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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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O5 @6 j: o( @Mover.h
, v& G8 t' ]/ q3 l/ D6 H代码:9 g) M9 e2 Z2 d9 P
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü& _$ k/ i7 v# e. T- y3 A* A# }
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; & V" f! y8 }+ u) Q& t
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然后你去mover.cpp添加
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& J1 _- p) L) j" }代码:* N7 U& i3 A) V" c: t
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
# l7 f* h b: h{
% p6 x5 O9 `0 u#ifdef __WORLDSERVER$ X, b6 K3 P( Q, [/ |
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
' A1 T, o: t0 l% I& Q MoverProp* pProp = GetProp();
' ~/ y8 \8 W$ l1 s; m! k if( pProp )6 D" O; F( X z% r7 W" l
{
5 Q5 g; g0 P2 X/ h if( nJob > 0 && nJob < MAX_LEGEND_HERO ): Z9 o. X, e; v( ]6 i8 \4 d7 T
{
' `: F1 `# F6 ^# r) K* O AddChangeJob( nJob );
$ o$ K6 j5 @9 ~$ H7 g }else{
& s# \0 z: Q, c0 F2 G return;6 o' f, j3 ~ Y: t
}
$ [0 F0 l$ O: P% `4 j int nPoint = 0;! g1 d: o1 A; D5 I
if( m_nJob == JOB_MERCENARY )2 o% a, d. @4 [
nPoint += 40;2 a7 E& \/ d) ]6 l) Z
else if( m_nJob == JOB_ACROBAT )4 t5 D( j4 r/ f4 z5 k1 i
nPoint += 50;; o5 C8 m2 T* B5 z3 ^# T) m
else if( m_nJob == JOB_ASSIST )
% S3 c b. Z' @5 e nPoint += 60;$ e- n% W5 F' d/ J1 d+ \
else if( m_nJob == JOB_MAGICIAN )
1 X9 ^# Z. j2 c3 Q nPoint += 90;' T9 t# c$ `0 ~1 h$ J! V
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
) M$ M0 I0 n& K" Z nPoint += 120;; p6 ~6 Y* r2 }& A- Q
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
2 @! p# C L( k" y* J+ a6 j) h# \ nPoint += 150;) u, T m% f5 l- N) g
else if( m_nJob == JOB_RINGMASTER )% b, @5 a7 d5 ?! ~4 Z( G
nPoint += 160;/ H4 l! C. j4 X7 A: u) Z
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
! P. K4 |4 V9 Z: a0 T' `7 m nPoint += 180;
& x- [2 O$ R- D+ h9 _' ^ else if( m_nJob == JOB_ELEMENTOR )* m: A/ o( s4 |4 Y+ d9 ^1 L8 E
nPoint += 390;6 Q& ~" a7 t |% r8 ]- ~: g) i" o1 @8 J
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )5 g2 n) j' Q' J, H
nPoint += 120;; ?1 F) g) F Y
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ): E9 E x& D; J: @
nPoint += 150;
2 G& M% ?- o" j* f+ b else if( nJob == JOB_FLORIST_HERO )1 ]: J8 e3 W. o- V( ^
nPoint += 160;% M! q; ^9 }$ u6 h1 k4 I0 `& }
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )# [9 ]8 {4 _( S1 v. s6 Q- o
nPoint += 180;+ c1 X7 B& z% O; T) C- x
else if( nJob == JOB_ELEMENTORLORD_HERO )
W+ C& ]! i6 U: B) R6 [0 z nPoint += 390;6 O$ z' k2 z1 `3 f x. F0 i3 v
/ z3 h/ A3 [4 o/ k AddSkillPoint( nPoint );* f8 G" G8 k: a8 E" ]+ k9 L! x
m_nLevel = nLevel;
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+ \4 F7 x! `0 A8 ^9 ~- S i9 |# N SetJobLevel( nLevel, nJob );4 \: u' i% z9 E& [( o6 W. s8 T! U1 B
m_nDeathLevel = nLevel;9 [) L/ N) W" I& W4 ~' }; h3 I+ \
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
* e# D1 w- p$ N7 [ if(IsMaster()): H; t) Z" g* L2 k: k- h1 @* m
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 1088 u: j, O" b% \3 y6 i& S0 O
if( nLevel > 59 && nLevel < 72 )2 f5 J8 U8 I4 g% a
dwTmpSkLevel = 1;
& e' d0 i3 `, p% X' | n. O9 K9 H; j5 X else if( nLevel > 71 && nLevel < 84 )
! ]3 p) T2 d; M R* `% ]5 Z1 x dwTmpSkLevel = 2;
; @1 x2 E$ ]$ I; g' d6 H+ _0 X9 C. Q i5 d else if( nLevel > 83 && nLevel < 96 )
$ L& F5 G( U$ U- _6 j; c1 ~ dwTmpSkLevel = 3;
