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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) M& A' C: u& Z% P( m3 N
* B. b+ z/ s7 R* G0 KMover.h/ [/ F" O5 Z5 _' E# A/ n
代码:
2 [% c5 H+ P( B1 L' x找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü, w) Y% |1 g- R" q9 l/ A) }9 ]
: f( G) {$ W- i2 Z/ d7 W下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; ! t& {2 g- \4 G1 G
9 v z/ p( O" Z. c: O然后你去mover.cpp添加
7 B, _; T5 H3 W) c6 W! X0 x' t1 [/ O, B; ^& m) O! s+ b1 ^6 u$ M& n8 f/ `
代码:
7 ~( l% |, @- X( n: D2 Q( xvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )# ]8 K- y) ?* F# r
{# |7 o+ L b9 p Y
#ifdef __WORLDSERVER3 k: N9 L8 @3 B0 \8 z" a
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó5 m, m- ]+ Q0 |& c
MoverProp* pProp = GetProp();: v1 a6 C3 g; G+ y) k+ Z
if( pProp )
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if( nJob > 0 && nJob < MAX_LEGEND_HERO )3 {+ [: C5 S) Q
{. N* w: F3 w7 c
AddChangeJob( nJob );' E' ?& b9 H T4 E8 V" f. C
}else{; h1 w* F" v- l& g8 ]
return;7 E4 v, G. N) \' f3 {+ d% n
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int nPoint = 0;: H0 H& v, V. e; M
if( m_nJob == JOB_MERCENARY )6 X+ w, I* l( {8 P( @
nPoint += 40;
6 a; X" g$ @0 o& p/ n9 p1 p9 o else if( m_nJob == JOB_ACROBAT )
* e( V8 q& B7 ^2 X. X, N nPoint += 50;
( B. g8 S9 A [- C J" l9 b else if( m_nJob == JOB_ASSIST )
0 z8 ~' O' l5 c5 t# h. W9 c nPoint += 60;% v( c& ~ n$ U. s" }; R+ Z! i7 t9 V
else if( m_nJob == JOB_MAGICIAN )6 _+ T3 s0 u7 n7 h% h0 p
nPoint += 90;) H' I* @: T8 J& y
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
: M( C4 R7 b. J; b nPoint += 120;$ V" h2 J/ p% e. J) q, m
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )) p3 u h9 e9 d1 Q/ \
nPoint += 150;
! Y9 C( S, U1 i t else if( m_nJob == JOB_RINGMASTER )
; V! E* F t/ D+ O nPoint += 160;
; D9 q- s4 p9 t else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )4 G8 M$ [; R0 ?6 u4 I- {- b# O
nPoint += 180;
H4 s8 t$ ?4 S+ J! D9 @) Z else if( m_nJob == JOB_ELEMENTOR )3 ]" {. y/ O2 j/ |+ @- A
nPoint += 390;: U% \4 u3 p0 B
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
. j* X6 ]' Y% R, W8 s! G nPoint += 120; B$ N) B, A: }4 P. X1 E) o
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
# X! L4 G* s% E nPoint += 150;( E v( |) H3 n7 R* {
else if( nJob == JOB_FLORIST_HERO )
: C0 p* ]/ |9 p) S$ ^% @3 ^& t nPoint += 160;2 ]3 _2 g) e( k5 o# }4 y
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )3 }& m" W* c' v* `. i4 O
nPoint += 180;
( ^/ C! H7 `) w3 s9 O else if( nJob == JOB_ELEMENTORLORD_HERO )! A- F4 C5 S1 p: E; F0 x
nPoint += 390;
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6 m( T }2 l) ]$ S0 O+ j' [0 n+ H AddSkillPoint( nPoint );2 L* u Q4 y+ f: ^% L9 W
m_nLevel = nLevel;6 W& y3 j* C1 J- E8 H; b) `
1 o B3 t, X% A6 V1 s. w4 m0 l SetJobLevel( nLevel, nJob );
( O' U' r, T( V% E$ G s1 r m_nDeathLevel = nLevel;
' D) @( X" @/ G# f#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans. M! E, a( R& ~9 O: d2 C. i
if(IsMaster())
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2 T1 j' W1 Z6 n# U( f int dwTmpSkLevel = 1;//60, 72, 84, 96, 108* X7 M# U. q9 P. \% z g6 g7 @
if( nLevel > 59 && nLevel < 72 )7 T$ w' g' T' F+ N' D
dwTmpSkLevel = 1;, X1 ^0 q7 W3 ^) M0 g
else if( nLevel > 71 && nLevel < 84 )
4 q) K5 \. y. c7 s2 n4 `; T dwTmpSkLevel = 2;$ }2 ^: O: @8 x& \5 W/ _% [1 I
else if( nLevel > 83 && nLevel < 96 )
/ {( a% d. k9 ~- K5 C dwTmpSkLevel = 3;8 ^& c3 y2 K3 v1 X0 e6 E5 _3 j
else if( nLevel > 95 && nLevel < 108 )) H4 b4 ^7 [$ Z9 P
dwTmpSkLevel = 4;3 b: F% H% o: a7 L2 c
else if( nLevel > 107 && nLevel < 120 )
/ P. W5 `2 ^* D) E dwTmpSkLevel = 5;
