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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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. r# d J4 {: vMover.h
4 y% ?; N3 j9 V) S& g代码:
# P: i( k8 m7 n; W" d' [找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
4 c2 z& s8 i& t) s4 y) f$ g: |9 O# Y3 `: o, Q6 E9 X6 u# c
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 7 c8 a" J9 \" d u8 Y$ ?4 q( e6 `
! z( |/ f4 u6 _5 c! b& ]: r) a) Y然后你去mover.cpp添加
; |$ Y" v7 E4 V q4 \- q. ~" @6 Q1 W! Y
代码:- E' K ~8 J. P! L8 F
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
8 m" {! B h) m9 G+ c/ `; N" E4 [! `{
6 h- n, f. j. M" d6 |& Q2 n) ]#ifdef __WORLDSERVER
# Z5 {7 k/ k" k& h( t // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
e# D1 f* F% ~4 R% D7 N( ?" \ MoverProp* pProp = GetProp();7 R* n# k# ]" F8 F0 R5 s8 }
if( pProp )0 P8 W% g7 r! w X/ s
{
3 O( ?# L' ~3 A2 u if( nJob > 0 && nJob < MAX_LEGEND_HERO )
5 K8 w8 y7 V. n {
' o7 u6 [ s& K AddChangeJob( nJob );3 g5 t. @) f5 K, z W- O: [
}else{! ?. }- v5 |& ^7 {7 S
return;
+ j: h6 [! U" S }4 f2 s/ t3 n ]
int nPoint = 0;
3 H/ ?2 m; k- T8 {7 m if( m_nJob == JOB_MERCENARY )% g$ i' E" T' J
nPoint += 40;$ J! j4 V: ~! i: x% W
else if( m_nJob == JOB_ACROBAT )
0 I' ^% c/ T. k6 f nPoint += 50;' O& U# z3 G' i' q: J0 K. O
else if( m_nJob == JOB_ASSIST )
4 m# Y3 r1 i d! s! K T6 ? nPoint += 60;+ q8 O. ]$ N e5 i t& U
else if( m_nJob == JOB_MAGICIAN )( S7 T; F6 n. X: E
nPoint += 90;
" \4 D1 Q, K0 d r else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
8 E& G8 T9 o% k+ ?' u& W nPoint += 120;
; i; G8 h% d# P else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
[9 }# d' V8 ]+ U2 h0 a nPoint += 150;% S x$ E. X, P# M9 D2 V
else if( m_nJob == JOB_RINGMASTER )) C. g) t l% j! u, _2 _* P) e
nPoint += 160;
- m# [: W$ \6 l) ` ]3 r9 D else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
7 A \6 h' ~' ]2 T4 j nPoint += 180;
7 A. n, C3 A0 L, }) _1 _! g% E8 B0 G9 g else if( m_nJob == JOB_ELEMENTOR )3 m) v, A- w# {) z ?- r" x
nPoint += 390;
+ |9 Z: } k; _& d: w1 [( K4 J" E else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
& l t" V# W7 K, L nPoint += 120;5 v2 x3 Y, }) w& k! N/ M4 V2 p
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )! L2 w) B3 e5 ~' T% u! [5 L) ]
nPoint += 150;
* x6 h0 }/ a: Q0 H! j% a1 A& V else if( nJob == JOB_FLORIST_HERO )4 w( L7 d( b7 b1 m, ^3 ~
nPoint += 160;% n _( V; G) }: P
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )1 n8 `) L9 ?- m
nPoint += 180;8 d+ f+ T V% j, j
else if( nJob == JOB_ELEMENTORLORD_HERO )
+ f9 S' _2 U& K0 @3 ?2 s/ ^% Q$ v- ` nPoint += 390;7 h8 v" ^" {/ b3 ^
8 c* I8 M2 ^( Y AddSkillPoint( nPoint );
H6 s2 Z& {5 d4 r% r* \+ N5 y m_nLevel = nLevel;* R) c. g N( v* {
9 _: }' {6 g. L. u/ v W5 ~ D SetJobLevel( nLevel, nJob );6 U! S: H6 D) R
m_nDeathLevel = nLevel;
" Q5 w6 o4 T3 ?# A; v1 {#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
+ I9 ]) ]4 O3 X/ W if(IsMaster())
' L- ?+ B- S7 `2 I' k% K {
/ f1 b8 |, {" D9 s4 Z/ i int dwTmpSkLevel = 1;//60, 72, 84, 96, 108# ^6 K# n0 u/ i; \4 k2 B
