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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
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Mover.h
# a/ X: ~! [4 C- y, @8 M3 W代码:) X l& o! ]& X/ o7 f! D
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü k" m. N; K) b$ K: t; L8 \! J% e
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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$ {6 l0 o f: C& _$ t1 g! b# l
- K2 l( A( C% N6 Y% f$ M n$ R代码:
( ~: @/ L. R' _5 j7 m$ |void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )' P$ B+ L* V% D% f) `6 Z" t3 b
{
. D- f4 p* D8 R) l( r8 \; m6 E#ifdef __WORLDSERVER8 ~/ h+ F& ?# N
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
+ m1 [! y1 S+ \. A1 l5 u# B4 k MoverProp* pProp = GetProp();
4 n( C% N# o4 E1 w. m9 e4 E if( pProp )
9 X+ q5 Y$ H6 A2 U" a! q5 ` {
/ O* g+ A. f" e% ~2 Q3 o1 P if( nJob > 0 && nJob < MAX_LEGEND_HERO )- p/ T: @) O* ?/ g6 V2 E i
{
& @( i9 k3 J$ ?& V5 A4 Z AddChangeJob( nJob );
$ e x( S4 Z9 l% T" n) t }else{
Y5 B* A! s6 z6 b, C+ @) L2 Q return;
: E) U+ ^; I0 K: i3 V }
6 Y+ W D5 v/ j2 r# o4 J7 A0 Q5 z0 s int nPoint = 0;
/ v" w2 N+ A, p3 L* A if( m_nJob == JOB_MERCENARY )
0 E* j: A: ~1 q$ P: b$ d( W nPoint += 40;2 |8 d: _2 l5 L+ T
else if( m_nJob == JOB_ACROBAT ); b* O: ~- t/ Q0 b1 M0 B$ Y
nPoint += 50;
4 r' d0 D1 U* j. A! h else if( m_nJob == JOB_ASSIST )
" \3 G, ?* U4 w5 ^2 F6 g) A; h$ ~ nPoint += 60;) i3 D0 [! X$ B6 @$ H7 ?3 F
else if( m_nJob == JOB_MAGICIAN )) \+ `% ~; i' R6 o
nPoint += 90;# w3 C( F4 s- s( C# Y1 [6 W
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
1 Z# M+ v& } H. U: J nPoint += 120;
- z7 d X0 j! H, t/ v# P5 P else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
3 [: O g% E& s* _. L nPoint += 150;
1 Z6 w# ]% E5 j* h# E else if( m_nJob == JOB_RINGMASTER )5 o/ S7 ~' s1 F, g! t, x0 Z* e
nPoint += 160;" d$ [" o2 x: J2 f+ i9 h9 R
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
& \/ P7 V- `, f7 X9 N: a nPoint += 180;
( k6 F" L K* ^6 V& A else if( m_nJob == JOB_ELEMENTOR )
9 |! K: \( U0 t8 k0 X$ A7 k nPoint += 390;$ R y; U% l. d) F6 L3 e" }
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )7 O) R& `$ k# J, R
nPoint += 120;
& o8 |; l7 C% Z Y0 T" w L7 ^ else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
& k# I$ e. l* _( h# J: W# \/ J nPoint += 150;) x' J# K, v, O1 c7 _
else if( nJob == JOB_FLORIST_HERO )
0 P, c& r0 W8 `6 \4 ]5 y) P2 { W nPoint += 160;% g- r5 m: _* \2 r9 Z/ N' C' M2 q
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
2 k7 A# s: F! S4 N2 v* A4 n( R nPoint += 180;6 h+ \# b/ x ]8 [5 M4 i6 j0 m( H
else if( nJob == JOB_ELEMENTORLORD_HERO )6 Q7 T( [/ G7 d
nPoint += 390;! D" n7 F+ `# a
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AddSkillPoint( nPoint );( z0 d2 V z, l+ Q$ e
m_nLevel = nLevel;1 }, H+ S5 s L( A5 `
9 X2 f3 C6 `' H: h! n SetJobLevel( nLevel, nJob );
2 Z+ x8 [% i6 y; a, S L9 p m_nDeathLevel = nLevel;9 \; h( r. ] o3 s( t
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans2 u" p: L* A1 P3 s3 A
if(IsMaster()) }# B1 {0 x- m. G' v+ ~: i) I2 v
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
$ f; c, W- O6 E" j) A if( nLevel > 59 && nLevel < 72 )
& M3 ^$ {( U0 x. e dwTmpSkLevel = 1;' C6 s0 `0 L$ P* d
else if( nLevel > 71 && nLevel < 84 ); \, F5 C- F8 z* o5 E5 i1 j
dwTmpSkLevel = 2;
2 M5 E6 M3 n- Q# z& u6 i else if( nLevel > 83 && nLevel < 96 )
/ U. L% Z. _* j# V0 o dwTmpSkLevel = 3;
