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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befehel6 r5 i+ t$ v4 R
! B2 C, I K, G& b! HMover.h+ s6 b9 M( v. l$ H3 n
代码: Q2 _1 x8 Q4 o$ v* v, k
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü5 |# B" U1 l. L2 A o G" Q% f% p' Q
/ n7 _" `$ ], E+ e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8 v/ W( C" v( W- L4 U4 L+ j) S5 G- Y3 \
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代码:
" J+ }. D6 O6 j& I) |8 cvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )& y- r/ ~, g; J
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#ifdef __WORLDSERVER5 Q2 K6 b, x+ x7 k# O0 ^3 l
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
; i+ g9 B4 \* Z2 R$ F$ J p MoverProp* pProp = GetProp();
; J! N/ w7 K; D& U I9 M if( pProp )
5 y( z) [5 `; j9 M% B( y3 ~5 M* o {
% c9 [$ Y/ w; Y) i$ ?6 w6 p: H if( nJob > 0 && nJob < MAX_LEGEND_HERO )' @) J* l; G {7 J3 x
{
a# n, J. Z4 `3 o AddChangeJob( nJob );4 v& T: n* o% P+ e( s
}else{) c9 c$ S$ b* q2 A, s2 F+ R Q5 D
return;
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% i2 s4 D" x2 q- ^; U# E) N int nPoint = 0;
2 ~- j( Z6 Q0 E5 t1 [$ w; ~0 P0 [, a if( m_nJob == JOB_MERCENARY )) E; b; ]" l' l& G
nPoint += 40;# l+ a8 [( ^- S6 a4 Z( q+ ~
else if( m_nJob == JOB_ACROBAT )9 a9 Y W$ J. l4 P' e
nPoint += 50;
' c; o% [6 W/ t else if( m_nJob == JOB_ASSIST )) @7 L* K3 _& x* H% y
nPoint += 60;, W3 S3 w, A" G8 P; X: }- A/ M
else if( m_nJob == JOB_MAGICIAN )
/ J+ T& \$ c1 g! ]/ M/ @ nPoint += 90;
1 j! d! ~2 m6 y7 k4 t' l else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
0 v* U! y% Z8 U+ A* K6 T nPoint += 120;" s0 G) h& E( v( e4 t0 u
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
* x" s3 t* X9 G! Z: p nPoint += 150;3 T& @& u, E6 t" P0 ^
else if( m_nJob == JOB_RINGMASTER )! {& a& t5 o5 K5 U) _6 N
nPoint += 160;
$ W0 C$ F$ R% u# C8 R0 p& S- X else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )0 J; v0 Y, y1 b# y* ?, G
nPoint += 180;
" O4 l: Z9 J9 e/ Q6 c" b8 {% M else if( m_nJob == JOB_ELEMENTOR )
+ x0 H! k0 f* _2 o& I# P nPoint += 390;, N- M; c3 C9 }: Z3 K: X
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO ); z+ R: [# W% |# `6 E
nPoint += 120;
" a8 O x/ w% l O& d- B0 S else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )" l( C& g9 |# b. d* H' ?
nPoint += 150;
/ o: j1 F5 f* z b) Q5 V) V3 r else if( nJob == JOB_FLORIST_HERO )
5 ]; k' ]) i0 |* h% b nPoint += 160;
7 `% K+ {7 N6 I. @( c else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
& f0 {: c3 {% P& i nPoint += 180;
3 U8 J* o0 ]1 |! c% I else if( nJob == JOB_ELEMENTORLORD_HERO )+ w0 O" _9 L$ Z( o$ J( V
nPoint += 390;3 ?1 e8 E3 h; r. E, J
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AddSkillPoint( nPoint );2 o+ a, \4 y4 m( E
m_nLevel = nLevel;
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! J/ U! l' `+ E, i& v# A9 F; H SetJobLevel( nLevel, nJob );6 z1 C6 v$ w. C+ H. E, F& R. z$ c4 ?
