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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befehel8 ]7 c! O) S/ C* [; P( r2 M
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Mover.h
' \) ?: z6 q4 q* }2 T代码:, X0 C8 ? _) S0 V% K3 w
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü4 d8 x; I' O8 u8 e" R
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 4 K6 o# J" w$ b+ V. v% b9 X
5 h7 i9 `% R, G' X然后你去mover.cpp添加: J- c$ q0 B2 n9 M d
" J. }- X8 H7 D2 e代码:
0 M F2 G" _$ x; ^. [, ` v, Jvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )5 l& w, b% T8 s- A
{
( I# l& S+ J+ T9 M i$ s ^#ifdef __WORLDSERVER* }3 J0 R9 P7 M) Z& r% i' n3 a9 f0 A
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
" L7 L Y5 t! @ e4 c" C MoverProp* pProp = GetProp();+ l V9 v. G" M( Z1 _6 ^" l) g
if( pProp )
* b2 r0 }, p- e# `/ `! E1 L {
# N/ F9 p% i/ t5 | if( nJob > 0 && nJob < MAX_LEGEND_HERO ) g; E! h/ m7 N/ u" n. P
{
3 v3 a- [8 x: }$ {% T AddChangeJob( nJob );
0 M S" m0 ^ c }else{
- [" l4 x' K9 w$ t, ? return;
1 d T7 ~9 O m1 P2 K4 \# } }5 Q- q5 B" i) p3 r% Y& O8 z1 c( V
int nPoint = 0;
1 a4 }# @& r9 j0 u- X6 A if( m_nJob == JOB_MERCENARY ) W4 K/ |, {1 z5 t
nPoint += 40;- k) K" m; r% x- l; c
else if( m_nJob == JOB_ACROBAT )! m7 @, J$ L' }3 M" d/ P4 T e
nPoint += 50;# y- ]9 A& ?+ O) v/ S8 T9 q: d' N( |
else if( m_nJob == JOB_ASSIST )8 O% ^4 U1 [9 |. H5 ]* R; ] U2 e
nPoint += 60;
% ]* l! Y7 s; z. z$ a else if( m_nJob == JOB_MAGICIAN )& k }9 v- [# S+ z) w; \. Y, ]
nPoint += 90;- S1 b1 X5 I6 A6 X4 v" Q
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )# x; j4 |) i& Y9 v
nPoint += 120;/ L" @0 k8 n: {) \/ A) m( X6 y
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
5 @# K. |. i3 m+ Q5 H y3 y nPoint += 150;: _5 w7 t* X/ b( V& M1 d# n% V
else if( m_nJob == JOB_RINGMASTER )# C2 o" e1 {+ h: y
nPoint += 160;
. @8 p0 ?, t- v0 _; R n else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
; `0 {1 l' ?, |% ^3 G( C% O( } nPoint += 180;
2 j- B7 e/ Y+ y( ?' A6 W else if( m_nJob == JOB_ELEMENTOR )
1 w3 y: }; [' z! m3 X$ N0 x% u5 O/ s0 K nPoint += 390;+ L3 u/ A3 p1 L" v
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO ) J# V. Q) }5 Y+ Q& l
nPoint += 120;, P) u$ D b+ W6 K5 X1 H1 s
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )- t1 h/ d! Y+ P0 U
nPoint += 150;
& }6 v. g- M2 d' g+ W! ?: _# A/ m else if( nJob == JOB_FLORIST_HERO )) P% P1 X0 C7 H+ f- i
nPoint += 160;# X) v3 i, E6 j6 n6 |! V5 s" w( y
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
/ N7 c: @+ W* r3 n9 }9 I4 h nPoint += 180;
$ |4 \' E7 q" X& O1 p1 \/ [ else if( nJob == JOB_ELEMENTORLORD_HERO )
% U: z( c0 M# L! y# Y nPoint += 390;0 w7 c; L1 q2 m! ~. @' I7 F7 P
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AddSkillPoint( nPoint );- u( F$ |& h6 y
m_nLevel = nLevel;
. T8 E0 d% F( `3 r4 x/ q1 m
( l; s& L7 |/ [9 v- m SetJobLevel( nLevel, nJob );
K0 p# C' Q5 V6 h m_nDeathLevel = nLevel;' I, S) {% p9 m3 w: B
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans3 z! }/ K/ d* b- T$ a8 z1 j
if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108- K2 l) Y. I) k( D" W9 l, V( p
if( nLevel > 59 && nLevel < 72 )
6 a- g0 h1 Y1 j: x, t- ? dwTmpSkLevel = 1;4 o; z( y8 e9 ~% ]; Z
else if( nLevel > 71 && nLevel < 84 )3 T) p* @, p, _: t' b0 W
dwTmpSkLevel = 2;( B) s! V6 v' ~
else if( nLevel > 83 && nLevel < 96 )4 k1 {% f) x6 d: A) p4 h& L
dwTmpSkLevel = 3;% l) |2 f7 b! s- ^) Y' C
else if( nLevel > 95 && nLevel < 108 ), o" |! x6 t7 l, ?
