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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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: x" A0 T: h$ t% N. _& S$ ^0 _ R' EMover.h! T. U" T. I" e6 {$ l
代码:
( d' Q5 {- j' G0 U, f* Q! `) d$ h( ^4 N找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
1 H% i# }: {& H u* J8 r
3 m$ R* ~$ c. j: A. b6 {下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 1 J/ k0 {! \8 D) W7 D0 G1 x1 o
" c {& E$ s! C" P$ Z. _然后你去mover.cpp添加2 p; I* r# l" l. p" [6 j0 t
' H; q# P! g8 ~! u5 M( U4 q0 H代码:( Q0 Z# @- _2 k
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
" q5 ?( h- c: f- M{
: {. i& W/ X Y#ifdef __WORLDSERVER+ i& e# p$ @# d" Z
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó8 l* w: b, j5 B3 c
MoverProp* pProp = GetProp();
7 W/ g" I+ }4 G if( pProp )9 X6 u* ]1 _ r+ F# n5 P) h! v
{
! ]7 g5 r7 R% E/ g* L1 T if( nJob > 0 && nJob < MAX_LEGEND_HERO )2 m, q- l$ t @' x. |
{6 O' P" O; _) B6 g9 Q% d( z% W& s
AddChangeJob( nJob );
4 W7 C2 V, h, W, C }else{
7 @5 Y; f* n8 p# W return;7 R+ M( D3 I0 \3 I# U1 K
}
4 d9 B: [+ X( j/ d& M7 r; l int nPoint = 0;
v- m0 {6 k* Q- q9 @9 z9 x2 ^9 P if( m_nJob == JOB_MERCENARY )" W# z" `5 [3 y
nPoint += 40;7 J$ H+ N2 w P$ p
else if( m_nJob == JOB_ACROBAT ) G# A, ~, j, h# L$ C6 g/ j
nPoint += 50;; v3 G+ P4 X. x2 o: E1 G7 t+ P
else if( m_nJob == JOB_ASSIST )
/ B8 g( @$ x! P2 Q8 `* E nPoint += 60;
?$ j) ?, a& @- @ else if( m_nJob == JOB_MAGICIAN )
7 t2 l5 R% P( z3 c! T nPoint += 90;8 M6 {9 I3 d& ]; \4 Z
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )% {* z, q: I* Q- T/ s2 E1 N8 s: z
nPoint += 120;! u% ~, j, u* b) W' z6 O9 L6 F. X8 o
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )0 k6 M$ K1 U3 c1 r: O& a' h/ A
nPoint += 150;- C0 `) d: w+ J$ l$ s
else if( m_nJob == JOB_RINGMASTER )+ r) Y" Q9 T6 V1 ?. {4 p/ o/ ?
nPoint += 160; D* _/ }) o0 i: N& g4 ?+ B2 y
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
9 u5 D% }" h( t+ k, B% B nPoint += 180;6 ~3 y$ H9 c" s/ V' K0 B
else if( m_nJob == JOB_ELEMENTOR )
) |" e* Z" v) p8 I- q. { nPoint += 390;# P* |- [+ i* v6 W5 [+ `
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO ); ^5 |+ h6 t1 @: P$ n
nPoint += 120;
( ~. B- a y7 l; s! s else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
( b8 C3 E/ W. h5 c0 D nPoint += 150;
- }6 ?' ]# I, [. @! A* b else if( nJob == JOB_FLORIST_HERO )! b; }6 L1 E! N
nPoint += 160;
* ^6 l( A7 I* X2 n9 w7 X else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO ). C+ c* e9 k5 \0 w( W7 p0 Y1 `
nPoint += 180;
3 }, h r8 |8 q6 `& O5 U* B* k else if( nJob == JOB_ELEMENTORLORD_HERO )
3 ^ S" ~8 @, O' a( f nPoint += 390;
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) g) F) d! f( l) } AddSkillPoint( nPoint );( Y2 r/ ?+ C" E( l1 G
m_nLevel = nLevel;
8 _; E" _1 N; `# @
9 v0 I& ^& K" o! ]7 n3 w" `% I SetJobLevel( nLevel, nJob );
+ x0 i6 g9 I, F* F m_nDeathLevel = nLevel;
' W8 ]% j+ E" s7 U* S#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
! f5 U' l& M4 V- l6 Z8 k if(IsMaster())
6 }; o7 G+ J5 K0 o, i- n {
5 A- \* K8 g" R# g5 Z+ ?. H% O int dwTmpSkLevel = 1;//60, 72, 84, 96, 108. Z' Y9 D! l, V2 o
if( nLevel > 59 && nLevel < 72 )
% F Z% o( K2 ` dwTmpSkLevel = 1;* Z x! ^7 d5 @4 W+ D; W
else if( nLevel > 71 && nLevel < 84 )6 V/ P4 p0 H* G+ {" C" d
dwTmpSkLevel = 2;
- \2 Z; I: N' `- Z& J4 n" k8 n else if( nLevel > 83 && nLevel < 96 )/ q1 s, V; s8 v) B h$ F7 S: @