m_nDeathLevel = nLevel;
6 i$ h) W5 H, _/ z4 L, W#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans: C6 c4 n$ n5 _" I
if(IsMaster())5 H4 G* U$ k+ {6 D
{% @5 J1 p% r2 i- _
int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
, z2 K8 Q5 M2 ?7 ]2 ^7 u3 f0 x if( nLevel > 59 && nLevel < 72 )6 [1 Y5 N+ }7 \. w( @$ {; k
dwTmpSkLevel = 1;- ?( Q. F# f1 ]$ n. I: z! q
else if( nLevel > 71 && nLevel < 84 )7 X* `8 o6 x3 c$ g- ?+ }
dwTmpSkLevel = 2; R1 k) @5 {9 ]1 Q4 m
else if( nLevel > 83 && nLevel < 96 )
4 X4 m; N0 W. Q5 ?8 S dwTmpSkLevel = 3;
6 [: F7 `# u: o2 d1 n3 ^ else if( nLevel > 95 && nLevel < 108 ) ~8 _! | @ _
dwTmpSkLevel = 4;
. z G, R: O/ r+ n0 M. h else if( nLevel > 107 && nLevel < 120 )9 c) x1 q5 }: H
dwTmpSkLevel = 5;
0 S% A' t n# w9 L5 k1 T for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ v: O& o3 h7 V! Q% Q7 @7 z
{ 8 ?* F l/ L% Z2 z
LPSKILL lpSkill = &(m_aJobSkill);! A/ t P2 x" p, V, n/ |# ]6 i
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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; i' B K0 k. W) W e0 r T& S ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
% P4 A( A8 ?( g+ ^* \8 j if( pSkillProp == NULL )% N( ?+ u( f" m8 }& Z3 W
continue;
" R# N6 G# V& |: ]. \; u- x9 N if( pSkillProp->dwItemKind1 != JTYPE_MASTER), P8 a8 @: v- M
continue;7 A/ Z- T. d4 } c
lpSkill->dwLevel = dwTmpSkLevel;; Y/ P/ q1 X# f; {! R7 m" q
}
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}
; `& _, ~& `; ?. l% K else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
. `2 V3 l, V. U) J if( lpSkill && lpSkill->dwSkill != NULL_ID )
' I+ q( T! F+ ^2 F4 F. C. e! d {
/ S8 ~8 v$ f. G* c& O4 ^2 C ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
6 W- ?/ r/ Y2 u# k& g if( pSkillProp == NULL )+ {3 ^6 v- \) H5 Z
continue;
$ l! @$ C: O h0 H. _ if( pSkillProp->dwItemKind1 != JTYPE_MASTER)7 e% Q( j: D# a0 h8 ]
continue;
4 c3 ^0 r2 m$ G& [4 y$ W lpSkill->dwLevel = 5;
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}
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else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) & o0 W8 H7 r4 ?+ `2 p
{
8 }+ f: V- r) B& ^) s* p% Z# a LPSKILL lpSkill = &(m_aJobSkill);
8 H! n5 w2 F: M* u if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); & M/ K) e/ \* a# C1 }& ~
if( pSkillProp == NULL )% }- N. {7 |& `- T- ^& a
continue;) e8 T+ {. T% s
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
* z0 x1 V+ g% T C2 g( s" t continue;
) ]1 L- X5 @" |& o8 S% E, @2 L lpSkill->dwLevel = 5;
5 v& L- u& ^) l }
" }1 ^' P: S1 ?; G2 d: J }
4 S8 q! }6 r# H/ A b2 O) Q }
( @8 [8 @$ {5 r- E2 Z2 [4 a#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans# s6 p5 b# M8 X
if( bGamma )1 l0 P" T p0 L/ ^' w
{) E# d6 K$ N* n
m_nExp1 = 0;/ f' s& N p8 L' O
}
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$ S% T; X3 G$ w, l/ h ( (CUser*)this )->AddSetChangeJob( nJob );' J( @4 |& Y' R4 x- X! [
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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#if __VER >= 11 // __SYS_PLAYER_DATA5 Z+ e! U/ H$ |1 x
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
1 A! e1 {% ?- c" q4 c. R$ L- R, R6 c#else // __SYS_PLAYER_DATA
# P- B. S5 f7 n g_DPCoreClient.SendPartyMemberJob( (CUser*)this );2 A) n% a \4 `! T
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );+ ^- l1 o& R0 P E( I
if( m_idGuild != 0 )+ y9 q' F( b6 n
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
. `% @6 T2 X. T: g" _#endif // __SYS_PLAYER_DATA! j9 M3 w$ z8 \5 X! V8 J: i
SetHitPoint( GetMaxHitPoint() );
$ \& U% e+ m7 W6 T& ?. l SetManaPoint( GetMaxManaPoint() );" Z# k1 a; u0 F( j
