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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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! g# A5 f0 c; x" z4 V. [7 WMover.h
2 G0 E4 `# I6 G, E1 s4 I- \代码:
% I9 [+ D* z. X0 L$ x7 I4 H6 ?找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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$ k4 F; u0 [. y: s& W下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 2 Y3 x+ {* r/ H! W) }
% {: k/ w; z, @; V0 `: m( W9 q5 \& h然后你去mover.cpp添加/ Z( `+ w- x9 M/ l
# ]& ]9 J: U5 C' \; E6 n) N) x P代码:4 k8 I D0 Q+ d+ J
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
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#ifdef __WORLDSERVER& o* l! i" V4 K! q( i8 S( c; f" u; k
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó+ I4 }( v/ r' S
MoverProp* pProp = GetProp();* z- ~1 b/ C4 d! d) I7 |1 M: Q
if( pProp )' ]. V. Z0 G* g4 T: v& L
{) m" I. S6 ?) H4 L
if( nJob > 0 && nJob < MAX_LEGEND_HERO )5 @$ ?. r8 K" f2 M
{
0 S/ r3 d2 L5 g4 C- k% M! u AddChangeJob( nJob );1 t, j1 i1 |- \
}else{
; ~! l2 D$ r# G! E# R' N return;
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int nPoint = 0;( ~( u+ ? N E* P* a2 s
if( m_nJob == JOB_MERCENARY )
* d; Z% m% ?: G/ B5 \1 o4 u nPoint += 40;
1 k" ^2 s: g, |( a n0 I else if( m_nJob == JOB_ACROBAT )2 A0 L5 A( \* c' _0 V
nPoint += 50;
4 G3 M/ }& b( ~0 Z else if( m_nJob == JOB_ASSIST )% P% y0 }) r2 O
nPoint += 60;
! Y6 D: E/ }0 h A( M else if( m_nJob == JOB_MAGICIAN ). }7 j. L; W! W& R; e; R
nPoint += 90;7 V6 H7 D8 H2 a) [( N6 u+ ]
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )) ^9 T5 n/ A8 [6 @3 `
nPoint += 120;
- e( y1 `/ s+ ^" `1 ^. u else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )7 \% [4 ^4 n! a' B9 K) x
nPoint += 150;
( |6 i7 u7 [# J else if( m_nJob == JOB_RINGMASTER )" \; X. s6 s& ~/ _( [$ M: D& ^# X
nPoint += 160;$ Z/ {( ^9 ~3 m& j5 q( @
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER ). [) n$ M. ^) j1 q# M# N
nPoint += 180;; v7 B$ O& s& x: R- @& ^9 [
else if( m_nJob == JOB_ELEMENTOR )
* \$ ^2 g' w+ G h% { nPoint += 390;
4 r. A3 n7 [# l5 `* [ else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
5 I% b; t7 W9 a5 k nPoint += 120;- e) x E# p* d/ r ?; I/ n+ E; ?
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
7 y8 }4 T: B( I" B' p) A4 [# Z. z nPoint += 150;& _. {; b0 s' a7 A
else if( nJob == JOB_FLORIST_HERO )
- q: c1 N U# N. _) A8 k1 ~: w$ [( s nPoint += 160;% E5 \7 G# [, e1 @ t& g" V
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )- ~( O- p: I2 j: Y0 F. }
nPoint += 180;
3 t& }8 a& X% M) Q. x' Z( z) m else if( nJob == JOB_ELEMENTORLORD_HERO )
/ e' U/ q7 r% \+ r; M% x nPoint += 390;
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& I" v1 Q9 ]0 E; b F; [( I AddSkillPoint( nPoint );
h+ y/ D5 n# }, u m_nLevel = nLevel;" b. {- x0 j5 E5 f, p, J+ P8 ]
! P }" L0 ?( Z" k9 \. ^ SetJobLevel( nLevel, nJob );, g1 N, R$ s" k& a! J+ a! W
m_nDeathLevel = nLevel;
- F7 ]& ? \0 B8 a9 ~. d. k0 C- l2 v* d#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans+ h/ y! ]: r0 ^+ m# }: ]. w
if(IsMaster())
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. H; ~# o& ~% m' B! [+ v int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
1 g( Q Z5 \8 ?+ [/ y5 l- x1 J if( nLevel > 59 && nLevel < 72 )
/ Q2 ]& |$ b9 c2 M& N. g5 L dwTmpSkLevel = 1;
4 I# f- Y; c! C7 c( y else if( nLevel > 71 && nLevel < 84 )$ A/ i" H# O, f
dwTmpSkLevel = 2;
1 W t- F( X2 g* Q else if( nLevel > 83 && nLevel < 96 )
1 f& h6 Q6 H# b dwTmpSkLevel = 3;% O$ g' @$ k' m; j/ L8 `: C0 P2 a
else if( nLevel > 95 && nLevel < 108 )/ X3 S$ G# `# r7 ]. V
dwTmpSkLevel = 4;' h( c' p/ Q5 g
else if( nLevel > 107 && nLevel < 120 )
! }' ^! R* T8 N# D: L dwTmpSkLevel = 5;
8 b8 c5 _8 B9 Y% A$ F5 Y X S for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
, m9 S9 f& d, J if( lpSkill && lpSkill->dwSkill != NULL_ID )
