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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befehel4 i1 d) `% Z! p
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Mover.h3 T1 M! m: w1 ]: G- B! c
代码:5 d. v8 X6 x- _2 n: D
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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% r# G' `5 o( ^( p) Q# g" i0 t下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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/ H- L7 J0 v$ a1 n& W: ?; w然后你去mover.cpp添加
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a3 ]2 [( E0 F; u; ?代码:5 ]# i$ S3 G5 Y/ A- X' D7 ?
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma ): h- ]$ w" e( }
{
) w1 O; U5 T* Z) y$ ^#ifdef __WORLDSERVER
* O5 ?5 N( n* Y* J8 m% u4 V/ W // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó0 u, U) j# i- l5 r7 X* h
MoverProp* pProp = GetProp();
" w3 u' r7 X Y9 X7 i0 H* W: ?. {0 k7 k if( pProp )
4 b) c8 ]5 r$ _+ `' |5 b* G { U% W6 Q8 ~7 I# a$ Q( _) V
if( nJob > 0 && nJob < MAX_LEGEND_HERO )1 ?# e- u G& E& R1 L$ W; r
{9 K& T1 s" |* @8 q8 @* m. N) x
AddChangeJob( nJob );" i7 k U3 s2 r% r: ?, c& M1 y: V
}else{
6 K5 ~* @0 z2 s0 T8 U/ v% Q; z return;8 L, m1 d: e6 G5 \: p4 E
}
) w' o* Q& d# s" [- {4 L2 q int nPoint = 0;4 a$ q: |' s; T/ z4 v
if( m_nJob == JOB_MERCENARY )
! D3 B' Y; o, `! m' k nPoint += 40;
: ]6 P- i* G7 ], K else if( m_nJob == JOB_ACROBAT )
7 B/ R: p5 g8 Y9 ] nPoint += 50;5 d* Y4 m: [2 l/ t
else if( m_nJob == JOB_ASSIST )
! C: @; j1 Z. g. E8 Y# F nPoint += 60;) I+ y/ b# W2 E7 q2 D% u
else if( m_nJob == JOB_MAGICIAN )
: ?3 Z/ M7 E. P) K5 s nPoint += 90;1 u" f8 S& a5 y( o) F+ W
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
: |+ R# m- Q) |5 F s# o! b. D, R nPoint += 120; D5 D. ]7 @: k
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
# q6 L1 m6 U2 V( u0 r9 w nPoint += 150;6 O2 y) {+ _ ]5 A' N8 p
else if( m_nJob == JOB_RINGMASTER )
& V- u% s9 ~ _! o8 N" a2 t% b nPoint += 160;4 p+ u! B2 j! A8 ^' u
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )3 e2 x. c5 z! Y) d4 _' B% e1 `
nPoint += 180;7 Z4 h# W( U' N3 p! ]
else if( m_nJob == JOB_ELEMENTOR )
7 Q9 O5 i: l, \5 _% d nPoint += 390;* |6 i9 @ n( A0 D, p& t0 P/ E3 d
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
; j% g$ h1 L7 N. @3 G0 i/ @ nPoint += 120;- O' c1 }% Z0 l1 j( q
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )3 A/ f8 P- i+ X& j* D0 I
nPoint += 150;
4 n3 R( ~5 e* b+ U, O( q; k else if( nJob == JOB_FLORIST_HERO )
R9 I% B6 {7 @2 R0 q- P" E nPoint += 160;- p1 t$ F" }- S5 d
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO ). j! \7 B2 y" l5 h8 w) K! j+ E
nPoint += 180;
B1 ~5 S2 {; p J. @5 P! n; p else if( nJob == JOB_ELEMENTORLORD_HERO )
) S. e- h; K. ] nPoint += 390;: |5 e6 j, v& ~1 Z- F
2 j0 A$ o0 `) f) [( C# k8 \" q AddSkillPoint( nPoint );& O1 O+ H7 ]+ l( g
m_nLevel = nLevel;' L* G, u3 d, {' S5 {- l2 v& k3 ?3 s
* [+ {3 T# E2 |& s. _ SetJobLevel( nLevel, nJob );7 k; s/ L4 x* m$ X: e
m_nDeathLevel = nLevel;
$ K1 o; ]# w7 ?# ?+ @#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans0 }; g: W$ `- J( Q( u+ |: A
if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
1 [- A: y1 Z" M; Z# h& W+ A9 t if( nLevel > 59 && nLevel < 72 )* F6 O/ j# o! g9 L
dwTmpSkLevel = 1;, `1 x+ v% |# E' ]7 K& ^% T: i
else if( nLevel > 71 && nLevel < 84 )
7 d0 F1 d# I. M# U! p dwTmpSkLevel = 2;
6 |; a8 o5 K/ c$ y! z else if( nLevel > 83 && nLevel < 96 )6 q! g! _& c+ D
