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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; J8 u" G( ?, r1 [ c
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Mover.h+ y( T; {8 D" J u
代码:
9 O7 O/ s6 b6 f9 l5 z$ l找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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; j! R5 v, M: ]; D7 m下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 3 [0 S( e; Q4 E1 g( K% ]
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然后你去mover.cpp添加
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代码:. @3 u/ z9 w5 O8 p$ S0 I
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
! P: a) `. E" O9 m{% ?" J2 z5 j! d3 F' `" i3 L8 n
#ifdef __WORLDSERVER7 I! R8 ]& f9 c! j
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
2 K3 X) N9 ~& ?* p. i3 t) `$ J MoverProp* pProp = GetProp();
' H! R4 H; ~7 ^% }5 z) c, D6 J2 B if( pProp )
+ S1 X1 C5 K: f9 c {
* n3 o. Z# @# `" ~+ Q' N4 {6 K/ o$ m if( nJob > 0 && nJob < MAX_LEGEND_HERO )
3 x9 }( c y9 B' }9 w7 | {
5 |6 K: y. Z; z AddChangeJob( nJob );7 ^1 a7 w/ n: V! A8 L% s
}else{# z9 W9 q. A% f) p
return;# \; }' n+ K' [0 M
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int nPoint = 0;
& f) F0 W8 i: I H, l if( m_nJob == JOB_MERCENARY )
! q' D* J8 |! J% {( J5 x; n nPoint += 40;
( [/ B0 d/ t& F else if( m_nJob == JOB_ACROBAT )
b# b+ X2 s H4 C8 Q4 @ nPoint += 50;( x# @" K/ Q W2 ?
else if( m_nJob == JOB_ASSIST )6 E& J* t% V7 T9 G
nPoint += 60;
% F _% b4 W$ F/ l% ?7 [ else if( m_nJob == JOB_MAGICIAN )3 t c0 u9 ]/ u+ I
nPoint += 90;
2 S7 x2 Q6 m. ^5 s3 v2 } else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
L- ?! W7 C$ x- {) |- s% E. J nPoint += 120;% o" e2 c8 C, n8 n9 r' x9 ^0 ?% {
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )% K4 S' C* L/ \1 K
nPoint += 150;
4 z$ R7 k. D& u; k! q% H B s/ a3 E$ j$ ? else if( m_nJob == JOB_RINGMASTER )7 g/ b2 P. l" G$ w+ v; r2 q( T
nPoint += 160;
' _9 `6 h7 I; s& r0 V. h* F/ k else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )* M. \' s* l3 u
nPoint += 180; U; P' Q( H! `* e7 C" C& p
else if( m_nJob == JOB_ELEMENTOR )
- D& k4 s2 @8 W( k+ E4 }" [ nPoint += 390;
% s, e: M) Q! I+ d else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
2 y% ^( \8 ^- e& \ nPoint += 120;
& Y$ k! l0 K" g5 w' j! Q. h% t else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )1 v% e2 q* J6 B
nPoint += 150;8 n1 \, G( k8 N8 ]2 }$ Z
else if( nJob == JOB_FLORIST_HERO )
, C q6 f, q9 z) ^) y nPoint += 160;$ N( Z. e" N6 ^' E5 f
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )0 V# U6 \3 X. [7 a; I
nPoint += 180;# V) r2 m1 f6 F/ V( R% b
else if( nJob == JOB_ELEMENTORLORD_HERO )1 Y$ N z' M* S/ ]" L
nPoint += 390;4 Y7 Q/ A: r4 N `$ I5 ^
( n6 p5 A! k5 Y AddSkillPoint( nPoint );3 P6 ^6 E4 b+ Q6 g2 Z
m_nLevel = nLevel;
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3 ^0 ]. }7 O! r9 H3 q SetJobLevel( nLevel, nJob );
! e4 x. L5 i7 y0 i m_nDeathLevel = nLevel;
2 t0 g9 o% w, k4 F#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
. J% M. b2 F5 E0 P) ~! Q if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
8 L; Z/ K3 m) x( y if( nLevel > 59 && nLevel < 72 )7 F$ `) m4 V6 J# F
dwTmpSkLevel = 1;$ O ^$ @5 X4 i# k5 n! k4 j9 }8 ]
else if( nLevel > 71 && nLevel < 84 )
8 @5 |& D# U* _1 W- j1 h! m dwTmpSkLevel = 2;
' L P" @! Q0 K; }' v F/ U* H6 o# [ else if( nLevel > 83 && nLevel < 96 )( w4 ?4 b3 j0 G% b, i
