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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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/ _" w9 M7 D; o. x9 N) ^$ eMover.h a; m; l$ m9 Z2 r; T1 M1 u1 ~) ]
代码:
( j; Y2 `1 G) B找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü# ]/ y! f' b. J# y8 c
% k S+ b# ]7 d3 n3 w下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 4 p( }) K1 \6 v1 X8 \8 b
( O; b9 `. C8 R5 [$ e7 ]然后你去mover.cpp添加3 ^% k0 e4 N5 W) W
& c- q2 d0 ]6 ]/ u! v# ^7 J8 _9 A
代码:
& W5 a, C( r2 C/ j9 g4 ?! @: rvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )6 i# |2 c& \1 H6 ~' ]( k) P" D
{3 r5 X/ b, @* [: y* E! }7 z
#ifdef __WORLDSERVER: J, D( ^! g8 A1 g* ~
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó G5 c4 i1 N' c0 J& F
MoverProp* pProp = GetProp();
9 v1 b' z9 X2 n if( pProp )% f: P2 A" M( K" f" ^2 e
{
' K6 ~" ?/ h( v+ u. `- r( M if( nJob > 0 && nJob < MAX_LEGEND_HERO )
. Q& O; S! I0 z/ H$ s+ `% N {
! q' \7 t! U9 F9 b& [ AddChangeJob( nJob );
$ N ?' d6 Q" K2 x5 `* F }else{
' m. |) ^* [3 I6 h return;
6 T+ X, R& d# o, g8 q" I }
' e3 [! O. _+ q& V( C5 y. ` int nPoint = 0;. S' U3 ^! }5 m* T7 S
if( m_nJob == JOB_MERCENARY )2 o* x2 @" d% [$ U# V+ e& N+ ?
nPoint += 40;
( S6 P8 s$ l( `% ^5 u& G else if( m_nJob == JOB_ACROBAT )
; a6 D' K' |# k0 O _) {, z% R H nPoint += 50;7 d1 M0 k5 ]' o/ T# \( x
else if( m_nJob == JOB_ASSIST ) ~4 J f3 H7 X& D' [
nPoint += 60;
( T: c C& e2 [2 c/ j9 E% K else if( m_nJob == JOB_MAGICIAN )
! w! {1 r' I: B$ B# }9 } nPoint += 90;
6 ~8 u1 M- Y4 [: L8 L/ ] else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
9 T9 b% ^0 ?6 l' @1 v nPoint += 120;
2 b$ b# C2 Y) X: E) }, Y else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )4 H2 P9 s! |" m5 t7 a1 H
nPoint += 150;
. R) F# I+ q( ? else if( m_nJob == JOB_RINGMASTER ); p2 s$ j7 c0 p* d b
nPoint += 160;* g$ ~* H8 `+ u* ]7 r0 R
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
& q' \7 r0 g# `( C# O. K2 O nPoint += 180;
5 l5 V: \% B' k7 s% h" e! G/ g else if( m_nJob == JOB_ELEMENTOR ), n8 r8 g" {; G. t' }2 [
nPoint += 390;
. T+ M5 S, C0 k3 c# X9 v4 k else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
: f% ?" b* z2 u3 R3 B nPoint += 120;
" x8 Z# t: ]+ F4 Z. {0 s1 u else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ). {7 e5 C+ r7 ?4 n( k
nPoint += 150;3 D: I: g( {" B6 W) ]
else if( nJob == JOB_FLORIST_HERO )
* n2 x* E5 n. N* h" [/ S4 p nPoint += 160;
0 A& f9 p9 ?3 @ else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
% L0 o- h# U& N% C( W nPoint += 180;- i% Z1 `2 m8 M# L5 c y
else if( nJob == JOB_ELEMENTORLORD_HERO )4 b; v& L/ T% W5 J! D: ^+ s& L
nPoint += 390;
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AddSkillPoint( nPoint );$ x) r2 J7 |" _1 O! @$ A! F+ P% u! |
m_nLevel = nLevel;+ Z i# F$ y* D
4 `: j4 B3 Y0 j
SetJobLevel( nLevel, nJob );! s% x/ a1 N' I; O; [; Z" x
m_nDeathLevel = nLevel;" ^- G w1 a# t& f
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
+ Q5 e4 A+ I6 S4 ^. F1 z. d8 _$ q$ ~ if(IsMaster())4 j' { v6 r7 b2 D9 ?/ z8 x
{
: o, j+ u7 f- M0 _- F2 n int dwTmpSkLevel = 1;//60, 72, 84, 96, 108: f2 S2 N) A) }. G- y+ u) K
if( nLevel > 59 && nLevel < 72 )
5 j$ z" D. O1 D& n dwTmpSkLevel = 1;, D |4 K0 j5 d# R! S8 ]
else if( nLevel > 71 && nLevel < 84 )
W& e3 X" S2 t# \ dwTmpSkLevel = 2;
/ M) [8 j& e/ b4 s+ _4 K% R. y else if( nLevel > 83 && nLevel < 96 )
. e2 F$ G2 Q6 d. A$ Z, q# A dwTmpSkLevel = 3;
% s. M( X* Q- d else if( nLevel > 95 && nLevel < 108 )
8 ~' |9 I) S" Q/ B5 c F" Y4 }6 N dwTmpSkLevel = 4;4 ?+ X1 I; q( D2 ^* V% P% R: u1 z
else if( nLevel > 107 && nLevel < 120 )# O6 s3 i. M: _& ~( c" ?