3 |4 w- q9 ]. R6 r) ?" S else if( nLevel > 95 && nLevel < 108 )
+ C! J) x; [5 m0 v dwTmpSkLevel = 4;1 z! q+ F( E' x2 D0 Z/ U% l
else if( nLevel > 107 && nLevel < 120 )
+ Q8 r9 \* m9 b1 K! v; { dwTmpSkLevel = 5;' n& G* d- d3 ?& k% T
for( int i = 0; i < MAX_SKILL_JOB; i++ ) & t0 X5 F- u3 O+ x' T
{
; p6 {+ U. _4 c8 \ Q$ ^' y LPSKILL lpSkill = &(m_aJobSkill);
- b' i- V+ f8 F( t if( lpSkill && lpSkill->dwSkill != NULL_ID )
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) ]7 c" z+ x5 |' L e- S" C( {% P ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 5 b' ^- k# [% E1 d4 P! l& ~
if( pSkillProp == NULL )
7 G0 {* {0 N: x3 Z$ U( M8 G continue;! w* R O& p' X0 o& p2 i4 Z- d
if( pSkillProp->dwItemKind1 != JTYPE_MASTER); @! o) A h; u$ N
continue;
& k: B! c+ |) i+ l$ Y7 z% ~ lpSkill->dwLevel = dwTmpSkLevel;; y! Y) g" R. s' e3 J5 i% t2 {+ P
}
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}
! r* f/ H" \; K) [ else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 1 F2 g" }. u, t! k
{ 0 T! ?6 G2 c9 n7 y# x
LPSKILL lpSkill = &(m_aJobSkill);
' R" e( x% ~. ]$ v$ b if( lpSkill && lpSkill->dwSkill != NULL_ID )
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' k% q1 H7 `7 t0 @) C$ T ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
0 R; N: o/ f* S, y if( pSkillProp == NULL )
. x( }8 C' b2 L2 L) x! V' c. v continue;
5 \ g% R: z. B5 _) q if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
! \5 W, x2 p3 e6 B j; } continue;
5 D- ]$ [; f5 a8 y) v0 |; S lpSkill->dwLevel = 5;/ z! s% k8 |& E* z% u
}- P* s$ J9 ? M4 U9 b
}
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else if(IsLegendHero())4 p, N0 [$ |9 r8 s1 _+ {* t
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 3 n& v/ B: {/ k" N0 i; U
{
2 t. d) n- [! }$ k LPSKILL lpSkill = &(m_aJobSkill);% _% @9 {: @# y) s6 O
if( lpSkill && lpSkill->dwSkill != NULL_ID )
& ^0 x6 ?4 k3 \. \ {
4 @/ ^+ F a+ D+ R0 \4 ~- G2 Y$ U ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); & D, ^$ K" t2 i7 { L J; @
if( pSkillProp == NULL )2 Y! x* i/ y1 k0 e# I
continue;" s0 W5 n9 Q: _8 m9 W5 _3 z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)8 u M8 }7 o- J$ t& Z
continue;) ]$ x% {# w& |0 p" s( \8 Y d% E
lpSkill->dwLevel = 5;
+ U* q( X5 Y1 x7 Q! E0 \3 P }
; ?' q* Q8 j6 T- n& K8 \$ [ }
" X% z1 u% R/ D5 b. Y; ?- E }
" `9 V2 ^; ]5 [. e, W#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
0 ~( m8 a! k: }9 | G K if( bGamma )/ b& m& E/ g+ c- L% d1 Q
{
! \" |6 P& L( d: W, x4 [ m_nExp1 = 0;
# ~9 \4 S- \' g& m8 v }
+ w/ _# b4 R0 M1 k' u! i5 _2 V( {6 a" a# W8 L
( (CUser*)this )->AddSetChangeJob( nJob );
2 r. h! m6 n3 n: t g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
' [- v' V$ M8 ~' L7 n: `$ l* `
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#if __VER >= 11 // __SYS_PLAYER_DATA+ D, U' o8 F" w I; S
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
: |- D; {/ k$ U1 ]- d#else // __SYS_PLAYER_DATA2 p. o6 t6 b. y" ]7 M3 t
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
3 X( H& ^" g4 ^. P( b* t' h g_DPCoreClient.SendFriendChangeJob( (CUser*)this );& `5 ?6 R X! H; m) l
if( m_idGuild != 0 )$ _ g! Q! ^9 m" t0 d6 l
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );: i* l9 z9 T) A; c
#endif // __SYS_PLAYER_DATA
0 C5 {+ q$ ^- D7 _( O+ w SetHitPoint( GetMaxHitPoint() );( f% P, V/ a- k2 [
SetManaPoint( GetMaxManaPoint() );
. \' ?. m: r* D SetFatiguePoint( GetMaxFatiguePoint() );/ A$ T) R/ x* x5 e G; Y: l1 {
