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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befehel3 g. h# t0 t* \2 l+ H
0 y$ h$ B4 `; [3 G. dMover.h
5 N- D; c" n7 T" q0 G- w$ {代码:
- N; A7 E5 _! H& ?8 D9 g- |找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
7 p5 h9 e* T2 G5 G" ?! i9 v3 ?% U, d' {* s/ G; l/ ^4 w% O
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
2 X9 o; R. e! E; j: }: |( O! X& q
7 ~/ K/ o* ~, }- A% a然后你去mover.cpp添加
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6 h2 j# q' a2 K3 Z' V1 Y4 S代码:; e# q: F$ @/ a2 Q
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
, G0 H1 X- D1 A; e# L{
: L6 @4 V) A6 x- B' R% x#ifdef __WORLDSERVER7 [' c4 \* o, p/ R) z$ g
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó0 J) N5 _2 X/ S( X
MoverProp* pProp = GetProp();, H8 T8 G! j1 j, K
if( pProp )% p( A4 X9 x* y) t4 z% |2 G
{
; p; V+ y, k5 ^, C if( nJob > 0 && nJob < MAX_LEGEND_HERO )) V. O6 A# e5 r
{
, ~" l! I. q) x" N: ^1 o/ @6 Y AddChangeJob( nJob );+ }) u k2 Z; L% {
}else{: j' X& }' @; x. m7 k& ?% Z) u
return;
& F& t# J+ m8 G6 L }" W) T" \# }; x& \* E. M
int nPoint = 0;
. V9 H/ V' J/ Z if( m_nJob == JOB_MERCENARY )
6 q) D& U! \0 E% G) h+ J k nPoint += 40;
8 e8 u2 v/ u# Q! ^ else if( m_nJob == JOB_ACROBAT ): A. f$ y0 G" _# r. p6 E" W
nPoint += 50;2 b. w+ ?2 z" O V6 ]8 {
else if( m_nJob == JOB_ASSIST )
) d/ d4 x0 r; M- h4 y nPoint += 60;2 _$ a! T, o5 C' G; s4 E e1 R
else if( m_nJob == JOB_MAGICIAN )5 s0 s( V' k3 K; A4 d D% l9 R
nPoint += 90;" x- b( Q5 h# s! M
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )0 V9 e3 a" F0 a8 z
nPoint += 120;
& f0 t6 [- `7 w( l( G7 t3 \! |& f: _ else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER ) A3 I4 N' x8 I$ }" m; C2 e
nPoint += 150;
$ f- ?/ ~3 j, B* C% v5 p else if( m_nJob == JOB_RINGMASTER )
2 { q, L9 W4 @$ H& [ nPoint += 160;
3 _0 g& f( j# t# U2 G else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER ) p0 J7 E4 o" }4 k. S# \; Q7 ?$ {# e" F
nPoint += 180;
/ ~: ^/ `3 o5 | else if( m_nJob == JOB_ELEMENTOR )
3 ]' w/ C! j, F; ?5 @# T6 e nPoint += 390;
: g: q1 c6 \( C+ K9 E) S; v else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
( B9 b* a! Q$ u- v nPoint += 120;9 g% E8 _0 x4 s# U6 w
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )! Q0 X0 ?, J; b2 N* P& r8 D
nPoint += 150;9 V- U2 B, P7 q3 B( F2 Q
else if( nJob == JOB_FLORIST_HERO ). ^: \( z- e2 q6 v+ F' M2 @
nPoint += 160;) R. N$ k* t. F- Q
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )% `( J% {' X: w' o M6 _: `
nPoint += 180;$ F7 H7 P8 {8 Y+ R; E" d C& }
else if( nJob == JOB_ELEMENTORLORD_HERO )
h, B4 L0 ]" G. x9 ]# J+ ?$ E4 w nPoint += 390;- q, k0 i: e& W' S! I% Q; T5 i" F
3 L! B6 G! f7 B# D" `. B AddSkillPoint( nPoint );6 Z- G: w% {1 a. q. }
m_nLevel = nLevel;9 y: k+ p* J ` i5 J
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SetJobLevel( nLevel, nJob );
% B4 U# C( y* L/ ?" v m_nDeathLevel = nLevel;
u& l& e2 K9 _#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans+ S2 {: |" ^2 D! }
if(IsMaster())1 G8 _: y" i5 }& k$ q$ b7 _+ W5 T4 H
{
7 f. e* y2 y2 w, h+ X int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
1 |+ Z, C9 _% \: x if( nLevel > 59 && nLevel < 72 )
5 v5 w, x- W% M% {, M dwTmpSkLevel = 1;
6 u1 r; `' D; B else if( nLevel > 71 && nLevel < 84 )$ d2 v8 J9 `: k4 D0 M/ h! K r/ L7 v
dwTmpSkLevel = 2;
: P, H. z& c% [0 |8 O else if( nLevel > 83 && nLevel < 96 )
