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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; z) n1 h& j: }( _( N, q
9 u( C- Y% A2 i( h" YMover.h" C. C, j) r: Y- e' x: Q1 s/ `
代码:% R+ ?+ c3 k! @5 F
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü8 q8 ~. x% Q) ^) Q
2 `/ J5 C- F/ C. L下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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. u8 `8 A' t/ o: B" {# S# T+ h# V* c然后你去mover.cpp添加: c+ r* A% A4 d! _; A! I- p
& w( V1 d1 L6 j$ A
代码:
0 P" h5 k+ V6 ]. e% D/ m# uvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
1 D, B1 \3 M7 B' o{7 }0 t4 {6 L7 R) i
#ifdef __WORLDSERVER4 L) V2 f: B3 J# d! i
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó1 |( \& ~$ B' C, t5 J7 ~
MoverProp* pProp = GetProp();
* q1 R/ y7 U2 K" e if( pProp )* `# p9 Q6 }& g! g, Y% P
{1 [& |8 A% {1 f& u
if( nJob > 0 && nJob < MAX_LEGEND_HERO )
) W5 e; c7 @1 w, f- C {! K% _$ D& ?3 t8 u, h9 ^/ S: U
AddChangeJob( nJob );
P a& {9 u R }else{2 d4 H9 Y& i0 U7 b( G3 W
return;/ x6 g, W7 a) I
}2 _' B% v4 I9 e
int nPoint = 0;
* f* Y% t7 b: B/ B* n+ ?( q3 p if( m_nJob == JOB_MERCENARY )
" {0 J: b, h5 K% | R# `" u& N nPoint += 40;
e, \& g8 C$ z! J4 A" O* A! z8 x' I0 r else if( m_nJob == JOB_ACROBAT )8 ~2 r. W# v# B6 Z* g' i- |- d) g4 m
nPoint += 50;
+ Z, [9 s0 G5 l' n* o6 j% A# M else if( m_nJob == JOB_ASSIST )8 N2 l _6 f, I' n# ?& ~* Y
nPoint += 60;( h$ T9 g0 J; |& b+ l
else if( m_nJob == JOB_MAGICIAN )
: b) W0 T" C2 l: l! V* D nPoint += 90;
5 I* {8 C+ @3 ?4 i/ F b+ t else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
. J9 x% y. [+ z3 g/ c. e nPoint += 120;: C/ I/ I6 s- t4 Y4 _
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )1 o) y* R* M+ F1 y- f5 X4 r
nPoint += 150;- l* u+ d, A. z
else if( m_nJob == JOB_RINGMASTER )
" V& P1 U+ |' l z3 u nPoint += 160;
) G, y; r% e% q& r5 n else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
. q7 ~( J5 M. ]+ h" y7 Y nPoint += 180;! L$ J& f( Y! ~$ _6 j
else if( m_nJob == JOB_ELEMENTOR )
6 I" t# N; F1 }) L: w; k nPoint += 390;
$ a& ?$ g/ S2 q" \) j0 ]; l else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )2 A1 K [5 Q3 i
nPoint += 120;; \8 j9 J+ E* ]
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )$ ]: B. ^* D2 H% V" n
nPoint += 150;6 j D7 Q5 \2 Z- q, e2 K+ N( a
else if( nJob == JOB_FLORIST_HERO )
2 f% z. c' D! i- _: R } nPoint += 160;+ N+ |1 v- ^8 s- e! x
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
( ^% ^; _0 W: D% l' f2 U nPoint += 180;
6 q5 c% \( D3 q) ^: s" u else if( nJob == JOB_ELEMENTORLORD_HERO )
, X* |2 ~/ d v' A0 \/ G; i6 W$ z nPoint += 390;3 J9 }) g3 ]: i) M( `
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AddSkillPoint( nPoint );0 D# ?- k4 p# B
m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );
9 n9 }1 V' }( u8 b$ j m_nDeathLevel = nLevel;
2 t/ B0 C5 B: C: {#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
) ^3 O9 }, p; o5 c( J if(IsMaster()), c, L! J s. @
{
/ q! v9 o; i5 [ p8 ? int dwTmpSkLevel = 1;//60, 72, 84, 96, 108- ~$ s1 V& \; C8 V- y3 D9 \1 G
if( nLevel > 59 && nLevel < 72 )4 ^- I/ t @4 V0 R! f6 l
dwTmpSkLevel = 1;
$ X! D7 o! M% X, M7 g" @: y else if( nLevel > 71 && nLevel < 84 )" g3 p2 s2 [- k; L! a
dwTmpSkLevel = 2;
; w1 H" ]# W( C3 @ else if( nLevel > 83 && nLevel < 96 ); ^" {7 n# ]+ I, V/ r5 G) `
dwTmpSkLevel = 3;/ I$ ~* P9 |0 U! t
else if( nLevel > 95 && nLevel < 108 )
