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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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Mover.h
2 O4 `. Q( ?* @0 q, r! z代码: l* z, I1 X9 D. o1 E" c
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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]) F& V" c* k然后你去mover.cpp添加
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代码:5 d, u8 D9 p' M- H" X
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
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#ifdef __WORLDSERVER: \$ G! o" h" D( ?& \, K5 D: k
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó. p: n; {4 t" m6 L# A6 o! i
MoverProp* pProp = GetProp();! x3 L1 U* H# }" N( y
if( pProp )' e. z k. K9 f u8 N0 @+ Q3 C
{" \ c# g+ [8 o5 e" }
if( nJob > 0 && nJob < MAX_LEGEND_HERO )) X- y5 M5 W, r$ p; t8 |# I; K$ i
{
( p' X U+ Y& y6 x1 D @6 J AddChangeJob( nJob );
% n& ?9 \. m" l- a }else{
! e- N# N) c" x7 C# R& n return;/ E, B8 U0 I3 l1 v+ A4 P
}
4 v ^6 q$ b; r" a int nPoint = 0;
+ T8 ]2 }' s) A) e7 z! i6 W if( m_nJob == JOB_MERCENARY )
9 e' B @1 R2 F, O" Q9 R6 z nPoint += 40;# g! W' b1 w4 S: Q% B
else if( m_nJob == JOB_ACROBAT )
$ P* J; r7 n7 ?: [/ G nPoint += 50;
# O# R0 k- g' t" I8 \( c1 f7 o else if( m_nJob == JOB_ASSIST )
+ v6 B% F1 |- O$ b" L N; Q, P# b nPoint += 60;
- w d/ U; h- A0 U9 |+ W8 y else if( m_nJob == JOB_MAGICIAN )
) f; C7 e9 Q% ~* V1 l nPoint += 90;
. F: ?* M, _4 T2 Y! L else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE ) j) ^& K4 O [2 W; d# l- N. [+ n1 q; X
nPoint += 120;
I: E- G" \4 l) {3 D. S else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
$ o. u1 H$ l# k$ e5 o" Z0 _9 T nPoint += 150;2 Q8 t( L8 i5 p5 Y5 y
else if( m_nJob == JOB_RINGMASTER )
6 V$ s0 ^ {. l, H) }$ ? nPoint += 160;9 @, e/ b7 S& z( s
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )5 i5 y! {7 A' f. c
nPoint += 180;$ Q6 J' A: _; V. e" e q5 L+ D4 V% C
else if( m_nJob == JOB_ELEMENTOR )
& V7 }& J1 l5 i) @0 U nPoint += 390;% |3 r! h) N t1 N! T! j
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
' ?! ?; p9 l; D# ?8 P- `2 U nPoint += 120;
7 O4 [: ^2 \; X! e; B2 p3 Y else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )' s L& S: D% m0 ^% {
nPoint += 150;1 Q+ U1 u1 D8 z6 s% I4 \" I
else if( nJob == JOB_FLORIST_HERO ): I! n! a/ D. x
nPoint += 160;
! k: G$ ^0 {/ [* [( n( T) P) V else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
- d$ O. E/ C3 a nPoint += 180;
4 u4 e" E% _: H: R$ o else if( nJob == JOB_ELEMENTORLORD_HERO )
: V' K; C( M* x, _4 C z nPoint += 390;) w5 [% [, ?) \4 [& C1 `* O0 i) ?