dwTmpSkLevel = 3;5 B$ ^! l) L, o% W; m; f4 x& g
else if( nLevel > 95 && nLevel < 108 )
' j* w$ o. p B# S4 f# ^: U4 N dwTmpSkLevel = 4;
7 W# o( O* }! R2 E& P' e else if( nLevel > 107 && nLevel < 120 )
8 T, I0 _% C0 w+ W8 j dwTmpSkLevel = 5;/ ]+ Z+ F( w. W6 z9 p& J
for( int i = 0; i < MAX_SKILL_JOB; i++ )
+ n9 } V' j! ~3 j& X8 d {
2 k" p& r- {2 M R* Z1 C LPSKILL lpSkill = &(m_aJobSkill);
P% z" }& K' c+ d' m* Q if( lpSkill && lpSkill->dwSkill != NULL_ID )& C% q1 A$ q! C
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
' ?; @0 _/ Z1 x! H. h9 D if( pSkillProp == NULL )7 M' J/ ~$ l& Y4 O
continue;
C4 i! O' M/ t if( pSkillProp->dwItemKind1 != JTYPE_MASTER)7 v( ]( h9 q9 E4 T6 _5 E/ V
continue;7 ?: V0 z- {" s' Z- h5 `
lpSkill->dwLevel = dwTmpSkLevel;8 r9 x3 F# N T+ i! L/ s
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else if(IsHero())$ n, z$ C, i# x; o+ z
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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& ?$ O8 ^* q0 u% i) |( g" [6 L LPSKILL lpSkill = &(m_aJobSkill);# z4 s5 b6 ?/ n+ C6 i1 o! y; w. [0 C! n, `
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
+ L% {0 ]# c7 G V8 x. f" k if( pSkillProp == NULL )9 v5 A; h1 J9 f4 b: H) G
continue;' [* V* m. c4 r7 W; Q8 S
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)) E7 J! e, ]7 _0 ~" h
continue;
% n! J& E3 U( v' M lpSkill->dwLevel = 5;
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else if(IsLegendHero())
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" \8 H$ E# Y; U for( int i = 0; i < MAX_SKILL_JOB; i++ ) - G) {$ I- u/ w R3 a. g# r5 E" `
{
+ X0 c. r* f& ] LPSKILL lpSkill = &(m_aJobSkill);8 v: G6 Y }& B6 i
if( lpSkill && lpSkill->dwSkill != NULL_ID ). G0 ?) B) W) \; B
{
9 b" @( {; s' \) b5 t, Y ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
/ X L* n8 ~8 | if( pSkillProp == NULL )/ ~) ]/ d+ @# N" x, T+ ~+ a
continue;6 S8 s# k! `, {
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' O# t) O& Z0 f1 w; o
continue;
# ]6 g* L* c( K' H) T. \ lpSkill->dwLevel = 5;/ U) N/ W, c/ o$ z
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans5 D% \! u8 h: D
if( bGamma )7 `& r j# o1 Z7 z- \9 |1 `
{
5 h3 t% v. W& _# [- W( a: e7 ? m_nExp1 = 0;
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4 V/ ]. Z6 }% H& ]5 u2 }0 ?
' N' i$ w& X4 f. [- B ( (CUser*)this )->AddSetChangeJob( nJob );
2 m0 W2 q- F% t* q; B* f+ Q8 r g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );/ Z6 y, O% W3 i
* R* F0 O3 Z9 K6 R% n% c; Z# W
' S. }, Z7 A: u& S; t; E#if __VER >= 11 // __SYS_PLAYER_DATA
8 W: r# c: \ ?0 V0 H. n g_dpDBClient.SendUpdatePlayerData( (CUser*)this );$ A6 y5 Y# w( N) G5 b/ }, O j
#else // __SYS_PLAYER_DATA
. A$ [( ]8 Z: h% ?' M7 {! F g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
* W" F/ c+ Z. t# h/ f' P g_DPCoreClient.SendFriendChangeJob( (CUser*)this );- O' T" v2 o" z- _7 {
if( m_idGuild != 0 )3 ?6 H/ x; \1 B9 K, N
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
. n: v+ s5 A" S) W, K#endif // __SYS_PLAYER_DATA
1 x8 j. T+ P5 b- }# G+ |* N SetHitPoint( GetMaxHitPoint() );0 j; m9 X1 f+ f; T9 C2 I. m9 K
SetManaPoint( GetMaxManaPoint() );" P+ @4 F% s/ ~- o# g* B
SetFatiguePoint( GetMaxFatiguePoint() );7 s2 c r4 w1 T# H9 h
if( nJob >= 1 && nJob <= 4 )
$ H0 ~8 G( N' f {
6 Y' M2 i3 f7 T- d0 t, i; W+ s+ l m_nStr = m_nSta = m_nDex = m_nInt = 15;