0 J# _* n8 F2 I. v% F, j( V dwTmpSkLevel = 3;/ |2 |+ O# c) y1 L2 W$ @3 ~% h' F) A
else if( nLevel > 95 && nLevel < 108 )
( W) E9 t$ m9 P8 k dwTmpSkLevel = 4;) S6 U' @" g$ R: ?; `7 j
else if( nLevel > 107 && nLevel < 120 ): r* S- O. z! v# C) T% t
dwTmpSkLevel = 5;
, b5 r* R3 \! q; T* r5 j for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);- b4 ^' p* c/ H
if( lpSkill && lpSkill->dwSkill != NULL_ID )
9 v! E" r5 a4 t {
" T9 j+ c7 z' t V+ A! w- X ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 4 j6 s, ^7 w7 D
if( pSkillProp == NULL )
2 L3 t) [% C. a* K0 j' Y V continue;
) `1 n9 c& H) [& P5 s9 G if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
* i3 C: n0 A6 G continue;
$ L" \8 g$ S; A' E0 D; g lpSkill->dwLevel = dwTmpSkLevel;8 P2 q% x' J) v/ [
}! _; O% i" ~% w2 K6 w" b# T( Z9 k
}
7 ~3 n' w4 _! n, c) r }
* E$ j" `- B) {3 g else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
: A- D8 T' o( C$ a+ A5 V {
4 r3 l% V4 R: i7 z. O LPSKILL lpSkill = &(m_aJobSkill);7 Q: q- V+ K$ S9 b/ _
if( lpSkill && lpSkill->dwSkill != NULL_ID )5 L/ W( @3 w' v' F
{
+ m. S7 }* F5 D7 O( h( g/ h- e ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
3 b% N Z7 Q9 I if( pSkillProp == NULL )
* C# H& H# ], m, f$ N* F continue;
3 V- b6 X* T) [! K4 Z! X; O if( pSkillProp->dwItemKind1 != JTYPE_MASTER). p7 h9 I8 x& ~4 Q: m3 A& n, J
continue;% |: u# {% v! E% R$ y. u9 `
lpSkill->dwLevel = 5;
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else if(IsLegendHero())
% `5 C! y& ~+ l4 @ {1 J, k9 O8 A+ C+ k! S2 W2 q' h
for( int i = 0; i < MAX_SKILL_JOB; i++ ) ! y0 r9 n3 D' m8 l* R. q9 a
{ * B" M! o: h; X+ F1 q% o& R
LPSKILL lpSkill = &(m_aJobSkill);! f* i0 C- _5 Y
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ) P8 |: v- f# O7 _3 L1 p
if( pSkillProp == NULL )
; I9 Y# ]9 A" g; ]% a continue;. W2 B+ d* P: F+ @( v9 T1 p
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)) v0 i3 o, [: n# a6 b
continue;
1 F- X. v4 x+ q9 h! P' v7 D lpSkill->dwLevel = 5;
8 a: u# \+ v0 ]) C! X2 t: | }
3 U6 \* @4 n: X8 y; \5 o }
2 }2 D+ \% h* G# s! @ }
6 c% t1 F: K; b#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
- \) K( X7 J" P6 l' S x if( bGamma )
+ E% K* Z7 _2 Z- q& y {
' x& f4 C0 y# A7 [ m_nExp1 = 0;, q5 [+ [* m6 z3 ]1 k/ x# h
}3 C+ h& \7 J g) Z0 b8 `: q
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( (CUser*)this )->AddSetChangeJob( nJob );
. M, ]- r. v9 k+ K g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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; b2 X/ }" X3 P" D
8 G* j I6 f& \$ }9 l( `$ Y; ] x#if __VER >= 11 // __SYS_PLAYER_DATA/ w; S/ f& q; Q ^6 l' S
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
- z/ B4 G6 o) d- K2 h#else // __SYS_PLAYER_DATA; ?+ S" {; V& |- v9 }) }7 j
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
$ S1 k& G) ?. x0 I5 k: \ g_DPCoreClient.SendFriendChangeJob( (CUser*)this );+ r0 V2 d* [( T% N' `1 m
if( m_idGuild != 0 )% W8 B; H5 k; R$ d" m
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );; S+ Y* c2 C4 w8 {$ E: p" J- b% C( e& ~
#endif // __SYS_PLAYER_DATA; x9 T; i3 G+ ]7 ]3 m: _9 {" O; k' p
SetHitPoint( GetMaxHitPoint() );9 `! S2 q! x, }! z; T6 q% t
SetManaPoint( GetMaxManaPoint() );+ @+ E: `. X2 F% m7 _
SetFatiguePoint( GetMaxFatiguePoint() );/ u. `8 Q- A; n
if( nJob >= 1 && nJob <= 4 )4 q4 R6 J7 ?8 N) R' F
{
9 L) `" L) }) F3 w& G5 {9 ^& F" z m_nStr = m_nSta = m_nDex = m_nInt = 15;
& a! u) s1 M: P, M! ^- ~7 d m_nRemainGP = 28;, ^# J5 ~9 X* a( b1 o
