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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& k1 h9 v* {7 v! K' D, G
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Mover.h9 }" A/ y9 k& Z5 N7 L
代码:8 F& l# C, M' D' C$ H& T; j
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
+ R* J6 E& z+ p5 o1 ^5 k* \4 r+ i; `6 @; w3 N% g) ?
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; * ^8 k/ g) e: S0 s+ {2 h
* p Y' Z# \! {7 T8 h然后你去mover.cpp添加. [4 X; |: s" m
* }$ W" k: }0 {$ |, X% J+ H: b代码:4 _- w0 X0 W% Q- b' }. e Y1 V7 r4 D5 w$ B
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
% L) ]1 L t, d. Y* X3 Q{4 u9 M5 ]9 t3 s5 ^- M
#ifdef __WORLDSERVER0 F6 i- U4 h0 E6 i6 x6 t( }* S
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
: T* n* X* ]; _- o, G0 \ MoverProp* pProp = GetProp();3 Z; X/ b- K ]6 Z/ p. B
if( pProp )
9 X) l6 `% y j: i5 D% t; S z {
" Y; z4 z8 D" x- ?# d if( nJob > 0 && nJob < MAX_LEGEND_HERO )1 Z/ b- @* H' U) ~+ S8 w$ G
{
3 {7 C5 N. t0 f, X8 ^. g+ d AddChangeJob( nJob );
, a' P' J, a7 Q4 [" E( Z4 [ }else{# k$ n$ m+ A8 q" x9 P
return;( h# i5 Z# A% s9 P, k% r2 {0 I
}
6 S9 H* Y- W3 y4 x* [ E: }4 M% i int nPoint = 0;* H% k9 m) ?8 Z7 s; r- @; R
if( m_nJob == JOB_MERCENARY )
" _7 j( }5 y8 Z: A- c& n* D nPoint += 40;
8 S/ O# u- B n* H, A" a else if( m_nJob == JOB_ACROBAT ) }$ b1 X! s8 @+ P
nPoint += 50;
( R- h3 x% f' f) W5 T else if( m_nJob == JOB_ASSIST )0 V/ J; v0 f; S
nPoint += 60;
: p# ~# E0 m2 t else if( m_nJob == JOB_MAGICIAN )& P- B2 }4 a3 D3 R
nPoint += 90;
, b6 k6 D2 k0 ^$ Q5 t8 t! S else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )7 s% c" X3 h# ~, G# y6 h4 e
nPoint += 120;
/ y& D8 B- j1 M/ z4 x9 \. C; y" C, | else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )1 V% R4 o" n D9 d; B; Z6 o
nPoint += 150; O$ \, U+ a- u: n" {3 T+ p
else if( m_nJob == JOB_RINGMASTER ): z3 J m. x7 S0 m& c( n/ O( b! K
nPoint += 160;' g I, Z* l# h |* X7 |
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER ). @: `, t) v+ S2 c L/ V) D, O" o
nPoint += 180;
* V. I+ x% x3 _% A* f0 y/ I else if( m_nJob == JOB_ELEMENTOR )6 p- A0 g* v% Z+ Q0 u' O( s5 F6 k
nPoint += 390;" [. T, b5 I( h2 N% g- i
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )9 Q6 x) @+ Z+ ~' [8 o# t. S$ a1 d
nPoint += 120;$ N6 O/ l- r+ L( ?
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
; q& u2 ^1 I; G7 B/ D% r nPoint += 150;
1 h, S5 f: c1 A else if( nJob == JOB_FLORIST_HERO )
; h: _) j/ ~6 k. D" h* U: E2 ~ nPoint += 160;$ U( B! ]* O l, |) x
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
, L! v8 {1 g3 E, y5 V' D' U1 T% }' g nPoint += 180;& u& l1 N6 A5 U7 ~' p
else if( nJob == JOB_ELEMENTORLORD_HERO )0 d5 @, e7 ?$ y) Q
nPoint += 390;. j9 T2 U4 s0 n
' r0 Z" D; E. c" T AddSkillPoint( nPoint );3 D, k; t' y* b# V8 x$ J4 L8 H
m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob );
9 a- z# @9 Q1 ?. a8 g m_nDeathLevel = nLevel;
% R4 y; ^3 u- O8 ]% T+ Z% r" c1 ]9 d#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
0 k4 ^: ^! N- Z l if(IsMaster())) [1 G6 Q# p) P# [ i8 M+ U6 }/ {; Y
{
* P6 z1 _9 S. r5 E, Z% X/ l int dwTmpSkLevel = 1;//60, 72, 84, 96, 108! L8 L! x+ C$ q5 @; G X0 z
if( nLevel > 59 && nLevel < 72 )- c9 C7 a; r. n9 R t
dwTmpSkLevel = 1;
; @- P* c. [) f else if( nLevel > 71 && nLevel < 84 )
2 ]6 M" h, d( e/ I/ ?; l4 i dwTmpSkLevel = 2;
- s- w' e1 D* ^% Y4 S5 E else if( nLevel > 83 && nLevel < 96 )
