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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befehel3 j; r+ |" m/ O' S" U. A
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Mover.h# l0 j$ M+ V0 W% q& H' o. c6 _
代码:. ]2 `# B; z( }/ _( @
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü: ~5 g+ x C( Q! b, Z, b
/ q" q2 {* [) t8 J# L ?下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; - u N7 i) ^# \! F5 y' J. U
. |; \' z: W& ?& A然后你去mover.cpp添加: C0 I9 ?& v2 l) b
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代码:5 v. b. D$ X( U
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
, ]( G' K" [% a ] m, h* S( C{
1 D/ u3 x$ d5 m" a5 }6 d#ifdef __WORLDSERVER
2 V9 Y, {. w9 c+ {" `! f6 O // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
8 w; C/ h3 O) \" p% _5 M0 f4 q MoverProp* pProp = GetProp();
( n: i+ c' ~; P if( pProp )( ~8 i7 a O' u4 A
{
; O* m9 V6 H3 q$ |& c if( nJob > 0 && nJob < MAX_LEGEND_HERO ) [1 [* e# ^+ }' t
{
# S; R7 E" o& G& M AddChangeJob( nJob );2 d# z0 p' \9 M: f3 I1 I R
}else{
7 k0 A( M8 [9 t! k- Y return;
. v' {& \" L9 _: v7 J. m/ L }
) o! n1 ?3 A; _* @' { int nPoint = 0;6 d: ?3 E0 Z2 o r1 C% G7 A: b* \9 J
if( m_nJob == JOB_MERCENARY )
; U$ \' c o+ ~& `7 R- X, v0 K& e, q/ T nPoint += 40;
# N7 n! d' D ?- g9 I else if( m_nJob == JOB_ACROBAT )
# H/ y3 i) n, Z y+ j nPoint += 50;5 ]4 Z* i$ P$ p! T
else if( m_nJob == JOB_ASSIST )2 h8 G% L M* w8 @+ \# {5 E5 X
nPoint += 60;0 y! F1 ]& s+ z, W# z" d
else if( m_nJob == JOB_MAGICIAN )3 M! `* p& k! m; c
nPoint += 90;
2 S, T* F4 G, l; s else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )9 }9 m" [# U6 q f- g( B# ?
nPoint += 120;, f) ^4 O- c# ?6 U
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
) V5 ]& } c1 q8 U- z. L) ] nPoint += 150;
% A1 k4 q& p5 h* d else if( m_nJob == JOB_RINGMASTER )5 R1 ~0 e+ A2 V2 g0 e8 a
nPoint += 160;9 r# E- ^3 T8 z; S, x
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
8 P8 v+ y% Y/ _4 K nPoint += 180;% `1 ]3 V8 h! g8 y0 Q5 G1 o
else if( m_nJob == JOB_ELEMENTOR )
) N- p$ u* v1 i# U9 O& C4 b nPoint += 390;9 L0 }$ f2 f2 x, h$ b: a) p0 r4 [
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO ). X1 _6 T/ `0 ?; g
nPoint += 120;# ?( X+ b( t. ~, |5 v' j
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )1 \, H. ]" v* Q; b7 L" g
nPoint += 150;
" N0 A2 u% b7 l' C- v# Q) {3 {# B8 u else if( nJob == JOB_FLORIST_HERO ). ?1 X, z7 c8 e
nPoint += 160;
) A% M W' \0 j$ z else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
2 _! D6 ]/ \7 e3 d nPoint += 180;/ ]. Y; c0 L' ?/ z5 a, H
else if( nJob == JOB_ELEMENTORLORD_HERO )% @7 q9 D5 T5 I4 w
nPoint += 390;
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AddSkillPoint( nPoint );) A4 @0 K3 b+ Z+ C# g& `* p" e
m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );
: I9 e- `, S3 @, w9 Y& a, \) T m_nDeathLevel = nLevel;' Y# I. d7 y' w& q" N
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
) D7 h8 t) Z" f# Z# w3 r if(IsMaster())3 a1 ~! `' _$ F; q4 D! {$ S$ V
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
; x n' y/ N; X# b if( nLevel > 59 && nLevel < 72 )
0 {+ T9 v) W: g1 T) S8 v dwTmpSkLevel = 1;
1 u: o, V& i3 s, C s9 n else if( nLevel > 71 && nLevel < 84 )
5 U z6 {, Y; z# } dwTmpSkLevel = 2;
' z. e5 V; @, V" \ else if( nLevel > 83 && nLevel < 96 )+ N7 u) b7 l0 \2 P! J9 J8 Q& d
dwTmpSkLevel = 3;
, U/ C, B, e# H9 b& x else if( nLevel > 95 && nLevel < 108 )( M$ `1 Z; h% O" {8 r# H
dwTmpSkLevel = 4;
" ?. Q$ ]( b- S9 h7 P. T else if( nLevel > 107 && nLevel < 120 )$ F' ]$ t; r$ }0 Z% g
dwTmpSkLevel = 5;
% O2 V* x1 N2 s for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);( t4 N2 R6 ]( E
if( lpSkill && lpSkill->dwSkill != NULL_ID )( k3 ^& a- F2 {
{
