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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
" ^/ L, @1 k) H$ U. @, S代码:
4 Y, B1 K* b9 D: P找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
P% ]% E) o. q/ q7 k, b. H) I6 K3 }6 S
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
/ b3 x% X: F, W( d( G$ {
) Y7 U& V$ D1 c$ ?' R2 K然后你去mover.cpp添加
% L' K& Z# c' ^' K. G! |4 y# Y9 H$ R; O, N% M1 Q1 w
代码:
& z( Z- Y' |4 V) evoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma ); j0 u# X; c/ H2 Y
{
9 s; O" S" }0 X( i/ A#ifdef __WORLDSERVER% A# x5 ]* Q" r2 u$ N
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó8 P, Q5 ]4 T* ]' R' a$ K1 E' L
MoverProp* pProp = GetProp();. D6 j2 l( m2 T$ g8 Y% I3 b
if( pProp )$ `4 T& x7 V8 S/ N1 e# K& h
{
1 W# e+ s& a7 @) x) i* g. p: \ if( nJob > 0 && nJob < MAX_LEGEND_HERO )
$ J8 ~, Y0 @& D/ S5 F {
- H2 a M& K- [6 G! N AddChangeJob( nJob );7 P0 F3 s/ S" H4 ]7 G+ p
}else{( J. ^. X; t( u" O" X0 j4 R& b
return;. A0 `" y7 r1 H
}
. N9 ~/ l# Y& Q& u p6 n int nPoint = 0;$ }8 q( y) o2 e. r6 a& \$ m
if( m_nJob == JOB_MERCENARY )9 v( M9 {& F& a8 z+ Q- w& Z9 R
nPoint += 40;
$ v6 x3 v! D z, o; v7 g else if( m_nJob == JOB_ACROBAT ). ?5 y1 \2 ^" Q; Q$ a7 E0 U
nPoint += 50;9 _# b* f, A* H# `8 Z' G% a) {7 i
else if( m_nJob == JOB_ASSIST )
, J' I; ~! B* t/ Z( o2 }" k nPoint += 60;
; H# D8 b$ I1 L6 b. y else if( m_nJob == JOB_MAGICIAN )
6 n$ Z! v) Z4 K% r J b nPoint += 90; v' B @6 w6 E: N
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
$ b- N* Q; z. X) y nPoint += 120;
: Z1 I4 V+ j& }) g$ f3 z% E$ x else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )' Z: a* s5 G# [) D1 o8 ]. ]
nPoint += 150;
& x' P2 G- a c* Q, b else if( m_nJob == JOB_RINGMASTER )* [& w4 V7 R3 i6 n) d1 @ q) ]' [
nPoint += 160;
) x9 F8 P; q" `4 o else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )- u2 F) b; [0 K4 `# ~
nPoint += 180;
8 b+ b3 s; I! y! ]$ | else if( m_nJob == JOB_ELEMENTOR )3 ~. S% u- X: ~+ K- L. Q: o* \
nPoint += 390;
# m: v3 V" h V. @7 I H i else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )4 S4 I- x- o3 w( V/ T$ o% }1 Y5 e
nPoint += 120;) H, j6 G* O& X- ~! [0 K
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )! w3 Q9 T3 K. b3 S( f" |$ D$ L
nPoint += 150;
# F4 y6 ?( f: M: n, O+ B$ t% T else if( nJob == JOB_FLORIST_HERO ); H& f* W% p- j, U+ c# O
nPoint += 160;; L# w4 c. s# \6 ?) S
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )1 M8 l( _3 W& X; ]: m5 x1 W
nPoint += 180;
* G8 J' Y5 e: q8 ~* S else if( nJob == JOB_ELEMENTORLORD_HERO )
& |- l" T e- U6 f2 F nPoint += 390;
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% c0 O5 {0 V& r AddSkillPoint( nPoint );6 L* Y4 @* Q" d
m_nLevel = nLevel;" Y5 p- ]+ ]6 q. x
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SetJobLevel( nLevel, nJob );# e3 J& w4 c# G \0 X5 |& ]* C
m_nDeathLevel = nLevel;7 b0 a7 z$ m. p+ @2 c) c
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
4 q7 }5 W E4 U5 ]/ d if(IsMaster())
& f8 p9 ?# B9 i) O/ t {
( [# B. \, |, C2 t7 `3 ^8 @% y int dwTmpSkLevel = 1;//60, 72, 84, 96, 108# }3 j% _/ m8 _& c2 L
if( nLevel > 59 && nLevel < 72 )5 o+ ?( @; l5 Z7 h
dwTmpSkLevel = 1;
3 v. D& J' L9 Z7 ` else if( nLevel > 71 && nLevel < 84 )
@4 c. y% g3 F/ c8 H' G, F; w7 |0 Q dwTmpSkLevel = 2;: v; l& C e3 p
else if( nLevel > 83 && nLevel < 96 )
* h; n A( c% U( w dwTmpSkLevel = 3;
! J Q& T, K2 Z5 C. C- N else if( nLevel > 95 && nLevel < 108 )
