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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.h8 M3 J7 H6 u- U7 {) {0 I2 t+ ?- R
代码:3 r8 x) a8 v# ]' K' n) q: L8 t8 u5 s
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 4 z+ }' M4 G- G8 E& o" m
3 a, j1 Y2 L# n# T2 M然后你去mover.cpp添加
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% Q; b- {# f7 w7 r/ Q# a* K+ R s* `# y代码:
1 I. f( s4 }/ ovoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma ), n) O% d' q+ |) I7 Q5 R
{
' h; j/ C2 d; {7 K#ifdef __WORLDSERVER
) I. G' \$ ]5 x- X% m // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
5 L/ O2 b/ C2 z MoverProp* pProp = GetProp();
* U1 F0 u+ E4 T( S+ B if( pProp ), J6 d; a" A# @- G
{( n4 M2 p* r6 \% J& F* ^& r( K
if( nJob > 0 && nJob < MAX_LEGEND_HERO )
+ f, Q: x) @4 F {
) K( J& o" C+ K" A AddChangeJob( nJob );
0 t+ c& ~$ n- g1 g w }else{. t" S' }- D1 @( L( I% J6 r
return;; p% C6 w/ `1 M* C ^; S# m% S) X* {4 _
}
0 f% Y# e+ T$ B! e int nPoint = 0;& U1 ]6 C4 g1 `2 Y! a
if( m_nJob == JOB_MERCENARY )
4 {( h A( }; P( k% B2 ~4 e' K* m nPoint += 40;5 u! w5 B) w1 A6 E* `+ k: A
else if( m_nJob == JOB_ACROBAT )
% Z6 g8 }2 ], J1 ] nPoint += 50;( F0 ?1 Q4 }1 p. K
else if( m_nJob == JOB_ASSIST )- t! x* p/ ~ D. D7 v
nPoint += 60;
1 Z2 z! m7 F/ W. b& d8 \ else if( m_nJob == JOB_MAGICIAN )6 U6 I6 ?1 d. x8 s9 @1 X
nPoint += 90;
, o! X& b2 m+ T- Y; \1 D, T else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
$ e$ V! u4 h$ T; ^8 o# r k4 v5 e& K nPoint += 120;6 l( B9 S2 ~/ `& `% S! e
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
( Q$ O1 H6 @) b: S* ^ nPoint += 150;
( ~9 k. c( b# ] X8 ~" y else if( m_nJob == JOB_RINGMASTER )) f3 y/ j# d" K, D; D
nPoint += 160;
, A) [8 c0 I) q else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )2 X' R+ t J6 D. W0 u
nPoint += 180;5 H/ e1 v# I0 g l' q
else if( m_nJob == JOB_ELEMENTOR )
5 n/ R$ X" k$ L nPoint += 390;
' Q1 j1 K4 d4 m else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
+ A+ @" T" x2 c- {* ]5 w nPoint += 120;
8 g& h: \/ H8 b$ i else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ). H K& `1 ]' {; E$ h7 D
nPoint += 150;9 z) K1 J5 X5 o- a# X: D
else if( nJob == JOB_FLORIST_HERO )$ ^, t8 v H' D2 b5 ?
nPoint += 160;
- J/ X: W" D' C l( a else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
8 Z$ r) K4 K' [7 N0 c& N nPoint += 180;
8 o" P* x3 k y: i+ s. W8 M else if( nJob == JOB_ELEMENTORLORD_HERO )
) T' v+ O. M4 P( l" @ nPoint += 390;
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" u9 C( C8 v/ s) |2 w7 z* R; x4 w2 p B6 Y AddSkillPoint( nPoint );
( w9 |- ^/ k$ V- e/ ~4 m m_nLevel = nLevel;. u; `7 _- F/ s! j1 v ]( s2 N
2 K" d4 h3 h1 I. A, f2 g SetJobLevel( nLevel, nJob );+ p* S+ D: x4 Y3 G$ I
m_nDeathLevel = nLevel;
6 O6 J2 R4 Y* e9 E5 s#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans o `$ ], ] A- `, h* ?% v
if(IsMaster())9 l2 Z. `+ p" o# M7 Y/ _
{: S( w- I* n3 H% p