) R' `! ~! p9 K8 ?/ X5 y& T ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
1 K g3 o( C9 W/ H* \ if( pSkillProp == NULL )
% u$ l& L, B4 y; R+ z0 a/ M continue;; e& @/ q; E6 e- \6 ^, }
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
. e8 r6 N0 G- Y continue;
' d9 `, d4 K9 x4 J5 l lpSkill->dwLevel = dwTmpSkLevel;/ J! M* J8 A& K$ v7 n
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}" T6 l6 Q( z. S5 ~: t
}
6 j- s. G' e4 F' y# k else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) - M7 L" ^0 ~, q% g/ u b3 E
{ 5 u% E5 N4 b+ A4 ^ K
LPSKILL lpSkill = &(m_aJobSkill);
$ n2 ^+ R8 w- K' M } if( lpSkill && lpSkill->dwSkill != NULL_ID )( h( e" M1 i, x7 x
{% c: Z; L1 |8 o" H) j; T$ z* h
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); / l: M/ }/ b' n
if( pSkillProp == NULL )
0 P, R1 }2 f/ C" n: p continue;9 s4 M- d; M% x: {4 D" Z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' \) C5 ~" {" X" e% c. [% Z% S" W' M
continue;
! D" p9 P0 n' L5 F3 A$ ?+ { lpSkill->dwLevel = 5;2 v4 w& j- l& j" b
}
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else if(IsLegendHero())/ k. j+ `: x z- {% } K x
{
L) t4 L5 I( \9 s5 V" I for( int i = 0; i < MAX_SKILL_JOB; i++ ) : K' G0 `$ s# g6 x$ B
{
6 [( D7 Z* w% p8 z1 A2 ]8 e; | LPSKILL lpSkill = &(m_aJobSkill); T |; v8 u2 \$ {
if( lpSkill && lpSkill->dwSkill != NULL_ID ); h2 Y2 M- y# C
{# {+ j! [- ~4 u% {/ C6 H
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
x& w1 @( X. k. s if( pSkillProp == NULL )
* z$ @# O( V: Q1 |. x continue;7 j/ i3 f# A' t5 Y8 k1 ?8 I% u
if( pSkillProp->dwItemKind1 != JTYPE_MASTER); R8 i1 e2 g0 [* |
continue;" n0 o! y" P# k o7 X) W
lpSkill->dwLevel = 5;
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
- Z# p6 f2 M9 } if( bGamma )
+ x0 p& Z5 w2 o {
) ?4 i- [" w* N$ z* S3 G4 c m_nExp1 = 0;/ e/ H( p- \; D4 i7 C* x' `; B
}
2 p; ~2 `+ h9 S
1 t: s' E4 _# r" j9 z ( (CUser*)this )->AddSetChangeJob( nJob );
* E2 i: g/ j! B$ P6 r# B" z g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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0 m- T- L8 V% y% u# r7 d0 I#if __VER >= 11 // __SYS_PLAYER_DATA
; N) j& z0 m- D! g g_dpDBClient.SendUpdatePlayerData( (CUser*)this );6 c# q# q* ]" u4 E" R6 {. W
#else // __SYS_PLAYER_DATA
& u) E3 w, E: s; P7 t g_DPCoreClient.SendPartyMemberJob( (CUser*)this );: e8 @; d: n* u0 a( g' K
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );: i) q/ J p; u0 q6 l3 w2 a4 f
if( m_idGuild != 0 )) H( a$ c o# o, F2 A' t
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );, T" j: h( L% G
#endif // __SYS_PLAYER_DATA
4 Y3 W& ?6 J' y% m6 K" Q5 | SetHitPoint( GetMaxHitPoint() ); C- h. v! d$ T0 w+ \6 D# j* z/ I
SetManaPoint( GetMaxManaPoint() );
, {$ l* G4 R: X- C5 T2 R3 P+ C& K: Y SetFatiguePoint( GetMaxFatiguePoint() );2 c1 a) m7 w6 w" `9 Z
if( nJob >= 1 && nJob <= 4 )7 i8 U! j( V1 i) |7 e
{8 F) {- a# T5 G+ N3 Z8 j
m_nStr = m_nSta = m_nDex = m_nInt = 15;
0 J- e7 T5 E, J0 L3 l m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )% ^# t- u& G5 ?3 z/ `
{5 k- G% ]0 \3 ~* @$ f2 L) R
m_nRemainGP = 118;( F4 G! u5 K4 @$ f/ E |
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;5 k( n# u* K# [0 A. [! U5 V
m_nStr = m_nSta = m_nDex = m_nInt = 15;
2 K! j6 C: E# o) X2 e* ] }. D% c+ u' Z5 h
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO ); P1 R3 H( w- ]! i
{; n! D' G, Z) W# [2 t! [, {7 Z
CItemElem itemelem;. P* w# u6 N, B6 E
itemelem.m_nItemNum = 1;# d/ T, r3 C P$ B' P# N
itemelem.m_bCharged = TRUE;( ]! H+ ~' {/ x! |
BYTE nID;
8 w: [! a2 T8 i
% j0 v' V1 y3 W/ C9 r. K if( nJob == JOB_MENTALIST_HERO ), n# Z8 E" \9 M$ V# Z9 _
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;$ W/ h1 z: z3 P& q7 `
if( nJob == JOB_FORCEMASTER_HERO )! ?) t9 N- k" ?
