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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' s. f. p7 E( L+ u3 I
" ^0 |/ O1 \3 V. a+ YMover.h- X- v9 d) g- {( A# h/ S* ~
代码: d3 Q9 X+ V4 j4 F, o! ?
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü! @; j7 G9 T; t- Z. m
6 n; X7 Q G! y7 p+ g6 f下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; " C8 p$ K, |" ~
1 R2 }7 D* `7 D( D/ E- O然后你去mover.cpp添加
* X/ p" Y/ b/ A$ d4 I2 h9 y' ]% k+ {& Z
代码:
2 ^6 P. }7 w' x. ]/ X. Tvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma ). t1 V [: ~) w
{, l3 _0 K2 K# X3 a2 I" W
#ifdef __WORLDSERVER
& l1 \1 E4 \4 A7 ?* z8 S // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó, V$ N+ q* P _0 y6 ~1 U6 H- C
MoverProp* pProp = GetProp();8 C2 S& F5 `# t7 c' n
if( pProp ): U) @5 W& c) C, \2 F- [! ?
{
9 \( g) w. u( d if( nJob > 0 && nJob < MAX_LEGEND_HERO )
2 ~$ Z! j, J" V S3 F# m {2 K& m9 u; [. N$ \7 b
AddChangeJob( nJob );2 [- ]6 @* T* U
}else{* f9 r! x' o) ~7 k5 t( _# h
return;- }- I; U h- x
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int nPoint = 0;$ T* [2 t9 l2 D. T8 Y& M
if( m_nJob == JOB_MERCENARY )7 R$ s5 m5 @1 K: P- C
nPoint += 40;
: {; B9 Z0 V. d& i4 C2 Z$ ` else if( m_nJob == JOB_ACROBAT )* c- z# F7 {0 n5 U8 C7 G
nPoint += 50;3 |* U. \. N7 a) a1 n b
else if( m_nJob == JOB_ASSIST ) H2 j' } b+ y1 F& y# y
nPoint += 60;" J" n9 Y9 i& H' h
else if( m_nJob == JOB_MAGICIAN )1 Z. l0 V) H& \$ j, I
nPoint += 90;$ @9 g4 K( A+ F y* u9 H/ N \
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE ); f2 ~" s/ f1 C: p/ S9 Z) D
nPoint += 120;' ?7 V2 K# O0 | i1 x3 ]
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
P4 P1 B' y. o5 ` T nPoint += 150;
& | J/ Q4 \8 B M) ]7 ~, ~0 f else if( m_nJob == JOB_RINGMASTER )0 J' E7 k- C4 q: t) `( K
nPoint += 160;% z# s* T' T8 }& D2 x5 Q
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
& Q' [5 {+ g+ H y nPoint += 180;4 A* R/ Z/ `6 G5 C) y1 p0 o& l. L
else if( m_nJob == JOB_ELEMENTOR )
1 L9 t0 \9 O5 {( c5 H nPoint += 390;
2 O2 H! ?1 f* O' b. @9 a else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
* W& U* O) J2 D+ C, j. _ nPoint += 120; t7 U4 `* v9 x) Y, Q* N
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )& |% I3 c$ l6 z4 w8 |6 P* `7 i& ~2 E
nPoint += 150;+ { \3 t# Z+ f. t
else if( nJob == JOB_FLORIST_HERO )$ G; H2 `2 A8 s2 ]# M& b2 _
nPoint += 160;
+ o# w1 f# n9 W" F0 G: @# p/ | else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
1 |/ Y4 i- n y nPoint += 180;; G8 B; Z! b X5 M% `1 o
else if( nJob == JOB_ELEMENTORLORD_HERO ) {. P/ H8 ^9 ^, N! U
nPoint += 390;
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AddSkillPoint( nPoint );
`9 ~; @, E! [5 L4 u0 k m_nLevel = nLevel;
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SetJobLevel( nLevel, nJob ); h3 E# Y4 X7 l; z& t$ E
m_nDeathLevel = nLevel;$ ^& C: ^8 e S
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans P8 O0 R& v; H: `0 |0 I9 Z8 h
if(IsMaster())0 Q. {( {% `4 S% l! W9 @. h
{
7 ?3 Z0 N L P4 l9 N4 H int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