dwTmpSkLevel = 4;6 F/ }# B% `5 ^4 U* b! C
else if( nLevel > 107 && nLevel < 120 )
2 o, T! p: m: v dwTmpSkLevel = 5;7 V4 R* ^( j; c" X" @
for( int i = 0; i < MAX_SKILL_JOB; i++ ) ' J0 n4 a& |; r. o& S$ x" N6 t
{ * _6 J+ V1 n& ^
LPSKILL lpSkill = &(m_aJobSkill);' P8 l! M* i$ p& h9 X# r, K V
if( lpSkill && lpSkill->dwSkill != NULL_ID ) ~* X! p4 S% k* N: v
{
! x# A" V: r; g/ q: ?; T ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
0 q$ w% `! r" B% _7 o4 d% e5 ] if( pSkillProp == NULL )# F. D* N/ R# E" Q& W" f4 v/ W
continue;* k; `$ K' u( y, {+ x* V
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
# K3 w4 d& A% w- g continue;4 X& F0 ~3 O ]
lpSkill->dwLevel = dwTmpSkLevel;
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}, N5 x& e( ] n/ f/ R
}
! X5 Z( Z6 Q% O' K" B. C else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
9 b+ K2 @% q7 u4 j {
2 t( A: d6 }, T; K LPSKILL lpSkill = &(m_aJobSkill);
+ r$ _ I [ l if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; T0 w7 }, S- g) c if( pSkillProp == NULL )6 V& s5 L/ m0 a6 Z
continue;5 n2 q! ~0 R: g) N( w% G7 L3 w l
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)2 Y% D. c9 T" V$ [) V( A+ o$ Z% y
continue;/ s2 t; S. }* f& A
lpSkill->dwLevel = 5;
+ Z, U' ~+ _5 a7 i B }( F* I2 I7 s3 @
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}; z1 q# V/ O2 D' y. H
else if(IsLegendHero()), r! j9 V8 l: O% v' h. N" ^) b1 w
{
( ~# w* D3 ^- B+ \* f: O for( int i = 0; i < MAX_SKILL_JOB; i++ )
6 j( c9 m) R3 w& X" j { , F. G: i8 k2 c+ q
LPSKILL lpSkill = &(m_aJobSkill);! z+ s+ y: E4 y
if( lpSkill && lpSkill->dwSkill != NULL_ID )% E; O& |) d* e5 L: s
{
, C; `2 r( f2 H3 P" N ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); / N9 y/ p. k0 E! ^
if( pSkillProp == NULL )$ D" l0 U. ?) K0 S
continue;
4 }2 o- K0 d: E N$ X6 z if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
+ ]: H# S: e, B continue;
2 R3 v* ^' {* M {& u- V lpSkill->dwLevel = 5;$ A: ]. } U1 U! A3 ?
}+ I: l4 G" o( z9 G# b% Y, X9 A
}) Y% C5 F. l5 t
}- ^; [# s. T) a) @) f, z9 {! i, u7 ]$ Z
#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
+ B A4 \6 m5 q x1 a/ I if( bGamma )
, d1 E5 R6 v8 @! L' S( A- s) @ {
. R9 z9 A6 q" y# `2 Z9 {( w m_nExp1 = 0;0 ?' R, a |: k( S
}. h1 o5 R" M0 y% @
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( (CUser*)this )->AddSetChangeJob( nJob );1 h( ^( l$ }8 }* @9 T1 d& Z
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
6 j* A" _( q0 `6 ?& X5 |& v( `# x
7 D/ Y; v0 ~' D* S8 J9 w2 R9 B8 o: [ s, x1 T" l W* ~
#if __VER >= 11 // __SYS_PLAYER_DATA* }# E! | q q4 l+ d! `
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );5 N8 ]* C2 ]- L2 M2 q5 a/ v
#else // __SYS_PLAYER_DATA
$ T2 `& \' g- R: n" X# Z8 | g_DPCoreClient.SendPartyMemberJob( (CUser*)this );* m: Z8 ~# N G! E7 r! w5 }
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
* A; t5 ^/ t, N2 }" F# [ if( m_idGuild != 0 )
1 ~' \- P. [, t, h' U# a9 _1 H g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );9 A* C$ M* F2 v) y% \0 D1 g
#endif // __SYS_PLAYER_DATA# j9 _ V4 U$ {( G7 G/ c9 [
SetHitPoint( GetMaxHitPoint() );- \/ c- N8 w$ s, i* I* i6 B# m# d+ N* ?
