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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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+ A- L K! }: R; B* V7 D+ r/ A: YMover.h
* |: @# b6 x4 A4 u7 A0 m f代码:
$ z: T4 f1 |! B# ~& w找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
+ b+ [) i: ]( k, d7 w% G4 ~7 L
$ v! \ U; u) [2 H下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 2 g/ p- s3 y$ z( o* R/ u* t
4 e: j" _$ v1 h6 D& r然后你去mover.cpp添加
3 z" x8 @+ U: [9 z/ o2 k# m0 K* ]7 @3 L9 l
代码:
4 I: F. ~# i5 r( \void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )1 |3 i( w1 i2 v
{
+ ~6 H/ |# }3 }# \# I7 R, u: m; S#ifdef __WORLDSERVER" D+ j/ C7 Y; ]' V) Y
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
+ k) B$ b4 }4 T MoverProp* pProp = GetProp();
# M8 G6 w- z0 g( T3 V- } if( pProp )
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if( nJob > 0 && nJob < MAX_LEGEND_HERO )
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AddChangeJob( nJob );. K& L' v# `+ M* X9 ]
}else{
+ {! Z( a& ~1 d* D- N' d0 }6 M return;
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int nPoint = 0;
- \! b" l' w, T" Y* D if( m_nJob == JOB_MERCENARY )
6 K3 J% N! G' f% Z nPoint += 40;
0 j2 O6 J8 C/ W; r7 u, \2 C) h1 y else if( m_nJob == JOB_ACROBAT ) L/ k# Y3 D; E" m" O. P
nPoint += 50;
2 I- W+ e& L) v" E6 d9 ^ else if( m_nJob == JOB_ASSIST )
4 l" w) w4 x$ x, d# J9 R nPoint += 60;
4 t" }' ]) a+ O7 @. h0 X7 J else if( m_nJob == JOB_MAGICIAN )
( [* W. |# M# w/ V$ e nPoint += 90;1 y- u6 h6 O0 M: W2 j( [
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )' Z4 k. [, I# q; M
nPoint += 120;, \7 @ x U7 Z" p" Y+ f0 X) A
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )! e1 g& L+ X' i: ]* G* L: O1 X+ L* ^8 l
nPoint += 150;
+ ^& f1 B) p" L5 H2 K else if( m_nJob == JOB_RINGMASTER ): d# B5 P. B# U0 }( Q3 E4 V+ Y
nPoint += 160;2 W3 U) i5 x4 D* @
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )5 }, W" O G( Q9 m$ x
nPoint += 180;
4 v3 O) O0 Y6 F/ [ else if( m_nJob == JOB_ELEMENTOR ); \/ ]- P x, D* i" M: J* i+ B
nPoint += 390;" {8 H+ Q2 f5 y
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
! }) E( ]" w4 N+ z nPoint += 120;
; D$ v/ n- B9 i+ B else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
# z3 ]3 ] T5 C% x* h nPoint += 150;
2 { T& i& v, P/ T/ K c* t else if( nJob == JOB_FLORIST_HERO )
3 b+ W o2 ~: H- W3 n nPoint += 160;
' h# J9 [7 i ~8 c6 ?" Y+ l else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )- g9 X5 W+ R; ^" w
nPoint += 180;! v" p6 f9 G: v; b- f! _
else if( nJob == JOB_ELEMENTORLORD_HERO )& t% l) T3 _3 s( `7 f( Y
nPoint += 390;8 h" ~: @; [1 f2 S+ Y
6 P# @; U) [9 h; U' L& M AddSkillPoint( nPoint );
' x9 r. X9 X3 i, Y! ~ m_nLevel = nLevel;
3 Q$ |) F& T# {
! |9 q; x( Z" }' X+ n SetJobLevel( nLevel, nJob );
: V' ~4 R3 u+ z/ `# N) a1 g& i4 d1 w6 X m_nDeathLevel = nLevel;
0 Y: W0 l$ I. Y# k#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
/ Y$ g/ t# s# l5 q ` if(IsMaster())
3 U3 d% L4 t; O- m( d* o0 l3 w- j {' j4 ]3 \6 c% ?) O/ G
int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
: a* x# @' g/ m1 _ if( nLevel > 59 && nLevel < 72 ). ?% _% x1 h. X8 V4 W" Q
dwTmpSkLevel = 1;% H5 d4 Q7 z# g0 [
else if( nLevel > 71 && nLevel < 84 )$ o8 t0 r/ e) d5 N, T; v$ G
dwTmpSkLevel = 2;
- ~( V% o# @( x- v else if( nLevel > 83 && nLevel < 96 )2 a) d& d6 K; V1 m/ `/ O
dwTmpSkLevel = 3;
+ _; M, k2 L, c( M else if( nLevel > 95 && nLevel < 108 )5 Z+ I# q& u4 y
dwTmpSkLevel = 4;
2 ^0 \0 F6 C7 B( f. k! S else if( nLevel > 107 && nLevel < 120 )4 Z7 U8 `. b; G& \: E5 K
dwTmpSkLevel = 5;+ Z1 [5 m0 f) L, ^' k
for( int i = 0; i < MAX_SKILL_JOB; i++ )
4 o* p3 K c) b7 m! ]% ?/ T% b {
. i2 k j, @, W' U* E7 l6 v1 v: H LPSKILL lpSkill = &(m_aJobSkill);
% m2 C, e8 e/ n' x9 b% X, _ if( lpSkill && lpSkill->dwSkill != NULL_ID )' s3 G, }1 B3 @: G
{( Z. n5 s7 ?# T; f
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 1 l! Z3 [3 o- D! Z7 |7 t3 m
