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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
+ m- i5 ?+ x& w7 Q- t" }; v+ x8 G/ b- }) ?
Mover.h9 d8 |! I! ]# I$ \, ^' l* s
代码:
$ b- T) b- ]- O( m y找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü6 w$ z: _& [1 \6 c4 \+ h! q
' t& f& ^3 U; ~. F4 g下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 6 I: [" M; A* P7 k& I7 ?1 U7 J
r. \& j. q) _: d然后你去mover.cpp添加8 \; J1 M: P+ H2 V8 j2 e6 F, x
4 i1 M/ a& h, B代码:
& \* x3 F+ q. c/ X) ?+ w, jvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
4 I6 f/ D( i7 V6 P0 s{
* @5 m) K' X6 ?' M. R) F#ifdef __WORLDSERVER( y0 E4 B f; S: M9 d* w& d/ T
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó; F& d8 ~' a- J3 `& f
MoverProp* pProp = GetProp();$ E; J: f* n2 c. Q' H( t7 b
if( pProp ); i% g3 [9 R+ g: O: E, i I
{, n& ^, ^3 |! b, d: g9 [7 M
if( nJob > 0 && nJob < MAX_LEGEND_HERO )& D6 w7 |+ R# a) Z5 f+ n
{$ |1 D, V: y" q% L( R0 K0 M; D! s
AddChangeJob( nJob );
9 R& i8 q9 c' l& ?" W3 ^ }else{
+ M; g+ u4 Y3 A, V1 R/ _6 U( r return;
9 H: P+ R/ G- U }/ B3 j# o1 r7 I0 U- c
int nPoint = 0;
% m! b0 v8 q4 a( M+ D; q if( m_nJob == JOB_MERCENARY ); K( T( H% ~6 E# r) U. `' r5 U
nPoint += 40;
1 R1 Z% Z" y! {8 u3 q else if( m_nJob == JOB_ACROBAT )
# D& d+ s2 h+ C! M nPoint += 50;: K; v$ r2 M2 z E1 q
else if( m_nJob == JOB_ASSIST )1 O' `) @1 X) ^( h
nPoint += 60;1 m5 c$ K0 k! O; X/ H/ |5 G
else if( m_nJob == JOB_MAGICIAN )
; p" Q( T% o' }- r/ Z nPoint += 90;$ o# c1 r% i& R, g* j% b
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )! ^2 _0 u( {2 F$ m- l# `
nPoint += 120;5 n* G4 {& c3 _# i
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
+ i" l s4 b5 [" |' l$ R nPoint += 150;
4 d+ c" `: t* q9 e+ R0 M7 v else if( m_nJob == JOB_RINGMASTER ). |" r& d" `; B. _+ T
nPoint += 160;
& O9 K$ N' ?. D' Z else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
- E ]1 w: A$ x# d nPoint += 180;/ i8 u0 j E/ Q( e
else if( m_nJob == JOB_ELEMENTOR )
: e. ]+ e9 f+ I0 Q, l2 p nPoint += 390;# G; F) [5 o/ s) }
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
; r0 N. R/ b# x5 r% j \* h) N# @ nPoint += 120;9 w/ F7 `( a8 o( w
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
: m1 Q) ?& l& ^; u" x nPoint += 150;
* B; B6 o0 ]/ X- Z. a else if( nJob == JOB_FLORIST_HERO ); |+ ]4 L" l' | w$ g+ h" n8 c
nPoint += 160;
& @5 |/ D' B8 Z6 A else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )& X- a# P& T; X- H2 m0 A
nPoint += 180;; R3 `+ k8 @7 h. c# q% t B( f k
else if( nJob == JOB_ELEMENTORLORD_HERO )# n' s2 x- h( }4 l$ z4 d
nPoint += 390;
