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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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5 X& y' y) V4 p. i1 J$ I" u7 o' OMover.h
0 ~5 b4 Z4 N3 e( `: S代码:
2 O1 _* H6 k0 v* E% R7 F. L找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü4 `2 l. j/ c) h L) W# v' \$ K
/ U& {" R& V7 {; t" L下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; / g/ H/ f9 w/ t7 W: b" P
# |3 r+ s9 p: R( P: p
然后你去mover.cpp添加& |/ |8 |) Z, |# G
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代码:
. Q- U7 v% h) T& tvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )3 |4 _& E& p0 b# n. y
{7 l1 h* p5 U! ~) C
#ifdef __WORLDSERVER
+ n# l1 k" m6 l& {! n, g" K! m4 A2 y // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
8 T0 }) {$ n2 l, p) j8 V MoverProp* pProp = GetProp();
H' L# P) \3 [3 P& C; U if( pProp )
' C; O. S% c2 v* g' ~0 x8 R; @6 A {9 H# G; V0 l( r! w( ?
if( nJob > 0 && nJob < MAX_LEGEND_HERO )
4 N/ B" Y4 L0 S* ]2 q! o {8 i) y& ~0 ~/ d+ |* ^0 Y9 w& A2 v
AddChangeJob( nJob );
: o3 `+ c. B$ g5 Q: N }else{
" e9 g' u( _& g5 L+ p- r2 S return;
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int nPoint = 0;
# I' u4 \' [; u7 J; z! Y0 {6 \+ Q if( m_nJob == JOB_MERCENARY )
. [, K5 C n# n nPoint += 40;
+ u) A, E1 d% k1 i3 W else if( m_nJob == JOB_ACROBAT )
D& {# t: D5 \, b# d( |: O nPoint += 50;/ q l. h1 W- r7 s7 b) X
else if( m_nJob == JOB_ASSIST )
) \4 w3 T/ I3 K! | nPoint += 60;
- ?) M5 Y' _4 U3 V2 U" w5 F else if( m_nJob == JOB_MAGICIAN )
* \" |. f8 d0 a" N6 f2 p! H, Y1 y nPoint += 90;, j- c' y" |' k- |) X# b
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
% y+ _/ g) c8 c) E) X! s" [$ o* ] nPoint += 120;$ b5 T! ?1 p8 Z+ f9 X
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
/ |( s& M# J7 e/ Z1 X nPoint += 150;
( a5 d+ H" }6 D else if( m_nJob == JOB_RINGMASTER )
. F5 n' u1 e2 `* u; m5 N- p nPoint += 160;
4 L8 [5 q0 q/ L( N, k else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )9 k1 V+ t( _ l+ J/ G5 _
nPoint += 180;
+ z) l& E' d$ i4 l8 t else if( m_nJob == JOB_ELEMENTOR )* G( @3 {0 j1 L4 Z- p! b
nPoint += 390;
' [. T4 {1 Q, B# c+ u& m else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )# B$ h& i C* a) g+ U7 v* X
nPoint += 120;
9 F! m& V( \7 T0 F2 U else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
7 m* \, F. b6 u) m0 q; b2 A4 V, B nPoint += 150;& o' p! k# t5 Y* G9 a4 D2 I0 Z* i
else if( nJob == JOB_FLORIST_HERO )
2 f8 `, d6 _5 K nPoint += 160;
) r8 F+ E, W$ {: `0 r else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
8 h2 H3 v3 Y- ?7 G# A nPoint += 180;" g" g( [- F$ H* E
else if( nJob == JOB_ELEMENTORLORD_HERO )- z8 F+ k4 f2 U) {
nPoint += 390;
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AddSkillPoint( nPoint );+ C* _6 S# h, D
m_nLevel = nLevel;# Z; D7 t- R7 k' o8 G7 F8 n
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SetJobLevel( nLevel, nJob );/ m/ i: |! I0 H0 p, ~4 J
m_nDeathLevel = nLevel;
: f+ ?# {5 ~+ D0 L% F/ p( u! }#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans& W) m) G8 K9 A1 |( F! |/ ?' y% F
if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 1086 i& W3 ^% | G* \4 ?) P
if( nLevel > 59 && nLevel < 72 )
/ J2 w& d7 R$ B+ }1 D5 P/ V dwTmpSkLevel = 1;0 `! J3 e @$ S* R) J3 d
else if( nLevel > 71 && nLevel < 84 )9 j' k1 M5 U" b8 Q) s
dwTmpSkLevel = 2;
0 M& N; T& N" z( c8 w6 r: n$ Y/ h else if( nLevel > 83 && nLevel < 96 )
