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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. `! B8 m; q/ y% |4 F Y% X: }& F5 l
; X: j. X1 V' rMover.h
1 W4 n# f: m$ T7 J. k9 P* Y2 J代码:
) |. ?; @; Z7 R4 f, o3 j找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; $ B9 y" G) |. d6 m; E
5 t3 v5 {. `5 y9 [' A( Y然后你去mover.cpp添加
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6 l$ q& ~, A6 m) \( h2 Y代码:* p ]4 f' R7 H; h, D W4 Y: l
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
5 L- c1 ?' T1 d1 b{
! r, X+ w. w( g4 B) D#ifdef __WORLDSERVER
( |4 z! f( Y/ w7 o& h5 \ // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó1 ?9 ^. ^; ~6 T% S `
MoverProp* pProp = GetProp();
1 i Y/ \5 A0 U# J' ~% c3 s if( pProp )
( t- b: E1 [+ k3 M) N {
2 U/ [4 g! E3 t# j if( nJob > 0 && nJob < MAX_LEGEND_HERO ), j, Q, Z, E( x0 i
{+ l/ W4 E) h' u- g: a- J+ H2 r
AddChangeJob( nJob );
. H3 h; A; w4 p: u$ m) \' C4 q; q }else{0 B3 ~* k4 p& w& I
return;/ }" r; j8 C8 I. n& i- {% g
}
" \/ ^1 H, S+ _ int nPoint = 0;
+ u, b2 ^* E* V8 r# Q; f; X if( m_nJob == JOB_MERCENARY )
" Z" ^1 s1 t. \! y% | @ nPoint += 40;
2 w) h8 D4 a( V% n4 F/ B) I' Q else if( m_nJob == JOB_ACROBAT )
% k+ H5 v2 o2 F1 @; Y3 |& z nPoint += 50;5 R" a, E" a# q( a9 G
else if( m_nJob == JOB_ASSIST )
$ j: o1 E3 s/ P' L% Q% d0 a nPoint += 60;' c# [* p' m9 u' R
else if( m_nJob == JOB_MAGICIAN )7 ?! \8 j' `2 I0 ]. r0 L* V
nPoint += 90;" \* E% {% z& T# @8 _8 h
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
6 |7 _" J4 H8 g! B nPoint += 120;/ g/ g6 W; }6 I+ ]. f- [3 ~0 z
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
6 c5 c% X( t0 x7 w' A4 @ nPoint += 150;3 F# G1 w9 k; q8 `# Q: a+ @5 R
else if( m_nJob == JOB_RINGMASTER )
2 ]" d3 z, i) H; a nPoint += 160;9 V R M4 r/ S6 C7 r
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
* _& q& y2 b! v6 m/ _8 W3 P6 v nPoint += 180;/ f0 Y' o e' h$ t
else if( m_nJob == JOB_ELEMENTOR )
1 q4 y1 Q3 ~$ l nPoint += 390;3 }) E3 e; u. P0 ~: x0 L. t9 X
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )2 e( C' ?) [. g5 o8 X
nPoint += 120;
1 }' p/ z |9 {! e else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )4 I- Q R9 c7 D/ |" X6 p, e
nPoint += 150;
: b/ k! }9 ~& o* G6 b else if( nJob == JOB_FLORIST_HERO )- H5 T& Z2 M$ \& S( }+ s* _
nPoint += 160;* f- M" J5 r, T1 i
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )! A$ P9 [! ?; H5 ^8 r
nPoint += 180;
% p& A9 u; u J# v, X6 u else if( nJob == JOB_ELEMENTORLORD_HERO )& f* \6 |& |; A% g# x* Z. _+ N
nPoint += 390;3 {" O4 h7 E2 R5 o6 E
! x) [2 _! R( b. m) f( f* k5 R* d AddSkillPoint( nPoint );
e, Q! I4 Y) c1 n( s m_nLevel = nLevel;
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7 D# H) q: F9 K |" ^0 V SetJobLevel( nLevel, nJob );
6 ]6 v; |: |0 @, y) ~. p1 g9 c m_nDeathLevel = nLevel;
' c. h) o) D: [2 Z#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans# n2 ~) m- P \5 q$ i8 {
if(IsMaster())" m7 l5 f6 b" U
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
$ ^( M9 `7 D3 b8 G, A* e' { if( nLevel > 59 && nLevel < 72 )
5 p, Y$ p4 K/ \/ ]- ~" m% t! p dwTmpSkLevel = 1;
3 k$ H5 C3 r: l( t else if( nLevel > 71 && nLevel < 84 )3 }+ `' v3 O% x9 p4 v- I
dwTmpSkLevel = 2;/ Q2 B9 v; n* q# L
else if( nLevel > 83 && nLevel < 96 )
' o+ c8 X. u8 A9 e; u# A dwTmpSkLevel = 3;
4 K) N# A& {- \, s. v0 J+ j else if( nLevel > 95 && nLevel < 108 ): K9 N& w% d" t3 m( W