' j, S1 @# w; v4 w2 \4 p dwTmpSkLevel = 4;4 T: r) U" v% H5 O
else if( nLevel > 107 && nLevel < 120 )
/ F6 C, H( ~8 {3 z dwTmpSkLevel = 5;& r7 w% E4 q* o i
for( int i = 0; i < MAX_SKILL_JOB; i++ )
% f5 k8 V P' X# Z" x7 H {
& H j, ?1 F% A, V U LPSKILL lpSkill = &(m_aJobSkill);
I/ I2 f/ H$ p4 x+ G; ]# @; a if( lpSkill && lpSkill->dwSkill != NULL_ID ), z- }" ]$ X! y+ L1 ^
{
: R% @5 z- c. W( w2 P& l ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); " y- ?* A( S, u3 [2 s4 Q# Y+ d
if( pSkillProp == NULL )% S8 z; ^( U9 C; p( U5 L% H! G+ u
continue;4 n- b) |* ]) |: Q$ t/ l" J$ \
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
* T6 y9 ]# ^- m4 [1 q continue; h& d# @$ v& Q, M9 ?) E: |
lpSkill->dwLevel = dwTmpSkLevel; D+ g5 U9 @3 g" ^. K* N- Z* P
}
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else if(IsHero()), Z/ B+ X. }' ~- P/ q. Y6 }
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
- j& K" V) I! _# Q/ s) D2 T if( lpSkill && lpSkill->dwSkill != NULL_ID )
5 D f- m1 I4 \3 r* S/ x! h {
+ S( z; |7 h4 J+ A ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ; \. q. y9 `- z3 @
if( pSkillProp == NULL )
) A( k+ b: u! f' T% | continue;+ y$ n$ o" @* x- x; L+ {
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
8 l% G- F" G& A! M) e continue;$ |2 N, Q5 N, x: q
lpSkill->dwLevel = 5;6 b1 J3 p3 b4 k" r3 S
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}
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else if(IsLegendHero())6 m7 L% Q5 m3 Y. v1 ]) g
{
& K* G) f4 G! i4 r( @6 a4 E! E for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);3 {/ ~- D' ^ H0 c/ Y, a2 u8 _
if( lpSkill && lpSkill->dwSkill != NULL_ID )
% [) E. B- Q7 V' V. r2 X {
c) d- L# }4 h+ z ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
0 z) I. R q4 B5 B2 B2 @/ C if( pSkillProp == NULL ) _8 O; h8 b* D3 c K L
continue;
' z6 E4 l5 ?9 W% @' u6 d- f if( pSkillProp->dwItemKind1 != JTYPE_MASTER)+ u/ d4 Q: ~2 ^ \* U" j2 B2 [
continue;
4 X1 L* ]: f* F6 H lpSkill->dwLevel = 5;% N, G, g5 _5 l0 l+ n* q! d3 I8 D) y
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}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans9 L$ L$ K( i# T; t, I
if( bGamma )" F3 o3 b7 K8 L3 \# K4 y
{
, }" e* Q7 w# Q m_nExp1 = 0;$ w6 k7 E& s/ Y6 [2 k
}
% y# `1 Y! _& \' l7 L
& S1 X3 w/ G! A9 o ( (CUser*)this )->AddSetChangeJob( nJob );
4 R" g( |) ~4 [! E g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
8 N( v4 z4 k% E J8 b" E3 P9 l: E# b2 J
- Z2 q- v/ T9 x6 K# ~# O% E#if __VER >= 11 // __SYS_PLAYER_DATA) q% a$ u, @$ l
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );% l$ X& q0 L% F6 n: `
#else // __SYS_PLAYER_DATA; b2 x7 U5 X; C1 q! e: w
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );# Z8 v7 b7 p! R
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
; h8 T. G M5 g# A; f) h; \6 u% h0 F if( m_idGuild != 0 )+ b. T4 P. f' q4 P
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
7 `! J7 i& |% l; C#endif // __SYS_PLAYER_DATA2 a9 j k k: h4 ]
SetHitPoint( GetMaxHitPoint() );4 z" B2 ]; C2 ?1 o4 e) `
SetManaPoint( GetMaxManaPoint() );
8 S* O" q- F, m, Q6 r) ` SetFatiguePoint( GetMaxFatiguePoint() );
: p, z! y6 [/ U: `1 P% m4 I if( nJob >= 1 && nJob <= 4 )
# u; w- G6 V7 T/ h- [" f9 X; |' x {, U5 k7 n# V1 {7 e; L
m_nStr = m_nSta = m_nDex = m_nInt = 15;# T% M% ]; {! u" }" p
m_nRemainGP = 28;3 O3 v! Q9 R( M; K
}9 J; g5 T# F3 O' v! d! ?) f! x
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )7 d4 z& b" K0 g9 y5 u9 r/ v
