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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' @: ]" u* u! i( R U) Y
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Mover.h, K! {/ f. f8 F8 y, g
代码:6 x8 T+ T. p* m& O
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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# v" W& W$ C; }% C: \9 w下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 0 f1 |4 o, c8 d% L% p1 }
4 O8 i; O$ Q% o/ A& p0 x H然后你去mover.cpp添加2 e- D+ l$ D4 `1 v& n
}4 E7 i$ K# N8 ]$ H- \& f
代码:1 ]' \ N& l! M3 M/ Y2 q7 Y
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )$ W2 k) N3 q+ P0 C
{+ y$ m: ~0 S( }4 \
#ifdef __WORLDSERVER. W9 R; N- G9 q2 e) j O/ X( p
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó. e1 V5 \. h, }2 o
MoverProp* pProp = GetProp();
2 E# p) ~* o* ~% m, B if( pProp )
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if( nJob > 0 && nJob < MAX_LEGEND_HERO )
; }8 [2 J3 G- f {
" }; O1 {$ Z! P: D AddChangeJob( nJob );
$ U. N5 U+ F2 o; y9 e3 ~. e }else{7 g0 T/ \, e; _/ P
return;
* _. Y4 G$ x( P }
4 a" ?1 A2 I2 }* r( h+ u7 q int nPoint = 0;# ^3 a" `3 a4 d' y4 f0 Q. [! S
if( m_nJob == JOB_MERCENARY ), {) s+ b& f5 i+ w2 N
nPoint += 40;
& y5 B! f7 t4 h) \. M$ W else if( m_nJob == JOB_ACROBAT ), e( u4 [. z+ t5 }$ d
nPoint += 50;% B/ K) N% L3 z7 c" t: G+ N
else if( m_nJob == JOB_ASSIST ) j Z$ p6 Y, ^+ g5 Y
nPoint += 60;7 Y6 Z( F" R( K- M
else if( m_nJob == JOB_MAGICIAN )- K) a2 w' o9 Z) V2 H- s0 o+ q
nPoint += 90;. ]$ N( L4 R. a# d; \" ^
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
8 f5 F) O* l7 ^ h2 X3 l nPoint += 120;
7 C U* `0 G) W1 @2 r$ ] else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
1 S/ {% F9 n9 o' l G3 }" n nPoint += 150;: F8 ^0 n9 S" _, S
else if( m_nJob == JOB_RINGMASTER )
, c" }0 E7 `5 o8 a) O& L nPoint += 160;. r: I0 C* h q- W
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )6 d, Y% C& |! k) t& _( n; ^. E
nPoint += 180;2 N( a( L! x/ |, B
else if( m_nJob == JOB_ELEMENTOR )
# p) J* r2 i& R8 J4 D nPoint += 390;
0 p/ V4 R6 j" O- u5 g$ `" Y# U else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
$ q* `8 z+ r# l; K1 A nPoint += 120;
P0 X+ m9 ]9 o4 p; j else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )2 T; N! w; `8 T2 B$ E' A
nPoint += 150;
5 R+ g2 Y3 n& z ^" j& B& ` else if( nJob == JOB_FLORIST_HERO )
) T( ]: J. s6 [3 e& S+ D. z nPoint += 160;) U5 j( _3 M! O d8 n8 H
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
5 h W* [- v0 |, ?0 F: [8 d" {6 O# i nPoint += 180;" y2 p" @2 T6 t
else if( nJob == JOB_ELEMENTORLORD_HERO )
! x; q; i( k$ j3 `6 b nPoint += 390;" |+ W" e9 H4 Y) ]6 M
# I' P4 F9 ^, F4 A AddSkillPoint( nPoint );
/ F8 I9 X+ G8 S" w6 Z- ~' p m_nLevel = nLevel;
G& `2 Q" l0 s/ a
- @$ d" D9 O5 f0 @$ a SetJobLevel( nLevel, nJob );
% t! }8 G N2 s/ w- N m_nDeathLevel = nLevel;
* O, A, g3 u9 h. r! R) ^#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans G, B, a( R% a' p5 S' d1 k
if(IsMaster()). F* g0 b* y* X. r& y( l
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
* I. a, g7 e1 f: J4 Z0 o( _ if( nLevel > 59 && nLevel < 72 )" X' N0 A Q/ A5 \
dwTmpSkLevel = 1;
l. N% {2 Q7 _/ q3 P7 G- ~ else if( nLevel > 71 && nLevel < 84 )
4 H1 A% v+ c: Q# E& M dwTmpSkLevel = 2;9 l" Z) U) Z4 B; T5 }+ V) V
else if( nLevel > 83 && nLevel < 96 )
, r0 z; d! g2 _% w, z" K9 o) y dwTmpSkLevel = 3;