+ K. g5 I, V( B7 G$ | dwTmpSkLevel = 3;
3 g7 _5 l. }7 j0 @ else if( nLevel > 95 && nLevel < 108 )' ] k' I. v8 j6 d' Y
dwTmpSkLevel = 4;
( q1 F7 l1 B% C( A4 K4 s else if( nLevel > 107 && nLevel < 120 )
! x4 `9 T( x: s dwTmpSkLevel = 5;5 J2 G7 M! @! \1 C! C, g9 {
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
3 L3 f% a( ?2 G- O if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
" s5 ~9 N; M L2 @1 L% ?6 b if( pSkillProp == NULL )
9 X. \+ Q: W5 v6 l6 ~ continue;! ~ I0 q1 o6 A
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)$ y6 i1 {' d, s# x
continue;
, l0 Z7 V, K5 O lpSkill->dwLevel = dwTmpSkLevel;' O/ F7 r% w* f7 [# P
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}
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else if(IsHero())' o! D1 t, y* O0 q
{
1 G7 x0 k6 r, z W for( int i = 0; i < MAX_SKILL_JOB; i++ ) " w: S6 w' R3 e
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LPSKILL lpSkill = &(m_aJobSkill);+ i9 i8 a. R+ h" O' n3 A0 ]
if( lpSkill && lpSkill->dwSkill != NULL_ID )+ [ p- B. a( ]" K+ a. ?! `
{
$ D$ a8 X8 N( s" ? ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); - ^4 N' v% }- o1 W3 t, X5 q
if( pSkillProp == NULL ), L( r W* u# G' Q& E4 b
continue;4 g3 z9 x; `0 ^! F5 m
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
% ?. D; O U: h8 U% n' ^: q/ t- A- U continue;- m. Q" N2 b5 w6 [
lpSkill->dwLevel = 5;0 y* J+ I" }5 R4 q! b
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}
# j1 s( X0 z! [. G( k6 y else if(IsLegendHero())
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4 i2 o. Z: ]. D# f for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
6 Y* ^9 X. V' C) x# S- Q; y% Y if( lpSkill && lpSkill->dwSkill != NULL_ID ), j; g6 G+ M6 W0 \9 p. p
{
# j& }$ `/ S6 }6 R2 `; P ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 4 C6 w3 i( o+ X9 K% Z' f a& g: q7 H
if( pSkillProp == NULL )
5 x' C O# o1 d( w continue;
% j1 B1 }# ~$ a if( pSkillProp->dwItemKind1 != JTYPE_MASTER)1 v7 C# t. h1 y! v: w
continue;
& Z5 f2 g& _( p" V3 i) R) V7 ` lpSkill->dwLevel = 5;; c0 g9 u( C: ~5 K! f; \ W
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}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans6 ^: n; S g& }
if( bGamma )
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m_nExp1 = 0;
9 A% S2 a4 a/ m" j) M }
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+ ^5 [* G( L/ J ( (CUser*)this )->AddSetChangeJob( nJob );
8 Z" y4 V { [: D( E g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );% [; \ ^1 j2 D/ a( H2 ^, f! I
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& H" w T! Y% N: t; W1 c/ b$ g7 T#if __VER >= 11 // __SYS_PLAYER_DATA
3 x, {$ V: p6 Q) x$ f5 f g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
2 G4 g) W" I$ _' L; h#else // __SYS_PLAYER_DATA
+ G! [# t' X c g_DPCoreClient.SendPartyMemberJob( (CUser*)this );: H+ y2 A8 _& W4 o& m) s$ a
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
8 K! X% |, O: }! z% P- `6 f! K if( m_idGuild != 0 )
4 c6 J0 m) X# ~& Q, p4 a3 m8 M g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );' X3 W1 H( d5 M
#endif // __SYS_PLAYER_DATA9 |0 j S- P! ~; C. Q3 {# K
SetHitPoint( GetMaxHitPoint() );! R3 l0 Q5 _ C$ r
SetManaPoint( GetMaxManaPoint() );2 F" L2 q/ {4 M3 x* O
SetFatiguePoint( GetMaxFatiguePoint() );
: R* z' W: z0 e+ b3 E3 t( j if( nJob >= 1 && nJob <= 4 )
& v- y7 y8 c: b9 V2 M- @$ q2 | {
' @- S2 H2 C( P0 F9 s7 k m_nStr = m_nSta = m_nDex = m_nInt = 15;
