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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befehel8 U4 M& e/ ?8 T% f$ @: I) O; X
' b. `' J4 W: M- eMover.h( A* D: D8 M7 A+ n R
代码:
- C6 G7 e) x1 y. M; m0 {+ b找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü) r2 d z a- f" v) b& p
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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* }) Z! \& o! t4 u9 c# ~2 Z
$ U4 k# |4 C4 h. m5 r
代码: W$ I" @4 ^" M/ ~% e7 Z
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )9 }$ l ` l" Y/ m; j
{
$ i" b8 L: Y3 ~# }#ifdef __WORLDSERVER
/ [( b* \8 f4 p" v9 y // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó: `0 u r' L( z- J( _/ v
MoverProp* pProp = GetProp();5 ~. F1 @ U' B
if( pProp )9 O3 d7 I$ P9 |' F9 i$ A
{
; P# n/ ^# p! p" {( R n if( nJob > 0 && nJob < MAX_LEGEND_HERO )
# r$ v- N6 h. b* o+ \ {
1 a; Q+ f# W% ?* e- Z, w# n' v8 X( x AddChangeJob( nJob );8 j2 g; B& j% H( h2 P
}else{
3 B1 L4 l ~' h, t return;
8 a( r: I/ o& x4 _. A }
, R! _$ w( M9 i# i) C% L+ k3 W' {# \) ?3 L int nPoint = 0;! S8 X4 {$ x; r
if( m_nJob == JOB_MERCENARY )6 y9 ` U6 O: @- i& R. k. Y
nPoint += 40;
" S: Y/ b- b0 K else if( m_nJob == JOB_ACROBAT )
- e3 j! ~" i& W; W3 E nPoint += 50;) g5 T6 B1 v! P' I' l6 t
else if( m_nJob == JOB_ASSIST )0 {, ^" _; K# _$ S/ b; l. r
nPoint += 60;
, @8 U7 U! h. C; Q3 U. C4 | else if( m_nJob == JOB_MAGICIAN )
/ r& P* P2 ?" M nPoint += 90;
( o) I i8 m+ C- r else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE ), ~/ P& [/ B# Y/ E# l+ V, s
nPoint += 120;
* A4 ^+ h5 `4 ]- F0 q else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
3 J8 n3 y: a6 U. {2 A nPoint += 150;
@$ f3 b. Q, S4 ^; v6 x else if( m_nJob == JOB_RINGMASTER )
( X9 R- L/ |; q j6 o nPoint += 160;
/ S1 |. m1 g3 |, ? else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
4 a; P" k; z& r5 t2 q5 h9 b! Q nPoint += 180;4 S9 k7 h( h3 `1 n
else if( m_nJob == JOB_ELEMENTOR )& f8 O5 ?" ]2 h4 w, c* B
nPoint += 390;6 G3 g, M: N' D! M7 ?
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
' Q, L; A3 v9 {2 L3 _# d nPoint += 120;5 V) m+ v& ]2 b* [/ D! x- r j7 B
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ), a* Z) m3 Q$ D, [/ M$ ]/ h
nPoint += 150;7 S3 ~0 c7 I1 s: N
else if( nJob == JOB_FLORIST_HERO )
. N; ^$ w! _$ u( W" P, i `" X, f nPoint += 160;
4 ^+ g6 V* h- y, O, V9 y, M. ` else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )% L9 x: _1 T% z( L8 n
nPoint += 180;
6 }9 @' }0 W# N% |0 N: c8 z else if( nJob == JOB_ELEMENTORLORD_HERO )# Z( f1 L: [& v0 @
nPoint += 390;
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AddSkillPoint( nPoint );( s+ x0 h. u- j( ]1 b6 Y" f
m_nLevel = nLevel;& a8 Q, f% s1 c3 r9 R2 e
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SetJobLevel( nLevel, nJob );
1 Y& _1 i1 S" N s: v7 G' X! C m_nDeathLevel = nLevel;
$ @5 b6 J: H }% i. h4 M7 I, W; }7 z#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans4 k5 e Y! j: j
if(IsMaster())% r( E/ C: z& {" z7 O
{
2 H& }! X4 f" `( d int dwTmpSkLevel = 1;//60, 72, 84, 96, 1083 u, \6 @8 |& y. `" u
if( nLevel > 59 && nLevel < 72 )+ v0 `: A, l& q* k5 Z- |8 R; ~
dwTmpSkLevel = 1;
2 }/ I: o0 g6 j else if( nLevel > 71 && nLevel < 84 )
+ t; N) y! g2 I! a/ n1 E l( F dwTmpSkLevel = 2;1 G3 ^. c: u6 Q0 s' R+ N& a4 n
else if( nLevel > 83 && nLevel < 96 )
# O( H( V- M+ u dwTmpSkLevel = 3;; r- n; B" v9 }& i6 s
else if( nLevel > 95 && nLevel < 108 )
J: R1 q- [" J( b' P X9 o$ ` dwTmpSkLevel = 4;6 Y: j) Q, s- }2 ]
else if( nLevel > 107 && nLevel < 120 )4 g# S0 \ J. J# e! n7 t
dwTmpSkLevel = 5;+ b& Q, E2 c. ]$ h% J
for( int i = 0; i < MAX_SKILL_JOB; i++ ) 6 B7 f; P! T4 l
{ : F; h: O8 {/ K8 F/ N1 c) U
LPSKILL lpSkill = &(m_aJobSkill);# C5 U: @0 N& y+ X
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
* F6 K$ a1 _* N; G# `5 |# v I if( pSkillProp == NULL ). O3 ?. i; \7 q0 p' `& k$ m* o
continue;
4 d! e) R0 P& k if( pSkillProp->dwItemKind1 != JTYPE_MASTER)- l: J" z# `0 y9 }
continue;5 [$ J4 n# j ?