9 H3 r% E: R& T: R2 P3 p8 s for( int i = 0; i < MAX_SKILL_JOB; i++ ) ) R; R" u4 u# _$ o7 s( ?
{
9 r% l9 t8 s: s) } LPSKILL lpSkill = &(m_aJobSkill);# U ?- ^7 P3 O! @: G. w
if( lpSkill && lpSkill->dwSkill != NULL_ID )
$ s; H# a) h# B1 r {2 E$ ]6 ~2 T3 @6 ^9 q; H& g g
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
. T2 G, q |4 p5 G( [6 K if( pSkillProp == NULL )* R" ?9 ?2 y3 ~2 @3 n/ L2 ]9 ~
continue;
3 c2 |4 m, C1 }: ~ if( pSkillProp->dwItemKind1 != JTYPE_MASTER)8 J0 I) u$ d1 t) a' p
continue;, o5 |- r3 U% Y2 ~+ B1 C1 M
lpSkill->dwLevel = dwTmpSkLevel;3 U9 V" q! Y) S9 @) ^
}
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}
5 q2 f' Y$ M* @, J1 A& x. z4 B else if(IsHero())' F, V! V1 g8 M3 x o3 F( J h, `
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
+ i8 _' K* V7 ~- a8 G" B- J W {
) u3 N! l7 a/ X9 W LPSKILL lpSkill = &(m_aJobSkill);
7 ~' f8 }$ c9 a9 b { if( lpSkill && lpSkill->dwSkill != NULL_ID )9 H' L3 x- ~6 S8 X. t
{
4 R. _9 H2 `2 q ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); $ t0 ]4 D: J1 V: M3 J
if( pSkillProp == NULL )2 z+ g I- d+ x9 w7 P% V, {1 B) Q. ]/ V! u
continue;
1 \; F. H" [6 n6 X8 U if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
/ g! Y& F1 z+ M5 \' r$ H continue;8 {4 ^1 {' m* K/ |' O! q
lpSkill->dwLevel = 5;+ a3 w' L! T8 [: I+ }8 R. K
}
& W$ X, [" ^1 \/ {1 F8 ], s# h+ v: I }
U* D4 u' }* x: a2 Q }
1 W) x% ]) g' B2 F A8 D, L1 i else if(IsLegendHero())
7 g- W; h$ j# [2 k+ e/ ]( `9 q {
& k2 }5 k( ^& O/ | `( q# F. P G for( int i = 0; i < MAX_SKILL_JOB; i++ )
+ d, R4 |% K* [$ X3 }" C) j1 O {
' I+ g! @" A& ^$ U/ G+ _# A LPSKILL lpSkill = &(m_aJobSkill);
* W9 }* \' y4 e3 ^2 T if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
4 c) F* @5 p9 u7 [# E if( pSkillProp == NULL )
4 b- l# T" `! ?2 G8 A4 z9 b continue;
* r+ t# U" A, o5 x if( pSkillProp->dwItemKind1 != JTYPE_MASTER)! n+ P" \$ D: d& e7 s
continue;1 K) O1 q7 C+ l2 k+ I1 H& m8 w8 B
lpSkill->dwLevel = 5;
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}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans# `; D( x6 S% P& v7 f/ I" p
if( bGamma ). [1 } K' P! V2 C! L
{
1 W2 ? y4 s" |/ x m_nExp1 = 0;! o. k& P# p9 G S
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( (CUser*)this )->AddSetChangeJob( nJob );
# } s2 I0 t8 n" ~; } g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
& @/ y& ]: z0 A& I2 j1 n* b" r! z. t! C4 t; j' H; v4 C$ X( a+ ^! l' S
( }7 d8 K X9 J#if __VER >= 11 // __SYS_PLAYER_DATA, Z Y6 @/ O, k
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
+ w+ j6 ^- N- Z4 N/ ]7 r- O" H#else // __SYS_PLAYER_DATA
/ U& p1 Q5 Q! }; ]4 w: _; } g_DPCoreClient.SendPartyMemberJob( (CUser*)this );9 g2 ~) v) a/ ^8 p V- ]+ y
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
/ ?. X! e3 K6 I1 ]7 v if( m_idGuild != 0 )7 G* c' }- a$ i3 G9 H
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );" u3 o% m W7 ?+ l/ T6 O8 u
#endif // __SYS_PLAYER_DATA+ a% O0 Y/ e( q2 U" c
SetHitPoint( GetMaxHitPoint() );( Y) H/ r) S4 o, i
SetManaPoint( GetMaxManaPoint() );
: B9 l+ e$ r- C8 T1 g0 S* ?7 F! I/ k SetFatiguePoint( GetMaxFatiguePoint() );2 c/ f3 h: I% Z, R/ _7 R5 O
if( nJob >= 1 && nJob <= 4 )
! _( z6 @3 _% { {
1 m( [5 ^, V: A" w' _- A m_nStr = m_nSta = m_nDex = m_nInt = 15;
* f7 u# j6 x7 c5 g( A( D m_nRemainGP = 28;; @! N F) p+ h# u5 D- L1 L