if( pSkillProp == NULL )
6 C8 w# o3 b% |& v7 g5 b0 p4 Y x continue;
2 _! O. ^4 v* Q4 g if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
9 ]( o( x$ O6 Q% N; _1 `9 H continue;7 Q# D) l( f5 `
lpSkill->dwLevel = dwTmpSkLevel;3 p! t5 I" ? H0 M r
}
, G1 ]" S4 n- Y }
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else if(IsHero())& p5 ?: P) R; [: Q) A$ ~
{
) X) w( i% K- B2 x8 ]( a2 K3 G k for( int i = 0; i < MAX_SKILL_JOB; i++ ) ( [* p: ]* u: J& D& F9 x
{
7 q' R7 ]& U( ^ LPSKILL lpSkill = &(m_aJobSkill);% B S% n' e* D! I
if( lpSkill && lpSkill->dwSkill != NULL_ID )$ E& U) B" z3 P
{
" y9 r2 y% ?+ u/ o A0 v ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); + z2 G- {4 F$ n# q) Z
if( pSkillProp == NULL )
+ a9 t5 [. T2 t+ [' l7 f# ? continue;
) w! ?; ?5 V# f# q' n2 b( S if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
; `$ x4 z* y" ~ continue;
# B2 W1 v# v% S: v: _5 I lpSkill->dwLevel = 5;2 A7 @7 J- J; `/ B+ B
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else if(IsLegendHero())$ ?4 D1 A! g4 M) y
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
& ?7 M% A: j: x7 ^6 _ if( lpSkill && lpSkill->dwSkill != NULL_ID )
6 m( B" t$ j6 J E; ]& x {
* R+ j! Q6 Y: w+ {' C- i7 k ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 3 ]$ b* N& p4 X& X
if( pSkillProp == NULL )8 k$ I3 ?7 D( s8 K
continue;& U0 Z+ _. Q% n
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
8 Z, z0 C. y. c% F; G' h continue;8 c' P& O" |* M7 ]4 k
lpSkill->dwLevel = 5;
* j" e3 I) x( r }
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}
* k2 V- h4 _' G1 F3 D' H9 P#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
! M; @6 m3 W" g9 ^: {; y& s6 j if( bGamma )
3 m5 P+ u. u2 g' _ {3 [ W/ i L+ u$ D" t
m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );
- d! }3 A6 B% K$ G, B g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
$ C7 h9 m- r/ c2 l8 i
1 a# P: B9 M( Y4 _# r; G+ ]9 z8 O s
. J+ ~, l: ~* n* A# H#if __VER >= 11 // __SYS_PLAYER_DATA
+ x, _8 l: m% H5 Y4 ]1 ] g_dpDBClient.SendUpdatePlayerData( (CUser*)this );4 M% ^2 ]* A% l9 F8 B0 z( h
#else // __SYS_PLAYER_DATA8 j6 t, f+ G/ r7 `3 ^+ ^% l) V
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
6 J# r* F! G2 R: \$ F g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
; G8 O% G3 y2 \) R7 \- D- c if( m_idGuild != 0 )
! Z3 V6 q9 y" `) p1 g* M; c% w g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );" Q. N# S. s- E
#endif // __SYS_PLAYER_DATA B* T' P; B5 D1 b8 ~
SetHitPoint( GetMaxHitPoint() );
+ c1 K8 [5 E1 ]. _9 F. P SetManaPoint( GetMaxManaPoint() );4 d2 H: ?8 V5 A3 k" I
SetFatiguePoint( GetMaxFatiguePoint() );
0 @ @4 [# R0 o( e+ b8 z* U if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
+ c9 b$ n% n& W& B1 q% N" A m_nRemainGP = 28;
7 [# }, t* N) x' h# t }
& h$ z; s) J( c/ D' s$ W; b F if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )) F. k, C2 ?/ c9 c" Q" @$ P
{
+ d9 w, x4 z! Q3 \; m m_nRemainGP = 118;
; Y5 d$ F: p' K, D3 ?+ }8 | //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
7 x6 p3 A. P5 ` B! S# @8 f m_nStr = m_nSta = m_nDex = m_nInt = 15;1 F0 a9 u8 v/ ~; X, {: m
}" Q/ n' X; E4 P8 z5 ]
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
/ {! g4 X0 Q: k( ]* h! t {
& b, d$ \3 v- ` ~/ Y2 L& A2 I CItemElem itemelem;
& B7 R% U2 x* ]& \8 l% `6 t itemelem.m_nItemNum = 1;
9 q0 `) u. L3 ~4 j+ N6 |' g4 d itemelem.m_bCharged = TRUE;
, P, _/ i; W1 T B4 Y% u( L1 q BYTE nID;
& `6 U F* Z! m6 y; _( U0 o
, s) f. _7 p }8 f, t if( nJob == JOB_MENTALIST_HERO )* o t. G; p, R0 L( q* j
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
3 G5 O9 i- r' ]- u7 f6 E( T$ X if( nJob == JOB_FORCEMASTER_HERO )% _& x" M1 _. d0 T! H" J& c
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
9 S% L4 o3 s( {& ~- I* v% z# M
. W6 y$ |# t+ j6 I ( ( CUser*)this)->CreateItem( &itemelem, &nID );5 z5 ]0 S. D4 Y$ i( ~) j3 h; ?
