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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+ `, E6 e. O' O! P
- d9 S7 A! }7 |* H& C3 Y. N( M, V' l( ]Mover.h
- Q3 X5 r, \5 ~; g( F# I代码:
, @6 `2 t. S, A- @1 ?5 t找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü$ I& p) m V% _% c5 \
0 V5 F E6 P* C5 C9 O* g/ X. x) C下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
) p1 G1 O0 l o' g C
) o, L( N7 D8 k3 y: A$ {. A$ e然后你去mover.cpp添加
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* v! M Q, K3 R8 R- J; R$ x/ ~代码:7 H% R8 I9 ~0 g( ]- E+ [1 r. B* }" v# t
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
d, [* D) w- K# w0 @& j4 Y6 A{
8 n( ?/ E* ~& o; a# O; i#ifdef __WORLDSERVER
5 I: t1 G: H% T0 y, m' w& Y" D // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó% F+ F! M. [8 d8 o. F
MoverProp* pProp = GetProp();
0 v9 [0 _5 O0 _! X: j& ? if( pProp )
q& g* R7 F# Y8 G" W6 `- D {
3 q- Y) j1 b5 X$ d2 R if( nJob > 0 && nJob < MAX_LEGEND_HERO ); v+ _8 s5 [3 ?$ v5 @- E
{, x# A" |' f! y2 b9 D! P
AddChangeJob( nJob );
^8 }! P7 c) g- E3 k }else{3 N0 x/ N# }: @+ z, l
return;
( u/ F9 ~2 c0 V v; G9 N# O }
5 P9 g- f, |: S" m- C' H4 ~" h int nPoint = 0;
" K8 i- C/ Q$ }4 B+ l if( m_nJob == JOB_MERCENARY )
5 O( J: l$ k- o; Z. n! T+ Z8 W8 A% ^ nPoint += 40;- k" j3 V/ o: {5 ~, e W
else if( m_nJob == JOB_ACROBAT )
; G1 a4 c" ?6 F1 y( g' j, T nPoint += 50;
7 i* A+ q L: m' X K+ b else if( m_nJob == JOB_ASSIST )
) v3 a% d$ }& { nPoint += 60;% ]6 h7 b, A X% R( f
else if( m_nJob == JOB_MAGICIAN )! C- f7 O# l2 T7 V0 T1 Q9 T
nPoint += 90;8 G; M' I/ P t8 Z# q0 ]% k
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )7 ^/ M" P- V/ G6 V
nPoint += 120;
& L1 \8 y3 ?' d% x8 D. `6 T else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )% s& k/ ~) S6 y; y. Q! N3 f* P5 H0 m
nPoint += 150; \# P$ J/ ~: ]" u
else if( m_nJob == JOB_RINGMASTER )
l" \2 ~! p+ v5 z! n- X nPoint += 160;
- q; @3 R, b! @* M/ d0 B' o else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
7 V1 L* z" v. H& R$ |0 H nPoint += 180;
- V" }) p8 i2 i& J7 ~% a$ E else if( m_nJob == JOB_ELEMENTOR )
) i4 `. y5 `, O* u nPoint += 390;, l" s; a3 t3 A
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
( } n' k) d/ |! C# K2 h nPoint += 120;
1 `$ x: U8 |3 x2 Q else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )) o' P2 Q$ {# Y
nPoint += 150;
+ A" w2 Z2 H, M9 y( U0 g else if( nJob == JOB_FLORIST_HERO )
' v4 j0 w, E, I+ o% V- S nPoint += 160;( L( x, T9 ^0 `* L/ s- j
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO ). ^% w1 e9 f" q1 o i, A
nPoint += 180;0 w5 C' ?. h! |6 I+ m" f& ~2 E2 s+ Y& u