dwTmpSkLevel = 3;
; |% b$ E7 Z2 [' [ @8 q: t4 l else if( nLevel > 95 && nLevel < 108 )
0 c5 t" Z+ o- x7 x! M) M) |7 h$ k dwTmpSkLevel = 4;
4 n0 |, `' Z6 N+ b& | else if( nLevel > 107 && nLevel < 120 )
- E! |6 t9 Z; J# d& K dwTmpSkLevel = 5;
, t4 i) y0 k6 P# c for( int i = 0; i < MAX_SKILL_JOB; i++ )
* O: k ~" b, T! y% z- q$ B5 D {
1 i, W/ n1 X3 X+ ^/ l LPSKILL lpSkill = &(m_aJobSkill);
6 A( q7 m; |5 ]% C; q* Q if( lpSkill && lpSkill->dwSkill != NULL_ID )$ K: m9 {7 v/ k; U+ n
{$ @! \& l D+ M3 h9 ^8 o
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
9 q' f1 a! l" I if( pSkillProp == NULL )* X# q! Q3 c; v# N! ~, O1 F- X/ |9 B
continue;+ t8 L9 O7 ^7 O' e7 V
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
7 r3 l/ X. e& ?1 ~ continue;9 Q2 }( Q+ c& ]- g( m* g
lpSkill->dwLevel = dwTmpSkLevel;" w6 U/ U; i* l, t6 X
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}
* y' p; l \/ h3 Y else if(IsHero())
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' @* l$ f* |) o3 }; b for( int i = 0; i < MAX_SKILL_JOB; i++ ) - v+ i9 b S, G. _& L4 K% ~
{
( X; I5 S9 U0 k3 q+ | LPSKILL lpSkill = &(m_aJobSkill);" B3 [: G! |/ y- e
if( lpSkill && lpSkill->dwSkill != NULL_ID )
# @& W$ E% s) J* }( U8 _ {
8 \, d. w, T v ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ( O6 I o% n5 _! L8 Q
if( pSkillProp == NULL )
5 o7 @. e4 `. K. r4 r9 S continue; @# O6 y4 [' |) m
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
/ g' f. r0 [7 [5 a5 _# S" Q continue;; W5 n- ^# x8 u& R d9 J
lpSkill->dwLevel = 5;
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else if(IsLegendHero())
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4 _8 F( _8 b2 g. T% @3 r( c; s7 c for( int i = 0; i < MAX_SKILL_JOB; i++ )
( _: T5 _ {& ~3 {. h, h$ D' ]9 @# L {
+ o8 e4 Q% A: H/ C4 f: \ LPSKILL lpSkill = &(m_aJobSkill);
! _" s9 x* [/ g5 M if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); / w S# T/ W' ^: i
if( pSkillProp == NULL )
, E J0 F! E. K6 N( L- {& h0 u continue;$ ?1 Y- k' j/ F: \2 z; K# l, z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
! o/ p( y2 h3 M7 L continue;
, n- \( ~5 O& ~# ` lpSkill->dwLevel = 5;
$ k) a0 v$ d% J8 ~ }
9 n1 f- [2 E4 z a; V }
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
$ k9 o4 ?! `! ~6 c$ R( a if( bGamma )$ Z1 R' k) P i! _8 p
{
3 P4 u" J) |4 p' {& x( i4 B& E m_nExp1 = 0;
- c% x4 x; g) Q1 g }
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( (CUser*)this )->AddSetChangeJob( nJob );3 |# z- {* [- Z* ]1 R. M
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );2 F$ ]# ]3 y+ L# m7 L
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#if __VER >= 11 // __SYS_PLAYER_DATA
" m9 h+ e5 ^' z* C g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
8 z1 o+ X: W X6 d- p#else // __SYS_PLAYER_DATA6 g w/ Z* O+ A. |5 K1 G l& y' d( k
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );/ A0 Q7 X5 S, q) c& U, ]: F
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
' G3 ?' u8 N( f* C# \8 P if( m_idGuild != 0 )
; r+ j) q1 f# D) B* w q5 b& q g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );$ `/ @3 n( d x; @) s
#endif // __SYS_PLAYER_DATA
5 s! ]) u! L0 P- r7 a, B/ U/ N( C SetHitPoint( GetMaxHitPoint() );
6 d& K( c# S0 ? SetManaPoint( GetMaxManaPoint() );0 |9 i; G# m8 W3 M
SetFatiguePoint( GetMaxFatiguePoint() );! z# f" ?9 J# V$ B
if( nJob >= 1 && nJob <= 4 )
1 x6 Q( }$ X# y. f9 C {
* C$ S ^/ B# f8 A+ K8 B m_nStr = m_nSta = m_nDex = m_nInt = 15;2 H. s$ C1 }+ N& n- }5 ?/ [4 Y