/ y. Q: B0 Z6 M. e dwTmpSkLevel = 3;; O7 q5 \- F2 L
else if( nLevel > 95 && nLevel < 108 )
4 u7 D( Q4 ?$ }. l$ D0 ?! B dwTmpSkLevel = 4;, E3 r0 [( p: H) |
else if( nLevel > 107 && nLevel < 120 )8 L3 E' O% i: z1 X! `, W' {: j% i
dwTmpSkLevel = 5;: D' e& k! m2 ^3 I7 S
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill); r. ^6 t$ |" y5 I! b
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 7 s& b" Q% S5 ^* ?% r( k+ P
if( pSkillProp == NULL )
, K2 N% _+ j3 W: l: b- N continue;
5 p/ D( F' i$ x. q& ~' ]1 q4 R* f if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
% r- n; ~% K+ a4 `: Z continue;
0 g W( N) r; f8 m lpSkill->dwLevel = dwTmpSkLevel;5 ~# K& l1 ]8 k( v
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}
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" Q% p5 P6 {6 j7 f9 m( Y: x# r else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 9 b \$ g7 Z& m/ t
{
( d3 g1 i0 i# J* `0 T6 i* H; a, Y LPSKILL lpSkill = &(m_aJobSkill);3 L8 T% I, T+ T& b6 D
if( lpSkill && lpSkill->dwSkill != NULL_ID )6 k/ k# [" j/ f6 F. K$ V
{
4 {' X# Y6 R4 H: @5 a' F ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ! z+ i0 M9 |0 n c2 M9 i
if( pSkillProp == NULL )
|& ~ A5 e5 r. O, @% Q continue;
' z9 F# ?* R! q4 E% j! h w if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
$ G7 h7 w& x3 L, b continue;$ c0 P N- P) A" T Y5 }
lpSkill->dwLevel = 5;; m2 U' T6 [) n6 ~. s0 A5 W
}
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}
7 `! a) w. E2 }* u; o O! @ else if(IsLegendHero())) Q. d8 m; P0 U9 e
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);7 I4 A! R2 K8 r- y
if( lpSkill && lpSkill->dwSkill != NULL_ID )& X9 x9 b T1 m* i# D* n3 x" Q1 Q
{
3 Y! w6 c. l. v9 l; N7 z0 N ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 7 S* i6 {8 A) @# e' A
if( pSkillProp == NULL )
- q% v0 c5 A! S continue;
) s* x g( p% u% V4 N% I if( pSkillProp->dwItemKind1 != JTYPE_MASTER)! @6 \) L( t5 g
continue;
+ U6 g; A K" G: f5 @2 B( ? lpSkill->dwLevel = 5;
6 ]$ t: U+ e! u' t2 U } `- T! R. ?5 f D4 Q: S
}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans7 V, W, V( r8 ~: M4 T H; \
if( bGamma )! m P# W3 u2 |, h' k3 B4 }$ `
{3 d8 o5 m9 Q1 ~1 Y9 m8 S, x
m_nExp1 = 0;# I y2 B( x+ h/ G+ B% b. W- o1 J
}
% a! d" y e1 \2 c) W
8 `4 c9 M3 n% V3 }' ] ( (CUser*)this )->AddSetChangeJob( nJob );
/ p n: K( J; } g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
: M: _) s) S9 I) l. l& J2 u- ~3 _& E* M4 \& g: S
' q( `' X# T$ X! t, d#if __VER >= 11 // __SYS_PLAYER_DATA
# }! f) D/ F( D4 Z9 O( v g_dpDBClient.SendUpdatePlayerData( (CUser*)this );2 c0 g4 o, A; |# p/ D) k8 h B
#else // __SYS_PLAYER_DATA4 t4 L/ b1 ~, U% w5 z" z: Y0 d
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );9 n* q5 W! C4 f; t; r1 l$ E
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
" s# @+ C! d! n# v if( m_idGuild != 0 )5 o4 j$ k) N! r |$ G
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );2 E R& q$ U5 U7 B, o
#endif // __SYS_PLAYER_DATA
( x7 l8 r1 H7 w% u SetHitPoint( GetMaxHitPoint() );
- J+ R$ J, H8 T q" V$ ] SetManaPoint( GetMaxManaPoint() );' I. S, ], P' Y+ t; S* c
SetFatiguePoint( GetMaxFatiguePoint() );
3 A! U+ l; A+ ]* y- I if( nJob >= 1 && nJob <= 4 ) \9 [& }, l) A
{
6 Y4 g ]8 O3 J! u) r, K" H m_nStr = m_nSta = m_nDex = m_nInt = 15;" B, w* S' i) e7 X
m_nRemainGP = 28; R8 c9 k) ]4 h% \% Y) j
}6 i' S6 V2 q, n
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