if( nLevel > 59 && nLevel < 72 )
% J5 I( i# R" ^9 j8 ?: z. L dwTmpSkLevel = 1;
) h6 G3 W7 Z: `$ y5 y* z else if( nLevel > 71 && nLevel < 84 )% I7 P2 c2 d8 ^% E% i+ o5 i
dwTmpSkLevel = 2;
( g1 h2 G3 }. {5 B! l0 G$ ^! f else if( nLevel > 83 && nLevel < 96 )* v- M0 @# l. f& u7 U% i0 [
dwTmpSkLevel = 3;
' I* h* N* t+ ]) b4 P else if( nLevel > 95 && nLevel < 108 )- U, t. s- N1 z# q8 N
dwTmpSkLevel = 4;
7 T1 a, \' t% o9 N( { else if( nLevel > 107 && nLevel < 120 )
% \. A& \8 i4 R7 |: W9 N, k# J dwTmpSkLevel = 5;" ^0 m) w9 r% e; [
for( int i = 0; i < MAX_SKILL_JOB; i++ ) # ^# u @+ L2 Y, q
{
2 K7 }# n8 A2 H- v LPSKILL lpSkill = &(m_aJobSkill);" k/ ~' W* |! R/ L
if( lpSkill && lpSkill->dwSkill != NULL_ID )1 W' m( k* y" T
{
& |- e5 k3 o/ \ ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
5 P! b2 J" I% b s if( pSkillProp == NULL ): Y8 ?/ ^% t+ x: K* x
continue;7 I, M1 w/ L3 x. J
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)6 i4 u8 c5 A6 v% \
continue;) I: Y6 ^! {0 r/ [& ?: e$ z& W0 b
lpSkill->dwLevel = dwTmpSkLevel;
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}
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- m3 U# M$ I( ~/ b, o0 s) S else if(IsHero())7 B: ?) q4 H- \% J+ @3 `7 p; @5 j! b" u
{+ s( J& n6 |% j. M
for( int i = 0; i < MAX_SKILL_JOB; i++ ) / i, N6 a& n' h& Y' s
{
- q0 U7 m8 m' [. M LPSKILL lpSkill = &(m_aJobSkill);! ^0 A; j1 F! D1 O( ]
if( lpSkill && lpSkill->dwSkill != NULL_ID )+ U2 i2 {5 f) p# b8 L/ q3 |
{
5 S$ P- } a; k3 u ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ; L% O: S: A1 R: a
if( pSkillProp == NULL )1 O* g$ U, Q, C9 ]8 y5 V3 {! `" `
continue;. \; V: d4 ?! Z5 Q
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)9 R4 C7 b1 C B: ~0 e/ D
continue;8 i& c' g: I6 \4 f, u) t+ _* ]
lpSkill->dwLevel = 5;
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else if(IsLegendHero())
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4 Z' K- y) X v$ X7 C. X for( int i = 0; i < MAX_SKILL_JOB; i++ )
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' {# b1 V$ d, O0 [ LPSKILL lpSkill = &(m_aJobSkill);
}$ l# X" D, b0 a+ g; s if( lpSkill && lpSkill->dwSkill != NULL_ID )
# @: Z$ w; r3 d; c- I {
8 {* |5 @* O! _7 P% I ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; w+ ?( M% E8 [3 D& l4 O if( pSkillProp == NULL )
+ o8 L* @9 f$ L9 g3 _ continue;9 N9 b9 p/ D, Q! ~7 s" R
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
8 ^3 ?1 ~; t2 U! H) y# U, s: z continue;) K+ ?; J% H. Q5 o, A
lpSkill->dwLevel = 5;
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
# Q: V9 l b" N if( bGamma )" |9 _6 h3 k) ]/ R' b
{9 R9 U4 y, a$ t6 N7 W2 m
m_nExp1 = 0;
0 u- `; `* ]* i, Y0 N! G }( |, m& g3 ^; x3 ~3 X7 e* _" _
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( (CUser*)this )->AddSetChangeJob( nJob );
3 x T" V5 @% X% v) K* ?! Z g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );" X$ u. ^8 \( A4 H: c1 G
( |! g- l4 O: M$ C" k6 m8 F& i
" F6 G9 o( z9 v# ], n#if __VER >= 11 // __SYS_PLAYER_DATA7 O ~( [7 U! ?
