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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
. q5 Y, U, b# i! D" _' N代码:
' a @. B" p5 D0 M找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü9 n( w% p+ _6 V/ Y' N N* _2 o7 j
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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然后你去mover.cpp添加- T1 m- r. E& k8 U8 f
- ]3 x* P- {" N5 d5 M5 S代码:0 N0 ~+ g4 _4 T- v
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )" U) V9 e% f$ a U2 M
{
, t k% ]6 U% ~) @. A/ x#ifdef __WORLDSERVER
1 S9 n2 j# ~5 U+ D* Z, [) w // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
5 w. K2 P2 _1 L3 {$ g+ a MoverProp* pProp = GetProp();
5 W6 U9 S# s. w# w% z: r. k if( pProp )* Q) d& D; S- J: @" x
{8 H9 `4 C/ r v2 q2 j* ]
if( nJob > 0 && nJob < MAX_LEGEND_HERO )* S+ W; w5 a3 E5 ^9 w3 g& u
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AddChangeJob( nJob );( w3 \6 l0 H, l/ {0 ?8 }9 l/ ^
}else{, s) B1 ]8 L- I6 e1 p& B1 K+ e# _
return;
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. T0 W: n8 o: b& x int nPoint = 0;
+ X4 R2 U0 }, T8 N! g% \ if( m_nJob == JOB_MERCENARY )
& `/ s" Q8 E: p1 L6 n nPoint += 40;4 W! k7 W# G; z3 Z5 I
else if( m_nJob == JOB_ACROBAT )3 o$ P0 F7 [& r9 {
nPoint += 50;
; G3 E& j8 G3 O) c* W- {/ m else if( m_nJob == JOB_ASSIST )
" t5 c4 {8 M) U1 i! B! y nPoint += 60;/ Y2 S' L4 L' p+ G* p- a. i3 T9 y
else if( m_nJob == JOB_MAGICIAN )* g5 D2 C' a) H+ C! Q6 H
nPoint += 90;
) G- L( M/ E0 y2 q" m else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
3 L1 O/ }. T3 x* I) i/ N; H nPoint += 120;: \, ~( W7 c) A- u5 ^
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )% b* ~4 p/ A2 S5 L0 g
nPoint += 150;2 F8 @) u" S8 T/ }+ L! [/ P" c( |
else if( m_nJob == JOB_RINGMASTER )9 D& A/ S, h! G" A
nPoint += 160;
! R g7 Y' V S2 n, J& [+ | else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )0 u* r3 w+ h, ^3 [7 u$ z$ j4 `8 X) P
nPoint += 180;, p/ {) d# P! L# l/ A, O* {. e( U
else if( m_nJob == JOB_ELEMENTOR )/ P/ _! L' w, k+ D
nPoint += 390;
9 s% R5 j0 n6 }3 X/ y/ n$ n* |6 z else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )' W( X" k6 b, F+ k2 m6 V& b
nPoint += 120;3 Z8 e' [9 `& o- x2 ^$ I
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ): F h* h- B& g4 N% w! Y8 D: o: S1 J+ f
nPoint += 150;
/ u% N. X4 |: }4 j: A4 \1 f { else if( nJob == JOB_FLORIST_HERO )2 \. N1 P7 _$ D, G8 H
nPoint += 160;
% f5 v; t" w- F; K8 l2 m2 g else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
[" i$ B. j. Q4 `; | nPoint += 180;6 X" }5 u" }, |* h5 q7 X8 }; `
else if( nJob == JOB_ELEMENTORLORD_HERO )
2 R% l9 F* r! n nPoint += 390;
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AddSkillPoint( nPoint );
0 X8 _4 r, m& v" [" ]. M m_nLevel = nLevel;
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! }( H$ R! ]5 t# \, b SetJobLevel( nLevel, nJob );
7 G! Q. x) k7 B+ M* d8 h3 s; \ m_nDeathLevel = nLevel;' R7 n/ Z0 K3 Y2 ?6 h. ~
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
$ W2 r y4 @' ~$ m/ x+ }3 f3 l if(IsMaster())
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) n& S7 `* Z2 N5 X: U int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
8 P: }" w' s: l/ \ if( nLevel > 59 && nLevel < 72 )# y$ x4 T6 H2 Q2 A& H: ~3 R! G
dwTmpSkLevel = 1;* l+ I4 E+ W1 N# E) e, j/ l& S
else if( nLevel > 71 && nLevel < 84 )* k9 K7 B% A, C, P8 G
dwTmpSkLevel = 2;
f) a; H9 ~& X" @8 y6 a$ v9 W else if( nLevel > 83 && nLevel < 96 )
: V: H' ]$ W4 }6 h8 v* R) Y dwTmpSkLevel = 3;7 \" G% g% N, n) z
else if( nLevel > 95 && nLevel < 108 )% T3 ?3 L" z! Z1 V
dwTmpSkLevel = 4;
1 q! V: I0 X4 n' s else if( nLevel > 107 && nLevel < 120 )6 [+ A' U1 s |2 T+ z
dwTmpSkLevel = 5;
! w$ ?3 _# Z3 c1 O+ c9 c9 M% p for( int i = 0; i < MAX_SKILL_JOB; i++ ) 3 t' A0 F; Q! n; ~3 m% W7 i* a
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LPSKILL lpSkill = &(m_aJobSkill);
0 ^# ~: t! V$ r7 l% ~6 M if( lpSkill && lpSkill->dwSkill != NULL_ID )& w% J" ]4 T5 Y2 ?
