( \+ l% F% J4 d else if( nLevel > 83 && nLevel < 96 )9 q! }' l. J5 a# p+ _$ m" I
dwTmpSkLevel = 3;
( h1 O4 I. u! U, a* ~* y7 ] else if( nLevel > 95 && nLevel < 108 )8 E# n. B6 c# e3 v2 g, U0 M! K
dwTmpSkLevel = 4;# g' G) {0 t' N6 W
else if( nLevel > 107 && nLevel < 120 )
8 `4 R- {& n7 s/ u8 W6 m | dwTmpSkLevel = 5;$ T7 V2 F3 b2 \ D# _1 k
for( int i = 0; i < MAX_SKILL_JOB; i++ ) 3 H) |+ {1 P% z' ~0 ?$ \1 @. d" c
{
, A o2 B c R. t6 B; [& ` LPSKILL lpSkill = &(m_aJobSkill);
5 i1 T0 p$ W! o; n1 J8 ] if( lpSkill && lpSkill->dwSkill != NULL_ID )7 K9 n. X0 c, F h0 S* w
{
! l6 K; H8 E9 I) c ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 2 v8 C: n5 E: E% K/ M7 R7 G! T& F1 X
if( pSkillProp == NULL )4 w+ K: u% p0 E& _' V$ D
continue;
4 A' R5 I( b' }" Z if( pSkillProp->dwItemKind1 != JTYPE_MASTER)" t5 B5 Q! W; o2 J" d& x! C( W
continue;6 K& y1 S. F- w4 Y/ e" V& L
lpSkill->dwLevel = dwTmpSkLevel;
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1 F$ }" L7 H, C, v# I) o5 p }
H. |+ J( F- n else if(IsHero())( w2 y" Y5 C" s% ]
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 9 y4 k0 n$ t/ _8 {+ V6 x2 z
{
: I( @" F, g. x, q1 M2 H: e LPSKILL lpSkill = &(m_aJobSkill);
; P! D( p+ y0 X8 Y% s if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); * F U9 Z0 L8 j& m
if( pSkillProp == NULL )
. |* W0 y! ?3 B0 r1 R continue;
" X3 ?9 v' K0 p, S. k6 K if( pSkillProp->dwItemKind1 != JTYPE_MASTER)2 {) g0 o: W9 e9 [+ m5 r4 I
continue;
" Y1 V/ h/ \9 H( v3 l) P3 k" F lpSkill->dwLevel = 5;; `" C: p$ x5 O' ?0 H" r
}
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}
8 m: G H2 W3 C+ L, A1 }/ I4 n) x else if(IsLegendHero()) B4 f& Q7 F2 ?& n0 X
{
" G0 w! m: m/ w4 N( B. x for( int i = 0; i < MAX_SKILL_JOB; i++ ) 8 `, i n8 p6 W. j
{
& T m( u' ?$ G$ Q7 X LPSKILL lpSkill = &(m_aJobSkill);( C* `4 C) x! k( |/ o
if( lpSkill && lpSkill->dwSkill != NULL_ID )5 b- f# g. Q. ?' l* l9 l
{
3 P% F* y b/ n ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
+ g# J' F: `! {# v9 P if( pSkillProp == NULL )
, P; q2 D& O( u continue;
+ w9 B' T, ~- S5 N% A if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
- Q0 q! ?5 I; N8 P9 Q continue;# |! @. l' F# d; t l1 R: D0 O
lpSkill->dwLevel = 5;
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
9 b/ S( D1 G" g* t2 L if( bGamma )3 t0 `5 x9 w7 ]1 O* x
{; X9 Y% F, R/ N f
m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );# W0 Y4 d, f' \5 d9 r, i, ]
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );2 a! [: ]+ _/ S J( H, q
2 Z- l u7 {1 ]$ Z+ ~. a" W2 s) M' B& d
#if __VER >= 11 // __SYS_PLAYER_DATA9 P& F4 h0 _/ c
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
2 ~. r8 E1 E7 ?( W' e' T. K#else // __SYS_PLAYER_DATA
& g( I1 x$ _, }) q( \/ G7 y( ] g_DPCoreClient.SendPartyMemberJob( (CUser*)this );) L* m9 p9 @$ c- W7 I
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );2 H) b* Z! g2 U6 h$ E$ @3 E
if( m_idGuild != 0 )
9 d& F' ~ P# j g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
/ K) K* A4 E/ Z$ _" E#endif // __SYS_PLAYER_DATA% H$ X' E& o- c2 K% `' ~
SetHitPoint( GetMaxHitPoint() );
5 J% o3 X% }! f& T SetManaPoint( GetMaxManaPoint() );
" f+ f; @. |) D SetFatiguePoint( GetMaxFatiguePoint() );+ ]' c8 }' R1 s* T. t0 q
if( nJob >= 1 && nJob <= 4 )
/ l) p0 R& l. L {7 O. e: | j8 s3 Y0 ?# Q8 V8 ]8 ~
m_nStr = m_nSta = m_nDex = m_nInt = 15;8 D! _7 V ~0 d) f! s% P- ~
m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )$ s' Z! g/ {0 L; O2 q! k