dwTmpSkLevel = 5;& f; [; @" G3 I
for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ p4 l; Y a4 s. J( D0 f' E
{
8 ^! u, B- h" e8 p: E3 | LPSKILL lpSkill = &(m_aJobSkill);/ `; }3 N% W3 ~4 b1 J4 T
if( lpSkill && lpSkill->dwSkill != NULL_ID )
1 C. P! B I t) `5 J% M {
; p$ j& u8 N/ i$ L! W ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ' n) W. N; e& z! ?: ^" L
if( pSkillProp == NULL )
/ p! k, d2 B% F continue;
* W* e" P' B1 g0 a9 d& Z6 v if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
8 l7 F# o3 A& v5 f$ a' v/ P# w continue;
2 L5 f' ]. S% \( } lpSkill->dwLevel = dwTmpSkLevel;/ ~9 a6 G$ V/ Q3 C. t! p9 [
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}
) y. Y% D3 z' @ else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
6 b" S1 b5 M3 b9 \ if( lpSkill && lpSkill->dwSkill != NULL_ID )
" `& m4 \9 G; E1 Y/ w. Y0 V {
* S) R* J# d4 I( e( p$ N+ ~% ~5 u- P) x ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
- i- G9 Q' {& N x0 e, C" K' S! W if( pSkillProp == NULL )3 P- \* Z' R9 t9 k3 e
continue;( G M& x- k6 r7 ?1 c0 v( l
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
* ^' f' a% C% n/ e% v7 D; G continue;: ?) N% ^$ g+ A S; o8 n& T
lpSkill->dwLevel = 5;
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else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 1 y! k0 ]% ^) |, c, f8 n* `
{
/ k u" I8 c9 s6 |8 ~) ?1 C2 Z LPSKILL lpSkill = &(m_aJobSkill); e4 j- A' F4 E* A
if( lpSkill && lpSkill->dwSkill != NULL_ID )+ d7 \8 j4 g6 v3 @! ~/ S9 G* D
{
4 j9 ]1 e1 b% L+ H0 C" L ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; `2 z) C5 P5 m# P" ?/ t if( pSkillProp == NULL )
T* O7 G- t/ ?- C continue;# u2 z5 [7 K$ Y2 k1 Q& B, @
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
1 V/ a2 ~" D) X9 ?: ? continue;
* L$ S; b$ M- g. a( B. b S lpSkill->dwLevel = 5;
% `. [$ `% e$ O; B/ H/ f }% ?% h6 o5 V3 [- q7 Q* t
}; s& f- I; ?7 Z0 x' l- P
}
1 ^2 k* P* z9 f" L! I#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
# D1 `( B/ @. S, U if( bGamma )" A5 }" y0 Q/ Z b
{
; X1 w5 M/ ^0 c+ W' \ m_nExp1 = 0;
* `/ E+ A! G4 Q; N. S* }2 T. Q% C# e }, c) X$ U4 d2 K. c
- r. @; @7 s X7 f0 c ( (CUser*)this )->AddSetChangeJob( nJob );) m7 k$ I; F! v$ `+ }
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
% A* b7 f+ h& G3 o2 K- b
- Q( w, Z6 w W9 c( F9 v
: o3 T# B. s' r0 F" z, z#if __VER >= 11 // __SYS_PLAYER_DATA2 C5 H6 s+ X0 S( \, J
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
( M. W. y" n( J8 Y#else // __SYS_PLAYER_DATA. V1 M, q5 s9 | V) S* m/ F3 u" ^
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
. ?! [6 `; t! Q g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
, o7 u+ S8 V* ^3 N1 k1 r _ if( m_idGuild != 0 )
/ Q! x7 A/ X+ V( N8 p g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
7 i% n8 m1 S% k9 j1 F1 z#endif // __SYS_PLAYER_DATA
) j5 H+ K: s$ y SetHitPoint( GetMaxHitPoint() );; ? s+ X: P8 m3 J6 r
SetManaPoint( GetMaxManaPoint() );
1 _4 I T6 U) Q. Y! x SetFatiguePoint( GetMaxFatiguePoint() );/ j+ _- b+ j: \2 a7 q8 u5 {8 i. D) b
if( nJob >= 1 && nJob <= 4 )6 b8 E6 W3 ?; w Q& d
{! L# O! n7 M5 L# M
m_nStr = m_nSta = m_nDex = m_nInt = 15;
. E- V& j2 f1 M1 u( Z m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
8 E1 o, ?. f6 z7 C# F- y; o {
0 `+ i5 M+ s1 m3 s/ ` m_nRemainGP = 118;
6 }8 z1 ? |- {7 _ //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