}
% S4 @% F, `7 e0 |/ u if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )5 {0 ~9 `5 y( [
{0 y# O$ {) C$ y5 q1 E) Q
m_nRemainGP = 118;8 }6 `$ B. H- k' y4 T: K
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
6 n' ]( c/ N8 U6 q6 T4 q m_nStr = m_nSta = m_nDex = m_nInt = 15;
( g5 S, t( H! {) {- z. v$ o3 \ }
4 z; F: v- l* X, K0 M7 Y7 f6 H if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
, N' f. j' h/ J" } {
. o# y3 q' Q( z( N3 C CItemElem itemelem;
( V& F/ [2 p' B- W. i' j3 G9 ?0 W itemelem.m_nItemNum = 1;) e0 F$ p4 k6 [0 C! C/ R5 A
itemelem.m_bCharged = TRUE;
- ?8 r* i5 R, M' w BYTE nID;. c- K5 W g% ]) ]; m8 o* m
$ A% a: ~. p3 d. K1 Q0 D if( nJob == JOB_MENTALIST_HERO )
9 m$ t+ _$ a! F9 C* ` itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
8 ~! ~; e# t3 }( C+ W; H; n if( nJob == JOB_FORCEMASTER_HERO )
- E7 Q0 t7 S8 E itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
: f$ W& {( j- _5 M
0 ?* w9 s; H0 R0 O0 c9 V- U3 A ( ( CUser*)this)->CreateItem( &itemelem, &nID );
: I X" q4 Y9 [+ f }
1 r* I4 i6 k# n# ?& i g_UserMng.AddSetLevel( this, (WORD)m_nLevel );7 h2 j4 F% T2 s3 ~% { m" K6 K( M1 L% A' y
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );9 c# r: g3 F( Z9 b
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );% n4 l; _5 i9 F* t. @
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
4 M @+ j0 Y t2 k) H4 B ( (CUser*)this )->AddTaskBar();*/
# N8 j; X3 o5 b% Q. s ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );1 ]9 }. I4 k. p. S
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
) A N, f+ W) g ((CUser*)this)->CheckHonorStat();9 q$ J2 T8 n) r; Q$ v+ H
((CUser*)this)->AddHonorListAck();) `7 ]# G3 j E9 \( M
g_UserMng.AddHonorTitleChange( this, m_nHonor);
$ e1 F& B5 u' b; u; r6 C: E- r#endif // __HONORABLE_TITLE // ′Tà?
$ a8 l1 d% X. P }" _6 [4 W# _. D; z
#endif // __WORLDSERVER
, @( f8 W' y1 ~! g! F}
* w& V9 d" q' t- M$ V! C8 `2 p9 [' _: {; e. v/ L
然后你进入functextcmd.cpp并添加以下' f5 }8 `3 h6 E& U3 c9 K0 h1 d* d: ^
% b) C& v& y( R+ M3 T
代码:1 D$ y, W( r( @. d
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
4 J/ l4 i/ |; _& m; o( N. p下面插入1 H0 q0 {, u4 h" g' O6 ]- p
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
8 O- v( J: b! B( r; r5 q8 A+ D7 y4 P& M
然后你去. y( K8 N6 F) E8 ?: \
/ f1 q) f4 m8 X V1 b6 z
代码:; ]- K/ {7 B$ v0 k
代码
0 L0 t% h: k' Z0 }BOOL TextCmd_ClearPropose( CScanner & s ) s( t3 V/ E+ _* R# Z1 D
{
) E3 A$ P6 H; A; U8 f#ifdef __WORLDSERVER8 W: b. i9 K6 e; Q
CUser* pUser = (CUser*)s.dwValue;
7 s1 I: P; d1 l9 o+ t9 m% }6 o g_dpDBClient.SendClearPropose();% u3 ~7 m) P, O: U# U
#endif // __WORLDSERVER
4 B$ N. S" z! t4 m return TRUE;: T4 A; V+ d! d
}) Z1 V2 q9 [$ f" F5 Z0 B
下面插入# ]% G E+ G& o$ W! t+ u
BOOL TextCmd_rebirth( CScanner& scanner )
1 b2 g& J0 X/ H. O, A: d4 z$ V{, m0 z9 a0 I" z6 M, X
#ifdef __WORLDSERVER: ?3 A. H+ r1 v) x6 I7 z( L
CUser *pUser;+ c* g9 X1 Y+ k" [! q9 t* k) J( o1 |
pUser = (CUser*)scanner.dwValue;
4 s; @; _( [* }( @" ~' Q' hif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
& i4 _9 {0 G2 O) @pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);7 H; ~4 m9 ~- W( l
else& d7 G8 W! [0 W* q! y, l/ C1 F
pUser->AddText("你还未达到重生条件!");& ]4 g* A; j5 K8 i* J
#endif* z' K6 F8 @6 M5 }
return TRUE;. h9 x) c! n' D, [& Y+ j5 @9 p
} ) r( `. k; q# a$ @; j X$ P6 @+ F
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( h" n4 r) [$ M0 x
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