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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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1 Q4 `9 t s4 U* v! z6 JMover.h
7 M8 i8 Y0 h) U, O代码:+ u4 g8 A+ N( F. j! `) o. }* c9 Y
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
f/ M- f Y& z
6 C. P9 s* j. z5 F# e下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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! ?( t9 ?* [3 {1 v然后你去mover.cpp添加
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代码:
& R) U# `1 g9 q3 y; \void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )* Z" Q8 q/ _% [$ [* c: ]2 W; I
{
+ O* `( d& D7 s% |# U9 x' m4 K0 ~4 Z#ifdef __WORLDSERVER [3 `" [' S7 z
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó& Z" {. k/ N4 Y8 W, E9 A
MoverProp* pProp = GetProp();# V2 x9 d z: F9 Y* J; f
if( pProp )# t' V1 H: b$ g! X
{
O9 _% }, W" N" z if( nJob > 0 && nJob < MAX_LEGEND_HERO )$ @) |) D. n R4 z/ D. |* I
{
" X1 X" L R% D3 u7 f$ }% N AddChangeJob( nJob );
9 P, j+ X0 X- z, A. ? }else{
8 V4 X C: ]! m i* f5 h. ^ return;
" h) Y& M( j) ]$ u6 {9 x }) z( _4 o4 U. A" h+ M
int nPoint = 0;
& Z0 G- k# n [/ u8 c if( m_nJob == JOB_MERCENARY )
' g8 i- t/ X+ y4 n5 S nPoint += 40;
W2 W8 v# _% c& I0 s' ] else if( m_nJob == JOB_ACROBAT )
8 U5 ~- E0 u; ^ j nPoint += 50;
: p9 E. _+ f1 a, ?% A5 y2 I else if( m_nJob == JOB_ASSIST ), Z- @) m& L8 [& K4 e) j: ^9 B
nPoint += 60;* A9 J) s( j m# |
else if( m_nJob == JOB_MAGICIAN )
1 T% O& d; ~7 u nPoint += 90;
3 V# v0 ~( u3 R3 m+ B) R2 ? else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
& ]- {3 c, V7 ]3 Z* v+ K& u' m nPoint += 120;7 k4 z9 K2 s7 L5 j3 V, |- d5 Q
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
& C: I( D. e* F nPoint += 150;7 _+ W2 T3 b7 x; g& n) \
else if( m_nJob == JOB_RINGMASTER )
, i9 G# W- v/ |2 U3 }/ Q nPoint += 160;/ ]; L) F0 e/ Q% U/ |( f
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )2 z9 I- g- Q0 E
nPoint += 180;! J* Y o" R* W
else if( m_nJob == JOB_ELEMENTOR )
$ s3 V5 f6 U8 S1 O+ C# Q- o nPoint += 390;# _- W' s) M9 W P8 r0 A5 K' R5 ^( E4 H
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO ); d: F6 M5 \) N0 z' B i
nPoint += 120;) C3 J; i" k- ]
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )2 K- F0 N9 U) l* E7 i* N) F
nPoint += 150;
4 }% ~/ o- j4 F+ } else if( nJob == JOB_FLORIST_HERO )
: l% v- N ~ i$ P; P& u* T. W# M4 ^ nPoint += 160;3 G$ `0 T W0 l
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
, i6 t. m5 ^' e7 E9 P nPoint += 180;2 b0 r2 Z7 q9 u# L8 ^
else if( nJob == JOB_ELEMENTORLORD_HERO ) ]: ^: g# i- I& Z' n' `
nPoint += 390;+ x# D' S# x/ L
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AddSkillPoint( nPoint );
( E5 h( v7 E0 d m_nLevel = nLevel;6 S/ z, P: I- h3 H* l$ V1 v
5 w: @3 `3 o+ s/ l+ K, k; c' }! Y SetJobLevel( nLevel, nJob );
+ h0 R# R F1 c- j" ]1 p m_nDeathLevel = nLevel;
, o k& {0 \" T8 ]#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans0 ` z: ~- a( P1 E" V, b5 M5 @5 G$ ?
if(IsMaster())0 r3 g9 k0 m) ^- ?
{
: N+ _) T+ |" z# m3 {" e# O& F int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
9 I' K" H$ V4 t4 O0 b+ _ if( nLevel > 59 && nLevel < 72 )" h. X7 S9 T K3 E r4 L
dwTmpSkLevel = 1;
" O1 W N6 o. t2 m. o- R0 K+ k9 O else if( nLevel > 71 && nLevel < 84 )
1 ^. @) I9 r4 n* B# U dwTmpSkLevel = 2;5 a- ~/ _# ~" f0 k- R
else if( nLevel > 83 && nLevel < 96 )
% |0 }4 |6 J, Z dwTmpSkLevel = 3;$ b4 S% j' O! Z9 `* a9 W
else if( nLevel > 95 && nLevel < 108 )$ _9 Y' C0 T5 M1 ?