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AddSkillPoint( nPoint );
6 A- \. v% K; W3 D% r m_nLevel = nLevel;5 T( y( h3 U: y: w5 Q
: \3 W( F. T0 H9 X
SetJobLevel( nLevel, nJob );1 @# Y2 M9 E3 q
m_nDeathLevel = nLevel;! q& _; x; u: Z: A
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
' G8 k% }, y1 }" v- M if(IsMaster())' b5 l* I6 g& r$ m F! E1 H
{
7 q: C2 T: Y6 d: T- ` int dwTmpSkLevel = 1;//60, 72, 84, 96, 1088 S+ d' e8 D q: p
if( nLevel > 59 && nLevel < 72 )9 s S0 v3 m0 M, M; W! O
dwTmpSkLevel = 1;
x0 p7 p5 s$ W& Y5 |* v R$ H else if( nLevel > 71 && nLevel < 84 )7 O% w/ l: O2 n; k4 o* S
dwTmpSkLevel = 2;% A" _3 O. r$ _5 Y/ q
else if( nLevel > 83 && nLevel < 96 )* Q0 u2 Q$ Y8 V d* n7 L: S
dwTmpSkLevel = 3;
. H7 ]8 y9 u- ]& \" [' z6 C else if( nLevel > 95 && nLevel < 108 )
3 T1 W3 c2 O6 H+ B5 p dwTmpSkLevel = 4;
7 b+ o1 A" M1 h else if( nLevel > 107 && nLevel < 120 ) w" K& S3 |' r# O m
dwTmpSkLevel = 5;% W4 w: m {4 o! T" \- @5 Y
for( int i = 0; i < MAX_SKILL_JOB; i++ )
M( ~7 K; J9 M( O { ( Y6 \ P& x3 t0 Y( k( s& q
LPSKILL lpSkill = &(m_aJobSkill);4 j. n# f) f& |1 p+ W, z
if( lpSkill && lpSkill->dwSkill != NULL_ID )& e" _) l I; N
{# W* G* \0 e) B4 G3 c b- X; u5 m
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); * F9 q$ p* e8 }
if( pSkillProp == NULL )
5 h; y) T& W! N2 N s/ e+ Y continue;
" f; ?: J2 q* J% h! p if( pSkillProp->dwItemKind1 != JTYPE_MASTER)5 q0 h7 U$ d+ e' P5 |7 h a$ \
continue;
' u; f+ n6 H+ ^9 r) u lpSkill->dwLevel = dwTmpSkLevel;6 v/ e( m) B, S3 Z
}3 d' `: Y6 M- k3 Y) D, | e+ m
}
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else if(IsHero())
Z. j g3 _' y, i& t8 ? {) ~. w9 G+ N+ [, h7 K* O0 _
for( int i = 0; i < MAX_SKILL_JOB; i++ )
0 G4 T: M1 h2 z1 G { : q8 ~& c$ Q) j7 Y/ b/ {3 D
LPSKILL lpSkill = &(m_aJobSkill);" W- s: n; X3 w& H5 K3 J5 k& a
if( lpSkill && lpSkill->dwSkill != NULL_ID )
8 s# q- S/ N5 K! B9 @ {
" K6 P" Y. x1 u" ~2 m ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 7 X9 m# j! N; r, e l8 L
if( pSkillProp == NULL )9 |: O7 }6 b2 C6 S7 }) X
continue;2 E# u2 y" G$ N' ~. p
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)* ^: T; @# [# X0 j* e& Y# d# U! K
continue;: }7 J3 J* F* y: B0 ~
lpSkill->dwLevel = 5;& f4 `) H0 N+ `& w7 ]
}4 Y- x# E: N' S
}
' m% I; W0 e) R }
1 M+ g7 _0 J9 Y1 `2 Y) u/ w else if(IsLegendHero())
* A% [ \* _; ~ {$ B n; F9 s) C! G J
for( int i = 0; i < MAX_SKILL_JOB; i++ ) : I. c( u5 d6 Q+ ^ e
{
6 I% y' U; f: a8 r$ ~ LPSKILL lpSkill = &(m_aJobSkill);. j/ Z9 U: z# Z( q) |# K; u
if( lpSkill && lpSkill->dwSkill != NULL_ID )
z6 C; i! |; G" M K {, r2 K$ A6 l2 w$ g5 A6 ~