int dwTmpSkLevel = 1;//60, 72, 84, 96, 1083 u! l% H4 F g& H' J
if( nLevel > 59 && nLevel < 72 )* d6 X/ u' k8 I
dwTmpSkLevel = 1;' f4 q* Q0 |. K9 Z2 G0 V
else if( nLevel > 71 && nLevel < 84 )
" L; l1 X: m3 Z" n# g0 h dwTmpSkLevel = 2;
) b: l0 D% @' |& N9 j) c else if( nLevel > 83 && nLevel < 96 )) W8 m3 U" P5 |7 j D% n
dwTmpSkLevel = 3;% \+ U6 e% G# _ l! a3 n2 C
else if( nLevel > 95 && nLevel < 108 )* }9 a A' U( U! r0 b% i9 t4 _
dwTmpSkLevel = 4;) U% Q' e! a2 _, J
else if( nLevel > 107 && nLevel < 120 )
' E8 w9 g! C+ M; Q dwTmpSkLevel = 5;
+ v$ t! H0 o1 n for( int i = 0; i < MAX_SKILL_JOB; i++ )
4 J; R7 Q8 U. u" p {
" T6 V" g2 H K! j' l* D) p' ?' n LPSKILL lpSkill = &(m_aJobSkill);( P- H, E2 E S6 z! [5 I; \; }
if( lpSkill && lpSkill->dwSkill != NULL_ID )& k$ h7 F" P3 {( q
{2 D# S T9 Y0 U0 j* l) H
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
2 T( p! Y7 F2 {! \! C% }$ A if( pSkillProp == NULL ). L: y8 f7 V0 e3 F9 l" g5 }) Q, I
continue;
" h1 p+ {/ c/ B* k if( pSkillProp->dwItemKind1 != JTYPE_MASTER)" w6 T1 [7 F( C' L8 l2 J, v
continue;2 E$ u/ A4 D+ F3 R( }. k
lpSkill->dwLevel = dwTmpSkLevel;
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}
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& {# ^( e* r$ t8 Z* E2 o else if(IsHero())) F: m2 n C/ c) r. U6 P
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) * E8 S0 X" n# ]' D2 j% h
{
# M; S5 d& q- ^0 a' O LPSKILL lpSkill = &(m_aJobSkill);
* H1 G8 e4 _ p" t if( lpSkill && lpSkill->dwSkill != NULL_ID )
5 ^( v; }# o, L% X1 b9 \2 q4 v. W6 b {
2 N# |7 ?/ E! f9 z ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
) U8 A; l e0 Y& |0 a if( pSkillProp == NULL )
% E- l9 p- s4 d8 y# y' j& U continue;
$ M V6 p7 F Y* g( H9 ~9 C4 M if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
, q6 i% P( {' @7 c continue;$ c8 a& a# v5 a3 h( J0 i
lpSkill->dwLevel = 5;/ c$ v! l7 }* `( I; m( K
}+ ?* E( p# t% t6 j
}$ m" t2 l# z% U$ l2 a _
}
4 R1 e# K% A% o8 `; G( I( y3 \ else if(IsLegendHero()): y9 E2 t+ ]4 F" \7 j' e! \1 `
{% q& Y! c- Q H$ }
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
8 Q5 r0 m! C. b. S2 r" V) I8 O if( lpSkill && lpSkill->dwSkill != NULL_ID )3 \2 S( t1 ~1 v* E: P
{0 d( x( B5 P) C- C4 k
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
. B( ^, L" T8 x0 n2 n) z% i if( pSkillProp == NULL )- J9 a7 Z8 D9 A7 ~) U
continue;
, X8 N5 {3 I8 u2 X; U/ }) ~: i* } if( pSkillProp->dwItemKind1 != JTYPE_MASTER)9 M% E2 h1 |4 _
continue;- y! y, i/ }( V" N) E8 _. k1 L( I5 I
lpSkill->dwLevel = 5;$ N0 O* Y' M" N4 i; w
}. o, a( `4 t3 p5 d6 f1 r0 e" Z% j
}* d7 ^% u2 }* v/ ]8 ~
}
) _0 G8 u1 G- s9 n, e6 M#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans- D; L2 G$ x; J# U) V
if( bGamma ), g/ Y3 k0 ^$ W; G. P, N9 F
{6 U- K$ n. h$ L. I; T3 [+ X
m_nExp1 = 0;
8 Z2 `) R6 i- s1 ~5 m: ]' O3 M }
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( (CUser*)this )->AddSetChangeJob( nJob );6 }% A1 X- R1 ?
