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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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9 y. v# Q! @$ q! v0 Y4 dMover.h V! b0 A# e( y- v* l
代码:
' W$ S3 O* ~+ Q' v* u' F找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü' i, _0 e4 E( y3 B$ ~' m6 G
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 4 V G; v# w8 |7 F0 Z
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然后你去mover.cpp添加
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$ |1 X' P" x' }: ]- r: s* C代码:# b& k1 D4 t# j5 w& g" ?
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
( p6 j. E t6 l3 s5 R9 ]{
+ @" k6 i. v% s+ `#ifdef __WORLDSERVER
1 P' ^( J: Z& M5 ?2 L* S // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó; a }- W* o$ o# [* y W
MoverProp* pProp = GetProp();
- s0 E3 X i; E$ w if( pProp )
; T/ q/ ] Y( ?& p8 Q8 ] {
4 h" k8 ~7 V$ B# \/ Q: B8 Q if( nJob > 0 && nJob < MAX_LEGEND_HERO ). ~" U. Z4 I3 x: N6 |
{
% i7 s$ x4 r# H+ {% E' R$ s1 ~/ `1 i AddChangeJob( nJob );, J( Q; ]/ _' L8 M9 \. |3 ]+ O
}else{
0 [8 q8 f6 i6 y! d/ S: n8 V return;
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" X! h' a6 y" H/ G int nPoint = 0;) P$ `; u6 r+ O% e
if( m_nJob == JOB_MERCENARY )$ @" y1 K/ a( _1 c" n
nPoint += 40;5 _5 i7 y$ }9 z" m7 a; |# E2 Y
else if( m_nJob == JOB_ACROBAT )
( x0 Y2 u9 e5 H2 o: m9 ]5 C nPoint += 50;
# e/ d3 v& J+ W; }6 |) ^& M" J3 { else if( m_nJob == JOB_ASSIST )
$ ~: Y0 L6 }/ W3 [$ z nPoint += 60;5 \" `; F5 B& S/ B+ q- @
else if( m_nJob == JOB_MAGICIAN )% o% |% P7 z. _7 j: `
nPoint += 90;
6 M5 R7 t/ j( N8 h, i4 r7 r else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE ); h* p2 W" l# n* g$ a
nPoint += 120;
+ p2 U9 P% a; y& w' U+ g# Y/ L else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )) z1 V7 Y$ z+ ]7 T% U6 e- }
nPoint += 150;! B' `, B# D4 S$ c9 g
else if( m_nJob == JOB_RINGMASTER )
3 ?) A Y6 e/ t9 z9 |; F nPoint += 160;
. m' t/ `( ~; G, q0 C+ w3 ^ else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
7 K* j. d1 E; e nPoint += 180;$ ^9 t! K' E3 P& `' D& \
else if( m_nJob == JOB_ELEMENTOR )
. u1 z5 J1 `3 J- ]2 _; {8 h nPoint += 390;4 H' a0 O& g3 q
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
" m; E( m' o1 i, \ nPoint += 120;
# e7 {: D# Z+ S( |' V9 i7 a else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
9 K( c9 d3 ~, X nPoint += 150;; s' F7 n7 E3 v2 H/ c
else if( nJob == JOB_FLORIST_HERO )
; U6 g8 c6 n5 G# D4 n3 p0 }" L9 R3 A nPoint += 160;
& R$ n J6 b) h& T5 \( g else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
8 p& L7 S, z" W7 N, K+ Y9 C* C, [ nPoint += 180;
. J. \/ f) J. I4 R else if( nJob == JOB_ELEMENTORLORD_HERO )
/ H [8 x6 w8 T( G8 W nPoint += 390;. C/ P9 q0 {4 ?8 I2 }/ y
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AddSkillPoint( nPoint );
, m& u: N* c9 J+ Y4 q m_nLevel = nLevel;4 x( ?; j: W4 L* c: m8 H, k1 g5 J9 G9 w9 o
0 x" A3 A$ ~, M- ?& B; \4 K SetJobLevel( nLevel, nJob );7 k, @ [ _; U0 F, \) m
m_nDeathLevel = nLevel;6 e8 k$ a. r8 |3 @* Y) z1 b& T- F
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans4 K+ e, E- @2 t- e
if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
v5 S+ b' w8 t4 R) }' E if( nLevel > 59 && nLevel < 72 ). z7 y# {7 f+ e/ R8 R; U
dwTmpSkLevel = 1;- Z- Q/ n1 A1 q1 [
else if( nLevel > 71 && nLevel < 84 )
6 Q, b; R' v9 o) o5 k dwTmpSkLevel = 2;6 n! Z5 C8 ^5 I' @) ]( b
else if( nLevel > 83 && nLevel < 96 )6 V% U P3 _" \0 E7 u
dwTmpSkLevel = 3;
