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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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) v' S8 u& ^5 IMover.h! X/ ]7 i/ p% J: s# @
代码:
( _5 S; Y4 q( O7 U( ^+ o* M找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü7 n# q* L D: E# x& _, _# n* E
; {& i/ u4 L+ d4 L
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; * x- j( Z# _+ n. h8 I
9 ]* v+ C* X4 V然后你去mover.cpp添加
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9 s- s, K5 X" R1 E: u代码: U3 }2 H) ]( g- |$ |
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
, f3 }8 O0 Q- p1 M) X{
4 u/ k7 a- H2 ?2 n6 S" [* b#ifdef __WORLDSERVER
$ p2 I1 w+ `6 b; I7 c$ h+ g3 A. S // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó% z$ Q* j4 W8 _' H* B
MoverProp* pProp = GetProp();
+ V% Z W6 v5 a/ l1 ] if( pProp )' W, E9 n% G, l0 i5 C0 L% w
{6 Z$ s8 s0 w% K
if( nJob > 0 && nJob < MAX_LEGEND_HERO )9 f/ ^9 x1 T. K5 G- H
{( d$ U! w6 T. y1 c
AddChangeJob( nJob );
, l: j+ p! c& `7 M( g8 L8 a }else{) i1 `; L# h/ P, m( w
return;$ J! Q \- P* f, ?
}
9 \0 N" f+ T4 b7 x% w4 D1 H int nPoint = 0; ^ t! h1 s( m' l; E
if( m_nJob == JOB_MERCENARY )
& E2 D- ?, ~5 p- b9 V- t( L- z nPoint += 40;
" g3 \: A8 K3 J7 [6 \6 L3 l* u' i( [ else if( m_nJob == JOB_ACROBAT )' J j" p& W- }
nPoint += 50;* R# I2 Y! ^& @! |9 H" F3 U& t
else if( m_nJob == JOB_ASSIST )
7 m$ p4 y' A6 f" g1 ]1 h: N nPoint += 60;$ |2 t5 v+ U$ d$ K% }
else if( m_nJob == JOB_MAGICIAN )
0 r, @, O) F; t0 I) i! ], G nPoint += 90;
9 ]# L& `1 d8 a else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
8 M6 n4 P: c* x+ B4 v+ i5 o& b nPoint += 120;5 A( I! a+ y# z3 o8 O
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
5 e# S7 y; }& x& C5 i nPoint += 150;$ P3 m: n5 w% |* a
else if( m_nJob == JOB_RINGMASTER )
8 |% C3 F6 [ j# X$ C- _ nPoint += 160;
' R- f) {% [: E3 L else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
- a' y; d' y( P: q nPoint += 180;, o( T" h: P* V; w7 f
else if( m_nJob == JOB_ELEMENTOR )( c6 u8 d8 B( I
nPoint += 390;" F% M f% T( J* k) z
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
# V, i0 a) P: j/ `; G; ? nPoint += 120;6 ~% P8 A+ K& s: C
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )" E/ s$ f$ p Y( P' A7 [
nPoint += 150;
( B* b. {* B' m else if( nJob == JOB_FLORIST_HERO )4 L9 G9 J0 |. i, b( F
nPoint += 160;$ I4 V G1 _: d* z g
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
3 l5 \8 M7 G" f8 C+ t: m nPoint += 180;
6 T/ X$ M) F, k7 x3 t( e# _" t" H else if( nJob == JOB_ELEMENTORLORD_HERO )
* D9 n8 `3 _9 m9 M2 l4 h nPoint += 390;
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, v& B2 q' g. A" u4 y$ t4 C- z AddSkillPoint( nPoint );
9 _( Q& I5 z+ e; S' u5 m, z m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );
' M+ P5 z: z9 `6 h, [. _0 ]4 i m_nDeathLevel = nLevel;
q/ Y* K, i5 a- p7 T#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans6 {/ w, K+ u1 M
if(IsMaster())
% _) v5 D6 L' v R% ]/ d {% J! G7 Q+ c8 q; L! K4 _
int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
M# w0 k% w2 k& K if( nLevel > 59 && nLevel < 72 )% s8 h/ }5 A5 p( E+ I
dwTmpSkLevel = 1;$ w# Y0 d# Q1 q0 s
else if( nLevel > 71 && nLevel < 84 )! t4 S6 R9 w: M2 O+ o
dwTmpSkLevel = 2;
8 t/ S" ?1 `6 D) [0 C! d else if( nLevel > 83 && nLevel < 96 )) Q, Z1 m" n4 |( |, u* S
dwTmpSkLevel = 3;- D. ?5 v" t0 E* a M* E
else if( nLevel > 95 && nLevel < 108 )