+ m( [) ~* Y- v* o& }" E( j$ d5 F m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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5 i2 ]" [0 u- \- M* h' t+ V: M m_nRemainGP = 118;7 [7 c2 w& W2 O* c
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
e3 h6 k: K8 x* L: o m_nStr = m_nSta = m_nDex = m_nInt = 15;+ ]! W8 Y5 R- E. r
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
% M+ R j" P' K6 v3 f$ ~( b {
( F+ Z8 S& g0 J$ v' V4 ~9 w$ R. v CItemElem itemelem;
9 o: r L- a0 M# G9 m itemelem.m_nItemNum = 1;* K! L) D- D, J: a" B- y9 ^0 T, q
itemelem.m_bCharged = TRUE;
( ~9 x0 R! o8 T# }3 L BYTE nID;
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+ p9 H. P* s o- H/ v if( nJob == JOB_MENTALIST_HERO )# A/ o. C7 t! V$ u) S. j# w
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
' q$ M( S" |8 ~) I) \ if( nJob == JOB_FORCEMASTER_HERO )( y8 |1 }/ c+ u. P; t2 m, h
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;9 v6 P/ } A$ _ }- j. C2 o
& P% l) d0 S; ^% O- S ( ( CUser*)this)->CreateItem( &itemelem, &nID );
3 Y7 v; k1 S% |9 t }; D! s6 F D/ M m) ~+ C- o3 N$ M
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );: b& _3 k- t4 p) u8 y
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );7 X$ {0 v! U2 @! J' V! N
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
: w: F' A2 ^; M/ Q2 r; `6 N# v) @# V /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
0 o# d- k5 C. k7 m" S2 i ( (CUser*)this )->AddTaskBar();*/* x6 A# H. I$ ^+ O H1 G9 Q+ c$ |
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );1 L7 p1 G2 Z3 d9 S$ o
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
/ u4 U- @' I/ B: X+ v) l; @2 y% k ((CUser*)this)->CheckHonorStat();: l. y s4 n; A. X4 _/ y
((CUser*)this)->AddHonorListAck();$ k; }( a1 s/ I& j/ h
g_UserMng.AddHonorTitleChange( this, m_nHonor);3 \1 {! b I$ J
#endif // __HONORABLE_TITLE // ′Tà?5 w1 s; q2 A+ o2 L7 T# E+ d; P
}
5 ]. J+ F$ o% \#endif // __WORLDSERVER) z* a$ c) X/ g; |6 W3 L0 w: k
} ! m, u/ b0 J. r. y
t8 H) V1 {) d, M3 a/ b0 E
然后你进入functextcmd.cpp并添加以下/ i2 H5 [" O$ t; I1 O% v; V
2 |' L* }: [3 z/ E6 r$ ]代码:
% n+ h4 X* m! N0 T# C9 x5 l! ~ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )/ U( M1 s8 f: C- f8 X# m4 H4 P
下面插入
; d. h0 x3 \8 X$ nON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
, |1 ~& G# N6 f B6 E
p& Y( D. F1 _6 E然后你去4 H" p" N( U6 O z. G; K+ g0 c
7 y6 ^+ c9 Y( X: h M
代码:. `8 o4 U9 c# b
代码! d0 X* h& R4 y' q
BOOL TextCmd_ClearPropose( CScanner & s )- N& h R) y, f
{
" s& b8 w7 V" a( z#ifdef __WORLDSERVER
7 b7 v9 u. K( J! Z% u+ H2 i CUser* pUser = (CUser*)s.dwValue;( P: o3 v" E+ ?9 S' Z
g_dpDBClient.SendClearPropose();) [0 m# a8 L5 T- M5 K0 V
#endif // __WORLDSERVER
, }' s6 `7 V4 l' ? return TRUE;5 Q& h( k3 x% W, S% }2 w- _$ K
}2 B1 H) x5 \ z3 g( h4 [# T9 K
下面插入
7 u1 x% h( F$ cBOOL TextCmd_rebirth( CScanner& scanner )6 t8 z8 m. A3 _- |$ N' n- w
{
6 |, ?* h6 R# S7 F7 v* S6 P#ifdef __WORLDSERVER
/ j) x" m5 m1 u; M% M3 F2 j MCUser *pUser;
, H) s3 x+ I" I, \6 N- L. H0 O5 P, n' U# UpUser = (CUser*)scanner.dwValue;8 E$ Z+ w) U4 t% R: g0 j8 m
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
7 p5 r6 ]! t2 K0 d) Y2 @, PpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);* B8 P8 {8 Z- w2 e! u; O
else
' [& w$ k3 \' L8 p9 mpUser->AddText("你还未达到重生条件!");
" _+ r' n& T. S. L) _- y#endif
7 f3 d4 W7 E: V( g. m1 z8 \+ ~return TRUE;: m y+ _/ b4 q- N6 M+ w/ d
}
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