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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 a0 p* [+ E! K5 Q; r
& `/ V" g8 J4 M) e, uMover.h6 ]. A8 Q4 W+ `+ ?4 e
代码:
, Q, \4 \9 E% Q) [8 m! ]8 v找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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$ ~. p) @8 t8 A- O" @! ]9 F0 |+ ^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' C6 J# x/ L8 s z' j* [- h* k( t
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代码:
) R$ y8 V8 Y' ?/ |4 Svoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma ): o! p2 x( g9 C1 _0 A9 P& s
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#ifdef __WORLDSERVER0 S5 p" M, G# _$ D( ^ S5 c3 f4 t
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
$ w+ J, Q! Q3 [4 u) M; z) a2 } MoverProp* pProp = GetProp();* f$ O K+ l+ q8 X, M! C& Z0 Q- p( R
if( pProp )% L2 G* N7 ?; ]/ T
{$ I9 z3 P0 A8 e9 y" f% V
if( nJob > 0 && nJob < MAX_LEGEND_HERO )
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AddChangeJob( nJob );" ~% b7 q5 N! { F: T
}else{0 \8 p9 R+ R; ?% t: @% u+ |$ m
return;
: [- n/ b+ m$ L }
) d& A9 s$ A+ b- l0 M* E int nPoint = 0;
% C! A" K+ r8 X {: m if( m_nJob == JOB_MERCENARY )
5 T% l9 ?+ w+ q, a/ U' d' M/ a nPoint += 40;
, W* {! ?. b5 H1 _% Y# M else if( m_nJob == JOB_ACROBAT )
, j) t* H" B7 W nPoint += 50;; y' P% `; D: Y. }5 U" W) @
else if( m_nJob == JOB_ASSIST )
' U$ I+ I3 @7 a9 A% D- Z' l h nPoint += 60; z% E/ h' N* O* _
else if( m_nJob == JOB_MAGICIAN ). d* M% k& I1 U& ~( ]! B3 s5 q
nPoint += 90;
/ Y+ E; V( ~) o( o3 x" Q else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )+ ~8 Y% I+ W4 Z, N6 ?. q
nPoint += 120;
2 P& t/ j- G! O1 ^7 ^ else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
, g0 e$ L- U( [, X" r. q nPoint += 150;
$ i3 Z( c' \% e3 h6 D else if( m_nJob == JOB_RINGMASTER )) P. H8 F$ A3 N. W% |
nPoint += 160;8 x+ T: {3 {1 `9 M) Z5 ~1 P
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )9 Z0 a. d; q f! D0 P
nPoint += 180;
% d. j+ \6 s& m7 f& ` else if( m_nJob == JOB_ELEMENTOR )! J: H) Z) y; d
nPoint += 390;3 K* R/ J. C- @4 A* v
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
# ]3 {& k4 Z/ p/ o D+ l nPoint += 120;
6 F# B7 V; N- o1 f+ H4 M else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
8 B1 T# v g, B" ^+ W/ M- \ nPoint += 150;+ s5 L: p, W \2 b: t4 H
else if( nJob == JOB_FLORIST_HERO ): L% S% j* l" f" _4 {2 u
nPoint += 160;: X3 n0 R& X7 Y& |. y- f
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )# Z2 m R; d5 q! r, x& h; ^
nPoint += 180;; J$ j9 K' R: L2 f4 }) g
else if( nJob == JOB_ELEMENTORLORD_HERO )
4 G: {8 u3 Y9 q p* }2 o! _ nPoint += 390;$ [+ u: y* D% s+ B6 ~" h
7 J( l' o {) [1 l8 P; \ AddSkillPoint( nPoint );
; n/ k! Q, F4 f5 Y s m_nLevel = nLevel;" E+ s+ v$ Q) f$ p- D4 L7 H/ B, j
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SetJobLevel( nLevel, nJob );* o& S) l. t$ g, ?& {" J
m_nDeathLevel = nLevel;
y# s8 B) o Q( ?9 t2 [#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans: ^3 n4 P5 L1 r7 [/ k4 B' |" s" ~. {
if(IsMaster())4 i+ d Q$ z. y! L, Y2 ?' X8 ^8 G
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
/ z! d' p# `. v; x if( nLevel > 59 && nLevel < 72 )
+ u: f0 t! ~; i# t dwTmpSkLevel = 1;
6 U$ M' T8 z; J# a; z; Y, X else if( nLevel > 71 && nLevel < 84 )
4 f! k e8 c2 h- G% T dwTmpSkLevel = 2;
/ q3 u; V7 D/ d) N6 u, Z else if( nLevel > 83 && nLevel < 96 )
, o0 f5 p2 o4 v( |, p# U0 F5 X% | dwTmpSkLevel = 3;- q9 n% h& Z" f# e7 h2 b6 A( |5 A