. Y1 t& ^! S2 I9 b if( nLevel > 59 && nLevel < 72 )
6 F7 M- N2 T: l) P- o' g dwTmpSkLevel = 1;& [+ V/ n' S8 A Y: O' Q
else if( nLevel > 71 && nLevel < 84 )
8 b9 y$ C; G* E5 f. r' u dwTmpSkLevel = 2;
2 ~% R" J6 z4 l# N9 v else if( nLevel > 83 && nLevel < 96 )
2 r8 [' T7 c+ ]3 E dwTmpSkLevel = 3;/ O) X5 p+ [/ c9 o
else if( nLevel > 95 && nLevel < 108 ): {- @$ J( g% E
dwTmpSkLevel = 4;+ C+ u# x1 i1 D8 H2 E, b
else if( nLevel > 107 && nLevel < 120 ): E- p8 a I. }( T( K ~& N
dwTmpSkLevel = 5;
$ l/ a/ B# ^6 y+ P& _# q for( int i = 0; i < MAX_SKILL_JOB; i++ ) * P' F. {: z* N9 Z
{ 3 ?* l! r) ]7 C6 ?, a; l3 q
LPSKILL lpSkill = &(m_aJobSkill);6 | J* r8 Y! J- Z0 F8 Y
if( lpSkill && lpSkill->dwSkill != NULL_ID )
+ b$ D: I- t% J; Y {- _- q( q9 A2 [, \! a$ h( d
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 7 ?; u4 r# s0 _9 d
if( pSkillProp == NULL )
6 n" m8 b1 j& R/ `4 G continue;. w* k. @8 Y( e) S, S
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)) a: C+ f5 ]& i! ?; k; C
continue;
" n1 r, V; }6 P lpSkill->dwLevel = dwTmpSkLevel;
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}
: t) i+ C2 I! M8 X9 M else if(IsHero())1 Q& X0 w! }- p9 G" w# |
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
. [0 m e* W& @' b5 e6 K if( lpSkill && lpSkill->dwSkill != NULL_ID )
9 [0 Q% n8 e0 T6 X, O {
1 u; q+ g6 m) {+ E/ D; p5 d ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
& G6 ?+ ?! ^$ d E if( pSkillProp == NULL )
$ V" U, }& W. x3 e; l3 z continue;1 e$ k4 u) p: {* r- b' }
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)0 h* v) Y8 b! {( D: Z5 F
continue;: j5 a1 n/ \& _% L7 J8 ?, I
lpSkill->dwLevel = 5;3 \( \, X& F7 V
}( X* u/ J! ~/ H, S) F+ S
}" f: Q5 E2 e( W" v) f
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else if(IsLegendHero())* P8 j" _' o& W6 e# j% A" X
{
/ h Y' i4 ~( [4 O3 }- ^ for( int i = 0; i < MAX_SKILL_JOB; i++ ) # v* j r7 U1 z G# }' q
{
- n# k6 c: c1 |8 K" N LPSKILL lpSkill = &(m_aJobSkill);
% G* K4 R; O) W2 R/ N+ k0 A) p if( lpSkill && lpSkill->dwSkill != NULL_ID )( z5 i4 R% R9 u. L; q0 X2 p
{' v8 `9 R {8 }8 U
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); ( i+ l' @8 Z% C1 g. Z0 G
if( pSkillProp == NULL )
a" B7 T$ h0 U( E O# J continue;
A! k9 b5 x( r: a. W if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
' [/ Z/ \, _: h, R continue;
4 Z8 \. X. V- a' c0 V% V+ k) j lpSkill->dwLevel = 5;1 t, m# _0 E D( K( t, r- Q/ i
}
4 o$ j7 A" l; N }
# a/ L( \" u4 [ }. w# e7 r" C/ I8 L J" g% S9 {
#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
9 n% t3 r1 @$ V& ], l, M if( bGamma )
# a# _: o% h0 k8 ]+ e {# t; s r, M" x& ]1 `6 y1 s0 C
m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );" K s& l# |& n0 ]' g4 r8 [- j
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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+ F4 i) Z. m1 E' L. s0 F% k/ ~# x#if __VER >= 11 // __SYS_PLAYER_DATA2 [" G# s$ W u8 a* B% \/ c" ]+ w
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
: U1 ^+ [0 n2 M- K' c#else // __SYS_PLAYER_DATA0 m& t& f/ @* X- W