5 `6 v/ v6 \' H' b4 l% d7 O else if( nLevel > 95 && nLevel < 108 )& S' k8 Q6 d# `# H( Z+ c
dwTmpSkLevel = 4;* Z4 { M# H8 R( U. E( b1 u
else if( nLevel > 107 && nLevel < 120 )
7 [/ |- {3 O6 i4 D4 {+ |: X4 a+ e dwTmpSkLevel = 5;
5 N/ M+ M. i6 P/ F1 ` for( int i = 0; i < MAX_SKILL_JOB; i++ )
6 {$ v% I/ Z; X; I, S- K8 k {
' M( M4 K) c" e( l9 ^ LPSKILL lpSkill = &(m_aJobSkill);
1 H& j7 p8 s. B( r. F; C if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ! v: O) L6 u' h/ p8 ?" ]
if( pSkillProp == NULL )
8 _3 q9 C6 k3 @3 J continue;, r) X- U" U, l' V3 ~
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
% T9 t' h( U3 Y( O- E4 W continue;: U6 D' `! {0 c$ G% y0 w& _
lpSkill->dwLevel = dwTmpSkLevel;0 M2 t, U6 S1 j) \6 h% P
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else if(IsHero())+ a- {2 a8 s$ I! K" I! T
{
$ U0 j# t# r; V! z5 J for( int i = 0; i < MAX_SKILL_JOB; i++ ) ) T) e# @* F$ c8 Y [1 B' u6 h
{
8 e) b9 s8 B$ I% A LPSKILL lpSkill = &(m_aJobSkill);; f/ v3 g' Z! G. x# d
if( lpSkill && lpSkill->dwSkill != NULL_ID )! K0 S9 i Z4 j0 k7 u
{9 ?+ ^* M7 W0 U; }3 |, p9 f
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
) b Z! g) @1 @: M$ m% o if( pSkillProp == NULL )9 W- F1 I9 V- L" U3 H
continue;
4 m1 I4 ^6 D# @. ~( e a, L if( pSkillProp->dwItemKind1 != JTYPE_MASTER)* ]6 b$ U3 s0 L1 I3 G
continue;# u3 m5 {: J% D" y6 J7 J8 @$ o/ D
lpSkill->dwLevel = 5;; [/ T8 q0 v" o$ f
}6 `+ W4 B! f8 g4 e! k: ~- A' K
}
% b. Y. e+ S. L" o }
: M. B9 z- g- p/ u+ J else if(IsLegendHero())
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/ ?5 o4 E6 z3 [& g& y8 r3 `0 x for( int i = 0; i < MAX_SKILL_JOB; i++ )
% E7 Q+ Z% R( B: c { " z0 R9 J5 I4 O% t) `* k9 J
LPSKILL lpSkill = &(m_aJobSkill);" ~) }2 G2 s* s# I
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
: r# W- |7 S, ]/ G, ` if( pSkillProp == NULL )3 v+ u; c8 i# z9 B# Y' N2 X
continue; |! r- n+ Y1 T3 S
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)" |! t8 T5 B+ W `" V$ W
continue;
- V# A' V+ W4 V- g lpSkill->dwLevel = 5;" n2 t$ L c' w$ x
}
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}* h% _" U. `/ }# ^; _4 R
#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
% G& _* t3 w( f if( bGamma )" N; Y% Q% z! f6 d6 N/ G, D7 z6 `
{
: G9 s2 o% T0 ~7 F. o5 U- D2 | m_nExp1 = 0;
( G2 ~4 r/ G# E6 D6 G }
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( (CUser*)this )->AddSetChangeJob( nJob );
7 r9 h1 t6 A$ S | g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );* X2 Q U, S) m' A3 n) L. d3 v
9 H" R4 T7 O* C e$ Q2 b
$ C8 z( |( ?; R#if __VER >= 11 // __SYS_PLAYER_DATA
: g4 K2 ~5 s! t g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
# B8 o- z7 V2 V% v% i4 l7 `#else // __SYS_PLAYER_DATA; S' c& W7 V+ |: E7 q n
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );) Z3 S0 l/ D" M' H; ?: }
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );$ W9 D+ v# x; G) X
if( m_idGuild != 0 )7 M. p- P; J' I
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
( \& ]0 r. ]: c o8 O/ }#endif // __SYS_PLAYER_DATA
! n. T* ?' } d1 ?; @, p SetHitPoint( GetMaxHitPoint() );
N, Z( H1 G4 K2 G3 F5 }' m A SetManaPoint( GetMaxManaPoint() );
9 t- P3 a0 J, \+ {" L j* k SetFatiguePoint( GetMaxFatiguePoint() );
/ O4 ?7 u2 z; @+ J4 n6 u) ^8 v if( nJob >= 1 && nJob <= 4 ): G9 x7 R( p+ s9 w* u& N2 x
{. ?9 B! r- g% Z! ^
m_nStr = m_nSta = m_nDex = m_nInt = 15;" R- W: R8 q7 w6 B" q3 F3 H2 N
m_nRemainGP = 28;
. x( J1 s+ {2 I }