- O0 i6 q% I( h& K" C+ P. L1 y2 M m_nRemainGP = 28;5 c3 B0 `6 h3 }; k0 E% r. k
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )* l- |; E% O. d7 w& A7 |8 X
{/ z$ u8 o/ S0 ?5 o) T4 A9 m
m_nRemainGP = 118;* P J2 h2 b6 C' c4 _. M$ j
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
# @( r/ d, }" E* S; \5 H m_nStr = m_nSta = m_nDex = m_nInt = 15;
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )% B6 _ D) y. N0 I
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CItemElem itemelem;# X2 t( T& z) z, m
itemelem.m_nItemNum = 1;+ I+ c( A2 I( `6 E! k, b
itemelem.m_bCharged = TRUE;
# f3 f# ?/ X5 D BYTE nID;$ F: ^0 y7 H; j) g5 L
" v( Q6 k6 d2 l9 B% @, V9 s if( nJob == JOB_MENTALIST_HERO )
- @ x/ r1 r) O0 R! o: y3 U itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
6 X u( I1 ?" B1 Y6 ^& c. s: F if( nJob == JOB_FORCEMASTER_HERO )
& C4 d! Q# N$ j7 ~ itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;0 P d! i4 E1 e0 S! v
$ ?3 | V. @+ e ( ( CUser*)this)->CreateItem( &itemelem, &nID );( D& D, {6 R V) A# R5 L2 h3 e
}1 d1 G5 z, Y; z: f
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
' ]/ s5 }" U o& q0 J) M ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );( n, L6 N! _9 D$ p4 _4 e& `
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );. s' A) X+ [+ c# h4 p
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );5 p9 q* A( F2 ?' H9 R- Y
( (CUser*)this )->AddTaskBar();*/
5 w* t: b1 B9 F3 J* O9 ~% S ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
$ Z6 g5 y8 o; w$ a#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?2 x O) O; O5 M6 p2 b
((CUser*)this)->CheckHonorStat();1 l% i% q1 w3 D. o1 F. ?
((CUser*)this)->AddHonorListAck();. z0 D1 T5 ~0 g
g_UserMng.AddHonorTitleChange( this, m_nHonor);. k! |) M% N. j
#endif // __HONORABLE_TITLE // ′Tà?
1 n# c* W4 T9 T! m: ~8 k* T* V }
5 B9 V5 Z: V' P' i3 Z1 S* X) P1 W#endif // __WORLDSERVER
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. S- U! U+ _# `; |/ \+ S/ O然后你进入functextcmd.cpp并添加以下
1 c1 X6 U5 H, {( m/ h( ~7 @. @3 m; n4 u9 d1 E( d P: Q' t* P; M
代码:
# |, x4 G2 i6 h, {! W; B EON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
* j3 s0 o$ X' w; e下面插入
$ Q+ q' V# I) E2 {. W' L8 fON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
# G1 e$ n7 T5 t! I4 u) @" y! S0 T, |7 x. B* D4 T' O( [) f0 I E
然后你去
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' f. V( l$ Y! A" g! ^) m代码:/ N; O7 M, x+ J4 R# Y
代码
. c9 h+ p( G, U$ {BOOL TextCmd_ClearPropose( CScanner & s )
" e l6 v( T9 z L' L{
: m% ]7 L2 Y6 {5 u) z#ifdef __WORLDSERVER
! T# b8 Y& o' D6 [$ v' v CUser* pUser = (CUser*)s.dwValue;
. N S9 R+ c) f g_dpDBClient.SendClearPropose();; }5 j$ V' E& G0 F, a q6 @
#endif // __WORLDSERVER
- W! `; C) Y6 V) E+ ~ return TRUE;! B5 W( n6 y" G4 W" \
}
# C! r/ p. @1 M) C- J! q下面插入
. t% Q* H+ ^/ P8 g' R8 GBOOL TextCmd_rebirth( CScanner& scanner ) l! D+ y# d6 ^! K+ |- a" D' m
{
2 }* c6 d; @; S/ _! E( l#ifdef __WORLDSERVER
$ T; _" W# J) D! ?5 _8 m1 zCUser *pUser;
* B, a9 ^+ E' P" DpUser = (CUser*)scanner.dwValue;9 W$ S. g# `- O* y) b: b; B( q0 g
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())" }& C! `! B% U
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
/ A+ A& v0 O' b4 ]" j1 F; selse
' }. Y# }4 f9 h# WpUser->AddText("你还未达到重生条件!");
6 G2 a5 E( p( f#endif
4 r' C' _) d# Y3 y7 O' `4 ? r/ c/ @6 Freturn TRUE;
: }" F7 m! y. W, e% t0 F} # @/ r8 ^& q/ ^; ^. I i
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