* S4 E( _ }+ ^$ C7 v7 i/ p dwTmpSkLevel = 4;
% D! T9 ]# a. b1 @' k, N else if( nLevel > 107 && nLevel < 120 )
8 u$ H: q5 y- v4 Z1 Q/ i% m& J dwTmpSkLevel = 5;: T# ^: }5 _: c1 h9 ~4 U
for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ t4 B' ?. J+ D6 P9 u
{ % {' b) c" c/ O& T
LPSKILL lpSkill = &(m_aJobSkill);
" {) _$ N, R5 @: c! [5 u if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); . c6 W0 |) ^6 g+ B
if( pSkillProp == NULL )8 V7 u! q9 z$ z: T. L( F' Z
continue;
: f/ k3 z- P/ W" o# I' V if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
' g4 K! X* a) E. W' p# i8 O continue;
6 X# }2 L- R) F, | lpSkill->dwLevel = dwTmpSkLevel;
* X, R, H% k# H+ L }" J/ A4 F- ]" {. }7 g, o
}
; |; C2 q! h4 r9 W6 V: I7 D2 M, W }
" B- B4 N4 o+ r4 q2 c+ a+ U else if(IsHero())( N- C. D1 i' | n" Q
{
) t7 c% d1 l2 X H for( int i = 0; i < MAX_SKILL_JOB; i++ )
0 X* Z& [; o8 B, j0 T {
$ }! X& u( h" S" j8 h/ g LPSKILL lpSkill = &(m_aJobSkill);
- q9 r3 z$ o( L- a( J3 ^6 ^ if( lpSkill && lpSkill->dwSkill != NULL_ID )
2 T `# j) N7 z" y S, H {
( m( ^! d! i- \8 Q3 l4 V$ O3 G ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
$ @/ Q; S) }$ |2 o* O if( pSkillProp == NULL )% b# C* [$ N. m" \, w0 E
continue;
1 U/ X0 H% m8 ~0 y0 T; W" {2 f/ W, | if( pSkillProp->dwItemKind1 != JTYPE_MASTER)6 n# |( A9 t5 B3 J5 T f
continue;
( @ H) g! E% |* U j2 _ lpSkill->dwLevel = 5;
7 |& y" |0 o3 Y2 L8 J | }
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else if(IsLegendHero())
% ^$ I/ p% S3 T9 T6 f& A# k {
: f" b8 D* A7 ~, t3 S for( int i = 0; i < MAX_SKILL_JOB; i++ ) 6 W$ L( s% u" [. R# C1 Q
{
2 ^& U* g2 w" u# h' i3 { LPSKILL lpSkill = &(m_aJobSkill);
& ~+ C) ~ j P* O; h* {9 e if( lpSkill && lpSkill->dwSkill != NULL_ID )' ^1 { W+ z* b( ^- Z L0 j, v
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); . h) y2 f! Q* X* Y: `) t! K
if( pSkillProp == NULL ): @- ]. E0 @, q2 M
continue;
% C( z9 {* q% q1 Z$ a/ m! N' @ if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
( ^8 ~4 V$ m) D M* ? continue;
1 }/ f' t2 h3 Y; { lpSkill->dwLevel = 5;
! R3 \$ T3 \5 E! C( u- A! @$ v }
2 u# m' r( e9 f* f. o# ` }6 I8 ?1 f6 I* H* J
}
$ U% a7 R% C$ n- O9 o/ Q#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
* g; R' y( c& a if( bGamma )
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m_nExp1 = 0;
$ l7 o7 ]. d, } ^9 a- W0 f# { }
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( (CUser*)this )->AddSetChangeJob( nJob );, V9 R1 b# q' l( R
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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#if __VER >= 11 // __SYS_PLAYER_DATA9 c! U- i* ~' s- }& L
g_dpDBClient.SendUpdatePlayerData( (CUser*)this ); W" I8 o0 ~5 G# }
#else // __SYS_PLAYER_DATA
! R& C6 u5 B' G" @ g_DPCoreClient.SendPartyMemberJob( (CUser*)this );* o. X# P N" `
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );* @: C2 I) C/ I+ n
if( m_idGuild != 0 )7 P6 Y3 D- B+ k9 A* j/ a
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
7 A+ ]9 H; K+ W8 B) h, A#endif // __SYS_PLAYER_DATA
# t- `& g4 c4 \1 a SetHitPoint( GetMaxHitPoint() );, W3 U6 B5 U7 X ~) H3 e" g
SetManaPoint( GetMaxManaPoint() );( P, q+ c% c5 v m- X
SetFatiguePoint( GetMaxFatiguePoint() );
9 @4 g" x( [9 P, Z if( nJob >= 1 && nJob <= 4 )
8 I" q$ Z, ~; ?' Q' T {, ], m! W% ~ U7 y1 d! g$ s2 i- b) |
m_nStr = m_nSta = m_nDex = m_nInt = 15;6 j, A9 D q# n
m_nRemainGP = 28;' U0 ?0 T: p* `% `
