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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befehel5 N# ?3 h: U& k- q# A
; Y8 K/ i) F: X P6 \7 OMover.h, X; ~' F* P% o. L$ q: P4 u
代码:- Y6 y4 ~+ `. H4 B4 H7 m. n
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 9 G; {& e) F; T/ r" _
+ h5 [& ~/ D8 O/ N2 P然后你去mover.cpp添加
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4 s" k2 l0 L) a' u代码:$ \2 g6 d5 Y$ w, _1 }1 m# D
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )6 A! Z" {1 `2 M7 s
{
- ?5 o& G4 m3 J#ifdef __WORLDSERVER
, Y! w5 F4 v& j* H5 h // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
: a! v$ w0 X# y* O, p MoverProp* pProp = GetProp();
7 m5 @3 E9 G( ?8 @ if( pProp )
5 ~- b( E% }0 G$ ~2 {, `' T& Z {
% b! W h% O7 h' ?0 H# Z if( nJob > 0 && nJob < MAX_LEGEND_HERO )
: {" ]% E! n2 S {
5 ~7 x1 I4 K8 w4 X- C2 ^ AddChangeJob( nJob );
3 d1 M, v& V+ k }else{3 X- H& a) S1 a: L
return;
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int nPoint = 0;- i9 [2 `) S" X4 `0 o2 A
if( m_nJob == JOB_MERCENARY )
/ _* t; A) A1 |# e: G8 h nPoint += 40;
7 B8 z2 a& @- q7 n. K+ @ else if( m_nJob == JOB_ACROBAT )# C) D* K0 H) k T, ]( F' q
nPoint += 50;
/ V0 j4 t3 @+ G; @ F# Y' S% f else if( m_nJob == JOB_ASSIST )0 J. L! n) o# n+ _5 N( x% [
nPoint += 60;# U% V8 O$ ], q1 w
else if( m_nJob == JOB_MAGICIAN )
, {0 R2 a' P& s& ~' k) J nPoint += 90;- Z, i4 E! j1 [
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
, i+ t# |- i% n) x. \ nPoint += 120;/ o/ O5 d/ _8 } Z0 p7 B
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
$ c' m' }. b# t. B i8 V nPoint += 150;
; ]1 l* O& E' h i else if( m_nJob == JOB_RINGMASTER )
1 F- o( j `3 W nPoint += 160;6 K5 |; h* @ e* Q) w
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
- `9 w$ \& I! r+ b6 Q8 T! N4 y" p$ Q nPoint += 180;3 L% @% d: @( P
else if( m_nJob == JOB_ELEMENTOR )! l9 B2 d* @+ F+ ?8 c9 h6 \ ^
nPoint += 390;' x" E) }7 h8 Y2 \
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )8 v: [; ~! a$ X: `& u$ r3 f) ]4 \
nPoint += 120;0 t6 B5 k; q7 V( l
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )7 P5 r& x' N6 v5 ^3 |1 z6 {* y
nPoint += 150;
) Q2 s+ m+ }: B6 c. e7 g& P else if( nJob == JOB_FLORIST_HERO )
! T- F9 d& R7 `1 b9 q9 u/ G$ m nPoint += 160;
y V9 G7 X h& l+ i else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
0 ]; \1 I' M+ S) l8 P nPoint += 180;
+ ]5 |0 e' f2 S. E. y# @ else if( nJob == JOB_ELEMENTORLORD_HERO )
( f& p3 C& ~- ~% l! n/ K nPoint += 390;+ ~5 h0 x5 R7 ~* q4 G t
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AddSkillPoint( nPoint );8 d; i) X- V L5 G
m_nLevel = nLevel;* y A; k7 n0 x1 M5 |
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SetJobLevel( nLevel, nJob );; k& W8 o: b( N4 F, Q
m_nDeathLevel = nLevel;2 X8 ~' m+ O! X2 C2 o- N: G
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
8 E9 ^2 q: Q3 J; C- k& E& } if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 1088 Q: y: d4 m9 R& h8 ?; U, h
if( nLevel > 59 && nLevel < 72 )+ C5 S6 o" o& w5 t
dwTmpSkLevel = 1;, D# k- y' `9 a j8 U8 G# N
else if( nLevel > 71 && nLevel < 84 )
* \ h3 W. F1 {0 e9 {6 T3 @2 ?. z dwTmpSkLevel = 2;8 ?; O6 A& m! @1 c9 ]/ P
else if( nLevel > 83 && nLevel < 96 )* l: B4 Z0 V# T: N R- W0 G
dwTmpSkLevel = 3;3 y4 `: V# n; J! J4 }2 H
else if( nLevel > 95 && nLevel < 108 ) A1 y+ c1 x( J
dwTmpSkLevel = 4;