) Y% X' W, o& g) a4 Q8 C+ O else if( nLevel > 95 && nLevel < 108 ): Y8 Z6 _' \/ E6 X; v
dwTmpSkLevel = 4;# W+ c5 ]( w& u6 X
else if( nLevel > 107 && nLevel < 120 )
) \! B9 I& Q$ A0 A dwTmpSkLevel = 5;
0 \5 n& e$ r2 D% W3 j for( int i = 0; i < MAX_SKILL_JOB; i++ ) , y" s, T# s- i! A M* j7 m
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LPSKILL lpSkill = &(m_aJobSkill);8 Z! H) e% {- {' K; s
if( lpSkill && lpSkill->dwSkill != NULL_ID )" j* K" }9 F- n% o
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); % P- u; j" {- Q! l5 B9 i, x% h
if( pSkillProp == NULL )
; x g# a: H/ d/ p continue;) i" k9 s! C* t$ @, K/ |
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
0 q' o% c: \& b, w: f continue;
6 Z6 s: q1 s! j4 _ lpSkill->dwLevel = dwTmpSkLevel;
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else if(IsHero()), V4 h# E1 S+ B2 ?" m/ E, p! p" B
{
% B5 P3 H. ]4 ~$ x for( int i = 0; i < MAX_SKILL_JOB; i++ )
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5 w5 {- g0 t5 `1 }$ e LPSKILL lpSkill = &(m_aJobSkill);
( w3 H/ s" A9 U+ T- r. P1 s if( lpSkill && lpSkill->dwSkill != NULL_ID )& P0 ^6 l4 g v* [* t
{
' R. {( @# W" b: s1 } k8 e ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 8 s9 c$ ^0 k S Y2 v
if( pSkillProp == NULL )7 v ~0 U% ^7 J2 Y
continue;( [9 }# V/ u+ o; M! N2 Q9 }
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)$ v. s7 l, z5 |
continue;
2 q6 `# C, T2 i- M# f* b2 a+ D lpSkill->dwLevel = 5;; \& D2 k0 \4 q& O. ^' A8 X
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}
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8 u! Z r5 V' x2 Q, } y9 d else if(IsLegendHero())
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4 h; Z# u9 f7 F7 }/ b( l for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);, }, K1 @. i1 V) ~9 T+ {
if( lpSkill && lpSkill->dwSkill != NULL_ID )- F3 A0 r: A2 w, e% y4 m* A0 j1 |
{, P- T: y* b% ]& d( J" @/ f
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
# l' v. o4 u% z# ?* C if( pSkillProp == NULL )
' Y$ Z3 ~1 @; j% j continue;
0 B, a- p5 e4 z- D, F, J if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
( u1 B) T7 k9 A+ H T, n continue;
3 c% T8 P* T& d% E; U6 q lpSkill->dwLevel = 5;
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+ A$ g. y( l" x) a z }
0 b% {- m3 c( F }
* S1 ]8 P2 `; e. `7 c/ i#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans6 r0 i' a- }- ~5 J8 a8 Q* ?
if( bGamma )
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m_nExp1 = 0;+ L1 B7 W5 k+ r' d
}
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7 Q& k: \9 L" J- N4 q4 \ ( (CUser*)this )->AddSetChangeJob( nJob );; K ?, }( i! M! f
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );+ c) }/ H4 q1 T5 v7 w p5 e8 G
& T2 r8 }! n& h3 F3 m
7 s9 m0 S" t0 O: M0 Z( M#if __VER >= 11 // __SYS_PLAYER_DATA) g5 j7 L5 W1 K+ @7 z* v) p
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
6 t: I; D; H# ]( U& Y' k#else // __SYS_PLAYER_DATA# Q, p. |4 T) D/ C
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
4 U0 m8 \, O; l7 A ~ g_DPCoreClient.SendFriendChangeJob( (CUser*)this );7 J5 j! k7 K( R1 ]9 d% y9 d% L# v
if( m_idGuild != 0 )
% M/ a8 f. _- a0 B" g" {' I g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
* Z4 ~. L% m8 i9 C [3 q#endif // __SYS_PLAYER_DATA/ v- e( z) o, X, t- P' Z8 h
SetHitPoint( GetMaxHitPoint() );# g- f- N( i6 x. i9 }% E. d
SetManaPoint( GetMaxManaPoint() );5 \+ o( S% k6 y0 Z' K/ y# L4 ^7 B9 i
SetFatiguePoint( GetMaxFatiguePoint() );6 x* I4 {/ v! S6 x" {5 k, y