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
- f9 S( X1 H8 V7 ]! c {
, w* K# B$ \5 d) v# B m_nRemainGP = 118;; K' z8 l/ S B; ^
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP; B/ B% `- K. e; _2 B
m_nStr = m_nSta = m_nDex = m_nInt = 15;
|4 J8 H" A. M( l3 _2 z. @0 } }
: I2 D! ^9 I( J( d* R$ s) R if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
! [- A H( Z. ~8 |3 X7 s" A {
- }8 P+ H" w' [, L" O* z CItemElem itemelem;
2 u$ l( b Z/ r! J/ U1 X itemelem.m_nItemNum = 1;
8 v$ Z( Y3 D* e& o$ |0 w itemelem.m_bCharged = TRUE;, ]* w! K: T# |' X
BYTE nID;+ O+ E! j; \1 Z4 _0 @5 \
% o7 n1 |. Z3 T; X4 K6 l; Z4 F& R5 B
if( nJob == JOB_MENTALIST_HERO )
7 Y' w" [; W( N# I! o; a8 ~ itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
' [4 n* f% @3 f' k8 }$ K: k, [1 E if( nJob == JOB_FORCEMASTER_HERO )0 j, k% k x# H- X7 ^& [) [5 Y q
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;% p4 M' L0 y! d; B; }1 [$ z4 h+ t
& c: _; }$ Q! A( J1 _2 ^2 G t: T ( ( CUser*)this)->CreateItem( &itemelem, &nID );
+ A+ o/ V7 s! a% K }
2 z7 g% f$ d3 t8 t5 y g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
& [: [7 [5 j8 V% n" E' D! E ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );& h' \3 D! o' I. S
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );# O* ~$ D. t4 s8 s& E
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
; X" N! o p# l+ o5 x ( (CUser*)this )->AddTaskBar();*/
+ X n) Q" m& T& V0 q/ e ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
9 ?. }( ~6 L: z#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
4 F7 [, Q1 B w; p7 p ((CUser*)this)->CheckHonorStat();
3 L9 z8 C: a4 o3 ^& y1 K m4 L ((CUser*)this)->AddHonorListAck();
& P7 s- o% g- T# d' [/ d3 n g_UserMng.AddHonorTitleChange( this, m_nHonor);
4 s. [" m$ a6 f; D' }4 Z#endif // __HONORABLE_TITLE // ′Tà?
! h# l ]1 Z" N% m3 ?% ] }
) V2 } x& C2 C# P#endif // __WORLDSERVER B8 A1 q& f, C
} 3 c" Z8 _: Z& G7 A+ w5 s. Y
( g! d- {, I- V+ ? u8 O
然后你进入functextcmd.cpp并添加以下% h/ }" q% W; @' ?
7 c. f3 Q" W: ` u3 ^代码:
+ i2 T. u8 Y) L& W) S jON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )% M" t- T. b' Q% |5 U* K1 S& o
下面插入
2 J S. k! {, u/ f: bON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) : b9 |2 X+ J0 v. ^* S# Y
9 K6 I+ z9 Y1 g$ ~9 Z
然后你去) k2 X" P4 B7 u0 G1 Q% C n
" k- ~+ q+ J; ?, |" z* a代码:
# k' N* j# l) |2 Q; l2 d% d代码
: N5 R7 K/ y3 v" ~9 ~BOOL TextCmd_ClearPropose( CScanner & s )/ Y: y4 J9 `9 J: O
{
9 ?+ `# O$ V8 v( G& e& v5 r2 s- t/ s#ifdef __WORLDSERVER
7 h( m- {$ N6 C) S: ]% M CUser* pUser = (CUser*)s.dwValue;: ^* |/ \0 }' [ L% Y& I2 e
g_dpDBClient.SendClearPropose();5 K5 h+ R/ s/ E% E) r; _
#endif // __WORLDSERVER
/ V5 E+ M/ n8 F! z return TRUE;, ~) b& I. H" f3 t! m6 z
}
0 i0 u4 y; Z5 q1 K2 K6 z) G' Z下面插入
/ W9 I9 g1 R/ [5 a- [BOOL TextCmd_rebirth( CScanner& scanner )
' U$ K+ Q- ~2 l/ g) c0 g4 C" q{
1 _2 u( d- n; D#ifdef __WORLDSERVER
" R9 {- k4 }. P4 A" Q5 y7 q' ~6 gCUser *pUser;: } Y% I: o' x- t1 I( Y: G& c4 A3 o
pUser = (CUser*)scanner.dwValue;
; j% ~9 k: G3 B5 _if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())1 j$ L& @3 e0 r
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);. H. c7 B: v! Z6 m4 h( C$ e9 ~+ _
else0 a7 Y7 r* P' t, K$ D; v3 Y
pUser->AddText("你还未达到重生条件!"); |1 r# E+ k" n* ?5 u
#endif3 `# n+ Q' g# h5 Y
return TRUE;
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1 O4 S) @3 z* q5 y7 O" [+ m0 c; b
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