3 K/ m, Y% L3 h! `8 k+ e% u else if( nLevel > 107 && nLevel < 120 )0 V! s2 ]: _. Z( _6 {/ t
dwTmpSkLevel = 5;% {% ]* }% c" P
for( int i = 0; i < MAX_SKILL_JOB; i++ )
. w3 \4 r) W' e+ h0 J {
1 A' y Z7 g8 o6 q5 G( d6 | LPSKILL lpSkill = &(m_aJobSkill);$ f l2 i* t& o9 \6 \# \* n
if( lpSkill && lpSkill->dwSkill != NULL_ID )
2 m- E3 U2 L \2 @1 }5 p+ Y2 k {
7 U4 T. M# [: z+ ~: @" K ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); * b" L& b/ }. h1 z5 E/ a
if( pSkillProp == NULL )3 @+ Z# n2 T! D+ }% j, N
continue;' l6 V& ^$ `! P' e) a+ T
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
5 ~( K( [$ U0 L continue;
* [2 Q8 V/ G0 Q2 O. C8 g1 Y2 J lpSkill->dwLevel = dwTmpSkLevel;' O; I n# Z! T8 ] L9 {7 z
}
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else if(IsHero())* O! w1 J/ r U! _
{
& O+ k% n4 h K# ^; c- A for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);9 t* a" ]$ z' A* J
if( lpSkill && lpSkill->dwSkill != NULL_ID )8 f: [, C) g. `6 E3 w. `
{
' E% X6 V) D$ v ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
8 B+ S% K- M6 n2 b" i8 A' Z0 w if( pSkillProp == NULL )2 k$ D% |7 ?: z' k& _* J
continue;8 U9 _, Q# R' L; \/ M8 N2 C( N) f
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
3 s4 c5 \4 l9 w3 g/ M5 d continue;- c/ W+ I1 y" c7 ~; ]( N! \
lpSkill->dwLevel = 5;
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}
9 E! M3 z% U% Y9 c% t& p, l( E else if(IsLegendHero())+ K9 l5 k+ i* P5 H
{
% O2 K% X' s0 N; P( f for( int i = 0; i < MAX_SKILL_JOB; i++ ) & h1 Z0 `9 h) B4 L
{ / M9 e3 k7 W) P1 y( I7 w5 p
LPSKILL lpSkill = &(m_aJobSkill);
/ Z: E' t+ F* P* Z, i# _ if( lpSkill && lpSkill->dwSkill != NULL_ID )
; u- N. h6 b) y1 }& h {
$ R( Y0 \ n# h! D% ]" b/ c A ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; Y/ R7 C$ k3 D$ Y8 N if( pSkillProp == NULL )0 T# M0 y% c) q, k' O* O
continue;
2 U8 _1 e, ]7 ]2 M4 B; b5 F1 Z if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
/ s+ w$ D6 x c+ b continue;
9 \" @: N3 R& C/ ^! K" l6 ^# T lpSkill->dwLevel = 5;
* M7 o" c; v! T* K, u$ {* P K }
3 A; p; D4 P0 y9 Q0 y# m }# `( v& U8 a* N1 W- P, E( t \
}8 e- ]; l0 |+ U2 G
#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
# U7 i; \; H# y# e4 O8 N if( bGamma )6 d$ u$ t8 q6 Z+ y$ d
{- w6 l! e. M! r2 m5 r
m_nExp1 = 0;
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8 K; F2 i% ` f6 h$ F ( (CUser*)this )->AddSetChangeJob( nJob );
# e5 X( Y2 J8 c+ b* I g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );9 ]3 J1 d5 c6 t8 {
5 Z; V7 h) i0 ^
4 G. x5 I: D8 D. i#if __VER >= 11 // __SYS_PLAYER_DATA* C- U* s$ [7 n& q. a) O4 X
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
; Z4 B* Z% l- o7 E+ W& G! E#else // __SYS_PLAYER_DATA
: x, l6 a0 M( J1 S9 K g_DPCoreClient.SendPartyMemberJob( (CUser*)this );4 e8 \8 ?. @ \+ u# J, ]$ i
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
0 ?5 \! {" b$ U( }5 J if( m_idGuild != 0 )
1 D. _9 i- D3 |2 ^ g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
5 c6 e, g: B4 D0 |#endif // __SYS_PLAYER_DATA
& k, I" b8 u: L0 }/ V: w, y SetHitPoint( GetMaxHitPoint() );7 p. a& N" ^ G A2 H& T
SetManaPoint( GetMaxManaPoint() );
) [+ f# ~: a0 R3 X SetFatiguePoint( GetMaxFatiguePoint() );
4 w' V- w, s/ k7 u% ? if( nJob >= 1 && nJob <= 4 )# ^& E0 P6 F9 I
{
9 n7 o1 Y2 L" z7 A) Q# A Y+ O m_nStr = m_nSta = m_nDex = m_nInt = 15;
8 |% A2 q! L+ }% Z6 @5 V m_nRemainGP = 28;
