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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befehel4 m/ Y# U. y1 L5 F
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Mover.h
( j% K& a. ], d) E; Q, d5 P+ q) D代码:3 \5 `/ z; ?2 P: g/ P. i1 x! K
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
* u9 ?% {8 }9 F6 T1 j/ U# q6 P# r! U* l
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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U% {; l8 q9 ]2 W& k# j然后你去mover.cpp添加4 ?9 ~3 j* d/ s5 x6 T7 A$ f
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代码:% C' }2 Z0 K* u- R) y5 p* }- Y
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
8 T( o/ P" k5 n# X( s{
! a2 c0 T+ p( Y6 A# v n3 Q" |9 v#ifdef __WORLDSERVER' c1 `. N# Q( J' I `9 N+ a
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
, w7 E9 s* d3 J) b6 a MoverProp* pProp = GetProp();
: v& r: O% j2 G q, b if( pProp ). D2 F( ]) v( ?8 L4 W5 g5 ]/ b
{
5 j# x- _+ Q5 B8 j3 `5 ~3 [1 i if( nJob > 0 && nJob < MAX_LEGEND_HERO )/ J- m5 ?/ X% N# z+ G' O
{0 U) ^$ G3 Z. s8 \) }7 S' Z" j# S4 S
AddChangeJob( nJob );
1 w/ X; O2 {& S# |- g1 t }else{" ^: z( K* Y2 g. P& j! i
return;
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' P' u+ t3 v7 Z; W5 K. w int nPoint = 0; t: D+ D; p9 n& |, k9 T y; I
if( m_nJob == JOB_MERCENARY )- k4 O# ~% x" t ~0 S; k! O/ O1 }
nPoint += 40;+ @% A- F! p. a# f
else if( m_nJob == JOB_ACROBAT )6 o6 w4 Y( p. b! t& z5 w
nPoint += 50;. O q* v# h1 r6 c* j
else if( m_nJob == JOB_ASSIST )4 }& i5 d' |6 `0 E: Z
nPoint += 60;
0 t* t8 m: t/ k, E else if( m_nJob == JOB_MAGICIAN ), O5 Z: M: _( X' x4 p
nPoint += 90;
) L- a# X; t/ q else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )! X1 R( L% {8 d/ o& z9 Y
nPoint += 120;
6 @; w" Z/ @+ \ else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
2 g6 N" w; E; k$ Z- s! N) o A nPoint += 150;: J: x( J. q2 x
else if( m_nJob == JOB_RINGMASTER )
9 W' b0 t8 x2 A2 _. C' f; m; o nPoint += 160;# ^ l6 `6 W& N, \+ Q5 a
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )2 c9 y0 @5 `. n6 P" J9 N
nPoint += 180;
- e2 }# u, B- b$ O7 j* t else if( m_nJob == JOB_ELEMENTOR )# K. d- F/ ^8 c/ K' c
nPoint += 390;
# J" ], c, R1 ]( @ f' [! c else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )2 O+ n8 w, u! s
nPoint += 120;
2 C4 q/ [: m4 G; n, N else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
' g; P" `( P( [) E& W5 S nPoint += 150;
2 Z' _% l; k* S; w/ k" ^ else if( nJob == JOB_FLORIST_HERO )
( j( {7 F* {9 w) }; x2 h1 D- I9 h9 | nPoint += 160;
7 N+ i* q' {, ]8 G* \ else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
0 w# i: C3 l; I3 @6 F9 j& Y nPoint += 180;
8 F- x/ L; N: Q& s m) e5 v2 D else if( nJob == JOB_ELEMENTORLORD_HERO )
3 ^$ e0 n9 m9 ]& |1 ? nPoint += 390;
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/ A, c* O* f% [2 T AddSkillPoint( nPoint );
- v$ S( @4 M1 q1 b* i% } m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob ); ]" `3 h1 n+ x
m_nDeathLevel = nLevel;
- X: t" O/ c7 J- D4 X/ A* K#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
5 q( e, K- W4 ~/ r5 _ if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 1089 }& M5 h$ s8 e7 F8 P7 z
if( nLevel > 59 && nLevel < 72 )
! n6 L! J- P- z, L" _7 h+ E dwTmpSkLevel = 1;
8 ]* C* _9 X- P( y# U, d3 s7 G else if( nLevel > 71 && nLevel < 84 )9 y' r2 W+ z0 N9 L4 E S
dwTmpSkLevel = 2;- z c5 t$ C9 z( i( F, j. b9 E
else if( nLevel > 83 && nLevel < 96 )
% A2 {4 h% U6 H* ]& F dwTmpSkLevel = 3;
! o# d0 O5 M; S. C/ \ else if( nLevel > 95 && nLevel < 108 )