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AddSkillPoint( nPoint ); B/ `) H9 r' t8 O
m_nLevel = nLevel;! O* X% ^+ Z1 }9 i8 K
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SetJobLevel( nLevel, nJob );
2 T4 }/ M1 n9 D; Y* i1 l m_nDeathLevel = nLevel;
8 `# ^ I' ~. U; l1 u#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans3 P6 h7 \$ N: R' K4 {* r/ h
if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 1083 R9 M8 B% U: B9 a) j b
if( nLevel > 59 && nLevel < 72 )( l6 h# b/ d6 e [! T. m: o
dwTmpSkLevel = 1;
# Z9 F- O# S5 J0 a: N else if( nLevel > 71 && nLevel < 84 )
* y/ ^+ s, B. L! I+ z; h# B dwTmpSkLevel = 2;- V+ b* K' L3 I6 ^: O7 T8 F, I7 U
else if( nLevel > 83 && nLevel < 96 ). `: F, i9 l7 h; C
dwTmpSkLevel = 3;* V/ u' i# P+ }. O6 s9 l" W/ z
else if( nLevel > 95 && nLevel < 108 )' U' w, E/ y* Z
dwTmpSkLevel = 4;+ p2 e! z) T4 L
else if( nLevel > 107 && nLevel < 120 )' T7 V" z2 h) F
dwTmpSkLevel = 5;% a! C& y0 O. a1 E0 I! @
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
& S( O! _% J9 l& G1 O% m if( lpSkill && lpSkill->dwSkill != NULL_ID )3 d+ l) J0 l3 j4 a# m
{
$ F& l8 n6 V. _6 V Z ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
R! H$ E8 W3 j6 T/ L; q if( pSkillProp == NULL )
, | ^ @- f( Z2 k4 K9 v$ P8 D continue;
1 \' p0 L- ~# [% z3 Z8 B+ t if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
1 p$ U8 G# R2 b3 V7 h continue;
% u* M6 [8 _8 U$ ?! G lpSkill->dwLevel = dwTmpSkLevel;; `6 c0 H A7 t2 w# |4 u1 H
}
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}
6 N" z7 a8 N1 G' C$ e! _6 m else if(IsHero())
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% \+ e1 J/ r: p. h for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ e" K( x/ q* v- O" q. i4 Q: M6 \
{ % L* T! d3 L" f. l" C
LPSKILL lpSkill = &(m_aJobSkill);. M; j3 T) ~* U8 d% r% p
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); C3 _& b. C. F+ K/ G) Q& v
if( pSkillProp == NULL )
& B+ N. N4 Y& d7 z" Y S continue;
! g" [" ?# G5 p3 K4 s D: E if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' | a6 T0 |, Q8 L/ ~
continue;1 r1 Z- A2 V& D! C1 s, E1 q2 i9 ~
lpSkill->dwLevel = 5;8 Q( i9 V- E5 Q) V
}
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- d4 T- w1 Y( o }
. |- G- I, S6 A, Z- f8 B else if(IsLegendHero())
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2 g* }7 I8 g7 X for( int i = 0; i < MAX_SKILL_JOB; i++ ) # V- e+ R5 c7 P
{ 8 S: O* h# i* O0 h* h! [4 [; z
LPSKILL lpSkill = &(m_aJobSkill); H8 Y9 l8 s( j+ D
if( lpSkill && lpSkill->dwSkill != NULL_ID )) L* y1 y4 O2 p9 V& K& Z! Y$ i
{
6 h1 C3 B# C9 u: ?& s ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); * n2 P) Y' M! c) @' P, p
if( pSkillProp == NULL )( A# g1 ?, p5 y) r D
continue;8 G- x7 ]& E2 \. M0 B
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
4 w, x8 Z F% x9 i( q& r continue; ?% \0 B8 ^- T& t
lpSkill->dwLevel = 5;; K5 C& q8 r: `, ^/ `; r4 p5 U
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans; D3 I2 z! |/ Z8 m) p
if( bGamma )
3 s( T: f/ T$ Z) d6 G `7 t( r {
/ G4 g5 @, w$ N1 K' E3 y m_nExp1 = 0;! _; y; M3 O2 [; r- T
}
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( (CUser*)this )->AddSetChangeJob( nJob );' I- r: D2 J5 N; O% s
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );- f$ z) f- @1 ~8 a! M0 \8 ]4 v
# K+ @0 h, e) z9 j
. K+ e" f) s: [8 J H& D# a#if __VER >= 11 // __SYS_PLAYER_DATA+ D2 m2 j3 F4 t& ]$ `4 t
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
% W: f7 Z9 L# `# R$ Z2 W) @#else // __SYS_PLAYER_DATA" [2 U( F* W' d b+ {0 h. x! l/ s) P
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
- I' \4 }, |' X% t* @: Z% |) W g_DPCoreClient.SendFriendChangeJob( (CUser*)this );+ ^) ?, s7 k$ ?5 D8 R
if( m_idGuild != 0 )
2 i2 U8 k. H# s$ _* X( D6 Q3 U g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );3 O, i [2 v* {6 t; N7 \; h6 _
#endif // __SYS_PLAYER_DATA