dwTmpSkLevel = 4;3 y6 H7 {3 h: s! a3 P& z6 f, V0 i1 Z
else if( nLevel > 107 && nLevel < 120 )+ Z" z2 q8 Y [: e1 S# m2 U* ^& `. S
dwTmpSkLevel = 5;
" Z# C- b8 x* P' v3 u- y) j9 Y for( int i = 0; i < MAX_SKILL_JOB; i++ ) ) T7 a' I8 I9 F2 A6 }3 Q6 m+ |0 e0 K
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LPSKILL lpSkill = &(m_aJobSkill);
6 V3 v# k* t' S$ L7 y$ W8 o if( lpSkill && lpSkill->dwSkill != NULL_ID )7 w8 m/ L/ h* N. ]
{- Q; }3 d' U4 w; z
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
( N2 X) z2 K. z if( pSkillProp == NULL )
/ [/ M; O) B9 [0 G! s) b continue;* y3 p8 u' ^# I0 @' R( g5 _
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
0 {7 }+ g( U( W6 ^3 U3 x' T continue;; ^2 ]- e! n0 q% W! p& h$ H/ X2 |
lpSkill->dwLevel = dwTmpSkLevel;+ v- _* s, ]8 t
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}
1 g) Y" M# S/ z+ y' q/ C }
5 ~& l1 R W! t% e else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) $ b5 \! N- p; E! m4 T% D. R
{ 2 ~) {+ `; d2 u( U$ s$ \1 [
LPSKILL lpSkill = &(m_aJobSkill);/ ~4 r: y# |* v2 g2 ~2 ]' F
if( lpSkill && lpSkill->dwSkill != NULL_ID )! f2 u( n6 {* g
{
& I8 e! t H0 F' c ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); : K6 }& K% Z/ C% Q& S3 M8 [
if( pSkillProp == NULL )
6 Z7 C; W$ } ~# s0 y continue;' ^, b' a' F# o& i6 j& w7 H% Z( _- V
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)6 M1 i. t* L- A8 Y8 e
continue;
6 `/ O- S, m4 c' D+ m1 q+ s1 D lpSkill->dwLevel = 5;
9 ^9 ]; C/ u5 }% _0 s+ B }
% U' ? W1 c/ g- N' n }
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else if(IsLegendHero())) o( i/ T- ?9 \1 w0 y/ Q
{
, q4 b' B0 O# [# Y' Z1 Y0 ^0 g& _ for( int i = 0; i < MAX_SKILL_JOB; i++ ) 3 H& M# g. ~' E. I
{ ! W7 m! G* s1 H z6 ], Z- \) v! k
LPSKILL lpSkill = &(m_aJobSkill);
. Y5 i& m8 c* \ O* _' i2 w- R if( lpSkill && lpSkill->dwSkill != NULL_ID )* J9 g$ \9 K/ N
{
5 H* c( C+ C# t% T4 a ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
$ i! I$ i" \- D2 y if( pSkillProp == NULL )
( X! x# V8 Q1 o2 p1 s0 Y continue;
& a/ N2 _8 V/ Q; F if( pSkillProp->dwItemKind1 != JTYPE_MASTER)# B$ o& U0 y( I! l
continue;0 y) [! J" ^& }( `
lpSkill->dwLevel = 5;& F+ l! G% H( V' A+ T4 V* x4 P: L
}+ V3 ] b ~& D2 ]; ?7 S$ C3 v" }
}- {9 F4 F1 O, i3 ?
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans6 c# e U; {0 z
if( bGamma )
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m_nExp1 = 0;
( W) `$ T% M3 l- K* f }0 V) z: J& U, h( K
/ a+ x8 Z" U; U0 }2 { ( (CUser*)this )->AddSetChangeJob( nJob );
- p9 o* I, G( m7 l3 x5 S+ W g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
( f/ Z2 e; X# ]9 \# b1 M. [/ S7 m9 H
; V/ ?, Q; ]5 c: k#if __VER >= 11 // __SYS_PLAYER_DATA, m v8 r) M. Q! o
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
. v7 `! [2 f( s& |$ K0 ~0 p- X _$ ~- F#else // __SYS_PLAYER_DATA8 N. V. R) q& ?7 d2 n4 M
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );8 X& f9 U2 ~ S/ K3 |- h5 P
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
; T9 Q1 [8 f2 o) @/ M' P8 P! I if( m_idGuild != 0 ) U2 K, ]9 W0 X1 l0 x- t/ J
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );- b4 h5 H& O) v; m* |
#endif // __SYS_PLAYER_DATA
# W- Q5 x# J5 `- b' w SetHitPoint( GetMaxHitPoint() );
u7 e: A4 D+ J+ O5 ^ SetManaPoint( GetMaxManaPoint() );
4 |9 v. @9 L& x6 d5 X7 d. K SetFatiguePoint( GetMaxFatiguePoint() );
. r6 x& s! v: q( J* n# V6 ]1 f0 @/ q if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
% Z- a/ T6 \& V. o. [% L; } m_nRemainGP = 28;
/ z, [$ Z- T# u5 C% G$ D3 D, m }+ b, e5 Y' O/ w! k( `: z& u+ P
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER ): `3 e9 U5 ^+ x' E$ k
{
, [% Y% h: x( T" G0 m& b' P m_nRemainGP = 118;9 T- W0 h- M; J0 c' D- B, ]0 H
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
4 g+ q! J# d# p0 ~0 ~+ X' e m_nStr = m_nSta = m_nDex = m_nInt = 15;
% A4 |8 O( _+ v( c+ K }
2 ^& Z8 C: G! F( K' B if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )7 c* ^& R5 f* s& s
{
: u0 G1 p( E/ u, e3 F/ `1 { CItemElem itemelem;
2 Y% S) |; I) e9 q9 ? itemelem.m_nItemNum = 1;
[8 p. E- n' ~. @0 U2 c itemelem.m_bCharged = TRUE;) d0 ?+ C f" K4 X9 v+ _
BYTE nID;' H# F2 ^: M( z/ y% C. B
% J% \7 E/ V+ O' M6 E$ w& ?