}
7 m/ f: J* b2 L F2 R+ T g_UserMng.AddSetLevel( this, (WORD)m_nLevel );% r3 ^' D- B5 y% q9 P4 [: F
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );" i" |) Y t) M( n& j! i
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
8 P3 ?: ~, D9 R: O# r; v7 F, e /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );0 f8 D8 g0 G) v4 {* H( P
( (CUser*)this )->AddTaskBar();*/" D( z- q, j; d& { L# W
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );) S6 {$ S4 m* V0 d1 b1 K
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?; R: {) B+ z, x0 B! H& A4 [
((CUser*)this)->CheckHonorStat();& ^) D8 g) u7 \2 S; R J5 o
((CUser*)this)->AddHonorListAck();
# G3 ^- ~& o# r8 } g_UserMng.AddHonorTitleChange( this, m_nHonor);! V' q! g/ \0 O# Z
#endif // __HONORABLE_TITLE // ′Tà?# |- T4 _$ a$ o+ @ Q5 v/ U
}' f* F1 w, d5 o3 U! X
#endif // __WORLDSERVER; [, B7 \) X+ @/ I
} 0 q+ i" E# r! n h1 W6 r
0 I N5 f h; V w* A然后你进入functextcmd.cpp并添加以下) @" U" S& l, S# V
1 v. Q+ c' d1 O
代码:
# U' A5 c/ D7 {" ~, G, f. H3 lON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
" e9 @2 a4 J- n( E$ W( U下面插入
5 y! m, J8 V9 i: L1 ZON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
1 N$ ~ P$ h V& f# }. Z. |% G) k5 ]
然后你去
4 k/ H3 ]8 n! y
) D: ]# d% F. f) z4 ]1 E代码:* z4 X* n6 R( K6 u6 ]. O' P( `7 H
代码2 A/ F' w) y& `5 [2 P
BOOL TextCmd_ClearPropose( CScanner & s )6 q8 o: x4 G' Y4 o
{7 n+ i4 S# K1 X) x& R0 P: }
#ifdef __WORLDSERVER
- L! p5 w& v" n- V7 Q CUser* pUser = (CUser*)s.dwValue;
: g' u3 X# w# a. r g_dpDBClient.SendClearPropose();
/ A9 g j) @; f; v0 N+ }#endif // __WORLDSERVER" d1 F+ |# o+ G s- b
return TRUE;
: P/ g0 T# z2 L6 ], Z}; _: r4 s9 G; v% l' a0 b) Z& Y
下面插入
3 a0 a. N( k+ P( l6 ~2 b% Q$ z. QBOOL TextCmd_rebirth( CScanner& scanner )
5 `) X0 z0 G. D% X! _" V{
2 ]* H% X" O) O# G1 c3 G) m: D#ifdef __WORLDSERVER' y* T9 ]; A! _- Y$ `* t
CUser *pUser;' h& B5 J6 T2 _1 x
pUser = (CUser*)scanner.dwValue;
v" M+ W, e$ Y A* l1 t8 x Bif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
6 Q4 }* }! A$ W. p/ A2 I" D* G! NpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
( h5 u" H4 l# E. Kelse
. S; x# y1 A6 ~- r# b3 ^pUser->AddText("你还未达到重生条件!");. C. ?0 T" _2 M Z- s; \6 W, S
#endif
$ k6 C# K; T/ k4 z1 \return TRUE;
! P9 m: h! U/ o" A+ q/ d}
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U* m- g9 m; U9 @3 y" a2 b8 ~' \! ]( U
# t0 a7 A' L9 q, n) \( Q6 {
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