dwTmpSkLevel = 3;* u0 b' }1 L9 x: [
else if( nLevel > 95 && nLevel < 108 )3 h* v% }* C" k- J" s
dwTmpSkLevel = 4;1 ?. ]/ C: i# m
else if( nLevel > 107 && nLevel < 120 ). Y9 { h! N4 c$ s* L
dwTmpSkLevel = 5;$ Q! |/ k. H+ A t
for( int i = 0; i < MAX_SKILL_JOB; i++ ) " y' u4 c* Q* U5 k0 z1 J
{ . b1 @! l1 r9 F D5 z: C, ^7 D
LPSKILL lpSkill = &(m_aJobSkill);
/ n# ?; _8 Q0 L1 K5 n7 ?6 X" c if( lpSkill && lpSkill->dwSkill != NULL_ID )9 c% v7 ^) K9 E8 R
{
" e* b" R4 Y0 x9 z' l, n" X0 Y ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
" C" J8 Z* R/ N9 m6 m0 p. P if( pSkillProp == NULL )6 i$ G2 E8 k- |* p" D% @/ B) W
continue;& r1 r6 n5 m5 S% g6 ^: x# q
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)6 T# U) s' ^! k
continue;
}9 l# X% ~5 G7 a lpSkill->dwLevel = dwTmpSkLevel;
3 d+ @ D; G* i3 v! p& w }
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else if(IsHero())
: V! q$ A: L3 J: V" [! G {
/ n' Y/ H. V% X( ]$ N for( int i = 0; i < MAX_SKILL_JOB; i++ ) ' C H' c% G0 ^
{
/ i* e6 z4 R# m& f) r0 b LPSKILL lpSkill = &(m_aJobSkill);' g5 y4 n& O6 t. s2 {3 m
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
& M5 y+ P. h/ J W if( pSkillProp == NULL )6 M. T ?8 P5 {6 [/ p% g
continue;; x, K: L( a! z P( R4 M
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)8 Y5 N/ T0 X% s: ^5 `5 W
continue;
) s. A" P2 l/ Y lpSkill->dwLevel = 5;
H* F, N' S% K. P$ F: H }
0 ]% e: ]4 x& V' ^ }
' G3 w4 H; j4 I$ ^ }
$ t! F+ c6 ~: N3 J" d else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) % ~/ Q: }; s$ z
{
$ Y, c% M; K( q! B- J" `) n. ^0 l LPSKILL lpSkill = &(m_aJobSkill);
1 |4 m0 u9 J7 D/ f0 U& Y4 }& J if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
3 i( B% Z( b( s' ^; ~1 B+ U$ g if( pSkillProp == NULL )+ L; n0 t5 Z7 H- ?- s
continue;
. r$ M: g( Q0 C' r9 u0 E if( pSkillProp->dwItemKind1 != JTYPE_MASTER)4 v" p5 x0 i4 x7 ^1 O$ _1 P1 D
continue;
+ k. \. @& h( Q: G! K9 A lpSkill->dwLevel = 5;) t6 b" }5 x& I4 ?6 |0 ?! ^$ z
}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
( V# a i! ?0 K. W F0 [, ^( E0 p if( bGamma )
3 N( d3 l8 f& [/ f1 @1 g7 t {$ \9 F! a. \4 c0 q9 c' x1 t0 R
m_nExp1 = 0;
( `' A- [* Q4 }# |+ V }
6 ~! A: N2 L$ l) J( r- z3 H
; k% Y* Z2 d! e4 u- y ( (CUser*)this )->AddSetChangeJob( nJob );
) Z- c; ~" I9 y* [- \+ K g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
6 R# T, w" q; e6 Y8 t: I9 G5 C- w# `! g+ a$ P% C
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#if __VER >= 11 // __SYS_PLAYER_DATA
) P3 H" `2 ?% m, h& p7 T g_dpDBClient.SendUpdatePlayerData( (CUser*)this );" m$ r) k. e6 g% f5 X! F
#else // __SYS_PLAYER_DATA8 D! V5 s! q4 I
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );# }2 \* V& C4 v3 i, p: b: G+ P
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
" I. u4 P6 h1 n$ N' R2 o9 I if( m_idGuild != 0 )
1 J* F. Y, l6 U( i2 ] g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
/ |( k+ X" Q; Q. M% u1 M#endif // __SYS_PLAYER_DATA9 o. e& W) C h0 T" m- f
SetHitPoint( GetMaxHitPoint() ); e# s/ \9 J! I' o$ o$ U
SetManaPoint( GetMaxManaPoint() );
% D: i$ I( ~* Y SetFatiguePoint( GetMaxFatiguePoint() );
4 S$ @6 J" q* a* l" u% m* h if( nJob >= 1 && nJob <= 4 )/ f& Y# {0 N3 Q. {
{
* h7 U/ t) Z9 O$ Q m_nStr = m_nSta = m_nDex = m_nInt = 15;2 L% ?0 {- S5 z- \# Y
m_nRemainGP = 28;5 r/ C; W; O& a
}& U% x% ], R: [# w" t1 \
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )* w+ O8 ^1 S$ G ^7 }, w6 R
{4 J7 t0 j4 C7 B: [- ^( C8 l8 W