else if( nJob == JOB_ELEMENTORLORD_HERO )8 h3 h* J) k: u% O! l+ H
nPoint += 390;
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% ]/ w# d% e; V9 j AddSkillPoint( nPoint );
, r" _8 H. ^ ]0 g# B m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );0 b K) l6 \, G
m_nDeathLevel = nLevel;
3 U4 w- L. K* g E3 I! ~+ ~#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
- t$ A! D: e& _$ I- \4 c if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 1080 g5 y: Q1 b O4 n
if( nLevel > 59 && nLevel < 72 )
1 {, X5 ?, w; A1 c. c# @ dwTmpSkLevel = 1;! R' @2 p1 W, I: k8 s* k
else if( nLevel > 71 && nLevel < 84 )4 L& A+ m! U: D
dwTmpSkLevel = 2;
$ y& J/ C3 g& S9 A/ [9 w else if( nLevel > 83 && nLevel < 96 )- A& p3 N" ~+ ^
dwTmpSkLevel = 3;; S ?" E) H. T; C0 ^7 t# C* J
else if( nLevel > 95 && nLevel < 108 )
/ l1 j/ O' l5 M9 ] dwTmpSkLevel = 4;
% O5 g! z, l, s else if( nLevel > 107 && nLevel < 120 )/ o- u R- n3 z! ~* ^+ |" d
dwTmpSkLevel = 5;0 Y) O, S* q5 h
for( int i = 0; i < MAX_SKILL_JOB; i++ ) 2 l6 Z6 e/ z) q1 @# \
{ 3 d- b2 o7 k9 }2 o3 F
LPSKILL lpSkill = &(m_aJobSkill);
( E! d$ v: n" |1 {; N0 S if( lpSkill && lpSkill->dwSkill != NULL_ID )
2 _9 _; |& V1 k( E- {7 ~( a% S" H {
; K4 r& c# U/ _5 u$ Y6 d+ d, M ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); % t1 ]- ~5 C H& ~
if( pSkillProp == NULL )( n1 e& q* }, q& y" D7 H4 b: i
continue;
& K/ @ p: C' U5 k4 z% s if( pSkillProp->dwItemKind1 != JTYPE_MASTER)8 x! o& `% z0 V) e% y% [, `
continue;. D! q( }- F% C r
lpSkill->dwLevel = dwTmpSkLevel;" |8 g# x4 p: w6 ?
}
0 u8 P3 F" z# N: n2 ~( {( _ }% L5 S& i+ V2 t5 |
}
2 d4 U2 a- i; Y" [' K& u else if(IsHero())6 E8 E( m# v) ]* r0 M# k
{; ~* l$ L, L$ I5 g) e6 Q9 p! y
for( int i = 0; i < MAX_SKILL_JOB; i++ ) / Q5 [7 n- D! D# \1 B h0 @
{
* }. x4 ~+ b! R" } LPSKILL lpSkill = &(m_aJobSkill);
; u! n1 `% J+ J! G: A; ? if( lpSkill && lpSkill->dwSkill != NULL_ID ): p, g n( H+ i1 m; P8 b( B
{
5 ~6 d% k% b6 w ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
: Y5 D) M0 ^ a) A6 _0 Z; P if( pSkillProp == NULL )
J% Z/ ~. Y% ?5 f continue;* H! _0 o, y9 l* W
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
0 r0 S- E6 o/ S3 O+ e! a3 z continue;
9 y6 e$ l [* p# j1 _/ ~ lpSkill->dwLevel = 5;- @2 _9 n7 `( l. m! H+ O
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}
3 O- E+ C" l$ w) A7 M1 ^$ A v3 D3 Z }
: Z2 W% t. u( Y& |. Y else if(IsLegendHero())
- @5 {# h& W z" }% [9 F- B8 G2 e# k {9 ^/ t- {2 E% P
for( int i = 0; i < MAX_SKILL_JOB; i++ ) 7 Z$ L5 [" b) g* _
{
% \# a* D, ^3 C LPSKILL lpSkill = &(m_aJobSkill);- x \, ?) v) y" R
if( lpSkill && lpSkill->dwSkill != NULL_ID )
1 G* `$ S! O& m6 G# I7 D, y {