else if( nLevel > 95 && nLevel < 108 )
8 q7 G+ h, [2 E) g dwTmpSkLevel = 4;
' z' t1 J4 |( t& x, Q else if( nLevel > 107 && nLevel < 120 )
' Y5 e7 K8 `; m( j5 j dwTmpSkLevel = 5; \ y( w0 o/ T/ v4 C( r& M! U3 I# w
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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; v) z/ c T! `( Y' l4 x7 p* S LPSKILL lpSkill = &(m_aJobSkill);
5 h+ t1 V6 Y/ W3 q0 P* A if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ) s$ o% Z6 y% [' }+ u
if( pSkillProp == NULL )4 N* g5 ]8 S, C
continue;3 v" s5 J$ f: T* E& ?+ Y" Y1 m
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)! T% Q* X3 K/ _% T' a
continue;7 T' l- C, K" [ W
lpSkill->dwLevel = dwTmpSkLevel;$ o" l2 Q6 A; w2 r# a* J, K
}
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else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
. n, S5 v; L* Y) u/ M" E if( lpSkill && lpSkill->dwSkill != NULL_ID )% c8 Z ?% Q" a
{! w. }- j7 t. K+ I N" s
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
/ M i% a) f u, J' Y if( pSkillProp == NULL )
6 c% j( B% a! Q3 U& `! B continue;
' a$ J2 r5 n3 D. e# Z if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
/ R! [" Q4 @5 r; L continue;& Q/ E D5 \( a
lpSkill->dwLevel = 5;
2 E7 j6 d. A8 w8 m% Z }
4 L6 ]: G2 M7 s+ o+ ]; z }
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else if(IsLegendHero())
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& B; @' ?1 u7 i' \) d1 \ for( int i = 0; i < MAX_SKILL_JOB; i++ ) ; N( d1 P+ e0 W8 q. J# n a
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LPSKILL lpSkill = &(m_aJobSkill);( H" r% D6 w( i. e
if( lpSkill && lpSkill->dwSkill != NULL_ID )0 U6 S. k7 @0 i
{
# {+ S* Q$ C ~( \4 s4 i ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); - L8 Z8 S4 F, R& w9 Z# q9 \" C" y
if( pSkillProp == NULL )
l- ?' m X& g1 s' A8 u continue;
: R4 s! ]6 F6 h' r) S if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
& d; Y- a% {4 V" S# l; ^, b continue;
) L5 V1 G4 R+ v2 x. ^0 D g7 W lpSkill->dwLevel = 5;
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}
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0 P' s5 i: E+ n. ]' S. Y1 t* g4 S#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans- H. W O7 n0 e# I1 j
if( bGamma )
& T+ V, M' a$ {$ L$ D8 @ {
( N8 ]/ R$ E; o4 i; j7 o m_nExp1 = 0;& ]5 q ]+ R/ b3 i1 X, Q
}
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: f0 V5 }4 ?/ b" [9 w- G ( (CUser*)this )->AddSetChangeJob( nJob );
1 g) q, O$ C7 ? \6 z" v; v g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );1 j' E6 X) \" y& t" j0 h
; K, R' c( y) N- W
& n. X, O; ~+ B" D* y# J#if __VER >= 11 // __SYS_PLAYER_DATA2 @' |+ f- c1 ^% `! g
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );) t$ d6 [% {3 ] O2 H& g, h
#else // __SYS_PLAYER_DATA% a7 r$ C; k) t6 `
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );" O2 L; f& R+ H+ n2 z8 v, |
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );9 n8 t1 o3 G7 f9 d3 u
if( m_idGuild != 0 )/ D, e8 `" Y+ ~: u2 Y7 b( F
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );: Z5 R: ?4 n L7 j
#endif // __SYS_PLAYER_DATA, o) H% N1 T, {9 A5 l0 P# J7 l
SetHitPoint( GetMaxHitPoint() );5 i3 q$ [4 Z/ I
SetManaPoint( GetMaxManaPoint() );& E- Z s i# h1 d* T( ~. r
SetFatiguePoint( GetMaxFatiguePoint() );
( }4 R' Q* \* d* E1 ~. z( z2 | if( nJob >= 1 && nJob <= 4 )
$ d; v% }( ~- N% U/ j9 ~3 d {
2 u" z1 i# ?2 \2 f# b* s8 H m_nStr = m_nSta = m_nDex = m_nInt = 15;
+ a* i0 d1 n6 M( P: U* F m_nRemainGP = 28;