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;" {9 F4 K6 K0 t9 A* |2 @
@% [* o/ G+ k/ |* I8 o ( ( CUser*)this)->CreateItem( &itemelem, &nID );
- ?% e0 e3 \% X5 y! r$ j }
- c7 Y: x" Y. ^6 y g_UserMng.AddSetLevel( this, (WORD)m_nLevel );& e P4 N9 Z4 q
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
& Q- W, S, Y {. h1 O ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
" N- f2 J b/ T, y6 M9 y /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
4 K/ H5 U Y5 t. c ( (CUser*)this )->AddTaskBar();*/
! T1 e4 K8 E5 l; n g ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );/ @* R U7 d9 K
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?6 b7 o. N: h$ g4 ^/ a
((CUser*)this)->CheckHonorStat();
# o/ E# G* Q C- g* e* s ((CUser*)this)->AddHonorListAck();
" E: ^5 Q0 T( x! F' Y1 L/ S' C g_UserMng.AddHonorTitleChange( this, m_nHonor);! Q( V+ M- [8 p6 n
#endif // __HONORABLE_TITLE // ′Tà?8 Z: W( S& w3 U3 X i. L( b
}6 t( F# z9 o9 ~5 q
#endif // __WORLDSERVER
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2 U/ d" }# q. J Y: Y0 M* A7 o2 P
然后你进入functextcmd.cpp并添加以下! Q3 N+ U. B( n& s8 t9 f
% N, ]" v* }* O% N" \8 D代码:
7 p4 ?$ {( n' L" ]% u& ION_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
1 w1 z [: n; w$ V2 Q( Y2 w下面插入" \) o6 j- ~, x6 L
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 0 ^7 c4 d/ s2 H7 T- z* S' k
( z# `$ K4 `. a! n" K8 y2 W
然后你去. X* s7 l/ E8 y% O4 E4 Y
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代码:
% F, S: ]8 Y4 g& k代码( Y9 I! H0 U( Y7 j6 V$ [
BOOL TextCmd_ClearPropose( CScanner & s )
' q1 f' z7 _! \4 O: X/ M5 B+ O8 V{6 `( ^8 g4 u1 ? \3 j0 C7 A
#ifdef __WORLDSERVER
: [+ b0 V/ G+ P8 ]" J j CUser* pUser = (CUser*)s.dwValue;: \( c. {4 o6 Y) [/ z8 B
g_dpDBClient.SendClearPropose();
' j0 d; P, l$ O#endif // __WORLDSERVER4 U& z! ?, B! l/ S6 R/ S) T
return TRUE;# c: O; N) o5 ^2 M8 K# Q( c4 U: L
}$ w+ s% z+ W& x0 K* M' p5 Y( R
下面插入4 ] ]- y6 F, e* N) w2 Y) C
BOOL TextCmd_rebirth( CScanner& scanner )
- y" c& N R" N# z- t& f5 O{
" i2 r' x- K# P* m#ifdef __WORLDSERVER
; o1 E# N# H# I; q! ZCUser *pUser;
, Q0 b' N* V1 Y3 ?1 G9 i$ E- a1 `9 rpUser = (CUser*)scanner.dwValue;
& W+ [; m+ a2 C. T9 }: |if(pUser->m_nLevel >= 150 && pUser->IsLegendHero()): j4 z8 e$ z0 \7 t0 U
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);4 m4 W0 ?6 j+ }2 t/ h
else# u% M6 v* G' Z; t# G
pUser->AddText("你还未达到重生条件!");
+ J& [5 ~9 g% c% h#endif/ o1 E) x/ q) s$ k
return TRUE;( W& D3 S' Z7 |9 e" M
}
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% |$ x4 V% l+ Q& [! C% b, V4 G6 ~. M0 k8 W! n% e! C D2 t. d
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