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
" v5 }2 k9 {. \/ Y& v4 \#else // __SYS_PLAYER_DATA
% y" P' x c! V. a% ~4 o g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
; i% ^2 m7 L# p$ @. | g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
5 f" k$ b+ C& d. D if( m_idGuild != 0 ); o! M: \9 Q1 e7 \, u" F
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
9 c9 n5 b% v8 a3 N% c, F#endif // __SYS_PLAYER_DATA$ h6 |* _! ?% Q4 y
SetHitPoint( GetMaxHitPoint() );$ \0 h6 M4 U9 x8 l9 D
SetManaPoint( GetMaxManaPoint() );
7 ]- A, m1 a: w. _* y! ^' d SetFatiguePoint( GetMaxFatiguePoint() );
/ d; V, B c+ n+ }/ V# t9 Y if( nJob >= 1 && nJob <= 4 )! k. G, a5 I4 K- Y, e) W# e
{
& U( i/ P+ Y" k, [( e m_nStr = m_nSta = m_nDex = m_nInt = 15;: M7 U2 A- T8 f) _ a. S" P3 D4 n
m_nRemainGP = 28;; E/ W; v7 d$ y# s* o2 M
}, E( C1 a% k$ b, w% u: H$ A2 ]# s
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )0 Q" \, o6 v# \
{
x3 p1 h/ b" `6 E, q m_nRemainGP = 118;
4 n8 _, ^0 d h; w //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
% |, \+ D/ T% e! ~ m_nStr = m_nSta = m_nDex = m_nInt = 15;( a: Z4 w: o" J' _1 |
}& y7 p) g3 L/ J$ V8 {
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
4 I9 f2 D( t4 D- f5 u# E {1 A% ?: b, e( q$ t& m3 r& T# @0 t1 {
CItemElem itemelem;0 q% R/ W0 O7 _3 ~5 O4 l
itemelem.m_nItemNum = 1;
* Q# b- C% z6 p5 v; J itemelem.m_bCharged = TRUE;
: I+ s$ s# r# @6 y: G BYTE nID;2 F- x. e/ X: a$ e: b. I5 l$ Q1 C
h8 a1 i2 S. M3 J6 m
if( nJob == JOB_MENTALIST_HERO )
% L+ f9 |7 h3 A5 m itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
: s6 N" V9 V$ F- k if( nJob == JOB_FORCEMASTER_HERO )
; @3 S! b9 ^& L& r; o itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;0 _2 }: Q- C4 C6 {0 V. u! b
: K- C, \5 w' ^( k4 W$ d- X
( ( CUser*)this)->CreateItem( &itemelem, &nID );
: J0 W: D% e4 H, a3 N& n }
9 ~$ l5 A( ~# d5 f5 K0 e g_UserMng.AddSetLevel( this, (WORD)m_nLevel );( p, X; Q0 D% J* {
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
& ~% w, q0 V r1 J) e. j ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
& ~6 U- [7 [: m, ~" V. k$ O6 L/ @ /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );/ I, y$ ?5 W- J- y: Z
( (CUser*)this )->AddTaskBar();*/& ?4 [+ {0 u8 Y* Y: B
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
8 k6 k# n S, B, R8 p; U4 F#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
* @% j7 L! R0 W* L ((CUser*)this)->CheckHonorStat();" [$ R2 s# Y: G) T/ }% l
((CUser*)this)->AddHonorListAck();
8 N- o9 O- b0 u- A3 ? g_UserMng.AddHonorTitleChange( this, m_nHonor);
! ]1 v8 d1 b0 Q; K, Q7 q& G( q#endif // __HONORABLE_TITLE // ′Tà?
9 p, L! X+ E( V: a8 ^5 L }
" [8 \; y2 h$ n8 C% W; C* J#endif // __WORLDSERVER
6 `1 X" @( N. Z! R; }" Q6 Y}
# c. a7 @2 c t' ]; g! _& r
- F- J; ]2 t, ]6 `# i7 l- {然后你进入functextcmd.cpp并添加以下- z% D! ^, ~+ R& L' a; f' T
2 q% f i% l# q* T' q* q3 D( j# ~8 Y+ [代码:
: _- Q, K6 a( U9 R$ qON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
$ E, J: D0 l4 [ V: G下面插入
. b* j5 H, k/ `5 i, E) d7 w5 MON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
: |" H, L& ^ C4 ?; G, e* R, k5 a& T; I5 b$ h+ [5 F7 d5 F# n
然后你去! @& L( a; p' v* M- a" J
$ D* C; `; P0 I/ J: o
代码:
1 {0 I* K2 z, Y. t- D# O代码
. M0 n/ U" a6 [0 f4 w) m f3 gBOOL TextCmd_ClearPropose( CScanner & s )
5 o: ^2 R0 ~: r9 X{
* ~ `& }) g+ }3 ?. O#ifdef __WORLDSERVER3 {# B0 G% e9 \0 f+ E
CUser* pUser = (CUser*)s.dwValue;# A, Q/ f" D5 ^8 Y! O; c( w: l+ m
g_dpDBClient.SendClearPropose();
8 }( r9 }5 v1 f7 m' x8 R#endif // __WORLDSERVER
8 W# z2 j* ?! o6 N$ q return TRUE;/ u, B4 I9 T+ G( ~
}
8 h4 Y* x$ Q, Q \下面插入
; _0 h7 e* \& |; t) D3 J7 {BOOL TextCmd_rebirth( CScanner& scanner )
1 j9 y# P& g9 r$ |# N{
0 ]; L" t7 O; M4 [1 m#ifdef __WORLDSERVER
c6 b( r( H" G. s9 t+ aCUser *pUser;
# z# ^' {# m, OpUser = (CUser*)scanner.dwValue;5 e- f- d0 m- N2 h
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
# o9 @3 P2 s% Y2 I' apUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
( M' d) {, G0 {# T: f2 d: f1 _else8 |+ h a. \" [6 @+ ^$ R m
pUser->AddText("你还未达到重生条件!");
+ i, O# ~- Q; t, o: e* N#endif9 V T7 l' [+ _7 s# h
return TRUE;2 k- A4 Y" G/ f; S1 ~7 K* o
}
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