2 F, t) v$ {* U, O3 j: U. @0 U ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
) p, C! L( Q- d! s if( pSkillProp == NULL )
- `* C- X0 ?0 v1 a0 F: i6 H7 ?3 o continue;1 `- k6 c% T* Y# \4 M
if( pSkillProp->dwItemKind1 != JTYPE_MASTER), K, a. @0 t1 b: o; b. i
continue;% V0 b! s4 v4 ]! D
lpSkill->dwLevel = 5;
/ F1 I) A5 Q& J }
. Q) e3 m$ p* k) N5 I7 r }" ]( }! }; t2 v
}
% N2 U$ G4 I' @' ~' }" f#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans0 o) v/ S2 ?4 g/ X: f0 e
if( bGamma )) g$ \) P, a& W* N% h) f8 P! O
{
8 e3 g5 `* j) F m_nExp1 = 0;
6 P2 B8 @: t; I5 [" G# m }
- ^; y: }. `% c: @0 F! G: p' }- d1 u- t) y1 ?% V
( (CUser*)this )->AddSetChangeJob( nJob );
+ r# Y. D9 k! i9 L, j8 U( ~7 c g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
' u7 g% ?( G- T: m; q k$ Q, ~( B5 T# ~" w2 X2 C- M) \7 @( X
/ y5 Z5 j4 h4 E H6 L#if __VER >= 11 // __SYS_PLAYER_DATA
; E; X- L) u" [" ~/ x- p% W, |! f g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
7 Z# [0 f; e9 [) X, f2 Y9 \* \#else // __SYS_PLAYER_DATA
9 A* ~4 U# y+ m( o, h! G" g5 \4 m g_DPCoreClient.SendPartyMemberJob( (CUser*)this );2 @% I5 I% z$ O- p" y
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
" S! U! C3 o V4 r* T if( m_idGuild != 0 )
6 @# }' o6 r x1 N g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
. X1 E/ |9 J( e$ f1 l3 ]0 u. r#endif // __SYS_PLAYER_DATA
6 ] ?5 R# V' \2 K$ n" P SetHitPoint( GetMaxHitPoint() );3 Q3 D* F8 R. ]% T- ^* a( I, r
SetManaPoint( GetMaxManaPoint() );
Y- _7 s) ~: u+ j SetFatiguePoint( GetMaxFatiguePoint() );
* E$ x, j& G2 k. D& a5 L1 l$ O8 L if( nJob >= 1 && nJob <= 4 ): M: D* j- d# B- G V
{
: {1 z, H+ t/ _- P/ s8 K; N m_nStr = m_nSta = m_nDex = m_nInt = 15;
3 `: C% J( j" o: [/ I: k% a m_nRemainGP = 28;' ~7 x6 }2 c/ D" w0 N; |/ l
}
+ b- d$ x2 G% m if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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m_nRemainGP = 118;
% O5 W+ d+ G! }5 _& ~ //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
4 t, B7 z+ p+ }6 G) s m_nStr = m_nSta = m_nDex = m_nInt = 15;( O( V1 M8 d3 S! s7 d( q
}
3 ^$ s5 b' D. b% |2 b6 p if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )' y& Y& _! k7 t# L; ~5 B$ \0 m
{; d3 M. e9 o- X7 [7 p/ x! G
CItemElem itemelem;
) [6 N% H. k2 ]+ k itemelem.m_nItemNum = 1;& Q& K" v5 b2 p3 K+ I9 y
itemelem.m_bCharged = TRUE;
; h5 {2 T) T6 o BYTE nID;
) q' d5 q% n& W; {' B n W
' ~4 D) ` h3 m if( nJob == JOB_MENTALIST_HERO )
1 I: X/ H7 i4 a L. ?% N itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;, V6 S8 Z( [4 H
if( nJob == JOB_FORCEMASTER_HERO )