dwTmpSkLevel = 4;
, T$ Q) I4 p5 t) h else if( nLevel > 107 && nLevel < 120 )& \" F' ]4 ~& Q i; S, q' {
dwTmpSkLevel = 5;% M) t! F, p$ ^2 x0 i
for( int i = 0; i < MAX_SKILL_JOB; i++ ) * I$ _: Q3 [$ `: F! n$ c6 K' K ]6 Y
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LPSKILL lpSkill = &(m_aJobSkill);
0 V' [* m4 C @- e% U7 t9 O if( lpSkill && lpSkill->dwSkill != NULL_ID )
' i% w. t7 G% ?& J* K$ ] {
- Z" \, `* L( a6 T* P6 g( w ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
- E5 p5 W, [, i* `4 c if( pSkillProp == NULL )9 b/ u2 E5 |5 Y" D4 g/ @
continue;) e$ ?& C8 B3 ~
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)# m4 `# f7 z% n, D
continue;1 t- p1 Z1 I5 \4 ?! i) v) X
lpSkill->dwLevel = dwTmpSkLevel;) w# U7 Y" t& D) Y ~; B
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}
5 T- X3 @0 I) V3 `! u- n0 H else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 4 B. d" y7 \; T& |2 }( a( R( o
{ & J1 y3 ~( y' Y, r( R
LPSKILL lpSkill = &(m_aJobSkill);
* @& V8 A3 Y: X' _4 k if( lpSkill && lpSkill->dwSkill != NULL_ID )
6 E% |/ X. o, i3 \ {
n, K# O, T: @$ ~/ I ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; ?& @3 s4 K. A2 s* R/ @ if( pSkillProp == NULL )/ ~! A6 H$ b' N! S% q
continue;* X6 ~. Q5 m+ s. f
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)9 i( a8 K, h, G/ T1 R, {2 V
continue;
5 j# s* j8 g! C$ c1 q% ] lpSkill->dwLevel = 5;: R4 _. p1 w' R+ J4 f7 ~
}
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else if(IsLegendHero())0 }8 Z* O, \6 r! P8 i/ e( Z! |
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 6 ]# ^- N7 ]* a6 ]# t
{ ! {/ ?$ }! z5 M; g2 K
LPSKILL lpSkill = &(m_aJobSkill);
( o" k. T: n- E if( lpSkill && lpSkill->dwSkill != NULL_ID )% ], s9 a: {: O8 w) \" ]3 }
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
; i; x) m3 B$ G* o! G# Z* T if( pSkillProp == NULL )
, |; w. J- J$ C/ K continue;
% k2 o: J# z/ l" l& E- Q if( pSkillProp->dwItemKind1 != JTYPE_MASTER): Y6 X& d% \5 ~* e
continue;+ F$ g5 n$ ~3 F- Q9 O" ?
lpSkill->dwLevel = 5;
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}; I! t) y0 R4 F' Z9 V* ~ ^) Z
#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
6 j2 m+ \/ {9 J7 O6 J if( bGamma ). n' F9 S4 u" E9 V& d' V
{
( K' I" e2 Y# Q% ^& ~. F# T q P m_nExp1 = 0;
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3 i5 y8 `' f r& [0 N ( (CUser*)this )->AddSetChangeJob( nJob );
5 h6 V# F; T3 p2 v" `. M g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );" C2 ]2 G P. D
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#if __VER >= 11 // __SYS_PLAYER_DATA, w: B1 \4 V7 I( D: d2 X$ @
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
" e. }8 O' ]+ M4 w6 `& |. e#else // __SYS_PLAYER_DATA
9 w) K( }" A. E( D8 c* u& s) V6 f g_DPCoreClient.SendPartyMemberJob( (CUser*)this );$ |4 F8 N, m' Q% S# q9 ]3 E
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );4 @$ X9 m1 t/ d* N
if( m_idGuild != 0 )# K+ V; j- m4 s+ n; {% h/ \
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );4 Y$ f N2 L. G; F; m0 K2 y% w
#endif // __SYS_PLAYER_DATA. \, C- ~4 n( B3 F# m/ c% x
SetHitPoint( GetMaxHitPoint() );; t( u. L% i$ i5 U) Z; O5 F
SetManaPoint( GetMaxManaPoint() );/ q6 }) o4 [+ M5 X _
SetFatiguePoint( GetMaxFatiguePoint() );/ F- _! ]0 ]$ B, S1 A9 h/ T& a
if( nJob >= 1 && nJob <= 4 )