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );5 Y3 I: J# P3 ]1 k: Z* C, @
. a' v: k0 p5 @5 u; e
% U S& f" {' g: c5 z) Y( g9 Y#if __VER >= 11 // __SYS_PLAYER_DATA
8 d, g, Z$ |: K; Z% u g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
( E8 i$ o* F4 L$ S6 u4 f#else // __SYS_PLAYER_DATA5 A/ p8 Z ?- _, d3 Z8 L- O
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
, ?. _) g" n: e* f& D" J; A* c g_DPCoreClient.SendFriendChangeJob( (CUser*)this );; K5 H* X7 _0 N( T& M8 n
if( m_idGuild != 0 )
' o- S/ N1 q5 u8 v1 b; M R g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this ); h- U( B) G3 M" K# q( K
#endif // __SYS_PLAYER_DATA5 G; M- |7 Q! {2 j8 v) V) o
SetHitPoint( GetMaxHitPoint() );
% U) M( o3 t/ }8 N7 R' j+ t SetManaPoint( GetMaxManaPoint() );# ?- Z3 F0 o3 X6 x7 g C6 a0 A. b; h
SetFatiguePoint( GetMaxFatiguePoint() );& Z- q5 U& U6 e& g; g
if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;& Q" b3 M2 L! t5 y4 x2 F3 N
m_nRemainGP = 28;3 ]) G, }; {+ R
}
/ j! ^7 w0 X! u$ ^ if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )% f t, Z: ]) z
{' D0 q5 Y+ Y' u5 K, I
m_nRemainGP = 118;7 p8 } R5 [. r; k, j& s" W
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;$ Y: G$ V) u" p( a
m_nStr = m_nSta = m_nDex = m_nInt = 15;
5 U* N% X& `0 Q& i/ O+ s }2 S% i/ j5 u1 q1 E1 k' w+ I
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
7 P2 P+ j( h; _3 k6 P$ b( m) K {
k/ e$ t; F) A+ ^% J* |" ^) z5 D8 ]8 g CItemElem itemelem;
# h3 ~# F& U% { itemelem.m_nItemNum = 1;* M8 l8 o6 d6 F0 d+ w0 f: S
itemelem.m_bCharged = TRUE;
# U! D$ G# C) L" l1 A& D& g BYTE nID;* O/ g8 m$ b1 W. T+ C6 {" a {
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if( nJob == JOB_MENTALIST_HERO )
" f. z7 N/ Q/ | I" ~ itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;. d6 h9 y+ H' t: T* e9 S* \
if( nJob == JOB_FORCEMASTER_HERO )
! H0 P1 {: @9 }" T) j1 z itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;& o. f' E1 V& H3 m( ? l
& p% h9 I/ d- T: a( Q1 |3 {: L% w
( ( CUser*)this)->CreateItem( &itemelem, &nID );
1 h/ T* @6 _: I" \" m }$ u7 ]4 u, e0 C# i! y: b$ L0 t. ?3 Y
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
4 E2 }/ n- k$ h/ e2 L! r ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );5 c% Z, O I# |$ m
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );$ n! A$ v/ P+ @) I* L: E8 z
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );2 p0 Z! v% A3 X! l& ^! O
( (CUser*)this )->AddTaskBar();*/
: s" d4 e+ A) q5 \% {3 C1 L ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );+ a) V2 e8 x/ c8 m% A7 w3 m
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?( C, ]" W0 H$ g8 i3 a
((CUser*)this)->CheckHonorStat();
( J7 d4 U: [( c; G/ y" ?% D1 r: E ((CUser*)this)->AddHonorListAck();2 z* O1 H( r/ j8 u+ U5 H9 n6 Y
g_UserMng.AddHonorTitleChange( this, m_nHonor);! ?% u& Y5 j, J& m- i; |
#endif // __HONORABLE_TITLE // ′Tà?! ]% o* L( W6 f: c' @2 j
}* a6 ]" F w$ G. h8 A
#endif // __WORLDSERVER
& i, U# e8 B5 P: c# l+ |} 2 U) P# b6 _- s7 r( G3 Y
5 `% R& N' N& b6 K, m然后你进入functextcmd.cpp并添加以下' P1 b9 d8 c' i- E' d x0 ]
& O3 |. b) {" s
代码:6 f& k V/ @' [! ^8 u
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )& y( Q1 m0 o, }+ \ C* v3 ^& S3 i! H
下面插入
8 {; Q/ J' j3 i! A6 iON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 1 x0 {$ i$ M, v, ]1 J/ ?' m
4 _7 b/ N5 _& h$ J* X: T) b然后你去3 p6 {& K9 C: K% s
# c3 A2 a$ ~* p: ?" v代码:3 f' \ p8 G3 X- Q4 T
代码
% ~; k+ Z6 s9 `; j2 @5 gBOOL TextCmd_ClearPropose( CScanner & s )
# }4 z) R) S" U( m7 ^/ O{
4 [$ S* h; @0 f8 `9 d: d#ifdef __WORLDSERVER% i+ z4 L- \3 [' p
CUser* pUser = (CUser*)s.dwValue;4 H) i) p4 p4 \/ Q! V* M: S/ P0 L( t
g_dpDBClient.SendClearPropose();1 V# B5 I! h: E; {# c
#endif // __WORLDSERVER
6 Y. W0 G& U8 {9 E! D return TRUE;. R& t. ~( e- t- p. M
}
# R( N+ Q; a, O- V- F4 [$ r3 v下面插入
6 I. t% v$ e8 F2 j8 A" {) |9 gBOOL TextCmd_rebirth( CScanner& scanner )
' V I1 u- G6 z% v{6 W: {( m/ F- F0 r) W
#ifdef __WORLDSERVER
5 l3 w4 |) `0 P3 @CUser *pUser;; I8 R' D; G6 s" b. v" j, O* Z
pUser = (CUser*)scanner.dwValue;
" P7 g( v" d/ C: Rif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
: X6 A) v8 Y4 A- z2 V/ I( J. n8 b6 `pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
0 X3 g8 l6 P" M3 R7 g% `, B- Nelse
) o9 X+ R, C4 _pUser->AddText("你还未达到重生条件!");
; L/ R; C$ T& ]$ ]' p2 a7 z' u% Y#endif" K% ^' F e9 z: d: e1 ~" q. i
return TRUE;/ h' [: {) y+ B# G3 U: F( n
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0 [3 C9 }1 ~1 Y
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