7 P- L# Q Q: Z. k5 m& q% {: l; U else if( nLevel > 95 && nLevel < 108 )
8 `( s, z& ]7 t" O u4 ]$ e+ p& g dwTmpSkLevel = 4;
J8 \( r; o6 e/ A else if( nLevel > 107 && nLevel < 120 )
z, Z4 ^* t) U* y- m dwTmpSkLevel = 5;/ X! D: S3 f& C9 q6 r$ S, I1 I
for( int i = 0; i < MAX_SKILL_JOB; i++ ) : `0 e2 g9 n- q4 B7 N
{
# T3 g/ z# v/ Z( g9 L& Y LPSKILL lpSkill = &(m_aJobSkill);
$ f( i! l' `8 m l$ v& ?- }3 L if( lpSkill && lpSkill->dwSkill != NULL_ID )
4 ~ S# v+ b: e) M7 } {
! x% I# c/ K0 ~1 A' O ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 2 d5 x9 p5 s* d0 _* \
if( pSkillProp == NULL ): j0 O+ O ^2 c5 b
continue;
+ w* ?5 x* K" A8 [) G$ M if( pSkillProp->dwItemKind1 != JTYPE_MASTER)1 j/ ~; b; \6 u \
continue;
+ E. q- K3 @$ G( i- ?4 M( S6 G lpSkill->dwLevel = dwTmpSkLevel;
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}
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else if(IsHero())
3 F& c$ D, B* h {
r! W- A0 k5 ^. I9 n for( int i = 0; i < MAX_SKILL_JOB; i++ ) 8 O& ?9 T1 f' `5 }! M7 z. z% `+ q9 w
{
! a! M: G( k. {& X, y- V+ Z0 ^ LPSKILL lpSkill = &(m_aJobSkill);2 u3 s1 g6 W9 T" Z% l! N0 \! v2 S
if( lpSkill && lpSkill->dwSkill != NULL_ID )( y7 b+ y. N" d& H7 f% t
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); / x" @. o* B o: J
if( pSkillProp == NULL )
( A* t C5 \ L1 x continue;8 B! ^ {) ?+ T1 G
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)( w9 p7 N; G' h# Z
continue;% h) ^! H# q/ _0 ^2 s8 L
lpSkill->dwLevel = 5;6 X0 U8 t) b( C) ^; J- \0 g
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}
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else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);( _+ s& o0 I0 `. P, n7 l$ W `
if( lpSkill && lpSkill->dwSkill != NULL_ID )% K [2 l# z' X p* _. b
{! B0 T6 y8 d* p& ]
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
l/ i+ D: r4 |; ?7 t if( pSkillProp == NULL )
- f6 |* q% y/ r, k9 p5 `# { continue;4 z5 \3 I k. `$ q& Z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
, E3 J4 Z4 ?+ ]) |, w+ s- k, s! U continue;* V8 v6 }! Q1 y0 ~7 N) W
lpSkill->dwLevel = 5;
! T! h0 h- j. F6 ~3 D }
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}
+ ]+ H k' \1 x( S#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans* V$ Q# m3 w |- O$ ?* ~1 F% o" X
if( bGamma ), W( X S# |( G5 g+ C# `, \
{. t# k3 W3 h0 s+ H2 @3 ~& u/ e
m_nExp1 = 0;! I8 z* K: V5 I% A+ C4 E& x8 H% y( o) g
}! A% G# m! @! ]' o" c s9 {
: ^1 o" V9 [% l t, e [2 L ( (CUser*)this )->AddSetChangeJob( nJob );, `. L5 G) ]5 u
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );) m4 K/ g! @" h$ { \! y
" }3 M, K+ T. i; }. {) D8 j. e
' F. h0 ?7 k4 B9 E e#if __VER >= 11 // __SYS_PLAYER_DATA) s V: m7 H. Z9 \
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );5 g, ?9 c5 K/ T, U( c
#else // __SYS_PLAYER_DATA
3 u7 }8 j+ a* a* n4 g g_DPCoreClient.SendPartyMemberJob( (CUser*)this );/ d6 v3 D( B9 W% J& X4 C
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
, x; s6 J, M* y" [# T# g6 R if( m_idGuild != 0 )
4 Q2 v& @+ A1 R0 i H" r: c' B g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
0 l5 \/ k* d7 q: `/ `+ a1 K6 Y ~#endif // __SYS_PLAYER_DATA% y. H4 e, C5 Z, ?7 r C" x4 b
SetHitPoint( GetMaxHitPoint() );
" d5 g' j( z& I6 p+ N. J: ] SetManaPoint( GetMaxManaPoint() );& i( L8 m( u$ g' v$ t& L
SetFatiguePoint( GetMaxFatiguePoint() );
" Z, i3 }1 a6 W* R( N# F if( nJob >= 1 && nJob <= 4 )& z7 @/ M# X& i* k0 Z; ~8 C
