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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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" j5 N' @/ c7 }1 {Mover.h
9 O8 X( {( ^. t代码:
! n5 Z5 W! `0 i8 @/ ^0 E7 U8 ?找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü% ]3 K( } @' |1 o# F" H
0 ?5 X' t3 r# ^
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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4 T5 o: B& J7 M9 B然后你去mover.cpp添加
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' z$ @- j9 n. ~6 f. P, l代码:
* s8 `" G6 R- Ovoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )9 m4 n6 j( M+ O/ `
{
; o, I) y% S4 J4 M2 @#ifdef __WORLDSERVER
2 w) W7 g: ]: V5 N1 z. X // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
" [+ ]& F4 v1 c5 [ MoverProp* pProp = GetProp();
* z- p/ L: q" [# B- ^7 Y if( pProp )) h5 ^$ M, ~( m
{0 x# z6 }( t9 R+ z+ r
if( nJob > 0 && nJob < MAX_LEGEND_HERO )9 @# H2 M; l W$ y. [8 G s$ _3 K
{
9 @8 @3 P8 k; P4 L. N; W AddChangeJob( nJob );; ?9 j N5 z- j" a$ R$ _
}else{; e b# }7 |+ ~6 {0 _
return;
- v2 i: z5 q' _# x$ h9 v }
, r% M+ R! Z+ ^) n2 i int nPoint = 0;
]2 p& [ j S8 h0 l if( m_nJob == JOB_MERCENARY )# E/ h8 j. I0 o" t8 u5 o
nPoint += 40;/ M4 i" b7 t% J; W9 {1 ?
else if( m_nJob == JOB_ACROBAT )+ y# T2 C7 n+ d# {+ {$ B( f6 p
nPoint += 50;8 i& n+ e7 B$ a7 s* E _0 X* C
else if( m_nJob == JOB_ASSIST )
5 I+ E b! Q: N4 ^/ d, X+ \, { nPoint += 60;
1 f2 Z6 E5 j' ] else if( m_nJob == JOB_MAGICIAN )! m% ^7 q, D% c( X: @" n2 P
nPoint += 90;
" i/ M7 G' m# O* W" n }! X else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
7 f( |. N. `) s5 O& V' |( h' c nPoint += 120;: t3 p/ n# w7 t
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
2 I5 d) @3 v2 {1 M1 g/ `2 D nPoint += 150;: S0 c, C* l( J9 Q) f# C# s% B4 G5 c
else if( m_nJob == JOB_RINGMASTER )2 E1 L. K6 B$ A7 N
nPoint += 160;4 ]6 }$ d* }% w
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )$ d5 |8 z- f. p# x8 `$ i; l
nPoint += 180;
4 A4 u; _4 l8 m else if( m_nJob == JOB_ELEMENTOR )
( |) [. \& p$ t. t0 L6 f nPoint += 390;
$ z8 ^; }; w8 y3 g! S# v* i else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )- _5 B' Z$ P- y( x9 t7 Y
nPoint += 120;
; R3 y* \3 t* u1 ], U5 K else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )0 Z3 ^7 Q) l1 s9 Y5 |' O9 Z
nPoint += 150;
0 I" K* f" M: S( x5 F0 F& a! W; f/ ^ else if( nJob == JOB_FLORIST_HERO )
/ m0 R+ `* n4 O" D. P nPoint += 160;
: h' M2 |* \* z& G) `% b3 w else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
4 t, w, U; z) y& k" r- K& ] nPoint += 180;! ~$ N+ Y U8 m4 {
else if( nJob == JOB_ELEMENTORLORD_HERO )2 b- o. E9 B3 j& }: n0 I" `/ Q
nPoint += 390;2 B" v2 w7 s: G' ^
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AddSkillPoint( nPoint );2 {% j$ v# ^. S y7 i& d
m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );
7 E, Z' `2 A- S m_nDeathLevel = nLevel;
( Y) r, v( {$ W8 i K#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
! |6 h6 [8 S3 c1 v* R! ]/ @5 ?" u3 { if(IsMaster()) A E8 W! ]. l; b
{
" L0 y+ ?, c3 s* {' v2 R5 A int dwTmpSkLevel = 1;//60, 72, 84, 96, 108$ t& J% Q/ S+ D+ T! J* P
if( nLevel > 59 && nLevel < 72 )# U' q; ~3 [. V& L, ?3 |
dwTmpSkLevel = 1;
) |* ^- e+ ?- M# A8 N6 ] else if( nLevel > 71 && nLevel < 84 )
( Q* Q+ d. N( m: W dwTmpSkLevel = 2;
# A( W; e. G1 V7 ^% e else if( nLevel > 83 && nLevel < 96 )
. g! W1 K5 F. X5 ^4 m- u; H6 w dwTmpSkLevel = 3;, Y; f: m+ Q# i) x" _: O* a