if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
d+ Y+ [: s$ b) O8 p m_nRemainGP = 28;# m" [: _& N6 [ d2 n. U
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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0 p- d' Q* Q+ w$ U1 e: B m_nRemainGP = 118;
& `9 B9 L& C0 ~3 G I$ W& P; E //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
( K, a/ a% U: W" R9 G2 J m_nStr = m_nSta = m_nDex = m_nInt = 15;
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4 Y4 m' r: W) Z1 f) ?' x if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;
1 N) @5 e* M6 W. B) w. L* x itemelem.m_nItemNum = 1;" n' w' V: h4 ^3 J" ~7 F
itemelem.m_bCharged = TRUE;
; z! }9 T; |4 a1 i6 x1 K- I BYTE nID;6 P7 ]+ ^, X" f) Y H( P
4 b; C: [* G' ^' x* y if( nJob == JOB_MENTALIST_HERO )9 x! u" G8 V; q+ H$ d9 L3 O, O6 ~( N
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
% |4 A+ e5 d5 e! W if( nJob == JOB_FORCEMASTER_HERO )& I: X; k9 ^+ t A
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
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( ( CUser*)this)->CreateItem( &itemelem, &nID ); V/ J, v" {6 B
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g_UserMng.AddSetLevel( this, (WORD)m_nLevel );; C& X5 ]& i, ~
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
+ f" E" t/ r' q; Z: R ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );: U/ t1 J9 r& N" O/ a6 t& r; f& K
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );2 f" k: r+ `8 t
( (CUser*)this )->AddTaskBar();*/
1 ?( U/ {6 W0 |! z P3 e ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
7 o" o# b4 k& h. L& ^2 H#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?- Y( h6 P4 j5 j9 V9 L# T0 j1 q# ^
((CUser*)this)->CheckHonorStat();, N! h7 E9 r, Y0 e5 ~2 J
((CUser*)this)->AddHonorListAck();
" F2 d Y! L% G6 O$ j6 d# k g_UserMng.AddHonorTitleChange( this, m_nHonor);
% W4 k, M4 G* ~" C4 ~' i#endif // __HONORABLE_TITLE // ′Tà?0 m4 R% m% ? A! [- N7 T8 N
}
4 @/ A+ e) `' d+ X. d# E$ h#endif // __WORLDSERVER
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* o+ I, U$ m2 ~( t然后你进入functextcmd.cpp并添加以下2 y/ s9 ` I; k" N/ ]9 B+ U) C
( G* w: U! u F! j! ]* ?/ V
代码:
2 N3 u9 [% C0 W" M% o* A/ sON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
; R8 Q: C' \/ i5 o" C T3 P, U下面插入: W3 i, J6 {/ q* r$ H; M( X$ C6 E7 O
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
3 v' l. N4 u5 M1 ?/ {1 F( i2 B2 D9 ^( y- F- k0 W
然后你去
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~4 U8 j- u/ s2 k$ Z# x代码:
$ N3 z; c' V5 N B9 K( g代码
; {8 y; E9 o# |8 g+ b" ^BOOL TextCmd_ClearPropose( CScanner & s )% _" ^2 C& @3 K b3 b3 k
{
" s: d. n3 U! {1 K#ifdef __WORLDSERVER2 d( z0 ]7 A2 f$ ~, I+ J
CUser* pUser = (CUser*)s.dwValue;9 q) A% O( d4 ]4 _
g_dpDBClient.SendClearPropose();
/ V* z3 ^" s/ g' i#endif // __WORLDSERVER; D# X' h% @8 b# W8 e
return TRUE;& r* S6 r+ w% I) }; g
}
& T4 u) V6 R* L1 K下面插入0 G# _; P( S0 J1 P K
BOOL TextCmd_rebirth( CScanner& scanner )% b* k2 R7 O/ ]7 ~2 o7 ]
{" M4 H9 I9 C! c$ |; Z
#ifdef __WORLDSERVER5 U/ l; M" J) o( R! u
CUser *pUser;
$ q4 Y/ P5 i* s* v+ r/ [( MpUser = (CUser*)scanner.dwValue;9 ?" ^& N4 z# E: I# f
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())# i7 T* h3 b+ M( A
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
. K1 e/ _' l0 u5 ]else
% V: H( g% [* C) Q+ N( J. [+ JpUser->AddText("你还未达到重生条件!");
+ x3 p4 D) C% K0 [( n2 i0 c, T* m#endif# F- Z& B9 Q m
return TRUE;$ E' f0 c0 q1 w5 D
}
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