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
* @" q. T/ l, z- |: u0 s {
7 O) j5 W6 n! \* J7 e m_nRemainGP = 118;0 w! ^$ R& N/ |$ j1 p
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;' G, h+ M" F6 a; j" g. E+ N$ S
m_nStr = m_nSta = m_nDex = m_nInt = 15;+ c; b- Y! _! a2 w4 o( n/ ?. o
}
- p2 @ D$ Z/ q if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
1 p6 g# {( I+ U( r {
% G+ u; d; _$ p3 X) S' z7 y CItemElem itemelem;
8 u$ Y. i, J5 |2 o itemelem.m_nItemNum = 1;6 u: I3 i9 E2 x9 Z2 T
itemelem.m_bCharged = TRUE;
3 m: B: G! m! u5 Y. a) n BYTE nID;
# z! q6 F' Q6 U" ~; U. o5 ^, f: @. V
if( nJob == JOB_MENTALIST_HERO )
, t7 P K: p" i. D2 S itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
* Y7 h0 B0 q" y" M5 t5 t' @ if( nJob == JOB_FORCEMASTER_HERO ): [. J) f4 {" V9 ~
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
( }! Z% }: @! ` I7 t
' \0 }* Q/ \3 U ?5 | ( ( CUser*)this)->CreateItem( &itemelem, &nID );/ [7 F) I( t E; F
}
# g( p- O( H, z g_UserMng.AddSetLevel( this, (WORD)m_nLevel );; a, g* r+ a; p
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );# D x1 f: ~( a- _0 ^ f8 K: j
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );# H [& g. Y; F7 [
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
6 F( B* l# e! Q$ e5 E* ~) i1 _7 x# I ( (CUser*)this )->AddTaskBar();*/1 d5 [. B: Q; E5 A4 Y$ e
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
" S# W9 |1 V0 D; C/ D3 Y#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?5 T; S8 q n; E# c( s9 L
((CUser*)this)->CheckHonorStat();
$ K9 y4 C# H2 i. f8 Y1 i% ~ ((CUser*)this)->AddHonorListAck();
* y; W( o! q8 F4 j* t2 P. _ g_UserMng.AddHonorTitleChange( this, m_nHonor);
8 y+ N' f* Z" k4 F( \ {3 j#endif // __HONORABLE_TITLE // ′Tà?
4 p- E! _: d' M- U% @% _ }
; M4 X, W5 K9 Y" m7 L4 {$ r#endif // __WORLDSERVER0 [2 S- v- z' ?/ q: W/ F1 G
} K2 V; ~/ C: j0 {# L6 |, N8 {9 @
4 A- t& O7 R3 t% [; ?) h7 d8 o
然后你进入functextcmd.cpp并添加以下
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代码:
& c6 F, B% Z9 Y' s8 {+ {% a& o7 hON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
1 _7 R, z# S$ e; M6 j下面插入
9 W) G$ V% B! @& }8 U. `ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 2 M3 P: Y/ |" H5 i3 _
3 A7 |( Y0 o5 T6 i4 ?/ ^4 m, i( D然后你去. {) S# l+ e2 J1 P0 f# n- X
+ h) p; I& f# h4 y( T; V代码:
. j* _5 j0 d6 k6 f1 ]代码
3 W& l8 M1 T7 Q5 mBOOL TextCmd_ClearPropose( CScanner & s )
3 t3 F- y- J$ H. L" O{
) y- E1 `" h0 b+ i$ N#ifdef __WORLDSERVER
* q1 M( P [8 \$ s8 R+ p, e CUser* pUser = (CUser*)s.dwValue;6 D2 p/ f M; K2 P4 S
g_dpDBClient.SendClearPropose();: E% h( s% s8 F; |3 e7 Z
#endif // __WORLDSERVER: ^* k3 t$ G3 E1 o! M
return TRUE;8 u* u! I: A9 i: q$ G# [
}& r5 x1 o+ f0 \+ T7 f1 u
下面插入) f+ U( M# s+ g! T# ^% O
BOOL TextCmd_rebirth( CScanner& scanner )
1 r3 |) C- Q" X3 x5 K$ ]7 z# _+ o{
3 R( @( S# d0 B) R#ifdef __WORLDSERVER
' O8 Z8 p" r f, w4 XCUser *pUser;
; I4 S! ]- B; ~# C* m& XpUser = (CUser*)scanner.dwValue;
% S8 B; o! o0 b! C" u7 Q$ yif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())! \# B- ~9 L$ D
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);3 r5 U8 {3 ^2 j \8 T- [
else( U# k# M# `* p5 O2 b2 C2 @' Q1 O
pUser->AddText("你还未达到重生条件!");8 c( C$ L: r' b
#endif
4 A/ B) g+ Q0 C0 X% mreturn TRUE;/ {$ m- q: r) A
}
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