- [( f* |% V) F/ u0 m itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;! ]+ ]5 v7 x1 b6 T
2 U4 }# |8 O2 {6 q
( ( CUser*)this)->CreateItem( &itemelem, &nID );, L& h1 M4 P2 S; x% G* y4 `
}
* J2 {( X( x+ e* H( S6 C g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
; w+ s4 X2 N7 @, j& o; K# h ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );: H" H8 C1 d) s! D" p0 f
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
4 p3 Z/ X4 B, K* q" S. N /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
" f% v& U" E4 X/ b% ?5 x6 j0 ^ ( (CUser*)this )->AddTaskBar();*/1 s# [. M) x& z6 K t0 o+ K' G
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
% p- S; M9 }7 T7 o3 z; L7 v5 V#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?; T4 x# ~7 W7 R% _5 [
((CUser*)this)->CheckHonorStat();
. O/ v D! J2 G4 U* `6 |* A- q# h% z ((CUser*)this)->AddHonorListAck();8 f" _6 Z1 [; ~, m) E* k/ P3 x$ a$ T
g_UserMng.AddHonorTitleChange( this, m_nHonor);9 U& h8 }$ U9 N* f& F
#endif // __HONORABLE_TITLE // ′Tà?
6 J3 o% ^) A; @* B4 T }
! q: ^ d1 f8 y#endif // __WORLDSERVER
: g7 [" `0 n2 \6 j1 c1 ?! b} / } U8 @, H& {6 I) f! v
' G& J9 y/ }0 R" Q( {$ ~然后你进入functextcmd.cpp并添加以下
& x/ Z) y- E% m8 S$ H# ~
% G7 m7 N* z( j8 m. F8 I# }( S$ v代码:
+ R' c4 }& x* r' E( UON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )! S* R( m) `" j- v5 D/ B
下面插入
1 i" U% f5 t- g* v+ gON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 4 k: R- E0 v- N+ P: d* Z
5 j: K: L/ `) H
然后你去7 I/ \6 r) ~! Y* {7 Z( l
" H% p. h# n- Z4 u
代码:) j; Y6 G. F, O" B, T B" {
代码/ j* D# w+ R( b. s8 t
BOOL TextCmd_ClearPropose( CScanner & s ) W/ x7 S" U- `# y9 X; Y* g! s
{
9 J% X6 u$ z e( {+ _, b4 e#ifdef __WORLDSERVER
; g+ I6 Z& }, N0 l! b0 l- ? CUser* pUser = (CUser*)s.dwValue;) n' a# j( c A! Q6 g! f
g_dpDBClient.SendClearPropose();
* }/ B: J l7 {3 W# J1 S z0 h& m#endif // __WORLDSERVER) p2 l: A6 l* Y. M' p
return TRUE;
9 y2 F5 F2 q, s}
+ f& L' a2 ?8 f# ?5 e. w下面插入
! t$ k% q8 O$ S4 N) D) O0 XBOOL TextCmd_rebirth( CScanner& scanner )
7 P) }/ M( j5 u1 ]- S* p{' _" ?/ S3 E- n
#ifdef __WORLDSERVER
: L; M% t& R& p% ^/ F, rCUser *pUser;! i8 P( @6 }0 @+ n$ ^9 M, `+ }6 n
pUser = (CUser*)scanner.dwValue;# c Z9 y0 ]9 }7 S
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())3 Q1 Z' V1 j( S o, o$ X
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
+ P- R! U+ p& T' x! M; lelse. s9 ~, k& R- f) s
pUser->AddText("你还未达到重生条件!");
9 r, O k2 o6 _#endif
' B7 y1 B" P: b* I7 A' ^8 \' L; yreturn TRUE;
( U1 _* U$ K: \% Z( r} ! e+ ]# g5 a/ W! o1 a- G
/ g6 W: E- c! \# O( S9 x. n6 z! L4 ?
4 K4 E) t& L( H E& E4 h2 j/ K! @- i6 Z( G
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