* {! l" I1 ]$ e% b& I [ }* u% X, R" U _' c. Z* B1 d8 Y
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )' d/ v7 a1 V$ {' `8 {* _# ^
{
* k" b! Z& d) B m_nRemainGP = 118;5 Y, g0 x) m% L/ k' c9 H
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;* B* \' e' T6 g0 u4 R7 G3 g5 b% I
m_nStr = m_nSta = m_nDex = m_nInt = 15;
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3 V3 g9 m' A4 j' {8 w; } if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )$ n0 R0 S- B! n3 E( f* ^8 N1 i
{
" S. J! U2 M# r CItemElem itemelem;
# K L0 t: z. `7 T itemelem.m_nItemNum = 1;
* }9 v2 w0 T- A& L itemelem.m_bCharged = TRUE;
# S& P' N8 ?. X5 c BYTE nID;
& e3 B3 r/ V/ M" f* t3 W: N/ V
2 L9 s8 e# N7 m, O if( nJob == JOB_MENTALIST_HERO )
! X; {8 Q$ R+ p- e- P! m, J itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;) ]% F8 c/ h: k r5 z* k
if( nJob == JOB_FORCEMASTER_HERO )2 p+ n3 t1 r4 G
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;4 S( _9 f, |+ b% t. q8 A
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( ( CUser*)this)->CreateItem( &itemelem, &nID );
/ L( d: S5 z& j }6 K5 W2 F5 W6 Q, [
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );, W& w* X B. @$ m+ d5 i: N! |
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );9 j" ~, f! o ]0 m( j$ B
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );4 C# ]3 C% W; v0 w
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
5 a2 T" J$ R5 \4 V& Q' M ( (CUser*)this )->AddTaskBar();*/
' ]' }* Y2 R# f3 A: X; w( V6 D7 V ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
2 W( n& W. K7 u- `7 `- l& A0 F! @#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?2 ?. X2 a: M" f3 \3 P4 t
((CUser*)this)->CheckHonorStat();% U5 E: X: [! j: ~/ b& l' v; {
((CUser*)this)->AddHonorListAck();% Q. c4 t8 a1 ]" [5 h+ q
g_UserMng.AddHonorTitleChange( this, m_nHonor);
! ^/ N6 ]8 t; ^ E0 _5 v0 v#endif // __HONORABLE_TITLE // ′Tà?8 F3 ?7 _" w$ o8 H, U* d( i
}
3 W& C d# Q% y/ c- P#endif // __WORLDSERVER
; ~- p; [. L7 Z# a}
! f. P" {4 s/ p- n% S! u
' o9 _$ }/ K, R9 m然后你进入functextcmd.cpp并添加以下$ I: ]) {4 r! X% t7 C9 ]5 J
2 U- H* ]; L% {, u( A! \
代码:
- ^2 t( w; e# S" u9 E5 e& P+ dON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
1 g! I* p. z) B/ v7 d& [下面插入
. k8 v8 l! S* G9 {8 G# L% }8 |ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) $ B8 h( @, i& o7 t5 r; r0 N
6 f2 x ~ V9 t! R) {然后你去8 c) U% \7 {$ X6 R
0 [8 E- o' l( F/ }
代码:
3 \% H9 u1 O2 t2 e- X% m ^+ O代码
" D# Q8 H* n$ A6 k0 g2 D! W1 SBOOL TextCmd_ClearPropose( CScanner & s )
/ Z, B7 h! m# V7 V7 U{7 \/ W# S. k2 N$ _& E6 ]
#ifdef __WORLDSERVER
1 f/ i6 |: w5 q0 W- S3 U CUser* pUser = (CUser*)s.dwValue;
; J' r& ]: E+ t5 {' g& ]5 u g_dpDBClient.SendClearPropose();2 Z+ P4 W1 ? ~3 d( L @: A7 n. x& ~
#endif // __WORLDSERVER
/ _$ p5 n& }7 h3 A; W return TRUE;, N! [" h3 b9 M- X9 K( J
}
$ e$ N+ m7 f" ^ Q+ o下面插入; {' `6 |6 {) F2 X: g
BOOL TextCmd_rebirth( CScanner& scanner )
: B, J" y# ~/ ^: B{: _7 O; d D7 b
#ifdef __WORLDSERVER
: |; _! c) f# y0 g) MCUser *pUser;
3 @0 o6 \( [/ ^# D9 s9 u' SpUser = (CUser*)scanner.dwValue;
8 x# D( J; @9 bif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())9 }( [# h/ z7 P6 J# w9 I
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);: Q3 W/ t# Q/ e9 Y
else1 w" M5 t* \/ @) a
pUser->AddText("你还未达到重生条件!");( l4 I& e! z/ C4 |$ t9 ?
#endif: I) H" K9 d- j0 x6 Y) x t2 T
return TRUE;9 e' A. \) C5 o1 }1 ~( @% H" `
} ; l! T5 ~" P+ {# t/ `) `
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