4 R8 D) P* L. {% _% D3 A2 o dwTmpSkLevel = 4;
2 Q: v. i% ~* R3 ^. G3 I: [ else if( nLevel > 107 && nLevel < 120 )
$ B8 }# c6 U0 G" b3 Y; r- W dwTmpSkLevel = 5;; ^) y+ ]- o) d6 q. V! p& ~3 g
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);3 E; v [" |$ P# e! o" x# j1 r
if( lpSkill && lpSkill->dwSkill != NULL_ID )1 E* z0 [6 }8 q! c/ w% f
{
) Q: r! W* I) h2 A, P# J U# U ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); * A) e+ Q8 l7 O- c' E& s
if( pSkillProp == NULL )$ f& L( w" x% G' d
continue;4 q5 x, N$ N3 s) O$ W5 R" F `$ I4 g
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
# u0 Q# D" x4 H" J- F* I# C8 n continue; U: `9 e4 P" m. o+ i" Q
lpSkill->dwLevel = dwTmpSkLevel;
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}
- I Q" _/ k$ |) j+ M" S: g$ `3 V' l else if(IsHero())- m8 ~( C) G3 o `) B8 C( W% p
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);/ M% O/ u! r# ~2 A
if( lpSkill && lpSkill->dwSkill != NULL_ID )- H' q* s9 i! C: ]. K
{2 \+ u3 u3 s" i) m7 e; [- c3 O$ g
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
# A" B1 O+ r9 N/ F0 I# c if( pSkillProp == NULL )
& a5 d+ Q: o6 z; R7 d$ [2 [0 j. o" w continue;8 g5 m& I% @" ~: d, H7 S) O' W
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
2 {8 I! l6 |8 D; s( F0 O6 } continue;
8 B, v! Y. O" K0 _ lpSkill->dwLevel = 5;
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}
4 {* K1 ]. K' L! f+ K4 ?/ H! Y) B) O else if(IsLegendHero())
; n* M0 R1 W! |' d5 W {
" `# p" H u5 r: S% M for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
( N* T3 M1 |7 q4 G: m. W, b if( lpSkill && lpSkill->dwSkill != NULL_ID ) v% j& s( o8 j$ G7 e) y
{
4 ?! A0 J+ m+ M3 W ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 7 I! h, D0 l* D& K; J2 B8 Q
if( pSkillProp == NULL )3 z* v q* I5 s; X
continue;
" ~: _/ w; T4 k t' L8 P/ I if( pSkillProp->dwItemKind1 != JTYPE_MASTER)% {2 O) r7 [- [) I: j+ P
continue;3 v7 \) X8 U2 M' I
lpSkill->dwLevel = 5;
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}
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. Y) b% ?$ u4 \. K& C#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans: j/ l0 Y( C- r0 B: v& W" h
if( bGamma )
2 o$ m" \( n* o {
0 y+ B( M; h' h) N( F m_nExp1 = 0;
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4 `* m5 V: Q0 S( O# G
8 H* u0 f. F, H ( (CUser*)this )->AddSetChangeJob( nJob );
T' y+ w- V, @ g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
9 Q( q h4 ]. j( A
5 N- Z/ R9 N2 F( R/ J
/ g5 }. W9 w' D( T. O, _#if __VER >= 11 // __SYS_PLAYER_DATA/ T# H+ b9 |: h+ f" v
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
1 j5 U8 L; J5 ~& _$ N#else // __SYS_PLAYER_DATA& ]4 ?' u& K5 d! c
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );& K# q$ I( u# O
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
/ a& g/ F# `" e8 P9 g4 s if( m_idGuild != 0 )+ p6 M! n! S$ v4 X4 `7 U8 `- @; a$ B
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this ); N& w @8 F( q! r {4 z. X8 ~
#endif // __SYS_PLAYER_DATA
" p; K0 P x4 K% t- J: I, n" e. f SetHitPoint( GetMaxHitPoint() );
# O' X; h+ `4 \* s. H. a2 n SetManaPoint( GetMaxManaPoint() );% K! y9 a+ X% J) A( Y: ?/ Q
SetFatiguePoint( GetMaxFatiguePoint() );
( Y. @5 e7 [5 ^: H+ v8 Y; a if( nJob >= 1 && nJob <= 4 )
3 t9 g7 T6 w5 { { s8 m; K) G9 X' {
m_nStr = m_nSta = m_nDex = m_nInt = 15;3 F3 c K! N" c9 F; {7 S% y
m_nRemainGP = 28; U& D( T, D, c1 G, e, v
}
! J9 J/ F, k1 c( J0 E8 d if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )7 `/ h$ p; E( _/ J# u" c# K7 ?