lpSkill->dwLevel = dwTmpSkLevel;! ?( }% ^ q% h8 K3 n; v
}
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8 b3 k4 U! Y# e8 x else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
& F7 X9 z8 R( o! b, Z# N {
o) t" U9 B; g+ g; S/ b1 j LPSKILL lpSkill = &(m_aJobSkill);
7 p! W' P9 \* e: s- x if( lpSkill && lpSkill->dwSkill != NULL_ID )* G7 h3 j( }5 R6 Y; a
{
$ u2 z. a8 A% m ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
, G& i) h) O# R. ` if( pSkillProp == NULL )5 p* D+ y+ M r* q7 }* T
continue;" o7 q! L" f8 c5 u4 A+ ?+ S5 l) H
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
- i9 C5 r, L3 \ continue;
$ X# \" d: s. `# G2 w lpSkill->dwLevel = 5;/ e: \$ N' g: X( o- i
}
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}
" \6 |5 V" n0 Q9 v: P$ N" P6 u a else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) # L; M7 u% ?- b# M6 _; P. H
{ 5 ~# ]% w" S1 X% G
LPSKILL lpSkill = &(m_aJobSkill);
3 c- Y9 k1 O% v7 |) V if( lpSkill && lpSkill->dwSkill != NULL_ID )
1 O8 C: t' B m% [) y3 D& _ b! z {
- m$ j: `+ G; a$ B# c$ F ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
6 b, _4 f ?. d, k if( pSkillProp == NULL )
' d& ?3 `! |. u5 r2 r& J, R& l continue;. W$ h) C5 b9 o* l( M# C
if( pSkillProp->dwItemKind1 != JTYPE_MASTER). W! P" ^ ^5 H4 g; c; }+ b8 N/ G
continue;
! o1 Q; R! Z0 S7 d! Z2 |- A lpSkill->dwLevel = 5;
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}
% U( x! ^4 S! h0 a2 A0 r' ] j#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans( j M5 a/ _% w, d6 |
if( bGamma )9 g+ v4 ]1 n3 q0 C9 S
{
! Z8 m3 S3 u0 Q$ B9 O% r; j( O m_nExp1 = 0;/ F) z0 ?/ `. u6 `! B* C4 [& b
}
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( (CUser*)this )->AddSetChangeJob( nJob );) Z/ n$ I C$ R2 m- p* ]
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );" d: \5 s' t# y8 m) @* y
. Q! j$ l0 t6 q' j3 R+ m7 y
! P- j& u* I% m5 v( f/ |#if __VER >= 11 // __SYS_PLAYER_DATA9 q& f0 N h" G2 R2 Q+ e
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
; y6 I( K& G. X' N2 v#else // __SYS_PLAYER_DATA
! A) o! t0 w( I: u! S' w5 ? g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
7 ~& o3 U6 @* }# l& }2 a+ w g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
8 r$ ]1 r# Z2 Q. J* v if( m_idGuild != 0 )0 _/ H5 H( N& [) j! r" X# {3 ^* ^
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
0 [ S5 A, ?- I: ?7 W- Y#endif // __SYS_PLAYER_DATA# ~1 W. K. M3 \/ }
SetHitPoint( GetMaxHitPoint() );9 l* K- h- l! o1 ~" r
SetManaPoint( GetMaxManaPoint() );
& Q. \6 k2 S& b* G/ h) g+ M C0 ] SetFatiguePoint( GetMaxFatiguePoint() );
2 i/ E7 |7 o) i/ v4 N* t if( nJob >= 1 && nJob <= 4 )5 q; F1 ~1 G1 l* s/ E2 L" W
{2 y7 P0 f/ R2 r: T9 B
m_nStr = m_nSta = m_nDex = m_nInt = 15;. |# _# B! ~" U6 o" `! l4 N! E6 r
m_nRemainGP = 28;# B$ ]" A5 d$ r7 I& ]4 h
} l- u& Z9 F2 \6 T. }5 h7 o
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )1 ]" v" ]8 A. c- F' @0 J% S
{" J% [* e3 T0 J6 D5 x# k$ B
m_nRemainGP = 118;
- f* [8 `6 i" Y( L //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;& M) o& S1 o# @: m
m_nStr = m_nSta = m_nDex = m_nInt = 15;7 k4 ^6 ?; J, p8 t7 B( o