{$ L2 ~2 x# X. A: Q# J+ O# O! o
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
3 o y* E Z6 P. P if( pSkillProp == NULL )
; f" q8 ~) Q \( z, s continue;2 ]2 x9 A% b$ r) g t
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
8 p# s# [9 d1 Y) h0 ] continue;
2 ?7 ^+ p6 s0 ~; ?# I, W lpSkill->dwLevel = dwTmpSkLevel;4 m0 |# v1 L6 X3 y
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}
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else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ O5 T1 B9 ~4 T! `/ @" [4 f% w G
{
- ?, x8 ?4 K8 E: A3 F% }$ C! M LPSKILL lpSkill = &(m_aJobSkill);( |8 M+ f% h6 d5 [, X
if( lpSkill && lpSkill->dwSkill != NULL_ID )6 h3 W$ U* ^9 N0 y/ A
{
: x' l' {' W8 F* I1 s ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 7 A' E$ n+ t: B9 C x$ W3 r
if( pSkillProp == NULL ), x3 @7 D+ g. J7 [9 C3 ^
continue;
# p- F0 ?* q5 |! o9 P" F: n if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
3 x; f$ i/ [0 d) J continue;
6 Q) x$ Y- ?7 m; b) p! {; E8 T2 d' l lpSkill->dwLevel = 5;- M' Q0 V4 t( U) L3 k! L# D
}
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}
2 h( H% a/ u$ ^ c: H else if(IsLegendHero())3 k7 s+ ?1 @9 G6 y
{
% u: D* ]$ E9 Y7 _ for( int i = 0; i < MAX_SKILL_JOB; i++ ) 0 {: w% q1 J5 y& b
{ . w+ K) e3 H/ F' g
LPSKILL lpSkill = &(m_aJobSkill);
4 @6 b* O/ b; R/ Z; H if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); . G2 ~ r8 ~3 @: d: r& S3 ~' J5 y
if( pSkillProp == NULL )% \ ?7 ?5 t( E9 O0 Z6 F# l% U( S
continue;
. O/ r3 G x \2 b7 `) o- D if( pSkillProp->dwItemKind1 != JTYPE_MASTER)2 U6 E; W$ S9 B& h3 o, k
continue;- g+ e/ O1 y5 _" T# m8 E% k& A
lpSkill->dwLevel = 5;
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}
' x, ^3 w4 d0 U4 H#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans+ V1 @ `- @8 _. d7 G. f
if( bGamma )9 [, L5 ^6 l/ g) A
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m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );% _: H m8 k" A- H2 Y4 d; a( _
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );9 s* _, H% i/ N/ |' G* j9 D! _) a5 p
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#if __VER >= 11 // __SYS_PLAYER_DATA
5 z9 L6 d2 r. U. ?6 Q9 h g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
2 w! i6 _; h5 e#else // __SYS_PLAYER_DATA
1 w5 C+ E7 s* m6 C ^ g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
4 x% O; ?: ^7 l! Y; g g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
/ a, R0 C# p' h( h if( m_idGuild != 0 )
% S+ @* I5 ]$ `$ U* [7 c7 y g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
/ B& Q9 d9 J3 o L+ s8 a0 E* J5 ]# E4 Q#endif // __SYS_PLAYER_DATA
1 u" U/ p @1 W; S- c SetHitPoint( GetMaxHitPoint() );# ?1 x0 x9 ?( D) z/ @9 H; v+ ?