m_nRemainGP = 118;0 }1 b, h- S8 z+ y! k
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;8 r9 ]8 b/ S5 p9 r) d( s( p) E# C
m_nStr = m_nSta = m_nDex = m_nInt = 15;
# M' t, e% Y5 f }
! r& h. N- S( i! l if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )* a2 e- S! S8 Z O4 v" r
{
; f! x# \% U8 m/ v4 e; z: o" T CItemElem itemelem;
2 c0 h- o1 e0 Y/ [( j) ]: J) e itemelem.m_nItemNum = 1;
6 Q- O8 e/ [# Z/ t, |+ L U, m itemelem.m_bCharged = TRUE;
4 ]: p2 Z5 F$ R) x BYTE nID;
7 d$ g" h. z6 i; I5 i( l9 ^0 u- u2 n4 j6 z
if( nJob == JOB_MENTALIST_HERO )
- L2 F! j% M" ?( S- S; f itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
2 v! i6 e3 p- u6 R2 m if( nJob == JOB_FORCEMASTER_HERO ). W7 p$ z6 Z7 `$ X2 K
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
9 b' `( @1 D$ B; V
5 h: V- e$ ~1 u" f t$ B. B8 A2 ?. y ( ( CUser*)this)->CreateItem( &itemelem, &nID );- \& U; I6 ~* e- h/ Y$ v
}, ?7 u2 L+ c; J! w( H
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
# A: ?* W4 y/ ?- {# g$ A% p ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );+ m2 N# a, C$ q" {2 R g' f
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
* N, g6 h2 X" N, Q* x7 a /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );6 U# s, x9 {% w! E4 ^9 S8 z [
( (CUser*)this )->AddTaskBar();*/
- }( y7 [- i8 ]1 T- N ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
5 Z! x) W. a4 p. E/ d* D#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
/ E+ J6 T' X) j Q& O ((CUser*)this)->CheckHonorStat();
9 q8 H' W7 C/ X8 p6 c. X H* | ((CUser*)this)->AddHonorListAck();3 W' X: l# O. V4 r3 l% G
g_UserMng.AddHonorTitleChange( this, m_nHonor);' s0 ^; E7 ]$ N4 ~- F
#endif // __HONORABLE_TITLE // ′Tà?
; [7 W2 k! r1 o/ l% S }
& ^5 F1 V; t( F# _#endif // __WORLDSERVER6 n; u M9 P* m8 q7 e% X$ }7 K1 a
} ! p# ~% H. k! b
+ c {* C& D! q! Q ^
然后你进入functextcmd.cpp并添加以下$ O+ E5 O U9 @! V E3 k6 J2 b
: S T- S2 d9 t) v. V- R* M代码:
4 r9 b/ }& C1 V* K# VON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
6 i$ o, W: K: `* T2 h下面插入
5 P, d9 k1 L4 ^, F; fON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
+ U* V% _' g: J
8 Q; t. z; v* p然后你去
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4 ~: Y k# d4 i! d- R代码:
0 P" A" G+ f# `5 |* v代码% C7 S; m$ |" S: {( ?: R
BOOL TextCmd_ClearPropose( CScanner & s )
1 M4 K" X5 ]$ H. c, D; v4 X! Z{
; p1 x+ s: l- q; F' t' P/ D1 M. n#ifdef __WORLDSERVER
$ j' d, ?" p z& y CUser* pUser = (CUser*)s.dwValue;
4 |) F2 ^0 a& M1 N9 T. A9 ? g_dpDBClient.SendClearPropose();
" o+ e0 X/ `# D5 k. M: {$ {1 `#endif // __WORLDSERVER4 y9 `0 o/ J, Q5 n# W
return TRUE;
F) U8 ~/ }, Q9 Q9 a J6 e% f}
s5 q- V7 d0 I X. [; c8 O下面插入+ x6 g9 Y8 Z |# z1 @" i! m
BOOL TextCmd_rebirth( CScanner& scanner )1 o6 r& f1 z9 O: m
{
, \3 A, T9 m4 N8 S+ f( s. F#ifdef __WORLDSERVER8 H D5 x3 H: e; d
CUser *pUser;4 \% j' ~( S9 T2 z! W& B
pUser = (CUser*)scanner.dwValue; G1 c! Q) L8 K( i2 n8 D2 z: I
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
$ I+ \) y3 b4 L4 w) K0 d4 ypUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
& G) ], T" f6 B: F9 xelse
! [/ t) Z% V# Q o8 D1 U7 \+ NpUser->AddText("你还未达到重生条件!");' G# S* Y3 c/ M2 l: H3 r/ k
#endif8 J2 H3 {) _0 V! v9 I5 g, F
return TRUE;7 G( j4 O* q0 ]; Q. a9 ^
} 6 _- o. D, C& ?5 ]7 ^: d" a7 o3 q
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% \9 s) h, t9 @" }. j6 D0 b: M% T. A9 p! a( T0 P
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