2 n4 ]) ^7 P5 Q' b2 K4 ^( P$ L R SetHitPoint( GetMaxHitPoint() );4 x$ k2 p0 M% m* N: t) v
SetManaPoint( GetMaxManaPoint() );
& z7 I, I: N# f( z! b/ [( u# Z SetFatiguePoint( GetMaxFatiguePoint() );$ ~4 G" y0 ]7 R
if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
8 ~/ ^# @2 m* Q m_nRemainGP = 28;9 W" ~" Y4 Z/ E( ~
}
0 j# X7 W# _2 ]% S2 W0 k if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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0 f) w2 u7 h, X m_nRemainGP = 118;: y. T9 X4 f0 T( W
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
' C! O1 I& r$ h" H! H m_nStr = m_nSta = m_nDex = m_nInt = 15;; F6 L2 e$ i S
}2 f3 C' x/ i* d0 b
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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. p. V. s% [8 P0 n7 B CItemElem itemelem;% u1 j% b" U( ~% y4 j. L* e
itemelem.m_nItemNum = 1;
8 ?3 N1 D2 [) p$ K itemelem.m_bCharged = TRUE;
6 U, U& [) d( ^8 ]! D BYTE nID;3 \' k1 V8 G% b0 n8 l. O- K( e, \
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if( nJob == JOB_MENTALIST_HERO )
& s9 R9 M5 c3 M. f/ j itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
; N+ x. X3 Y% [; j if( nJob == JOB_FORCEMASTER_HERO )
& ]5 u& w' G0 l" y" W. a/ @ itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
8 {# C' f; A* v7 ~
d6 B# c$ c7 e! |* d- ?3 q ( ( CUser*)this)->CreateItem( &itemelem, &nID );
0 E2 c8 {4 s; J$ @1 M% Q& W }
- L% s; h0 I# v4 E g_UserMng.AddSetLevel( this, (WORD)m_nLevel );: s$ L1 e9 o" V) h
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );6 ^! T7 B5 u$ C
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
7 y+ ~# I/ j7 h, q9 Q$ n /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
: Y- [# @" d! r8 } ( (CUser*)this )->AddTaskBar();*/( o6 v1 l* s# y( a
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );- L' j! o+ b! C+ U) [7 [# ?
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?% c: ]+ K+ ]9 N, M7 l( S
((CUser*)this)->CheckHonorStat();
* c. [1 n9 `( V# j, \8 g, p/ K5 a$ X) f ((CUser*)this)->AddHonorListAck();; |! W2 ] w, _% g
g_UserMng.AddHonorTitleChange( this, m_nHonor);
5 i% K3 \" v, k/ A# |; x1 _#endif // __HONORABLE_TITLE // ′Tà?
/ S3 U( {) [) U) K: V r4 u+ g) T9 P& N }
1 r R! K4 H* }, Q# l#endif // __WORLDSERVER
% W- J; F$ x; t6 ?1 E}
2 o3 f% T9 q* z) x& U" h* g) Q$ ~% s( i( Z, V! J @# y/ V
然后你进入functextcmd.cpp并添加以下$ N! a% _* g5 d
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代码:0 N# L7 R9 D* F# R" a* C: A3 {6 ^
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
& [, \$ z H3 x. T' a+ \下面插入
7 w9 J: B' d- c9 kON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
! w' L, J9 t5 q' |3 \; u
8 ^) }, D9 E8 \5 ^然后你去* ^" h. k. O1 W7 S' d% x: ^
2 o, ?3 b; a- B# S- c$ f
代码:, w4 e+ Q$ A6 X
代码
b1 _7 x1 |8 o- L9 ZBOOL TextCmd_ClearPropose( CScanner & s )# b2 X# t5 `' q% P0 R0 R
{9 ~0 n( B9 e0 ] o9 O
#ifdef __WORLDSERVER
# I% t' e# x, e: X& P) L CUser* pUser = (CUser*)s.dwValue;2 p: M3 l0 R' u- _' A; }" X% D
g_dpDBClient.SendClearPropose();
# g# |- x, Z" m4 O#endif // __WORLDSERVER
! n* C) ]+ G9 o/ E9 U6 Q3 k& { return TRUE;
7 M6 x6 C, r; q2 F}- C: L" `( _" Q" m$ w
下面插入3 k( I$ C* k: E
BOOL TextCmd_rebirth( CScanner& scanner )
6 ?* g; ]$ g& g* I7 f/ r{: R( J7 i7 _, g' k
#ifdef __WORLDSERVER
# R% P L' E! A7 y* C" ICUser *pUser;8 D( h- I; x# K% \7 P: }" {& ]3 j' i
pUser = (CUser*)scanner.dwValue;
2 S1 r# C7 j) R8 ]if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())' k1 Y- f r1 G+ s1 A: d8 m) `
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
$ s" `5 N. d3 j( u9 aelse, W7 A3 q! y8 Y' i, @0 y
pUser->AddText("你还未达到重生条件!");% I" X3 [- g! P4 P s- e
#endif
1 {: R* P" y/ a8 w% Y* Kreturn TRUE;& A7 \5 ?4 Y# m; D' Y" J/ _9 O
}
# k# U1 j& ^( H% x8 U0 `$ A$ w5 m9 C( L
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7 `- c1 \( D P+ M7 b! b F5 b
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