SetManaPoint( GetMaxManaPoint() );% K/ S- z7 `) M1 W8 V9 Y
SetFatiguePoint( GetMaxFatiguePoint() );
- p: j7 q* X8 G$ D+ r/ W3 E if( nJob >= 1 && nJob <= 4 )/ d' D: d3 g) ^: s1 M g" Z ^
{( ^* o/ A% ?. o2 O) Z
m_nStr = m_nSta = m_nDex = m_nInt = 15;
( S! {3 L1 f6 d. `4 \' n7 i1 Z m_nRemainGP = 28;
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )& b) K; o* F. T6 y! ^5 N
{! \4 }- J. |$ U, M: A9 M
m_nRemainGP = 118;
' J; }$ I( ^# o- b! R( N4 ]" g/ U3 w# X //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
1 k ]$ [ }+ v+ F- a m_nStr = m_nSta = m_nDex = m_nInt = 15;2 k, }3 ]9 m1 M- K% H- z) U% ^
}) _/ h! R( |: ]* D# _+ |5 c# k" j) o* a7 n
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )8 ^# Q3 f1 P! I" ~
{$ p8 k' c$ v- S' t' h
CItemElem itemelem;
" @7 d, O( k* e8 Q; h* H& |/ W+ i itemelem.m_nItemNum = 1;
: c0 T! i+ `1 x! y itemelem.m_bCharged = TRUE;: [0 Y) L1 z2 p. @
BYTE nID;
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* F1 C5 C) t: n8 s# K' S if( nJob == JOB_MENTALIST_HERO ); ?2 \& d2 k" w4 [! Q7 ?0 S
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
! ]6 a* B( z. n( I! p' G; \7 P: N if( nJob == JOB_FORCEMASTER_HERO )
, z r" r$ i+ D+ t0 T$ ^9 V itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;2 p; _4 s; R A) {. ~
2 D$ k: y' m5 y* T ( ( CUser*)this)->CreateItem( &itemelem, &nID );* i5 q/ d3 B) ]/ [: M& u0 P/ f
}3 D# S5 ?1 u5 w; h
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );! Q$ H& a s8 V! \3 P4 T1 ]
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );0 u# s9 y$ J6 j D" o0 G% H, N5 ?2 t
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
7 v$ k# F0 h$ y7 { /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
. Q/ Y% H- g1 f; x0 Y ( (CUser*)this )->AddTaskBar();*/
, \1 z) |6 @' { P" ` ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );6 {4 ]! i( l" t A8 t2 B8 Y9 [
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?9 C& W( w% x% r w+ Y
((CUser*)this)->CheckHonorStat();0 y! M) i8 x$ P# C. `
((CUser*)this)->AddHonorListAck();
. ~& G- Q7 K$ v' ~7 B$ z: v g_UserMng.AddHonorTitleChange( this, m_nHonor);
* ~& l* _: t2 V#endif // __HONORABLE_TITLE // ′Tà?9 d Y/ e/ l' \* d% _, A/ z
}" T0 M5 e( u8 s6 T% [& c3 M# s% p
#endif // __WORLDSERVER
) W. K; i) O/ y}
2 {6 N* I& m. p. I9 @6 y
9 W% s. r( [& w4 ~0 ?然后你进入functextcmd.cpp并添加以下& R! i r, \1 h L
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代码:; H2 F) m7 _3 ~( h
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
8 z: x$ M6 t: U" }* S0 }下面插入
1 _8 t8 ]% q4 B) ?( A& sON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 8 L3 [3 B! A2 Z
G$ D( \4 S! G然后你去/ B( a1 e. l) ?# s
5 q; V9 _* U) s! C3 e代码:
# W, T6 F( ^% P; L Z& Q' u3 a i代码
6 b: E8 T& ~6 Z2 [/ T1 n2 R) aBOOL TextCmd_ClearPropose( CScanner & s )
# R% x" A8 R) R% ~- _) \{" D. ^: q5 H2 ^1 y5 m- U
#ifdef __WORLDSERVER
3 |7 @6 x9 h4 F- U+ X( m$ q CUser* pUser = (CUser*)s.dwValue;
0 P& j8 i+ Y3 J g_dpDBClient.SendClearPropose();; V/ e4 B6 c, ^: C+ M6 {7 ]( j1 S! n
#endif // __WORLDSERVER
# m. V; ?& E7 K, {: N8 ?; { return TRUE;; Z1 n' R* f( ]8 h% H) H+ g
}& T( H9 ~; M/ I) B2 C
下面插入
; O: K7 f! W: f4 U# jBOOL TextCmd_rebirth( CScanner& scanner )8 v [: v4 T: U1 T/ j
{# i6 H k1 V; F4 E3 V+ \
#ifdef __WORLDSERVER
, ~. H! q6 @7 B: k7 ~- ]0 G) {7 DCUser *pUser;
/ h$ B7 Z( f$ \/ M1 ^" ZpUser = (CUser*)scanner.dwValue;
5 {/ A/ h" t: Q, c; Iif(pUser->m_nLevel >= 150 && pUser->IsLegendHero()) C! h$ p. S6 e$ Q
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);0 `3 ~+ @; R8 T
else9 k; b% C4 H/ Z) i
pUser->AddText("你还未达到重生条件!");: ?3 M& n; h; `+ z3 K& @$ [
#endif2 b0 F2 v- b, _1 ]9 U3 w
return TRUE;8 _* F% o; W1 k; v r: X" m. x
} 7 W- O* {% b) j
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s! \" @2 O" Z
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