0 A" n8 M. m E m_nStr = m_nSta = m_nDex = m_nInt = 15;* d; h }6 A, \6 b: R
}
0 w7 v5 u, B: ]7 @4 T$ S if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )/ `2 d( B! E) v3 Q T6 O7 m
{( p6 `0 v6 i* b5 m3 T" A, \, {2 M
CItemElem itemelem;
" f1 o1 I; A4 I; b5 C# f( O itemelem.m_nItemNum = 1;, P! P: t9 D0 F7 X, r7 p* L
itemelem.m_bCharged = TRUE;) m, y1 G& }, F4 B6 U& {
BYTE nID;7 X/ @+ F# u* g: G5 `. ~- S" {
( `, x! k+ n# K; l4 D* I8 \3 m if( nJob == JOB_MENTALIST_HERO )
: J- w& h; v+ H$ ^) I itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
% D N" ~ h) m; f if( nJob == JOB_FORCEMASTER_HERO )3 _* y# L) ~0 o- G; {) k
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;( q0 s. O5 o. u) n# O
: F+ m+ K* w8 y8 Y
( ( CUser*)this)->CreateItem( &itemelem, &nID );
( F0 P) r5 q! f3 a# x' H }
6 u4 {# L" G. t$ c' l3 k; u( \3 J3 N' U g_UserMng.AddSetLevel( this, (WORD)m_nLevel ); v* w! V4 n7 _; h5 q. c# i
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );& K7 J9 {1 ^2 p4 o% h. W& k
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
8 _9 |( [6 I3 h! f: X4 l l /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );/ f% N1 K# y3 L$ S
( (CUser*)this )->AddTaskBar();*/: n1 L9 t% h! n9 M. W/ K! [
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
& R$ a" Y6 z1 D% s' ~8 G1 V#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
% L. e* q) q/ h4 ~ ((CUser*)this)->CheckHonorStat();+ B# s9 E" ]$ s, q9 n+ q' C" E
((CUser*)this)->AddHonorListAck();
$ r) {: {. O* O+ k# e g_UserMng.AddHonorTitleChange( this, m_nHonor);
1 z& a) M0 W& G$ i5 r0 @9 ?1 d#endif // __HONORABLE_TITLE // ′Tà?
* @/ |! f: C" }0 L n }5 Z- w8 p; n" q. n1 R" F
#endif // __WORLDSERVER
3 Z: H/ R5 S3 N( T5 j3 Q}
/ p6 c1 H( m! V5 O, W: P. A1 F6 A1 b- r( X% q, @1 y# W% C
然后你进入functextcmd.cpp并添加以下- a, I# I' L: h4 k" k$ v8 Q9 O
) q3 s) r- m/ l
代码:
0 }' |2 l( K" K9 C7 F) _; QON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )2 @/ D2 b2 Y" K7 S; c( |
下面插入2 n7 V0 D8 s' c& _& r! m5 K
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
, K4 p, N6 I) E
2 m# |& N9 X6 b$ h! G然后你去
2 _, x1 U; F, c! V
; z. ~1 [8 c, }; t" m/ W" N2 s代码:
/ G7 _- N6 M7 ]5 h# K代码& h/ U* z* @/ y
BOOL TextCmd_ClearPropose( CScanner & s )
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#ifdef __WORLDSERVER
1 |' [. `! B9 ?' c: N CUser* pUser = (CUser*)s.dwValue;
- H& s4 [; M+ f1 K) } g_dpDBClient.SendClearPropose();! L& E) f% L0 ~+ N
#endif // __WORLDSERVER; ?' i$ y# X, |. Z/ U& m
return TRUE;
- N" `5 |8 v* R* V- X+ G7 |; |}
, q% v: B! W z7 n2 a ?下面插入( s1 q" f- v" o' [2 t! k( D' i& F3 [
BOOL TextCmd_rebirth( CScanner& scanner )! l$ Y) Y6 z# c3 I6 @6 q' }( d
{
0 x( j. M% T0 T#ifdef __WORLDSERVER
- t8 {, j3 k* W# c7 \* O0 sCUser *pUser;
4 c; t- r1 k8 ^: _" s% _pUser = (CUser*)scanner.dwValue; K- e& f6 C$ w
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
, N5 j& ^* X5 E2 U' ^pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);" d- h5 e1 q3 T1 k" a+ L
else x! y5 D& s: r$ F; `, B+ {
pUser->AddText("你还未达到重生条件!");' P. J( S! T R% u8 g
#endif
/ [! n' I5 Q( R) M t- lreturn TRUE;0 h* X9 [8 H) E7 m; m4 i! Z. z/ i
} , e. _. p. L- O `: `
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' @1 N( ^: B) Z8 }- }# w r
& j) J+ u$ z0 R; V6 i% T# L- b4 X3 V
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