# I0 @, ^; g9 q6 \5 x! d {
& Z- ]% D9 }' ] G1 r9 o, \0 g ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); & }2 S) j O3 y0 S
if( pSkillProp == NULL )3 h R R# l! Y+ {$ x( }3 t) a6 L
continue;
- t% Q: f/ Z! M if( pSkillProp->dwItemKind1 != JTYPE_MASTER)+ D& G; g0 ^* y1 g* S( M1 c. u
continue;/ g0 t# z( b* l; j8 a
lpSkill->dwLevel = dwTmpSkLevel;
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9 h; B9 f2 O, b" C$ |6 ~$ k }
6 T2 h' Y+ w& b5 a J( m) y" W }
- {' t2 w( O! I, u5 O# L7 _. } else if(IsHero()). u8 T- P; s7 a/ [; _; Q2 _$ |
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) : L7 {% v$ p- e5 g R/ d
{ 2 v/ M9 w( T: u6 [
LPSKILL lpSkill = &(m_aJobSkill);
0 s9 V j; S" R# w0 Q. x if( lpSkill && lpSkill->dwSkill != NULL_ID ) ^: t6 W. j# R P
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
4 Q. C: }2 O: i& l9 D if( pSkillProp == NULL )0 p2 j3 q: \! [; i" t9 ?
continue;; L3 Z* W" V3 p: E3 N4 h/ f
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
( T. m4 D( W% L) p% d5 X, T' P continue;
% @; f6 q! A: B h9 V. e8 A% E9 h lpSkill->dwLevel = 5;
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}
% ?# u7 `6 v. ~ else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) " b% }6 U) R" k4 F4 t6 ?5 B, \/ h+ h
{ 0 A' [/ v" X( ?
LPSKILL lpSkill = &(m_aJobSkill);
; b& v) _, z& X if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); & s+ O, T4 T+ ^* Q1 i
if( pSkillProp == NULL )
& R3 `. A1 {# f8 q+ s9 x- A continue;
4 Y+ u' L7 L) T, H2 ?4 w, Q if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' U0 ]7 }. \0 g' g1 A C* ~/ P1 S
continue;/ j- W* }" v) f( K2 b; e
lpSkill->dwLevel = 5;
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}2 b% |- O% [3 t6 j, I" n
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans5 C1 U2 V: V, ?% D2 \3 [) H& Q
if( bGamma )
[1 ]) O/ Q5 B7 @6 O1 I% W3 P# M( a {! W2 @" ^- U! Y, l3 {
m_nExp1 = 0;% Z. p: M) h' N
}
8 E9 y7 V6 l" g' V0 |+ ~0 k o M% s) V0 m5 Z! @4 Z- F* B- H
( (CUser*)this )->AddSetChangeJob( nJob );
% z" E/ n" ~1 E. ~, g g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
* v* a" k4 Q& s4 N4 y0 L* K8 H8 }! _$ g; U7 C& V* R8 M5 Z# I
/ E! `6 A. k5 n- t6 H0 v#if __VER >= 11 // __SYS_PLAYER_DATA! F' r+ ]' u1 p& t) A( N
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );$ c; A: g* m, m5 n! z4 v2 o+ l
#else // __SYS_PLAYER_DATA* c' n9 o# v/ S C- z6 ^
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
4 A) e0 {( K, F. [* b$ q7 y' t g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
: ~% ^! [( }4 F* w4 Q if( m_idGuild != 0 )
. k2 d! N/ q# r" z% f( _ g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
9 k% k4 Z6 s. y5 t#endif // __SYS_PLAYER_DATA7 k7 F9 d) [; _
SetHitPoint( GetMaxHitPoint() );* p* B5 l( P5 o8 a5 b, I
SetManaPoint( GetMaxManaPoint() );( z7 m/ U( {6 l: o# X- c4 e W" w
SetFatiguePoint( GetMaxFatiguePoint() );
- d5 C( Y2 L3 Y4 r+ ~5 e if( nJob >= 1 && nJob <= 4 )( z% p/ y9 W4 U4 c" K U2 R
{
- P! f6 C0 ~' e r6 _ m_nStr = m_nSta = m_nDex = m_nInt = 15;4 q3 [2 F* }0 K8 J
m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
' h, E3 _ n' }! ^& u3 B {
& f4 h* @* R) e E' ` m_nRemainGP = 118;5 o9 k+ I/ P" d: @
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;" n( j+ \; m z u
m_nStr = m_nSta = m_nDex = m_nInt = 15;
{* Z1 f3 N5 o; t( F. b }4 J2 ]! p4 T8 k% p* M/ Q: b* E) E
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO ); C' J; W0 ^8 U
{
c- K" n2 D {3 e% w" x CItemElem itemelem;
. Q+ w5 S: {. b% d" \. C* Z; S itemelem.m_nItemNum = 1;! V3 \# `; \* u" D5 a8 I+ m) z
itemelem.m_bCharged = TRUE;1 K1 e7 x3 n9 L6 H
BYTE nID;
, w& |/ P8 n& u9 u( T* u* j
9 T7 _, i% H( }; Z |2 f if( nJob == JOB_MENTALIST_HERO )1 ^3 B' n3 v: K* S& y7 ]# h& f9 A
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
* _/ w; M1 {6 Z1 o3 {, R if( nJob == JOB_FORCEMASTER_HERO )) _. l6 q/ |( ?