* U& J2 Z' ^1 J {( C: o; M* h, k6 e5 ^
m_nRemainGP = 118;
' C: H% T/ U) T# b0 U% `: e. `) g* { //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;# w. N# ^6 p' I; J
m_nStr = m_nSta = m_nDex = m_nInt = 15;
) m+ p8 H$ \' o& x5 O2 N _ }
2 {1 D# X* N: C) B/ R2 b if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )+ W- N% ~7 A9 \! P
{$ b/ G+ z: r0 x2 S, T0 U9 f7 E2 Y
CItemElem itemelem;
; n& m ~* q- M* b2 O9 N& |+ z itemelem.m_nItemNum = 1;
: }: p# t- j# `# {+ L# W9 U3 { itemelem.m_bCharged = TRUE;
: V0 V+ k/ t8 a0 h' } BYTE nID;, ^/ e& Q8 O3 T, B- k
+ s$ v! ]! k" }7 t( a if( nJob == JOB_MENTALIST_HERO )# H4 k4 e4 H: |! O* ^% I1 b
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
& g6 c- b* ?) |* f9 G3 w if( nJob == JOB_FORCEMASTER_HERO )- f6 f. x& ~: X @4 f' v) f4 X4 q
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;) l; T- Y. Q& W9 N1 b0 u
* L8 q. ?& D8 F1 f2 a ( ( CUser*)this)->CreateItem( &itemelem, &nID );) ]4 ~# n* `7 {! `8 }
}
" ?6 O8 z8 H8 a. Y8 r( Q$ y g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
. ]/ R) S+ `3 p ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );( C: q5 u; z% a- `
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
2 ]% x# n' J: [" C" I /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
" d! j& i4 U* ? L ( (CUser*)this )->AddTaskBar();*/& ~% R6 |& k. x; R/ G7 R2 D
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );0 n) ~2 ^ y0 U5 f0 \% e
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
# v( ~' G3 [6 ]' a& k. v& S ((CUser*)this)->CheckHonorStat();
# Z: F& P9 q, J# }( Z, |7 ?# u" y ((CUser*)this)->AddHonorListAck();
8 R* ?3 ^. |( i' X1 v g_UserMng.AddHonorTitleChange( this, m_nHonor);
0 x- Z0 O3 N5 a0 M% s; H#endif // __HONORABLE_TITLE // ′Tà?
0 \2 z/ J1 ]/ I) `! \) v }
5 g/ h' E2 {$ L#endif // __WORLDSERVER8 {5 o- P- d! l% r# ]# E5 e
} ) Q7 H( d( Q5 i0 V" n7 y! B& I% b
' o! y }. P Y9 O9 c然后你进入functextcmd.cpp并添加以下$ i9 |2 N8 I6 d8 [* e
2 R, h, Y. ~, Q+ P3 w' x1 r0 W
代码:
% y. ]# V$ @( Q9 yON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )4 h [: G5 F7 j j( D$ a' y
下面插入$ S0 i6 p/ m0 a/ V( a
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
9 s# W2 z# L7 B# m9 j$ n7 K/ U9 {" J& O7 I' V2 K
然后你去9 ]: W, y5 v9 A! g1 ^" ?
' X1 \$ o' N' O6 o" \代码:, R3 h( Z8 S$ y
代码/ [( h7 a& t. ]2 S' ], \/ k
BOOL TextCmd_ClearPropose( CScanner & s )$ l! B3 y I# l8 C9 x% ]
{
0 P3 r. S4 }: [# v' h0 ]% p#ifdef __WORLDSERVER$ s9 r7 o/ z4 Z2 ^: c
CUser* pUser = (CUser*)s.dwValue;
# r. t f8 P) D* M g_dpDBClient.SendClearPropose();* X) B# Y: P" K. f9 F
#endif // __WORLDSERVER
- ?& W# a7 Q" Q. Q. z return TRUE;' u3 R! b2 `$ M/ x h
}
0 w, k. o3 z6 Y/ X. n8 s下面插入
% Q+ N: v9 C- m( R2 W6 H/ |- iBOOL TextCmd_rebirth( CScanner& scanner )" M+ b: V/ I; X7 q/ B/ Y( I0 U
{
( k7 k3 ?0 |+ b+ D+ p( {& j#ifdef __WORLDSERVER% Z7 n8 U! J; T$ G; x P4 p
CUser *pUser;
" k! w, a% X, Z1 W6 BpUser = (CUser*)scanner.dwValue;
5 b$ @0 m; d/ \. k" kif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
' k6 O( l# |! ]& QpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);8 I! ]$ i3 F4 d1 d% W& Y
else& z8 Y! y2 o' l# h7 G& q. m) D+ `
pUser->AddText("你还未达到重生条件!");1 q6 k( m" p B4 s. M+ u$ U \
#endif
0 c' [3 H: w' qreturn TRUE;
7 |* v: D7 L0 M8 F+ z) v" B}
4 J3 ^* S) W" L, J8 @5 |: f" F! y, D9 c1 E
6 W3 M0 b1 o+ O6 ]7 G
4 r8 t1 d3 L5 V$ V, N' {( ~% U9 r
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