{1 ?- ?+ U3 {9 ~" v6 c; C3 T, M
m_nRemainGP = 118;+ B2 Z% }4 C4 E4 H' S1 D) V& ~; ^
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
+ ?% ?* y& C; Z. z m_nStr = m_nSta = m_nDex = m_nInt = 15;0 k% V: J& U, b- i+ M2 M, ~
}
, Z* i- J% y& I3 n7 b/ D' I if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
: Z3 E% b' n+ r4 p B P# O \: \' | {
$ Y" G$ [6 T1 R' [) x CItemElem itemelem;
3 ?: K# I' o9 V itemelem.m_nItemNum = 1;
4 Y' ^! h% I: W) C itemelem.m_bCharged = TRUE;
( p& T7 b, m* q5 d2 \ e* p BYTE nID;: L7 z) ^1 v$ `
# T$ y" [. t* N5 P/ Q1 |5 N
if( nJob == JOB_MENTALIST_HERO )
1 I9 W. B: v0 z8 S itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
P, z2 l) ^3 _/ g: ^( l7 R7 D if( nJob == JOB_FORCEMASTER_HERO )
* R0 v$ m' S: ?4 O itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;. r& B# g( s& H+ j+ _# J d
* G8 ]+ C* W8 W2 d( \" B4 ]+ |
( ( CUser*)this)->CreateItem( &itemelem, &nID );
; d9 x; Z' d! m; [, p }4 g# n1 `8 q9 A# W/ m) |2 S
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );% m' n% L, n( T) [6 p+ ~
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );9 s6 D* p+ F5 x) c- n
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );8 o, |- o0 _6 J, I: d% s+ M
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
7 G, n# k2 O8 n9 j2 {3 k! y9 ? ( (CUser*)this )->AddTaskBar();*/
+ K2 h4 A) e3 T( k5 D/ |; w3 W ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
6 {8 e5 h; }, ?2 U; q0 {# L#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?* o5 w: e) ~2 `* R
((CUser*)this)->CheckHonorStat();
% X$ l+ E$ U3 l" o* D5 U ((CUser*)this)->AddHonorListAck();0 ~, P! }9 c1 G% r
g_UserMng.AddHonorTitleChange( this, m_nHonor);2 E3 I( J7 y% G1 A
#endif // __HONORABLE_TITLE // ′Tà?5 R& Y/ m+ j" M( @; e2 ?/ N/ B. m
}7 }1 ?; E9 ^0 s- _; Y5 y
#endif // __WORLDSERVER, p8 M4 I) _! L$ I4 R) s* ^
}
: e, J I( Z' V6 |9 W2 U0 i& J- k! s7 D2 J$ i: F. `7 b
然后你进入functextcmd.cpp并添加以下7 ^" C+ w0 V8 x3 i9 _
% ^; X5 V# x- k0 q0 _! ]代码:
$ h% c- |! s3 v, NON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
& N1 A+ t6 D- E+ K& a下面插入* V& J* u7 L+ F n( J' e
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) / r3 ^+ r0 U9 y6 |! \7 W9 M% S
! j* r& X: W2 w+ k0 ~% O W$ P% ?
然后你去
* A! x: R( P5 z" }8 H7 J9 G6 O S- ^+ Q8 U+ v, u) L1 A, F
代码:
. [* f; x1 a7 c+ W代码
& d N/ q$ V" ?) n/ ?- o( E$ {BOOL TextCmd_ClearPropose( CScanner & s )
. q) J7 C* X- H" L+ M. F' |$ {% y3 P{
% F# m* n1 ]7 q( R: A% h#ifdef __WORLDSERVER; N- Z5 p3 Y1 x) V2 ~+ O: T. e
CUser* pUser = (CUser*)s.dwValue;$ N4 n/ s, f6 { Y/ {: B
g_dpDBClient.SendClearPropose();
. m3 X3 Q. y6 f* k' w#endif // __WORLDSERVER
/ F$ D1 D1 e- O9 b return TRUE;
! t/ e% ~! s: C, l; ]}( F B# H& q, e: |8 W1 W, t% T: |
下面插入2 h) U) O9 W# |5 Q( e9 }3 w6 O" ^
BOOL TextCmd_rebirth( CScanner& scanner )) \/ S9 P7 g, {* a6 q: {) ?
{# f; y& D8 a# _& r
#ifdef __WORLDSERVER
7 L1 d5 u' w; }+ R- w0 Z# VCUser *pUser;
, r9 n$ V7 `. k: o/ WpUser = (CUser*)scanner.dwValue;
- Y1 \# [4 b! w3 Fif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
7 q: G0 L3 L2 hpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
4 i/ J! J) d2 I5 r, ]else( o1 O3 [3 y7 s- [
pUser->AddText("你还未达到重生条件!");
# _1 S, Z, c5 X9 c* e#endif
1 u4 ?- u# s( J a# Sreturn TRUE;
6 H* C* u1 N; ?}
4 N# e5 E! C N* b' H E1 n* m" J& e I. j* e
7 U1 }+ e, E7 k w* g5 E" y
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