}
n: w7 Q K& `! }$ p if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
: h( ~! m. M3 V {
; Y. }( F& g/ I$ A" a- U5 K, o CItemElem itemelem;& b6 X& g5 g) f6 G
itemelem.m_nItemNum = 1;
! k& X3 E2 F" M( c+ D itemelem.m_bCharged = TRUE;
) j2 a' G% }5 {9 P4 s& p- L BYTE nID;/ W! f+ e( F9 I9 s% N" s, r
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if( nJob == JOB_MENTALIST_HERO )
- j0 x9 t# Y, {, ` itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
7 o: V$ x8 D2 X1 x/ M if( nJob == JOB_FORCEMASTER_HERO ), U$ \$ H6 X9 v2 Q0 V* V
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;! i5 q9 D( w" d% h {, P
% K# ?" w6 V6 T+ q
( ( CUser*)this)->CreateItem( &itemelem, &nID );
5 r3 s+ I. e$ ]# |* b }
: a. g+ K" M! [& H* H3 k8 E g_UserMng.AddSetLevel( this, (WORD)m_nLevel );+ _/ `/ b/ B7 @2 C! t4 i; e
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );3 ?2 r! K# o! \4 b. r
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );7 o! p. a: A/ O
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
- {' b8 E6 Y7 \$ ? L3 N+ s ( (CUser*)this )->AddTaskBar();*/
5 \& x1 t1 o5 E2 f& a/ x* V+ _/ X, ^* f ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
/ e _. h$ q' D' a$ h3 P& `#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
. Y6 u$ E* ~! A' g* J ((CUser*)this)->CheckHonorStat();* @7 g' B7 l7 w% a6 E
((CUser*)this)->AddHonorListAck();
: V; f5 T ~% `, B g_UserMng.AddHonorTitleChange( this, m_nHonor);# z. u$ y+ P2 m: d" C' E
#endif // __HONORABLE_TITLE // ′Tà?
5 \2 L4 x/ `# k }
. L% L$ v0 j' Q/ D7 }5 Y% D& V#endif // __WORLDSERVER
) P3 A6 R8 Q; m) c% _; q}
' t; ?# E4 i k! |
: \+ B s1 k) O4 ^然后你进入functextcmd.cpp并添加以下
* C1 F8 r* m) l4 ?* u% g: I R7 \$ b. b
代码:
; w. ^( ~! T3 H. K/ y: pON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )& ?2 p: W6 t- }# l2 @* n) _# f* |
下面插入
5 L3 W; E: W$ F& uON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
& T4 C, Z# d) s' E$ ]+ ?* r' N: V7 F; {8 p3 C8 |9 E9 b
然后你去
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4 m2 `' ?- l' n( c9 C8 k代码:! V. h4 ]9 W+ X8 j& L
代码; E+ I+ r% n6 s. A4 n3 F8 a
BOOL TextCmd_ClearPropose( CScanner & s )
6 ?4 y6 R/ U5 D" o{5 L# k/ M9 Z" `. [
#ifdef __WORLDSERVER1 ~6 ~# ]% g, k( H; H& X1 P+ r
CUser* pUser = (CUser*)s.dwValue;
# e: x" m- K2 u" s( |% F g_dpDBClient.SendClearPropose();
; h& h9 y0 {$ l9 O, K#endif // __WORLDSERVER1 ~' k# m0 _+ d
return TRUE;
9 u: n; j& l# d$ z6 _; s3 m}
, |" E4 E, f: T2 n" H2 C下面插入. w q8 V r K
BOOL TextCmd_rebirth( CScanner& scanner )
% Z4 j$ G7 z: L/ L{
* F6 J( g6 [: Z3 J9 E/ d! j#ifdef __WORLDSERVER
, x! N" x' j7 v$ a& |CUser *pUser;; A; q- `; |8 n7 e: ]
pUser = (CUser*)scanner.dwValue;1 |) G! S# {. p7 |5 |
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero()), o6 k! w% Y, l5 u9 Y. d6 n; g9 `
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);# g* u; h: l# l$ N; B
else9 ?- H; ~; K9 U3 _/ g
pUser->AddText("你还未达到重生条件!");2 ?. l0 }) X8 J% w
#endif
[) X, c; [3 V- ^! t9 ^return TRUE;# W1 G" ], P0 A0 j3 c0 ^
} " |& S l+ P1 t
! ^8 q1 P9 I* t) W) I! N4 ~% \9 i- C) ]* \
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