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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befehel2 ^& F k7 Q8 p( N
: q4 A5 d8 m+ i% pMover.h B- Z. h4 ^+ c0 d0 g" R' A1 ~
代码:
r, t) n+ ~1 N* N找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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2 S7 \2 ~$ i8 I5 P# F1 O下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; ' b3 o6 [, q0 N0 Y; {/ [* i, D
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然后你去mover.cpp添加
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1 d& O( O$ Z. B/ Q代码:3 n# c$ m/ E. m
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
4 h1 ^- _. |! @3 Q( {{
' h( D/ T$ y7 L/ P4 H% q# J#ifdef __WORLDSERVER
! v [# w, O0 A7 T/ Z' q0 g! k // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
1 ^- ?" i. \; T MoverProp* pProp = GetProp();! r' n/ L @2 M" t
if( pProp )
$ ?4 T# t$ i$ G) S* W0 C {
I9 x1 E) W& w. p8 m* g; [7 y* p( Z( s if( nJob > 0 && nJob < MAX_LEGEND_HERO )1 S9 i; ^, Y% K
{
5 Q% D% n" b9 r! [4 R, z! ~ AddChangeJob( nJob );. I( b$ E! H2 X# x) R1 l
}else{2 P7 T4 F$ R: x0 |$ v7 W
return;, R# o( t+ r% b' \( y0 q5 N& G
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int nPoint = 0;# x9 o, t1 s+ H
if( m_nJob == JOB_MERCENARY )
; _5 m% l! X5 T: y' e% a8 R nPoint += 40;% g7 U4 d5 t5 O) ^ q
else if( m_nJob == JOB_ACROBAT )# P8 ]* b8 x& W0 K$ Z
nPoint += 50;& X1 o# M; v; B8 W# B [4 I2 M: ^
else if( m_nJob == JOB_ASSIST )
/ L5 p) o0 z! `4 H- {' M nPoint += 60;
7 \/ x, s- H6 T4 o+ p else if( m_nJob == JOB_MAGICIAN )# B4 b! f6 Z9 |! P6 x8 O0 U7 `( W
nPoint += 90;
# m, ]1 t& r9 ^$ ~: U0 g else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )' h. h$ A$ V( I9 s
nPoint += 120;
& M3 c7 k) D {; P else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER ): Z* U" w* d: o+ j3 q5 g
nPoint += 150;
% ^0 R$ H* `) @, q' j else if( m_nJob == JOB_RINGMASTER )$ ?' ?# B l+ Z, T1 G
nPoint += 160;9 H$ T/ {, k1 R! H
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
; z( t$ e* V. p5 s2 |, M nPoint += 180;! {8 l5 z7 f( O; R/ Q! e
else if( m_nJob == JOB_ELEMENTOR )) X! d0 C2 O: v" p4 P; G
nPoint += 390;1 ~' J3 C; |! I& U) s
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )# a! w" q- ^* @ W. ^6 m. w. P
nPoint += 120;" A; j+ n' A) y7 i
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )* L: i. d0 D7 K4 w
nPoint += 150;
, M+ T! Y/ I. Q& R/ N$ F( \4 l else if( nJob == JOB_FLORIST_HERO )
; P+ A3 e3 I* F. i' f* E* Y+ [, @ nPoint += 160;
( H" b' _. w& r/ v3 }8 Z' x4 J else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )4 s" [+ l3 A: i. W
nPoint += 180;
8 Q( J! @/ d! ~! x else if( nJob == JOB_ELEMENTORLORD_HERO )
- Q+ T* Q; }9 [. ^; q nPoint += 390;
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AddSkillPoint( nPoint );
9 f! A6 m3 K, |2 ?5 X8 D B m_nLevel = nLevel;8 i+ X/ J5 A, G" `( k
! J; l5 _2 u5 W2 @* X5 C SetJobLevel( nLevel, nJob );7 w+ k) T) D7 z, V
m_nDeathLevel = nLevel;
) y" z# p9 v# _ ^. e#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
2 h; f# t$ R" q' `! l if(IsMaster())1 E) ?* B5 _) {& y
{
0 [/ d# H$ @! b7 s- a, D int dwTmpSkLevel = 1;//60, 72, 84, 96, 108$ e" [, U$ A$ M. j# y
if( nLevel > 59 && nLevel < 72 )
' R/ B7 o. y- m% I4 c& _ dwTmpSkLevel = 1;
# O5 \" p' ?/ Q! W else if( nLevel > 71 && nLevel < 84 )( G$ A7 A8 J1 N6 i/ _
dwTmpSkLevel = 2;
( S; k, I2 x5 R# S# h else if( nLevel > 83 && nLevel < 96 )% a; {- g0 q \- t. O
dwTmpSkLevel = 3;
: A3 ?' e/ k0 j& S8 _3 H else if( nLevel > 95 && nLevel < 108 )% T% D8 L5 @% L! f9 H' _