if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
~. @* c7 {, \2 O m_nRemainGP = 28;
' [# P3 g0 p+ W- y }- ~, O# O- K3 `6 j3 W9 @
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )' I/ d! a9 I$ O# M" ^8 [/ x q
{2 O* J: C0 Y+ d' z) q
m_nRemainGP = 118;
3 P5 J: s/ V# C( F1 m- { //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
& G5 [- Y! W9 | m_nStr = m_nSta = m_nDex = m_nInt = 15;& a' w" j7 v. g2 F" x2 m
}
4 Q2 ?8 m+ _0 e) T; k if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )) h6 ~+ W- z, K% F
{
2 ]3 X" F$ c0 \ x* X* c9 I: f+ x CItemElem itemelem;! v1 I2 ?5 i7 ^9 _1 _. O; K/ T L
itemelem.m_nItemNum = 1;
5 z8 Q; F7 s9 o3 f/ c itemelem.m_bCharged = TRUE;; N( ~2 k3 ~1 w4 x- {7 J/ s* X
BYTE nID;; p# M4 s9 N) [: Q
# d+ d! E% n* O l if( nJob == JOB_MENTALIST_HERO )! `6 c' k, e" K7 ~) M) N/ @
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
2 ^; s! e% v3 |% @ if( nJob == JOB_FORCEMASTER_HERO )
" w9 [9 ~$ P8 ~/ \" T itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
) A" L2 d1 V& E3 g
7 Q! ^2 @; d% ?, P7 U2 o2 ~ ( ( CUser*)this)->CreateItem( &itemelem, &nID );
, f! ?1 ]: X( B) E O9 k$ v& Y }
& k8 S9 }; l4 k) u) I g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
/ j8 m3 P5 S% D; N; ^ ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
& ?! | ?# v7 {6 z ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );' u# V5 r1 e6 ^# S$ o
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
- L$ |% U) `; G e8 b ( (CUser*)this )->AddTaskBar();*/
$ M+ E5 y# J# K: w( [/ W ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );6 L2 o! |! C l9 K+ W/ P
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?' v. h0 p1 x+ [2 A& f+ {
((CUser*)this)->CheckHonorStat();
+ h9 X3 w+ I6 Y& R5 X3 ] ((CUser*)this)->AddHonorListAck();. K- o T4 b. o, J. h5 U+ A
g_UserMng.AddHonorTitleChange( this, m_nHonor);% O* ]7 t* v9 Q7 w+ Q" ?- a
#endif // __HONORABLE_TITLE // ′Tà?
6 v2 |" Q& ]. [, @ }
* N: P2 ?! T3 z! D#endif // __WORLDSERVER
! e/ L/ h; R* A0 M+ W6 H/ e% w# x} / e3 l8 e6 R. ~( W
& r2 e1 f6 t. x. T然后你进入functextcmd.cpp并添加以下# X O# h6 Y2 Z K2 \' {/ U. W
3 a, v' P: \4 `6 q, B3 s- @代码:! b$ e5 O6 A- q( p8 `7 a
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
: {# ^7 g' l; ^' ~- `下面插入
5 R. A/ Z! L- ION_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
9 O- x& L) M' a: I
: K) e& v7 Y' i: M& K然后你去
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代码:
5 D2 w. `! L" [代码
" K/ d7 O' p8 ~BOOL TextCmd_ClearPropose( CScanner & s )& W) l3 p' T8 b+ o
{& e$ G( }6 t/ f5 i; a2 ]1 w
#ifdef __WORLDSERVER0 N7 I D$ f5 p
CUser* pUser = (CUser*)s.dwValue;
7 \% F, C0 P8 _0 w* K( i2 z g_dpDBClient.SendClearPropose();
; J9 ]/ P5 I# j#endif // __WORLDSERVER; E) w) G+ H9 G
return TRUE; i$ P" `* a) P ^2 ]! W
}
! ^) N0 L7 q$ } ]$ _) c下面插入+ U5 e8 y( Z$ Q+ C3 @/ N
BOOL TextCmd_rebirth( CScanner& scanner )6 z% e& C3 U2 D' n* W- k
{, }1 x5 s' j& e
#ifdef __WORLDSERVER9 J x$ p) k. l, b( k
CUser *pUser;0 M% p% a1 V4 d1 b+ |
pUser = (CUser*)scanner.dwValue;
L7 \5 B9 s0 ?; Yif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())& O9 z2 S5 l: h+ W0 a
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);& z, o. z1 [! q% ? r5 \ w
else* a# U6 W4 k' l
pUser->AddText("你还未达到重生条件!");' Y* N, M$ u1 e. x% h! E, `0 W
#endif
, r' T' r5 G# c6 [8 |return TRUE;8 Q+ I# `) _7 `: F
}
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