if( nJob == JOB_MENTALIST_HERO )
) v1 W. j- V( }6 {0 u+ z1 d5 s itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
/ S$ | x! K9 Q/ m3 D if( nJob == JOB_FORCEMASTER_HERO )8 Z. m$ }8 \: |5 n0 {( g9 G
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;. W& a( D6 p/ E0 [; C6 ^: l
% g8 Y# ]( H7 f* S# E; ?
( ( CUser*)this)->CreateItem( &itemelem, &nID );
4 K* R1 @+ z) Q }
0 e ]8 P7 D- w& O" _8 _, F g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
6 n9 E, f6 q1 ^9 C. u5 \ ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );1 _- {3 m! v. f- j- H' y" ~% `
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
# @5 s5 y$ e) v" j& `0 u /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );1 k7 E1 e, q9 U/ w& Y
( (CUser*)this )->AddTaskBar();*/
" m. c$ }/ q- g8 p7 G9 S. L2 p ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );+ Q( H4 q1 {6 V, k% r( N- ^: ^
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
% [+ T% l0 T Y0 }9 g ((CUser*)this)->CheckHonorStat();
8 G' l9 ?) ]* G5 X/ m' r5 h ((CUser*)this)->AddHonorListAck();. w' Q) I7 W, K+ j
g_UserMng.AddHonorTitleChange( this, m_nHonor);
5 b1 Q$ k. b' r: c#endif // __HONORABLE_TITLE // ′Tà?
) ]/ P; z. L+ n8 `- V. o }3 x5 C P5 Z( D) |5 ~3 G
#endif // __WORLDSERVER" T Z X: p& R
}
' O+ \& @% @) X/ [3 o7 ~- W0 Q0 H, o' q. t6 g, M* h$ i
然后你进入functextcmd.cpp并添加以下1 w K1 b( M. S; H
" M2 \- ^+ J+ m! Y代码:
y0 m) g; L' l! VON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
0 N9 H/ j' E1 }6 _下面插入3 S, f( u7 S$ L# v' s* {7 f/ G
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
+ p% \$ ~* r8 }6 I
8 C( W0 j/ H v V然后你去
3 @3 ~9 B% H! i, T) [6 D
( S8 p! O2 o2 g6 \* T) X% D0 _代码:
$ W' ^7 e# @* M- _$ E8 z: @7 W代码! @0 ?/ A! K6 D5 e8 ?- ]1 W8 D
BOOL TextCmd_ClearPropose( CScanner & s )2 k* \" t- s3 Z5 ^" _9 j6 h& r7 X, L
{/ L8 I! M+ o5 A
#ifdef __WORLDSERVER+ x! ?( j. ^$ k# b; z0 n# Y
CUser* pUser = (CUser*)s.dwValue;* w- I0 u+ w s8 h V$ R
g_dpDBClient.SendClearPropose();
! A" j) B3 e+ d$ d5 h1 ?#endif // __WORLDSERVER
, D" Q2 k/ j5 X3 F% b: P return TRUE;9 m4 W K2 \! E" ^. c6 l$ q
}
8 {! m" o. b G) K8 Y: f1 c- `! n2 V下面插入4 v4 @2 F, @8 U/ Z: r8 y9 A
BOOL TextCmd_rebirth( CScanner& scanner )
0 e: X& l/ \/ N% C; H{
8 ?& p7 n8 T* m2 a' E#ifdef __WORLDSERVER/ L* M( p3 ~9 v) C. x0 q: I" I1 n4 h
CUser *pUser;
8 s! L1 r9 a6 k; l, vpUser = (CUser*)scanner.dwValue;% _ O4 F$ J8 P$ n
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
1 ?2 m0 Z# q2 O4 ApUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
9 `- l% g9 h$ g0 p7 Ielse
7 d3 m7 ^5 v P5 R1 opUser->AddText("你还未达到重生条件!");/ N5 W4 Q7 @" q g
#endif
5 b- u1 _! T+ M, G( vreturn TRUE;9 o% ]5 ]' ~. f* L2 w* q. q
} 6 D' Y" {$ V0 n2 D0 F4 g _
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