dwTmpSkLevel = 4;8 X; r; T4 K2 m- R
else if( nLevel > 107 && nLevel < 120 )+ S1 `$ e) e f, C, O0 c$ v3 u
dwTmpSkLevel = 5;; g" G: y1 V" o6 [% K* E: O
for( int i = 0; i < MAX_SKILL_JOB; i++ ) % C+ \/ D. C- S
{ ' J# J& L" _7 n$ z: g# Q
LPSKILL lpSkill = &(m_aJobSkill);
8 o: ?% B% R) }7 B9 I h if( lpSkill && lpSkill->dwSkill != NULL_ID )/ T. m& S; h7 V
{
! t! v" H B+ D$ G ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
( Q1 u4 }$ d6 G if( pSkillProp == NULL )
7 D4 J3 z9 Y% Q0 U" g" c2 ] continue; O; i. H- J6 E6 Y9 r: V8 Y
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
# Z9 I5 I% ?. B" m continue;
* Q4 T" P# o3 f5 p1 G% ?/ _ lpSkill->dwLevel = dwTmpSkLevel;
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}
9 B- r. n8 E# U* L else if(IsHero())
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. T# b& |8 U) ~: P, O& I for( int i = 0; i < MAX_SKILL_JOB; i++ )
7 r* c2 q8 @) z* g {
{2 w8 v u" I7 j' U LPSKILL lpSkill = &(m_aJobSkill);
) N# B+ y3 b; B- P6 ?/ `+ v: I if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
9 I# a4 j7 N8 d1 }; g# m1 \" P) ] if( pSkillProp == NULL ): ~; i y) l3 K) S
continue;' Y# [$ n$ v; z. z% e$ {" g1 X* Y
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)0 E" B, l( M; g# t9 U6 X' n
continue;: _+ U8 D( R0 K8 F! @, z/ W
lpSkill->dwLevel = 5;# h' ]( C g. Y% L* ^( @4 B' m
}
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else if(IsLegendHero())
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2 a0 u/ S9 e9 q+ `, d9 f7 c for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);* |& x( _# T0 v M6 a
if( lpSkill && lpSkill->dwSkill != NULL_ID )7 c; Q2 p$ L8 U& v4 y1 I/ D
{
0 Y1 s3 u0 X+ ?9 J# |4 K ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
{$ n: E' {1 q6 k if( pSkillProp == NULL )
' A7 V) S" D! ^! V. T$ q continue;: ?% @* `. g3 d$ z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)( a; R* ~) O6 g8 C& M! ~
continue;
4 z2 P% y4 R: f( [/ q lpSkill->dwLevel = 5;
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
( E( g# q- K3 Q if( bGamma )) L+ }3 K/ p" `; w b. W
{
% @' _+ n5 Z. Z9 M/ S3 E m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );
) T8 W* p% H3 f3 K5 ^ g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
0 ]- N* a( ^- O4 ?( J
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#if __VER >= 11 // __SYS_PLAYER_DATA
: w1 M% d, c2 T, r g_dpDBClient.SendUpdatePlayerData( (CUser*)this );0 ~3 C! h) ~# Q6 c6 ]
#else // __SYS_PLAYER_DATA
9 D/ i) d$ W: \ z g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
; J0 y8 m- M, V! r g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
" Z' \! ]$ D: C5 w if( m_idGuild != 0 )
; w3 f4 T: @- J3 X g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this ); T: Z* {0 t) D4 ]! r _
#endif // __SYS_PLAYER_DATA
( Q B4 S/ L2 V$ I) u8 V H SetHitPoint( GetMaxHitPoint() );
: c5 `. C$ e" J5 g5 p4 h SetManaPoint( GetMaxManaPoint() );
$ h+ b2 {, p2 Q0 [# i7 h SetFatiguePoint( GetMaxFatiguePoint() );# W7 [0 U8 Q9 I
if( nJob >= 1 && nJob <= 4 )4 G4 O8 D; @# Z. Q4 ?; O( m& \7 D
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
5 Q( w' L) Y4 R. u$ Y( Q" h m_nRemainGP = 28;. L# S& X3 G+ N' e; x8 ~
}8 j2 ?( r# p& W' D# k, s/ _
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
7 ]* g; w1 V0 P3 Q: d, s {
: {2 f- A4 Z% v1 w7 ]6 G* s m_nRemainGP = 118;
! L4 e8 D2 r& b: g1 M( h. G //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
. h; q. w- Y. H& }% O m_nStr = m_nSta = m_nDex = m_nInt = 15;" G3 w; n3 s+ k, Z/ ?