& ?% a! w0 z) r, G! c. }- H dwTmpSkLevel = 4;
- W& ~" q7 A$ f7 {4 F9 P else if( nLevel > 107 && nLevel < 120 )
0 Y8 S$ R( {7 z: n5 L( g3 y dwTmpSkLevel = 5;# \) D. l; a' ]5 S
for( int i = 0; i < MAX_SKILL_JOB; i++ ) : I' u* H p0 n: ~( x5 v
{
0 U% {1 D7 Z8 W$ ^, M; h; @# v5 E LPSKILL lpSkill = &(m_aJobSkill);
9 w' H6 N3 T, J; a& ]$ A if( lpSkill && lpSkill->dwSkill != NULL_ID )1 P$ r& @/ b- K& z# H/ ]3 y( a
{
; e Q3 `" j1 o1 r* M: m ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
0 o! j& X8 f! Z if( pSkillProp == NULL )
s7 b& q9 z- x6 Z continue;2 `9 c: ^ \. }! x: X
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)( U8 ^2 Z7 B3 k5 f# V
continue;
& r- y; ^' W% N K- H( ^6 e8 ~ lpSkill->dwLevel = dwTmpSkLevel;
& |! ?6 q$ t6 x }
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else if(IsHero())2 a; }/ }) H1 D& |
{
# s6 I; {" a$ `: i3 \9 P for( int i = 0; i < MAX_SKILL_JOB; i++ ) 8 f t$ l3 n, \! }3 W* s0 U- {$ y
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LPSKILL lpSkill = &(m_aJobSkill);/ R' q2 `* [0 q: Q3 I% w) v" B9 A
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 2 k6 d: d, ~. |
if( pSkillProp == NULL )
7 ?2 j+ ?) B2 X5 r& f+ A- P: G continue;0 f/ N4 j- h- ~
if( pSkillProp->dwItemKind1 != JTYPE_MASTER); e* D' h9 q* O! i2 G
continue;3 q/ ]1 G# M2 T) z6 Z
lpSkill->dwLevel = 5;
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else if(IsLegendHero())3 P O, g' G) |, n
{
8 l: ]% s F' Y for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
0 ~/ Y# W4 ^: l& q% P2 \ if( lpSkill && lpSkill->dwSkill != NULL_ID )
! k! H, N" a1 n* l0 B {
) J$ F& h* i: I, M* { ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); - a5 S) ~9 h# t" e6 p& \, l
if( pSkillProp == NULL )
6 N- h7 p2 L! t3 } continue;4 o' W& `/ q- a) w: @
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)% v0 Q" c* g" Z
continue;
$ o0 a; i$ E; J! } lpSkill->dwLevel = 5;: j$ S* N/ l' c m7 B
}
0 ^8 ]% ~' e$ U" Y6 a }
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans0 o+ m; D+ \2 D9 B% P! l1 I
if( bGamma )
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m_nExp1 = 0;! s% Z+ Z+ C: ^- |: V) l0 k8 M/ ?7 a* }7 ^
}
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( (CUser*)this )->AddSetChangeJob( nJob );
* P" {9 N2 ?! M2 C p4 ?% @' v g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );5 ]6 _4 D( L1 j3 G2 ~" D
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, h) g/ a% T: D
#if __VER >= 11 // __SYS_PLAYER_DATA |3 Z' q; O1 z+ w7 J1 |) [. \1 t
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );' U5 x; w% r8 P0 ~* }: C
#else // __SYS_PLAYER_DATA
" I6 A4 P/ O) I8 C' R3 r g_DPCoreClient.SendPartyMemberJob( (CUser*)this );$ g: m4 n9 q1 x, C8 I/ |- H. Q. o
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
: J( L# |, \' W) k1 i! v if( m_idGuild != 0 )# r/ P/ i# m1 V6 {$ M
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
8 h4 A" e9 k: \2 W+ @#endif // __SYS_PLAYER_DATA
6 r1 |/ z0 ^/ \0 v) g SetHitPoint( GetMaxHitPoint() );9 _) G. I5 ]/ L
SetManaPoint( GetMaxManaPoint() );
2 Q/ t4 T6 ? K/ q- X0 g SetFatiguePoint( GetMaxFatiguePoint() );
. P- _, A' \5 F9 M) K- B- J if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;3 m+ K' [/ C2 L0 w0 ~: t8 \) k9 g
m_nRemainGP = 28;
+ N' r& r" |$ x8 t3 v, p }
$ X- d& M& v& g: C" h7 M n* d1 X8 a; A if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER ), F0 k. `( W* x) V, N' I
{0 [" g+ c! J8 n$ ]4 D