else if( nLevel > 95 && nLevel < 108 ); V0 s: L! h/ Y( [% I" _# c/ H
dwTmpSkLevel = 4;6 A( p+ N! Y k' J3 H
else if( nLevel > 107 && nLevel < 120 )8 M2 E5 T5 K0 I2 h
dwTmpSkLevel = 5;
/ t9 x1 s: o: W5 [3 e+ |& P for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ E9 ], c' }% y9 K) \" @3 b% L
{ 6 I; S( _4 a6 e( ], q- e
LPSKILL lpSkill = &(m_aJobSkill);, ?. \8 g2 Q9 {# ^7 G
if( lpSkill && lpSkill->dwSkill != NULL_ID )9 ~9 i) M9 p8 {3 d) v. B- q% d4 F
{% j; K- Z- v m3 b; @$ S
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
+ x2 S2 y+ r5 ` if( pSkillProp == NULL )
2 r. ^# J4 y; v' i: f1 m- L continue;6 I: B% b7 ?) _1 J3 S. d! H- E+ j
if( pSkillProp->dwItemKind1 != JTYPE_MASTER); f9 n) Q4 E3 P/ M
continue;
" c0 J f i/ l9 `) p1 ?# u& E- N. H lpSkill->dwLevel = dwTmpSkLevel;
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}
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0 t& N5 i; O9 L$ A; y* x else if(IsHero())4 k& E1 g g$ }/ t5 l v( ^# {
{( Q9 h d3 |4 y" D' \
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
) |/ O4 J* S# m8 ?% @9 K5 c if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
' S z$ @! \: I# ^1 B8 x% C$ I if( pSkillProp == NULL )6 Q# f7 N' v u2 @- y, k6 V3 H
continue;
$ e4 B( w7 Y' K# M if( pSkillProp->dwItemKind1 != JTYPE_MASTER)6 J! y2 E; u- `/ V
continue;9 R/ J3 O. D9 M7 E$ ^
lpSkill->dwLevel = 5;& `/ p- T8 E1 r* e' p) y$ z) k
}% @& a/ |+ ~7 P5 G1 [5 M& o
}
* ]9 n6 a9 ]0 x3 A( E }
2 @5 j2 s& ] D3 |9 A. y else if(IsLegendHero())
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# N. `7 e( X5 F+ G4 `, q for( int i = 0; i < MAX_SKILL_JOB; i++ ) 0 L9 Y6 G; {9 X' d
{ 3 Q5 |+ q8 b0 C% P" }0 u0 B
LPSKILL lpSkill = &(m_aJobSkill);
- ~( U' y" m. W" R! @1 V0 b. P0 L: `& W if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
/ } T* _0 k3 D6 i7 { if( pSkillProp == NULL )
1 S4 M% Z- i$ {; Q$ m B continue;% K: S: R) S1 T; Y- h
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
- ?! ^! `& a2 r5 Y U: ~4 x% C, R continue;
. n- r* `$ S$ |6 B! c" I lpSkill->dwLevel = 5;
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}4 Q" l B" M. m* l9 R2 s
}
: S* m S6 U2 d9 _: a/ _#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
& E# F/ x" W5 ` M% D4 ^' o8 B if( bGamma )
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m_nExp1 = 0;
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2 b2 `, ?: [" L" J$ p
( (CUser*)this )->AddSetChangeJob( nJob );
% |4 r- p4 h* a$ g/ I g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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5 U" l& i+ [" V! @) ~2 R6 D% U
#if __VER >= 11 // __SYS_PLAYER_DATA
6 c4 F+ j1 n* I7 D R2 O$ n g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
# n" C8 {/ \% h' A/ J#else // __SYS_PLAYER_DATA
" ]% E+ {+ ~! k, R$ | g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
" [4 ~/ V- y; M3 G g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
$ m% j" e. |0 A% A if( m_idGuild != 0 )
# h1 O2 a, G+ h% N/ z- ~( y g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );# y+ s( V: j( B
#endif // __SYS_PLAYER_DATA
3 y- e! ~. M. X& ^0 T2 m SetHitPoint( GetMaxHitPoint() );
0 }! K4 ~/ ]# J! i; D8 R& t SetManaPoint( GetMaxManaPoint() );
$ b2 H2 R# u" ^) `# a/ y- S0 Z SetFatiguePoint( GetMaxFatiguePoint() );- f7 W% a! @5 S8 r
if( nJob >= 1 && nJob <= 4 )1 E* H' ~6 G/ X' ^
{7 U- M; e, {9 Y' a* l
m_nStr = m_nSta = m_nDex = m_nInt = 15;
% y- i. j7 t4 I% h m_nRemainGP = 28;* K) Y8 G& \- ^
}" K! z+ F: i% J& z d5 ?) T