{4 k/ Y: b; B& h9 s- F
m_nRemainGP = 118;2 I2 D' f b" _ z) |+ v: N$ `, @
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
m1 F# z3 W; ?: `' h* B m_nStr = m_nSta = m_nDex = m_nInt = 15;
7 v. r* s: G9 X; o& R& j }
( g {4 m# E& E' P" j if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )* k } @, M8 M `1 Z6 r( B) q6 ]. G
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CItemElem itemelem;
1 F5 f2 c# G Z$ P! Z+ y itemelem.m_nItemNum = 1;
6 O2 [# t; m/ O0 { itemelem.m_bCharged = TRUE;8 T, \- A q9 \/ G
BYTE nID;. P4 A) b1 Z5 X S
5 c% u R: A5 j J w! d- x if( nJob == JOB_MENTALIST_HERO )
& i: `8 ]5 @# e. c! D6 ] T itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
' O6 B7 e' ~2 ^7 N$ i2 D if( nJob == JOB_FORCEMASTER_HERO )
; T; R5 Y1 ^$ v. N2 A$ ` itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
2 s! C4 O' z$ ?
- D. F R) y5 ]$ G0 K ( ( CUser*)this)->CreateItem( &itemelem, &nID );
. W' ?+ i" H) I. o' ] }
1 v- h6 s* Q6 X: R! b$ U. J g_UserMng.AddSetLevel( this, (WORD)m_nLevel );" j( ^+ j' @# }& u, B& I; b
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );( k% h0 j7 y3 V+ q+ a& l- S8 [
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
( f+ [5 r' T% d' i9 m" z /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
, W% z* H1 _1 D. x9 B1 e ( (CUser*)this )->AddTaskBar();*/, L# [5 P3 w& Q. n1 I- w0 L* w+ P
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
: q. e& p, i6 ^9 [" b4 H#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?& _0 U( f8 B+ B* G) j' l) J' N
((CUser*)this)->CheckHonorStat();3 Q! C2 M) \% \1 K
((CUser*)this)->AddHonorListAck();
d+ D% d5 [6 l: X) Y4 M g_UserMng.AddHonorTitleChange( this, m_nHonor);2 X7 T& b- z+ z% c! Y* j2 ?
#endif // __HONORABLE_TITLE // ′Tà?' _) J) W) h( K( F9 K
}
- a! B' M& w$ r& D1 o# E#endif // __WORLDSERVER" _8 t4 W8 }" y t3 f/ i" m
} $ v% r/ B) J' n% j
& @; O7 e9 z& c/ r8 {
然后你进入functextcmd.cpp并添加以下, s1 O1 K2 m% r( W
- ?! M$ D v) I; B/ m8 f
代码:! t0 m: J' G% {$ Z/ B0 J
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
; ?* Z* \5 h$ _! Y8 L7 A% Z' Q3 R下面插入
, t5 Z) l4 t5 ]# K! YON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
1 X3 Y2 ], @# g; ~1 Q3 x6 `# E
, l& z1 s: A& m$ k. p2 Y- A1 c然后你去: z! r% f9 k+ k \0 c4 |: H
- k! o8 U# j6 L4 P8 y8 v' t
代码:9 H9 a! |1 u1 W9 s; q
代码0 D1 F8 V6 ^. O- P! X( M
BOOL TextCmd_ClearPropose( CScanner & s )# g m& D- ^4 Y4 b7 i$ u
{
7 B8 W: N' r1 a: E* Z9 H- Z& C, O#ifdef __WORLDSERVER9 V6 h. O9 F" W
CUser* pUser = (CUser*)s.dwValue;( f$ E& F" V& M( c8 r6 Z% V. b, S
g_dpDBClient.SendClearPropose();5 k- d+ H+ c" X D4 ]. |
#endif // __WORLDSERVER D# `8 [) {+ V; \" F0 M
return TRUE;
2 x2 r$ C9 ^( Z8 ~}
$ I; Z! p, m6 P) L) q% B下面插入2 j2 |# c( m; P& w3 V" j+ \, o- \6 W
BOOL TextCmd_rebirth( CScanner& scanner )0 G8 z K# h4 V2 b8 p
{" N' s; [9 `. D
#ifdef __WORLDSERVER
+ e/ A' H/ [$ y* C( _$ ICUser *pUser;0 |1 d4 @* Z+ A- D
pUser = (CUser*)scanner.dwValue; y. p" U- P" f' p- d S& W
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
7 h! b) S% Z. P* ^7 bpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
) S9 ^0 i$ x$ X+ l. w2 g7 ^else9 {/ H/ K! P0 f% a4 C
pUser->AddText("你还未达到重生条件!");+ H6 @& T$ J, u5 o) Z
#endif
! Y- u1 L0 U U4 jreturn TRUE;
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