{
: ~/ K1 `/ G) E. e0 P m_nStr = m_nSta = m_nDex = m_nInt = 15;5 Z- S7 l$ u/ y4 A* ]
m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
) O" F! V$ N3 Z) g( ] {
8 U3 @9 g' q& g, C m_nRemainGP = 118;; N1 y1 D/ `# N' j
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;( k- |2 R- _& _( Y: n% \0 p
m_nStr = m_nSta = m_nDex = m_nInt = 15;
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )7 o" o% G; D' j1 Z$ x
{
+ f2 Y3 c7 c$ r2 n( k+ X0 K' n5 e* H CItemElem itemelem;
. q8 O0 G. [$ C7 Q9 ]; i/ l itemelem.m_nItemNum = 1;: o5 T! Q* @. {% X8 _
itemelem.m_bCharged = TRUE;
. Y/ C$ l! r& V! f* i! u7 y% q) l( [$ j4 @ BYTE nID;
, ]% F. }- B, C, a3 E
' D+ ^" u* j' n' P5 v. E3 ^ if( nJob == JOB_MENTALIST_HERO )
3 |# X" d8 a# B* g0 o! @ `% v* U( e itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;9 g% N: @0 q0 {2 L
if( nJob == JOB_FORCEMASTER_HERO )
; f; P+ I5 D0 F itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
2 V) d6 l; z8 ]: C( I6 H
: ], m2 ?* x2 h" t ( ( CUser*)this)->CreateItem( &itemelem, &nID );
6 M, Y Y9 z* G" N }9 V3 g7 s/ d* ]) e7 T" g( x
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
( ^* O0 h4 t+ U( x: U# V( p, p ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );5 W" t+ }) b% n: a* J" }; y5 d' H) v: V
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
: y* Z8 l5 b# {" O /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );% N& t' V8 X% i1 ^
( (CUser*)this )->AddTaskBar();*/
8 a. q/ o/ ^5 s f ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );4 s0 U' e5 }6 L# V* j
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?. W* d, h$ D5 z( O' A
((CUser*)this)->CheckHonorStat();
$ w0 v# f* T# V) c- m8 | ((CUser*)this)->AddHonorListAck();
/ V. o/ ?* y3 f* } g_UserMng.AddHonorTitleChange( this, m_nHonor);
0 W1 j3 }0 X" U- S6 D#endif // __HONORABLE_TITLE // ′Tà?5 s2 g7 T! ^+ u4 o
}
5 s, _2 N9 _7 \/ T' s9 k6 z#endif // __WORLDSERVER) Y( s( l, p' O! s0 |0 Y
} ' w9 M7 K, Q! }/ f* I- c5 b
) e A+ B* ]. n7 z9 t. N( d
然后你进入functextcmd.cpp并添加以下9 s$ J& n: O. p# H
' p' e8 J5 H1 d代码: t8 i% \8 F, y( Q
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )6 v4 c- v# W- x* P1 ?5 Y5 G: n
下面插入3 n: l6 K+ s. E8 S1 p) c" r( |7 `3 ?( D
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 8 w1 d* i1 t* n0 e2 ]5 B: m$ D& ~
. q$ S; e8 M' w9 x) C9 {+ P然后你去 ^, ?$ Z, i5 Q& M! x6 Q
/ f4 H) F7 L5 v
代码:, I- ~2 ?3 S, T6 C k1 u' A$ B
代码( y2 i' ^" Z. a' V' C6 c
BOOL TextCmd_ClearPropose( CScanner & s )& h" w5 \% D: i5 ` V8 Z4 g
{" W: L' Q# C- d8 g6 I6 z
#ifdef __WORLDSERVER
: c( D2 |* l0 w' S4 Z6 F8 | CUser* pUser = (CUser*)s.dwValue;
" s. R1 o& S6 O6 P g_dpDBClient.SendClearPropose();
8 g% i& P% ~, N7 ^#endif // __WORLDSERVER$ {0 H# R& W+ m: d7 P
return TRUE;
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f; h7 V' n: o$ Y o5 F4 A3 H3 k下面插入6 G; O0 m; c) G. k" U5 C0 I( y
BOOL TextCmd_rebirth( CScanner& scanner ); Y$ U1 V, u0 n3 ~. ^& ]
{
' I0 i* K* x- J l9 k#ifdef __WORLDSERVER
" ^2 z! r3 L0 M4 T. q2 KCUser *pUser;8 l2 g$ h1 `6 e4 D% n d
pUser = (CUser*)scanner.dwValue;3 x1 Y/ {' p( f7 t* O
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
7 `' ~+ u7 g/ }* k& X1 f# w3 lpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
& K" {2 p- J3 l$ Lelse
, I( p+ ~) y2 s/ opUser->AddText("你还未达到重生条件!");
/ e1 }6 Z$ b, `$ A1 E9 t9 K/ c9 w#endif- U1 ` l5 |8 i: N, @% k+ }3 ^! Z0 \
return TRUE;
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