/ {# A% M7 v. V4 v }* N, E5 Z! s4 {2 g8 j
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
4 f7 o2 |* V2 H* h) N# ?! c+ G {
, f# W9 [" i) U8 s m_nRemainGP = 118;
- m7 x/ {8 X! r; u. m, }" A //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
' d- h( k% C2 n3 @8 i: i( f m_nStr = m_nSta = m_nDex = m_nInt = 15;
% j) c8 k' M& x/ \0 ] }
( }$ A1 N: K& d/ O$ G9 h6 D0 I. K if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )- k2 w' V, F$ A0 T& E+ o( Z
{( a% a% N3 f6 [0 v ^
CItemElem itemelem;
: s3 v7 h2 h: D/ } itemelem.m_nItemNum = 1;. P1 ^! ]; V; C& ]% m! ?% o
itemelem.m_bCharged = TRUE;
& D" @) W- u U9 T! G7 w/ ~0 F' a8 E BYTE nID;" ^: y0 t$ B4 t- Z, Q/ ~# T
) `1 j4 C2 j, x if( nJob == JOB_MENTALIST_HERO )
+ M5 V1 P* X& `/ e5 K itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
9 a2 {, A/ U1 O7 m if( nJob == JOB_FORCEMASTER_HERO )
% P @4 m0 X6 [2 ?6 P) k. L itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;' @5 W) T* K L2 ^6 p
3 q1 g' \' X' w, A# j. ]$ }
( ( CUser*)this)->CreateItem( &itemelem, &nID );9 e3 m. T: g3 ?3 e
}9 \' d% A& b8 T
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );# n6 H1 M" x; K
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
& f; R4 x. h: [# K ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
7 [6 {8 B- i, x1 i2 D /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );! f- D% M: r! z' c; K* J- K2 ]/ G# T
( (CUser*)this )->AddTaskBar();*/- D t3 i% j6 { G/ x' e
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );* Y& X: b" p" m' @0 j
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?* V! e5 \6 P" V' j( V; R
((CUser*)this)->CheckHonorStat();
Q8 {4 c0 j; u5 X6 c+ Y ((CUser*)this)->AddHonorListAck();
# B3 T5 O+ n4 t% c. o g_UserMng.AddHonorTitleChange( this, m_nHonor);
! S: I. l4 f6 B1 j#endif // __HONORABLE_TITLE // ′Tà?3 T$ }* n0 x8 n' P+ s; G
}
- f" ?8 v( \9 C, ^: [* t% C#endif // __WORLDSERVER
; x4 a/ C: `7 Q* M) h X3 \}
5 s" u% c8 F3 {6 H" q+ Z1 {# o+ _1 R# F
然后你进入functextcmd.cpp并添加以下
- x- E; b; x% W# U! P7 b$ R2 H6 c* k' D
代码:
; G) K( L% n4 `9 k2 ~" kON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
! y# ^# D7 e3 G, m1 T7 V2 j, ?下面插入9 }: |0 G$ P' F
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
2 s- t, q' ^8 s( ?. L9 b& J; k
然后你去0 F& J! w4 Q3 u; }+ P4 m
' v; I1 m, [5 d% u
代码:( k* s) t" ?3 j
代码
+ l- d3 A0 Q* v( bBOOL TextCmd_ClearPropose( CScanner & s )8 x! |) H' T; w6 @8 r
{2 N+ P0 Q2 y" I+ v% O2 u2 s }
#ifdef __WORLDSERVER
' T* [- O- N& G* V* ~- |9 k CUser* pUser = (CUser*)s.dwValue;* i S k* T* V+ K7 @
g_dpDBClient.SendClearPropose();
# m: G! F- Y' ~- b* S0 G% W#endif // __WORLDSERVER9 y8 A9 G! _3 ?& I2 F
return TRUE;' t" u) O9 i; j6 f5 H+ |2 e
}$ p0 }- H7 J, }( v' I4 k
下面插入/ j( \& e5 n; v% k* d" G4 r$ [- [
BOOL TextCmd_rebirth( CScanner& scanner ), e* C1 ?- f* k5 |% _
{6 T, X: A$ p' O; ]- ~
#ifdef __WORLDSERVER- q6 A7 i; V2 l2 {+ z
CUser *pUser;- Y8 B0 ]* f+ j3 Q1 P
pUser = (CUser*)scanner.dwValue;' e4 j: S5 j4 G- u
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())0 c3 R; X5 R3 \5 T+ e [. L6 I0 ^
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);. I2 h" r) }* F* n8 ^2 q. l
else
! x$ Z0 e7 x. X- r- i& c7 [2 LpUser->AddText("你还未达到重生条件!");. S2 l) P- n( W/ ^/ [
#endif6 _& o' d" d# I! z& b
return TRUE;
2 R0 Z, {1 m3 {}
1 K" L+ [1 z( L
# a' Z0 g( c; R- \* M, _1 E/ |5 y8 N
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