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
, ~( g2 p, \* I8 s if( pSkillProp == NULL )
1 @* t' E" C2 @ S; r" h continue;
6 E) g* O6 |2 ]* { if( pSkillProp->dwItemKind1 != JTYPE_MASTER), H; a3 U" i; P" A2 Y; c9 J0 a
continue;
6 h4 V' q! B( W f: i lpSkill->dwLevel = 5;
" o3 C7 o9 ~, Z$ u }
& S ?& i: f' {! Y% j }
u/ e4 L$ q. V! r }
; {0 w# o8 e9 ?) q' I; A#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans" P. t0 x! U5 K7 ]$ f0 i6 Q
if( bGamma )5 n/ G' @9 F( W/ f: w5 Y q
{% V* }# u0 D8 g# m+ E* v
m_nExp1 = 0;
! R3 }3 A1 [5 q3 O) B$ K& q) V }3 N4 o' ~- m% c1 W I9 z" A3 ^$ m
% J' M$ q- M# H j' Q4 I
( (CUser*)this )->AddSetChangeJob( nJob );- A' K: ?" c: m6 n7 x9 K
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );+ p0 r7 i( i8 `. X2 o( n1 Q
/ l5 Z) h. T* s" Y* i+ n5 R. d) r4 {4 S Z h( S: z' E
#if __VER >= 11 // __SYS_PLAYER_DATA
2 P+ F0 T8 F# T/ e g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
+ }' e) Z7 [7 e" V; A4 q. l" D6 B#else // __SYS_PLAYER_DATA
: k, M! [$ V4 ]' c: } g_DPCoreClient.SendPartyMemberJob( (CUser*)this );8 c* O1 B5 u3 v0 N
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
- v5 Z0 _2 y6 ~ if( m_idGuild != 0 )
9 Z5 L! s, A5 p9 J% w U/ j4 N! |: N g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );& d: }0 b! U% J( I- v
#endif // __SYS_PLAYER_DATA
( p5 L4 C& D# h SetHitPoint( GetMaxHitPoint() );
8 \1 X7 Y; k. {: o3 ` y9 w% W, F SetManaPoint( GetMaxManaPoint() );$ f2 }& T7 o( Y2 v- m8 u. `
SetFatiguePoint( GetMaxFatiguePoint() );0 m' ~. I8 K) e! G E3 i
if( nJob >= 1 && nJob <= 4 )
* Z6 l8 {6 g0 C' a9 S) | {$ E3 l$ ]: z. T! _2 _! d
m_nStr = m_nSta = m_nDex = m_nInt = 15;: n0 ?% y6 |2 Y% I) [# f1 Q/ V
m_nRemainGP = 28;
; v' Q* C4 U5 \8 o7 g }
6 P; H& ?) Q% b/ b if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
5 ~0 E& }; l0 i5 G {
; N3 S; v4 R. L% t0 M4 @; u" V m_nRemainGP = 118;# a, Q- C+ ]+ c. n
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
& Q9 C0 p1 `$ v& \ m_nStr = m_nSta = m_nDex = m_nInt = 15;
6 P& W, `) b h1 U8 z }) n! `- J, }' `) ^0 d) M& G
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
! g4 U, N8 t p5 ^ {/ I5 `, h' v. @4 t
CItemElem itemelem;' o- N; o) ^% p, N% G
itemelem.m_nItemNum = 1;, U; x1 l- G" E! R; |2 b( q
itemelem.m_bCharged = TRUE;
: i8 X7 @- }/ F" L* G: e BYTE nID;! R$ n& T4 t6 [. i t6 N& b1 ~# ]8 f
/ p/ c! N8 W: p8 a, W) I. p1 U if( nJob == JOB_MENTALIST_HERO )# Q! [8 i% V0 l# c0 X, z; z- v- |
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;$ g2 g0 u5 P- r' W6 d9 L- ^
if( nJob == JOB_FORCEMASTER_HERO )