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )" r- w T7 E; ~8 Y g
{: ]8 O/ n) M# B9 A! \, d' P! K3 \
m_nRemainGP = 118;
G5 X( P! u# N" _" \ //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
% S- y) M* E; e, d# M" [9 o m_nStr = m_nSta = m_nDex = m_nInt = 15;; }% T- A) H0 i8 n% J8 a
}
8 W4 T9 Q) ~# S6 `/ K' M if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )' U, F7 B5 s1 N
{$ [) z. o0 P# l, \7 I
CItemElem itemelem;5 O5 c9 b, e& m+ L: K8 s6 T) {- g
itemelem.m_nItemNum = 1;
: a8 N* W4 [1 a# A itemelem.m_bCharged = TRUE;
, e' J, |3 Q& \ BYTE nID;
5 k" i) Z. o3 Z
$ K7 T$ H4 Z& q! n& x- s$ [3 b7 M/ D if( nJob == JOB_MENTALIST_HERO )7 f' T) [' X7 z; {
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
3 l0 c! { R- ?3 K9 U- ^ if( nJob == JOB_FORCEMASTER_HERO )7 |: \, W0 [, [4 E
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;% K' c u l3 C% i3 U+ A
$ ]0 }7 M' c7 u/ u0 a5 v
( ( CUser*)this)->CreateItem( &itemelem, &nID );
8 L) V# B3 o5 g }% a9 R1 ~( O5 R7 ]" t& _5 I
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
. t8 Z; U4 f s* Q ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
6 a" w0 i! C* H$ T6 `& v* d" O0 p! U% F ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
/ l k" A- L8 A W+ e5 ~2 A /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );7 m* q! b: S: N8 r
( (CUser*)this )->AddTaskBar();*/& B8 V3 b$ B8 a+ Q+ G
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );/ e. c- T# ?- ]# H; O2 n
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?/ q" v1 d4 e+ W
((CUser*)this)->CheckHonorStat();: }: L _" s) B r. L5 b4 Z
((CUser*)this)->AddHonorListAck();
+ l6 c. E# P+ {; H1 [6 c g_UserMng.AddHonorTitleChange( this, m_nHonor);5 ~+ u( R/ s( M3 l* |! K4 T$ l. z9 m
#endif // __HONORABLE_TITLE // ′Tà?
+ i8 h2 M/ j E: n/ I: ] }+ A2 k- Y! E5 z) v# l$ F8 S" t G. N5 v
#endif // __WORLDSERVER7 c) ?6 k' ` w( O8 u6 o7 K
}
: F# D4 g" @' m' [2 y2 _3 u. J `, z/ O
然后你进入functextcmd.cpp并添加以下
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7 N: H* e3 T7 H% }" S代码:
) K1 V& f: ]7 @- v; C5 |ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )2 e' m) J/ Y9 f5 L
下面插入3 ?3 ]" b5 s+ N+ }
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
' O$ p7 B. O t/ V6 `( C
' o) j$ F7 H. k. m9 {' }然后你去
6 D1 f% I P. p( ^: f- m! R% Y: M/ S1 W+ ~" V0 e
代码:
* [3 Y. H/ o: D" R代码* e: j0 O0 J# s3 S, I
BOOL TextCmd_ClearPropose( CScanner & s )2 c0 Z) m6 r+ k8 v3 |& d* N
{
$ n. E. I9 R4 y' ^. d#ifdef __WORLDSERVER" P* U- n; B2 b% {4 i4 D/ \+ N, }
CUser* pUser = (CUser*)s.dwValue;
' w: Y# B4 d7 X" S6 Y% r8 t V, w g_dpDBClient.SendClearPropose();2 w( k, K3 l5 s9 L
#endif // __WORLDSERVER
( c+ R: |* j* l8 Q return TRUE;( ^8 Z" c% v* }7 X; D
}% x& H: W0 r q6 W3 J/ m
下面插入
8 I" A; K+ K1 n+ d; ]$ ?$ SBOOL TextCmd_rebirth( CScanner& scanner ): k, C* s5 x3 j _4 L# M% D
{
& U& j" V# \1 N& V# }) s/ n#ifdef __WORLDSERVER0 p3 R) ^5 [: T# }, S: B
CUser *pUser;
# z$ t# K( y# D. b1 c# CpUser = (CUser*)scanner.dwValue;
@$ W3 N5 y) k ^: oif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())$ C7 p! u# m9 r- U: j0 i' v
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);8 O! D; y3 N0 N* Q- u e% Q
else8 ~5 L. }5 J8 }. u' u+ X5 U
pUser->AddText("你还未达到重生条件!");' u$ t$ f% }% S) C: R
#endif
: i }9 ^; N/ U4 }( R$ preturn TRUE;
8 \2 h' ~; K8 a" y' c: k4 O}
6 t. b" N6 e& W7 d7 E# C3 f* B& J0 t3 d
" e0 n# y9 R/ @" K! e$ h+ \( c1 B( r) g: q
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