9 ?& @1 D1 r: Q9 E$ N" C3 k if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
4 n" D# _7 ^* ~: s {
/ o8 W# \6 s( g m_nRemainGP = 118;) f) H+ f, }' @5 q, J8 Q
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;4 S; p" m! I' d/ D+ w: @
m_nStr = m_nSta = m_nDex = m_nInt = 15;
1 j& l1 D5 }; E* q6 R }, n/ M! x/ O# m
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO ). D. R, ?5 V- x8 U; J: \: T
{
% g. N% b. [: a- n CItemElem itemelem;" S$ \9 U8 J# y; A
itemelem.m_nItemNum = 1;
/ ^' j4 {8 Z4 f$ _& x itemelem.m_bCharged = TRUE;! q) z# D1 ~; w M
BYTE nID;
5 L3 A' ]+ B- A- `
* v9 u) [ e! k if( nJob == JOB_MENTALIST_HERO ); f$ I8 G' _% q/ v, ?4 D0 m& z
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
- }/ G) c9 o/ [$ j9 h3 I; D if( nJob == JOB_FORCEMASTER_HERO )
0 g: k7 w8 U+ B' b$ a8 v$ ^ itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
* c% W" `$ x V0 @& ~7 j: s. Q, B; O" L2 [% M4 t4 L
( ( CUser*)this)->CreateItem( &itemelem, &nID );
+ M% z6 E$ S& b- |, U% B% y/ q }
9 |6 ?" v" u, ` g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
6 b3 `: P9 n$ M! x9 ` ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );. H1 b1 _* \% L3 V
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );; |4 U) X! p) }- F
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
1 C3 V9 x2 y$ A2 A1 y ( (CUser*)this )->AddTaskBar();*/
. x4 l6 h# N4 Y! a4 g" E ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
+ I. j Y6 j0 Y& I! }#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?' t* v2 g$ G$ t# P9 @: ?1 D
((CUser*)this)->CheckHonorStat();: q5 m; C6 N. ]9 v3 U) V" L
((CUser*)this)->AddHonorListAck();
5 b; `: F) J" r, {& R) ~( o g_UserMng.AddHonorTitleChange( this, m_nHonor);6 }6 j' X8 {! m# s% j
#endif // __HONORABLE_TITLE // ′Tà?% F. j' C# c# y6 U
}; S1 f8 i, |! f9 H( U5 E
#endif // __WORLDSERVER
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6 K* ^9 u% x( k3 N, t) o9 Y+ j/ v5 L7 J
然后你进入functextcmd.cpp并添加以下
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代码:
- v: v7 n" \% v# J9 J# MON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" ), y/ T. e' _5 z+ {# f3 e9 d
下面插入
* V2 a* V5 R W2 i/ A+ r" C" MON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
$ z* i) V% ~" B# t7 s! E! @( Q: j* T8 n+ l% t
然后你去% P& ~2 q1 T' q: H* k4 W; J( g
% |( c9 Q! g4 u- e
代码:
" X8 R, F& \ g: P代码, e& l4 `" O; m1 m' y3 m5 w l+ w
BOOL TextCmd_ClearPropose( CScanner & s )
; y8 W& I# }9 X{% [, G) p5 y8 m" b0 {' m
#ifdef __WORLDSERVER
! K' V ? s8 ] T: \4 h CUser* pUser = (CUser*)s.dwValue;
5 \- A! U3 i6 k: J) C I- I% I g_dpDBClient.SendClearPropose();; A5 t$ k; s) b! j
#endif // __WORLDSERVER
' r$ I" C1 D6 a) G" R return TRUE;
, D5 R3 Y/ U$ n* Q; `! S}
! v' ^ e% r) C, ~$ h+ N下面插入: }& E) ]& G6 g8 ^, y
BOOL TextCmd_rebirth( CScanner& scanner )
- |. G1 e R/ p+ C% f, \{
! {- a! q0 M6 O3 c3 Y Y$ {#ifdef __WORLDSERVER& i; V# B& @9 _; D
CUser *pUser;) q1 X, _0 w0 P& a
pUser = (CUser*)scanner.dwValue;
% a# b3 x1 e4 Q t, S5 b* x# Iif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())1 J: z$ w n/ r! {/ B: [/ ~9 J
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);. _) {* L$ i9 ~6 P' Y" z
else
# s! A( {9 }2 i+ Q; FpUser->AddText("你还未达到重生条件!");4 M' I' ^- V- B# Y( j
#endif
) `: D; q/ q5 b4 r3 treturn TRUE;% U" ~# b5 c! b% V$ V5 c
}
1 c+ T3 s1 o2 | ^: a' g$ P; f6 ]3 l6 E3 a1 d
4 }5 J5 \2 t, q- k) k9 l! C6 f+ L% H3 Y- B! k
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