m_nRemainGP = 118;
0 h* R* t4 `# P; g; ^# p$ l //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
! I$ ^+ \$ u' |- V m_nStr = m_nSta = m_nDex = m_nInt = 15;% Z9 B: m, _; j
}
$ C% V. f' k$ z! {# r9 c if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
' a* ^: T" f3 Z @6 `8 } {# \! C4 D$ l. p4 k% k1 H
CItemElem itemelem;3 \# _" ^& y* W3 H5 i5 R" J0 ~+ D
itemelem.m_nItemNum = 1;
' [- K# m- k6 d0 w7 y+ ?# } itemelem.m_bCharged = TRUE;6 a6 q" N8 W3 [* j
BYTE nID;: q6 R8 u9 A( M; }6 d# V
# Q7 H& X' `$ x) J6 d9 }' u& h if( nJob == JOB_MENTALIST_HERO )
2 N0 {& L! _* b5 r5 I- T3 Y itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;8 j% g, A6 G5 h8 w3 f
if( nJob == JOB_FORCEMASTER_HERO )9 Q. O6 N) _6 i: ?" O
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
/ Q) @# ^ v1 a3 u
0 V" ?6 G( w/ v$ d ( ( CUser*)this)->CreateItem( &itemelem, &nID );
8 ?- k% g% D* d. N }7 r: B9 m8 L7 j* d& y3 n/ s/ x
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );: U* F" }% k% p: i8 w9 C
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );" ?* c3 ^9 O7 m
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
, \) V, ^# y; p. w* a /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );5 L5 C1 T& e6 C8 @0 H# T9 r
( (CUser*)this )->AddTaskBar();*/" W [8 {+ y' c8 X$ b c, [
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );( S9 J$ h% m- B2 g
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?4 H `1 u" Y# S" d
((CUser*)this)->CheckHonorStat();
' }% c4 t; S r" T. d, C+ P ((CUser*)this)->AddHonorListAck();
+ o; p* }: B1 L( P$ F8 ]- i g_UserMng.AddHonorTitleChange( this, m_nHonor);7 J% n3 C& Q6 O: o# \
#endif // __HONORABLE_TITLE // ′Tà?: K& U5 c. ~- g
}
: k8 J9 |& z* @! ]3 s" y7 P#endif // __WORLDSERVER" H2 Y6 f2 M) O
} : A% Y2 T6 b. a0 H2 {
4 x: z! S2 ^+ q" `- ]
然后你进入functextcmd.cpp并添加以下3 g+ K) U! k8 c8 d+ [" L: ]9 `
7 [5 `1 M3 {) {+ h+ |+ j, ]
代码:
@" C& o! @9 Y* m2 v0 `" D3 y# ]" xON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
2 A& O0 C! `2 s2 {5 |5 J下面插入, O& D U0 H0 ?1 t: \6 j
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
" N$ M1 \( f0 d2 S# h5 Q0 _
6 @8 H( _3 K! N( H2 D( h, Q: w! s% A然后你去
) n1 ]( ?" q6 C4 A
* R1 ?% H$ v [7 K$ q3 p代码:- g% O7 U4 a1 s4 v6 y0 c4 d
代码! j9 y5 U; `& t, I. i1 u" g* c. G
BOOL TextCmd_ClearPropose( CScanner & s )3 d3 A! H. u. p; F
{: O- G' O1 _+ g/ h4 [3 y: ?
#ifdef __WORLDSERVER
; `5 | e5 r( U3 |. F CUser* pUser = (CUser*)s.dwValue;( ]. C# i& v% W- J% |
g_dpDBClient.SendClearPropose();
( h0 E: O; o: {/ F#endif // __WORLDSERVER
w# u8 Q1 l3 p+ }9 x: ^; w3 i, Y return TRUE;
* _% ^* ?. p9 L# I- L" }: R" ~}( Q6 H7 [6 E5 t# @
下面插入
% C1 N5 P: M1 s# _BOOL TextCmd_rebirth( CScanner& scanner )/ X% U- G4 A9 V/ e" E
{
8 m) m$ ^2 ~4 I2 w! R#ifdef __WORLDSERVER* }# [( M F: O6 r
CUser *pUser;
8 L( s( d3 W. q. c( Q! J( D4 v7 J: [pUser = (CUser*)scanner.dwValue;
. b' N/ y& e' {6 D. b" l) Zif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())" ]) @6 [* B- f6 `
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
# d9 a: M* l9 B) melse
1 y' M! Z; m4 D& V2 V7 u0 MpUser->AddText("你还未达到重生条件!");
( W" I8 L& o8 N5 E5 |#endif
$ Y# J3 n* N% |. k% _% Oreturn TRUE;
% u) a; {4 A, `" |4 u0 l9 ]* d}
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4 L+ F* X# h$ f1 g g2 w9 Z( p4 y0 q
9 P! |9 I$ i. @# X V& g' V7 _; ~' N; e# H+ ~* H |
6 M$ \; d+ Y+ p0 s- p, t6 V |
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