SetManaPoint( GetMaxManaPoint() );
, w) V) V5 Y7 n+ Q4 L; c+ T SetFatiguePoint( GetMaxFatiguePoint() );! ~, m" }+ x0 p0 G* R
if( nJob >= 1 && nJob <= 4 )1 H% \: v: B* u/ @6 k& ~- O$ I6 C9 I6 x
{% p! t9 `! P9 n1 U, b2 p
m_nStr = m_nSta = m_nDex = m_nInt = 15;0 R S2 z+ G8 N/ K) [7 ?/ Q
m_nRemainGP = 28;
% Y& J, B; Z& w( K4 k }
7 h T; O. K& \1 O1 t. k; |/ y if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
5 }, y" _+ _2 y4 ]9 Q {
O, p5 [5 ?2 f8 g m_nRemainGP = 118;
- O* m6 p5 \3 I# f | //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP; V' b# Y4 l% ^+ j
m_nStr = m_nSta = m_nDex = m_nInt = 15;
* N% j0 K; e1 t3 h }
+ I, G d( K. t" [, e# v4 w6 _ if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;
& K' }# @( |( d) F itemelem.m_nItemNum = 1;2 D" i; k6 |1 z( G
itemelem.m_bCharged = TRUE;5 v" E: K2 Q, i0 K
BYTE nID;8 s5 R8 I% F9 L0 P3 i
' P1 \+ B" ^7 g3 U' L
if( nJob == JOB_MENTALIST_HERO )' _6 B8 {0 B; p, T( l
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;5 W- z& d6 A; j( r) J' J$ `
if( nJob == JOB_FORCEMASTER_HERO )! C2 S9 V9 O3 N) f
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
; b8 q* Y" ^1 R( F% K d, G6 x; O% C& u* Z" J$ w3 M/ t' v
( ( CUser*)this)->CreateItem( &itemelem, &nID );
- g0 j2 J; F* V }
$ J0 M9 x0 Z- r4 m$ {* X g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
5 k- T x) K8 j' m, i, I* n ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
5 ]0 n6 M" o/ K; i3 v8 n ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );2 D3 z6 F1 v3 _$ r0 g
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
3 o- ~, x. ?$ ^% F ( (CUser*)this )->AddTaskBar();*/
) x. D' }, z) o# n5 v ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
) w) q; o) {# P9 E2 g#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?1 o# ^" I! u" R
((CUser*)this)->CheckHonorStat();
( G/ Q! p2 W/ F0 I ((CUser*)this)->AddHonorListAck();
5 a/ n m# x3 w$ ]& A2 _ g_UserMng.AddHonorTitleChange( this, m_nHonor);
. S5 v' c; q; F% J8 V0 x! d+ u$ i#endif // __HONORABLE_TITLE // ′Tà?
7 k( c4 j+ |1 x! ` F& l }. S* o9 O ]9 l+ s0 R; l9 [2 m
#endif // __WORLDSERVER
1 M* W" i& l9 P! m} . s. j0 O4 B# C: `8 E
- }! w( ~- |- u( p' g/ }9 Q
然后你进入functextcmd.cpp并添加以下
w3 M# u$ n* h' E- \! o! `' s8 ]( W# f: d& M
代码:3 |- W2 a F1 R$ f. i% Y
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
4 r/ f; G+ D$ T5 j# a下面插入# \& d- V$ u8 ?) D, E+ `: \- [
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) + t$ G7 u" @" k
1 A4 b* K5 O$ W* j$ j6 f* t然后你去1 \: O9 d1 |. R5 E
/ X5 A4 b5 `( g
代码:1 m+ Z$ C9 E; [$ I& Q: w
代码
9 \1 t( ~7 H: K3 b, FBOOL TextCmd_ClearPropose( CScanner & s )% u/ a! e' a" ` U B' K3 \3 v
{
$ o9 j0 @1 D3 z5 u6 j#ifdef __WORLDSERVER
0 n$ b$ \4 f% m A* @+ d$ i7 d6 |( T CUser* pUser = (CUser*)s.dwValue;
l# X% Y2 D; W% t g_dpDBClient.SendClearPropose();
$ f+ d" f: c9 k0 C8 a2 B: c0 `#endif // __WORLDSERVER7 e+ X! o4 S0 U6 D- q1 Y3 |1 k( e
return TRUE;9 b, T( m% Y2 f# F3 k# k
}
5 D- P! k4 t& u, M! x+ s下面插入
0 o8 v# S( B; i2 s$ hBOOL TextCmd_rebirth( CScanner& scanner )7 c- V: [" v7 Z9 O3 L. i. T8 e
{
, k' K7 R& c5 v. |% B8 t3 h#ifdef __WORLDSERVER
' m' `- ~% e g. A" u9 \' K5 r+ i6 lCUser *pUser;
3 B9 P4 W9 P6 ]& V y) tpUser = (CUser*)scanner.dwValue;
( o' K( A) I- x/ l: I) T+ G) Yif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())1 o4 X' [( ], X: f; A# H
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);" K/ H2 p& D( f
else- I$ q0 Z; p- H' D0 E
pUser->AddText("你还未达到重生条件!");
8 F, v' r4 X! T" o/ }; U#endif
- K- R3 n! G H4 w5 g. J9 ^return TRUE;8 y: ^5 {5 L7 `) `) N
} 1 V$ c1 e6 D. Y' H
3 t- j; w+ D$ C& o. Y- j9 Q0 q: B
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