{
3 g$ W3 }5 J2 t0 U m_nRemainGP = 118;
1 n/ Y8 d) V; C8 W& t //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;) @# M. }' C2 b4 j
m_nStr = m_nSta = m_nDex = m_nInt = 15;
+ q% a& I8 p' i# K2 y6 d }
4 j7 k% ]! `! D: z if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;; A: K9 ?; G* N+ x/ t
itemelem.m_nItemNum = 1;
4 w& L( ?% t _6 g9 K; W( u. i' E itemelem.m_bCharged = TRUE;' Q# }) \' l8 \/ P
BYTE nID;3 q. L# X ~5 i1 @3 y
6 J& w9 C9 B5 U: ~8 p
if( nJob == JOB_MENTALIST_HERO )5 Q$ f. m/ J5 f2 w/ L+ M6 l
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;% b- V& z( h0 n3 Z0 s
if( nJob == JOB_FORCEMASTER_HERO )0 \' F5 {+ ?* s# c' v) r3 l2 f
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
- x/ i2 y( ]( F- Z9 U3 ]2 p! ?+ G$ \+ s- F# B
( ( CUser*)this)->CreateItem( &itemelem, &nID );4 u$ z- R. g1 i. A1 Z
}8 H( _! O, c7 E% p/ \
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
! c; t% o% c) u/ ~& b ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
! l1 E& l9 b) M7 p- c" z" f) v* Y ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );+ t- V, V4 b; E1 |5 O6 T6 Y
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
+ J J7 c0 | G ( (CUser*)this )->AddTaskBar();*/7 ~* w) L9 m8 X. ^9 l2 @
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );0 E g. x' E% f& d7 m- M7 d9 R% |
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?# u( s* b$ v* l# Y/ F" Z6 N, z
((CUser*)this)->CheckHonorStat();) M- B$ h; R3 O0 l5 w o" b- d m
((CUser*)this)->AddHonorListAck();
& J) e; @; O- v: O g_UserMng.AddHonorTitleChange( this, m_nHonor);7 [+ w1 j; F2 x* V) Q" ^9 D( ?
#endif // __HONORABLE_TITLE // ′Tà?
- f o: a9 s/ W( j' z }% s( z# Q* S7 s0 X) d1 k
#endif // __WORLDSERVER
- W x2 G1 a- M# [: c. h1 d: }4 J* J}
3 G: B5 i8 C* ]. J! g g" a7 u# N5 t3 p; b0 u
然后你进入functextcmd.cpp并添加以下
8 m$ @% Z$ N0 v; g9 s2 y' d$ t# \6 I. P- N7 ~+ D
代码:
. _ o3 c2 ^/ P5 l5 M3 |& tON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
, L4 q% ?( k Z F9 Y6 Y9 F下面插入
; m' U) D# v$ i# M$ M; P1 YON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 9 a! G, c$ d" @: `7 q
. \, X* p ?' P0 a; _然后你去( i" y ~ D2 K l- o& M8 V+ k3 L
6 K {: J: O, E# T& z代码:7 Z4 _% ^) A0 p1 [" C3 t0 {* h
代码9 @$ J* k6 V2 p* X0 s) s
BOOL TextCmd_ClearPropose( CScanner & s )+ \# A7 c) h1 v9 s( |5 Z/ i
{
' m9 b4 I: b0 B% t: x# C#ifdef __WORLDSERVER
' N0 H# I5 B+ {- m0 S CUser* pUser = (CUser*)s.dwValue;
8 a. ~: D0 F( l( k5 ?# y g_dpDBClient.SendClearPropose();
) l4 t# b1 G+ `4 U2 k5 v0 S6 F#endif // __WORLDSERVER) i1 _( [. b- K/ b/ F
return TRUE;4 m, p1 L$ R ^9 \9 {! r+ R
}
1 l- }( Q! e$ {& R% Y6 V- M下面插入: ]- Y8 @- }* d8 r- r
BOOL TextCmd_rebirth( CScanner& scanner )
4 k) r) L( Q) |9 G: R1 H+ l# d{4 O9 V0 y' e2 F+ @) T# T
#ifdef __WORLDSERVER' v& O$ o, C* c4 ]# J8 _
CUser *pUser;( D3 r) F, c6 f
pUser = (CUser*)scanner.dwValue; ^1 _4 f' b- x& P( a! O
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
5 p7 \2 W# n: B g+ bpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);, v) Z6 e: w; w( J M4 L
else) V" ]$ k$ Y) X
pUser->AddText("你还未达到重生条件!");* f% }) L- {. p+ B/ Z
#endif
; ^1 ^, R- ^5 D4 `; W) \return TRUE;
! g1 {" _) M8 r/ i1 v' |5 G} " b. W% O: Q, F; _: X' ?
( ^) e' P. a; C9 |" P1 M% ^
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8 F* ?- c- ^9 Q1 W0 q, B5 {
# z) m8 Z9 C" K: c1 Z5 ^
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