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
j. Q: {( Q* Q1 n& q) U+ ]% Q7 ]* M" h
( ( CUser*)this)->CreateItem( &itemelem, &nID );
1 ?: {% k. b4 T K8 ^ }% I# k' ^# n1 o+ I8 S
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );; r' S6 a8 {2 z8 D6 ^
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );$ E; o' {2 k( X# M) R
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
8 W7 {( R/ o' c. ? /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
# r. Y$ G- d3 @' i6 r) I+ _ ( (CUser*)this )->AddTaskBar();*/
: A& h# m1 r1 i* h0 ~4 F2 U ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
! J4 [# r& p, k* m#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
' F" g4 w l& q; b/ I; z9 ?3 c* V ((CUser*)this)->CheckHonorStat(); E8 v/ S5 a% i5 I# ^1 x
((CUser*)this)->AddHonorListAck(); `' V6 G$ b! d* T
g_UserMng.AddHonorTitleChange( this, m_nHonor);
# g, W2 |" Z% H' y8 m" z#endif // __HONORABLE_TITLE // ′Tà?$ Z8 C4 g/ c( }+ z$ D2 C$ p7 l# T' S
}2 K7 v8 o% d0 J* }, }
#endif // __WORLDSERVER
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9 x3 A/ R( C- D6 x! t7 B
然后你进入functextcmd.cpp并添加以下' x" K% c8 ]; R8 {; M
7 a3 O4 T' [% _+ l, H4 ?代码:. W2 N7 W; r/ B" M v
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )* n h' l) S3 t) C7 Z R
下面插入) Q/ F8 K! f2 @! G9 E) O m& a2 f
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) . a' g( g& w& C, l8 c! E
# D+ O1 i. f3 A6 d* s8 y( |& B' _' P然后你去' `0 z% O w8 d% ?4 g4 c. y h$ K
; Y( P: S9 L$ O- { x, ?4 A
代码:+ }( b3 J) ?. J/ C
代码3 k0 G5 `' j" m( P4 O4 K
BOOL TextCmd_ClearPropose( CScanner & s )
# c) x; ]. W/ X3 y) P{+ g5 H8 F3 z0 p% h6 k, z9 ~" d% }2 @
#ifdef __WORLDSERVER& D8 ^0 d9 J6 O) N+ U
CUser* pUser = (CUser*)s.dwValue;2 s$ Z) H8 R& V$ _% w
g_dpDBClient.SendClearPropose();! H6 O1 z+ v& x( k% _% ~7 H# q
#endif // __WORLDSERVER
: M: V: ]. p3 D5 L. K# p) } return TRUE;
( E0 Q1 ` E: Y' m) C}
# Y. b3 j/ _2 X8 B下面插入. t7 _/ O3 ] s& Y. W5 f
BOOL TextCmd_rebirth( CScanner& scanner )7 u8 O9 T; o* R2 i4 D& R- p
{ D+ m( t# Z {
#ifdef __WORLDSERVER
# r9 i6 T4 w1 Z9 P9 U! d( wCUser *pUser;- j' l, i( |! i1 r- e8 R% F
pUser = (CUser*)scanner.dwValue;7 o" u# w# ]6 ]4 n8 g: C
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())9 S: M' T' K' W+ X
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60); P' x9 ~) d b! T; s. R
else
. T) g- N/ o" D% s- XpUser->AddText("你还未达到重生条件!");; \4 g) f2 n' j+ J# d
#endif
4 q3 {" l: b* X3 [$ e' P2 qreturn TRUE;
a$ J* V1 r0 k}
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$ y6 y! M, s: M( c" I$ e
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