* s. Z* W6 y2 o1 S5 W0 v {8 L: E" p9 U6 Y# S% w$ N4 {
m_nStr = m_nSta = m_nDex = m_nInt = 15;3 @' j/ r) J w0 r8 `- z
m_nRemainGP = 28;; k+ Z1 r7 F! o7 ?2 K x5 e' L
} C: P: c9 b# E% ^. p" `- U% w
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
# r6 ~) K: r. N$ T {* K; D# s7 [- H% i G" Q9 ?
m_nRemainGP = 118;9 @2 t1 c: [8 n5 n5 q
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;; i4 A( ~" u' j) F7 I N
m_nStr = m_nSta = m_nDex = m_nInt = 15;% m8 Q8 A5 [7 }0 b7 y9 j
}
& m7 U" t2 R. b/ m. y; f3 o/ J2 ^ if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )8 O9 r8 u% C6 i8 \
{
, e9 c1 y- ?/ u6 L$ e2 G CItemElem itemelem;% B6 I% h$ L; R
itemelem.m_nItemNum = 1;/ m! u6 `& [, G% s: y$ A9 H
itemelem.m_bCharged = TRUE;
; I$ _# I9 Y6 E* [/ i9 o BYTE nID;7 j) x9 P! _; H, V2 H: B
9 U$ l/ }+ X; H/ ]7 y+ i. X' t
if( nJob == JOB_MENTALIST_HERO )0 ^$ f. x( [% [. }4 o; o7 N0 O
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;* D: y2 R) x, D H5 b
if( nJob == JOB_FORCEMASTER_HERO )( j4 G/ |& s* M7 K, y% }
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
3 d/ S3 J+ ]: r' h8 z6 l* y4 X
9 y: a' M) u) j' p2 H ( ( CUser*)this)->CreateItem( &itemelem, &nID );
' o, O, _% Q4 ?: M, H. R0 O( S9 Y }
+ b3 s2 J+ u& i8 A/ v, R g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
8 f' f. i/ x5 p7 R. r ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );9 c8 w0 E$ p! F1 V `. \
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );* ?+ q6 E) }/ |
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
! f0 [1 g+ z# m ( (CUser*)this )->AddTaskBar();*/% k9 O& S- |0 [ {6 g
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );# G5 m& u7 s3 e& W- N# R# R( H- M
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?6 X5 C3 m/ {8 N4 V: i( U
((CUser*)this)->CheckHonorStat();! v# s& z3 e7 \) w
((CUser*)this)->AddHonorListAck();2 c R2 q& _5 a, L
g_UserMng.AddHonorTitleChange( this, m_nHonor);
5 N, N) l- B1 R#endif // __HONORABLE_TITLE // ′Tà?
6 m, f- u1 l& P K }/ ^# t: x, G0 V
#endif // __WORLDSERVER
' |2 A @/ O8 h: A0 Z0 H} ! C& a" o9 d9 n9 Z- \, t3 `
3 g. b% f1 d' x' k e% Q然后你进入functextcmd.cpp并添加以下
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代码:7 C$ F G* o% n
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
2 W* p/ A( g, U% u* P+ k9 O3 g; H. R下面插入* ^/ Y- ^# O8 r3 @6 t q5 E
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
2 f% n; [; t0 Y6 m/ p+ O6 L2 {, p) Y5 { Z/ T4 P
然后你去. o- s8 d2 d1 z1 I& d" v* b1 t
$ r( ?# T3 Z* w6 K
代码:9 n, z' \0 k' J
代码3 f/ D9 c# X7 c9 H3 z
BOOL TextCmd_ClearPropose( CScanner & s )$ o/ h5 L8 z! d& \( S, \
{6 d7 a* L; O9 k4 i W
#ifdef __WORLDSERVER
0 h+ P2 x. f' Y- Y1 R( X CUser* pUser = (CUser*)s.dwValue;
% a+ q5 q- R& P* j# S0 i' B g_dpDBClient.SendClearPropose();$ D3 E! q9 O6 [# R' Z- ]
#endif // __WORLDSERVER7 K/ {3 i' m, \8 F. P7 d/ u a A; G
return TRUE;
, w8 ?! ~& k. m* x}; I2 K( C4 L' y4 @) b8 v0 d
下面插入2 R Z9 X }/ \
BOOL TextCmd_rebirth( CScanner& scanner ): j. B# M5 ]$ P0 D
{! P8 Q$ m) a8 Y2 w2 S( Q
#ifdef __WORLDSERVER
* ^' W/ G3 b; W q# z8 c7 @CUser *pUser;
2 D; O; ]/ F( @% n. t7 ` TpUser = (CUser*)scanner.dwValue;5 H3 @! y% B8 G
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
' T/ ?% S1 G* J kpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
& Y# S- P S7 E* G: {% Celse& W7 @# N% p2 O
pUser->AddText("你还未达到重生条件!");# x$ e; z+ P" e3 Z
#endif: L+ X, l9 @; I) ?% V
return TRUE;" E1 \3 d9 N( @7 k
} 1 W" Q1 L# N2 B. e# e& X; C8 V
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