m_nRemainGP = 28;. f( K- [" E5 Y( e
}
2 F, ~2 V; K/ J/ b- q: n) i/ ]2 E if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )% n3 j7 ~6 \/ |$ B+ a4 o* J
{
% o3 z- R) A4 [8 I9 i ^( \ m_nRemainGP = 118;
! u1 V# F' Z9 k# M& Y //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
: ]3 D1 j4 \' b2 U! H m_nStr = m_nSta = m_nDex = m_nInt = 15;
# i) C- |; }8 h( q }
" k* Y: p5 G8 h5 v! Y8 l1 v if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;
9 `( y, d5 k9 y8 H0 @& P! Q itemelem.m_nItemNum = 1;
8 N' k: f5 @, p9 z# T. R- J! K# q7 O itemelem.m_bCharged = TRUE;
1 k0 z3 L; t( P k: _9 h BYTE nID;
4 S# ^7 ?0 x1 x
/ j# f' { l1 `$ x if( nJob == JOB_MENTALIST_HERO )
- Y B% M. k/ T3 { itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;& s8 H* N X6 u9 f
if( nJob == JOB_FORCEMASTER_HERO )6 }: S4 A- X! t% W) f) @
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
$ J' e9 q- @) p! Y T4 e) @* f" U. n
( ( CUser*)this)->CreateItem( &itemelem, &nID );' d2 P% u$ O( Z$ W! Z1 J8 ^
}1 X5 m% [ y# \2 }! h; @$ v
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
0 p/ R7 A& ?: M7 P( \: c' B ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
]- A2 S- u' _1 O5 R* p ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
& A3 i p/ f- o6 F4 X6 g! S6 Q /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
3 l! f- ^! y4 K- v5 _3 }- a" I ( (CUser*)this )->AddTaskBar();*/
1 K/ _ t/ d- N6 _) N ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
% Z) ]" f: K$ C8 g' Z h$ Q#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
( h/ q- U: x. X+ f5 T# e0 `7 x9 x ((CUser*)this)->CheckHonorStat();
* k, L7 D8 \- t1 y( x1 U$ @- S! y ((CUser*)this)->AddHonorListAck();
4 J- N$ }9 G- j4 G g_UserMng.AddHonorTitleChange( this, m_nHonor);" M) i6 N3 K) `" t1 F6 S% _, P$ a
#endif // __HONORABLE_TITLE // ′Tà?
6 g0 R7 M8 W* Q9 `+ g D |- P }# I' W' Q3 k' }- k8 p3 }
#endif // __WORLDSERVER, K: }& ?- q o9 K1 K6 V
}
, [9 r4 x/ [9 c; ~; a+ ~% H) B1 ?4 K; j$ R
然后你进入functextcmd.cpp并添加以下# @* q L! z D$ ^
$ _& h% w; T! A8 ?( y' ~
代码:
' S; X' F D5 @- u( Z2 O' wON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
8 D; }- X o* p" A- l) I下面插入# x# R+ u7 R. R: p, p4 y. j8 A6 @! Z
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) % K3 A9 n% r c4 b/ H- d' Y
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然后你去
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3 b5 W( C0 A7 w: z代码:9 m) Q! L2 l! X0 K
代码
2 l `7 N0 T# k/ BBOOL TextCmd_ClearPropose( CScanner & s )5 a1 H) F! j/ J0 Z
{) |0 k, Z- Q5 D/ y4 D- o7 l
#ifdef __WORLDSERVER
, V: f1 W. \1 \- q' Z; q [+ S CUser* pUser = (CUser*)s.dwValue;! Q; G6 x, c& I) M- q
g_dpDBClient.SendClearPropose();) y% j( X- o# K& l8 O* I0 b' u
#endif // __WORLDSERVER
) H5 G8 z& t: [ m- ~/ l return TRUE;6 d" o0 z. L* C% ~. t6 [% m9 w
}1 e' e7 z: p& K3 b4 J7 m! [
下面插入
+ z p3 c! Q }% vBOOL TextCmd_rebirth( CScanner& scanner )
& P4 H7 u9 W5 @: s' p {. P{% j6 W) i4 p) U
#ifdef __WORLDSERVER" Q. A8 C' O3 W, ^& f" ?9 U3 o
CUser *pUser;
4 R3 N* C' s. ?0 ^) G7 CpUser = (CUser*)scanner.dwValue;
/ b- Z, ^5 N& v D2 q2 P7 jif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
M2 S3 s3 ^7 c: ^( z l6 W2 C$ kpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);, Y7 F6 x* m0 @3 v' h4 P5 q
else( O" u4 X0 g9 A6 W7 }5 L
pUser->AddText("你还未达到重生条件!");6 R( h! ]0 v/ P6 h
#endif, J, u( }- t: u
return TRUE;1 W. K1 l3 @0 I5 i
}
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