; D0 ^0 ^, u& C- z9 J' a8 ~. q itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
7 u& I, w4 j8 Y& J) ]5 [
2 C. I! x: T5 X/ s0 y: u, T- r9 S ( ( CUser*)this)->CreateItem( &itemelem, &nID );6 h* D( F! O1 ^8 i
}
7 S$ H# ^: `0 |( O g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
$ e/ w% z D h. D& x) f2 [& _7 A$ r ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
# z& ]; Q* X$ N ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
) ~" { A1 ^: O4 K9 e- y& p /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );, F8 p j, \/ a1 |. \2 T
( (CUser*)this )->AddTaskBar();*// L2 w; a& v! }9 K: p5 C' ]- t
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );9 s( z$ }1 H& H# [
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?6 S% m! G' ^' O9 N
((CUser*)this)->CheckHonorStat();
! I! G! c: P9 E3 K4 ? ((CUser*)this)->AddHonorListAck();
% c# Q* Q# t- L# k g_UserMng.AddHonorTitleChange( this, m_nHonor);
$ W6 o# i# Y4 n. Q, k# S2 Q1 Y' q#endif // __HONORABLE_TITLE // ′Tà?0 a& r2 Z9 [ ?5 E( ^( q- U
}. p" o6 \6 f7 |0 h
#endif // __WORLDSERVER
# s; Q; O1 N# x( a} ) x" Y% d. g4 @% }0 u
3 h8 ~1 C, ?1 U然后你进入functextcmd.cpp并添加以下: i I( p& R" G
7 w9 c. F0 h5 S代码:
+ N7 H7 A/ ` VON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
, {- }- p% a3 J下面插入
" A1 t2 e- C1 D+ Y; @1 E4 YON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
L: x* C0 d! \' J: Z
- i+ E$ v* G/ w* ?: D; E然后你去1 O: M) J2 e$ z' n4 k3 m! X' C
& @- {2 m- W4 H: X; u; m$ ~代码:2 f* y6 G& i! }* Q
代码
) V/ Z* D4 s7 B, b- RBOOL TextCmd_ClearPropose( CScanner & s )" t7 [: T$ H5 t! d" c
{) t, C, P+ q* {+ C
#ifdef __WORLDSERVER( T+ P8 \5 j* d2 k- {* ]
CUser* pUser = (CUser*)s.dwValue;; O8 g9 q/ A1 }' ]4 F+ s
g_dpDBClient.SendClearPropose();
; A# b: }3 w- w+ m( i( H#endif // __WORLDSERVER
% T# l/ w) _# \ return TRUE;" W% M! E2 t e5 Z4 B7 N
}
5 F1 ?/ ~" |6 D$ p# J下面插入; C) i1 \# |( c
BOOL TextCmd_rebirth( CScanner& scanner )
' f1 v6 l e5 S" G# u% }+ Y{# Z( q( t2 }9 ?2 F, g9 I2 w$ m' i/ G
#ifdef __WORLDSERVER. N2 Y- `5 G) v F& d' |
CUser *pUser;
, g4 h' q5 l3 t0 Y9 I6 M$ Z5 opUser = (CUser*)scanner.dwValue;
Y: `( n# L5 n' G5 Qif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
8 m2 I0 Y/ M3 E9 {: ]8 s% NpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);1 V! {- ^! A. v3 c1 K" F# w: E
else
k" U5 t6 q3 \' B, Y1 XpUser->AddText("你还未达到重生条件!");
; z# K( N, {4 ]; a#endif
: Q; u* C5 } a3 treturn TRUE;& @. R, @% `/ U8 c; \6 B8 U
}
+ @' v- n% W" ~ j4 z/ c. {, H' e* S+ k: ^+ X: P% c/ s h
: |( ~' s) h" Q
% |6 Q3 ?( x) [( x8 [; V( m C& _, l# C) a( {+ b' D
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