}
1 |+ y+ M: `# R& M* K2 t7 |* _ if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )% A! U: V/ v2 @7 {& z
{1 W! N8 T2 Z5 M
CItemElem itemelem;# a% z p5 T& c, {
itemelem.m_nItemNum = 1;
0 f: }& y: i* v3 ?/ T% K7 c itemelem.m_bCharged = TRUE;, ?. F& ` V3 A1 z6 ?: H* c
BYTE nID;
2 j7 ]! f0 L0 [8 c2 c2 b% y% z
& }* f& O R; b$ z/ E( Q if( nJob == JOB_MENTALIST_HERO )) C8 N5 p, @7 `% T8 [9 I
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;" U* w5 s' \5 G- e, t# j! R/ f
if( nJob == JOB_FORCEMASTER_HERO )% n- N/ k* }- \. _' H0 U
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
1 _3 U" U4 {: G; r, a( Y" y" W6 j# s& j! c
( ( CUser*)this)->CreateItem( &itemelem, &nID );
4 j' V9 z6 d r }7 D7 b9 r; Z1 ~& U5 H$ Q P" E
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );- G7 ?! A# |, X. d* i, l% T& q
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );0 h' w; w5 \( ]8 J5 K V+ m1 [1 g
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
3 O+ }* |0 K7 j4 X /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
8 C( k1 _+ H) c% y+ K ( (CUser*)this )->AddTaskBar();*/
+ }. d, \2 G$ u) U: q: ~" A4 e ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
; ` W* |" n; t/ h#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
& f' j- y D+ i- A9 {/ F$ x ((CUser*)this)->CheckHonorStat();
7 J4 ]# t& L& C9 I4 Z' t% v, h* ` ((CUser*)this)->AddHonorListAck();
' Y$ W* G* @& b g_UserMng.AddHonorTitleChange( this, m_nHonor);
3 H5 _8 k! A$ ]#endif // __HONORABLE_TITLE // ′Tà?
2 ~9 j5 i( Z) B3 N( B1 X }/ ]- q& B7 p3 r1 O- v$ r! f
#endif // __WORLDSERVER
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" w9 R# z7 I9 R+ ^1 x' n然后你进入functextcmd.cpp并添加以下
. v4 y. h I" [( c, A$ _- s" s5 {) B! l, Z# s* I! r) s6 g* O
代码:
4 L% g7 o# j5 JON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
, c3 ?; T6 k( L3 k* O/ j; u. v3 n下面插入
" Q- Y6 @( y2 h) |ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) * e# X1 U' I8 n! G- Z& a
3 L+ b, D ]2 }5 ^) ?然后你去
: \% v. A F% x# R B# c* e
! y( a4 z! \3 p& w* c. i( [代码:
: k; T4 V/ w. ^: o代码 e5 n% t9 s- O( ~' G
BOOL TextCmd_ClearPropose( CScanner & s )
y0 S( ?" A3 N& E{
( I8 d" C& O# o. r1 z. M c#ifdef __WORLDSERVER
- V' u }- L6 \ CUser* pUser = (CUser*)s.dwValue;$ m% F+ g: `; U: [( S5 x- s* z" D
g_dpDBClient.SendClearPropose();) B+ D6 K0 N: v, B- _. J+ r! K9 a' P
#endif // __WORLDSERVER5 \2 i* T2 c. \$ y- ?$ T
return TRUE;
6 W) l) ` k% W" ]}# h# z. g5 t2 b
下面插入6 N- u/ x) z8 P; o; j; s0 b
BOOL TextCmd_rebirth( CScanner& scanner )
6 p/ ]0 U3 ~7 z4 \3 z7 d1 g{7 x0 D4 R) I8 q
#ifdef __WORLDSERVER$ m. ?( e, [: h+ @# b: m7 w
CUser *pUser;( U8 A$ o$ Q3 R
pUser = (CUser*)scanner.dwValue;3 X5 G0 k' i, N* G1 }
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
7 r$ f. {* O8 h0 ^& spUser->InitLevelPumbaaa( pUser->m_nJob-16,60);% t9 h: K5 @4 U: N4 {( r" B6 g
else
$ \' d. B) y- m& B8 m; DpUser->AddText("你还未达到重生条件!");, `9 r# I5 q4 `7 O/ L
#endif( X$ V- `0 I! i* L7 R8 e4 H3 [
return TRUE;% y, p* H1 h: A, |6 h/ F$ W
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