SetFatiguePoint( GetMaxFatiguePoint() );( d5 k' a+ {; v% [- \" T
if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
) k% v6 j5 L# I. E& d; e m_nRemainGP = 28;- [& e3 k6 u+ T* o& v/ k! N+ {/ W
}: b- M$ F5 B8 |' d. h- x' g
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )' V0 _. E: Z/ }
{4 S4 Z) q" [$ s+ S* j, A# l1 w
m_nRemainGP = 118;
+ j) U3 h$ @/ {7 c$ x8 s, F! u, u //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;( P' M+ B5 Z+ m( d0 N
m_nStr = m_nSta = m_nDex = m_nInt = 15;
- [! q& y3 g1 N+ @9 N; D }
! @& k1 I4 M# l! _ if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
' I# m N9 U B( q5 R {
! [7 n) n; Q1 d0 u% E9 m CItemElem itemelem;5 M/ v3 w. [& i2 C
itemelem.m_nItemNum = 1;, i9 k- E4 r$ }* U6 c
itemelem.m_bCharged = TRUE;
$ N2 E0 q7 A: C" y. k) ` BYTE nID;
/ j! y0 z7 h$ f i3 | l0 B5 p
+ G% I! U1 Z1 L4 O if( nJob == JOB_MENTALIST_HERO )* u- z; i7 P6 `0 f5 Y
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
2 e- M; f4 c6 ?5 r) S c: N if( nJob == JOB_FORCEMASTER_HERO )
' R: b. c0 V! ~& n" g itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
7 d, K9 K% T' z& u! g2 W6 [. l0 O% Y* H$ O; z; u
( ( CUser*)this)->CreateItem( &itemelem, &nID );
% N2 u& @; E1 t% z( ~' q) e }' d: D1 U. } V1 P- m5 _6 N% r- e
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );% q5 W# D. [8 B* K9 x* e: C6 L6 d
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
9 o% _+ `, M. y3 X. X/ h6 Q ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
, x3 m2 _, q0 ?% Y* |+ Q4 g- h /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );1 }( I, q; C \. V3 _" ?* P7 I7 a
( (CUser*)this )->AddTaskBar();*/
9 W( |9 y4 O3 D6 `1 @) a' W ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
7 @! p/ S U' Q' s. q$ W8 j4 h8 l#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?& E+ x* x/ Z5 b. I
((CUser*)this)->CheckHonorStat();0 I' U- n7 P8 \, e, E! m
((CUser*)this)->AddHonorListAck();
" d3 Q5 M, `5 g+ A. } g_UserMng.AddHonorTitleChange( this, m_nHonor);, B1 z& s# F7 {: Z; U
#endif // __HONORABLE_TITLE // ′Tà?
& m) P- K1 r4 J1 y. I7 y9 S5 L) Q9 \- ? }; G. W4 x3 g0 w0 s
#endif // __WORLDSERVER
h# i: R! Z L7 @: k0 N3 X6 Y} " {$ P5 _1 R/ b0 p
! I ^) a, R, I然后你进入functextcmd.cpp并添加以下
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* G. q5 `6 n; D5 T代码:
/ H* e( N3 V0 u9 U- K2 jON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
5 d7 K5 @' a: Y4 x: Z6 h7 z- c8 F下面插入
% n" ^2 N, n3 r, h8 X; `ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
# t3 V8 l* L, k$ E9 g# w: f- { c8 q
然后你去
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* J9 h: W. A+ ^& n M8 R0 @% e+ ]% K代码:2 v: I% `( e& W5 O- y
代码
2 l5 ~( W+ o2 KBOOL TextCmd_ClearPropose( CScanner & s )7 s n& c2 r. }0 l7 e8 R
{, [4 Q0 M8 b1 m! t8 s' y
#ifdef __WORLDSERVER) d8 l+ d5 q/ q" F* |
CUser* pUser = (CUser*)s.dwValue;7 J. G! `% t# R
g_dpDBClient.SendClearPropose();& Z. o* u* |: a* L
#endif // __WORLDSERVER( q) n* M4 F% S6 r+ n4 z+ t
return TRUE;
0 n, l* ]' [$ X- O" e7 m}
4 ^3 ]7 F% d' B5 N6 ]. n; h下面插入5 Y5 q- _( [: v/ x
BOOL TextCmd_rebirth( CScanner& scanner ); v& F* v4 `+ D8 |2 K
{' A7 E$ e1 O& a6 V! s- t
#ifdef __WORLDSERVER
/ G' u3 N% _/ u+ t# }. dCUser *pUser;
0 |% P+ C) F% w4 w6 Z$ {. @' ?pUser = (CUser*)scanner.dwValue;
/ t+ ]+ N1 ~# a! O K4 l& p Oif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
, b H- c" t( Q! E" E5 MpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
4 O6 f" W. P% f8 g( H& {else
I ]/ w' f. MpUser->AddText("你还未达到重生条件!");
) r) c% h; W* n y" P: |4 l* b#endif3 I1 T5 u* Y( ^: Y6 j
return TRUE;; O+ K" b3 o4 b
} # C5 f4 V2 W- o/ L1 w7 A1 T8 R
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