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
4 ?3 o* E, R+ d g_DPCoreClient.SendFriendChangeJob( (CUser*)this );8 h) w, L0 ^1 L) v: G" V
if( m_idGuild != 0 )
" A u: k0 U2 C- i: R- O g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
) J. A" b- A4 c$ l#endif // __SYS_PLAYER_DATA
D& C8 @9 X9 W3 Z SetHitPoint( GetMaxHitPoint() );
) D4 k% |+ w$ s8 [ SetManaPoint( GetMaxManaPoint() );9 x5 W7 K8 N9 q9 h$ G. d& h
SetFatiguePoint( GetMaxFatiguePoint() );) h0 o. I5 ]) E8 v
if( nJob >= 1 && nJob <= 4 )2 O2 t! [, ~7 ~/ ? ~# i3 c
{
: u5 f! v, I' Y$ L- V5 {' K8 \ m_nStr = m_nSta = m_nDex = m_nInt = 15;
5 Z! f% l' Y q m_nRemainGP = 28;( T: P: \7 m+ D7 h* r1 S, M3 x
}
. D/ l0 w% h+ }) k4 |! w& [ if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
7 E1 @/ F4 U: }% l0 k {
8 x R. I) C- p6 k9 `, y: w m_nRemainGP = 118;* Y. a6 w' h) `' A
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
\. _+ Y2 ? L m_nStr = m_nSta = m_nDex = m_nInt = 15;
5 E, W+ u2 J4 j i1 p; V& x/ @ }) J* \4 H. Y8 x' t5 n) s6 t# B
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;
+ a4 }+ G% i! Q1 o- A: Y itemelem.m_nItemNum = 1;: \8 x. k- V$ M
itemelem.m_bCharged = TRUE;
% V0 P8 h/ i5 ~ B BYTE nID;1 M3 d# g% Y: X3 H( A' \
- H K( |' f6 ?8 }* E3 L1 G7 k* c if( nJob == JOB_MENTALIST_HERO )
' b! x0 P) J$ A4 s' E% _$ R2 t itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
" K& X6 v0 _$ Q6 w" ~! N if( nJob == JOB_FORCEMASTER_HERO )
3 o3 z+ x5 E5 ~1 |4 h3 m" x itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;1 H9 ~9 L# S) F: v5 U
/ e3 b8 P! R0 t5 |4 O8 `7 k3 S ( ( CUser*)this)->CreateItem( &itemelem, &nID );4 ?8 z6 ]& @$ z3 ~6 f
}
/ x4 m/ K( _' r& }. G g_UserMng.AddSetLevel( this, (WORD)m_nLevel );6 V6 g% `% l$ G2 a
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
; ^) j( Q8 P% k; H% u0 N; j6 _ | ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
8 Y" X( P' P/ q /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );# y8 a/ E# b& _5 d
( (CUser*)this )->AddTaskBar();*/; K' \& Y# p- |/ O F% y
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
3 q. N. E2 W; I5 W' L1 l4 Z% L9 t#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?& d+ g; p2 [/ x: p8 w& p! I
((CUser*)this)->CheckHonorStat();
* d) A2 e/ I* s3 M; K ((CUser*)this)->AddHonorListAck();
( L! C# i9 w/ u) K# P g_UserMng.AddHonorTitleChange( this, m_nHonor);+ n( l( J5 l9 p) u
#endif // __HONORABLE_TITLE // ′Tà?
" y0 G, r8 j2 ]% R }
# R7 W1 Z& W0 q& t6 |+ r0 s+ e' s#endif // __WORLDSERVER
' {8 F$ R" T7 J# c5 ^& P3 p}
2 O) ^( h; ~& F: S# _3 \- k: y1 T n _
然后你进入functextcmd.cpp并添加以下: H. m- r2 a9 {( I& ^6 b! y A
& Y9 A Z& H8 b代码:
/ l \. W( s9 E" b3 LON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )1 J$ u5 \1 S9 X$ C0 t
下面插入& X5 g5 y% ?! d/ _# e, `
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
* ^1 \6 y2 w" Z- @$ i% U9 U3 n. V' D- r+ N; ~
然后你去! ]9 z- x: M( w4 F% G
- R9 S2 s( A& t" S% P4 d
代码:& q6 x3 e7 F& e% h& c
代码
0 C6 B, t0 \2 zBOOL TextCmd_ClearPropose( CScanner & s )
5 O3 v- y& Z, S' k9 C{& u8 M' x5 F# S E) a& W! L! V3 ^
#ifdef __WORLDSERVER- ?) U1 k/ ^0 d! O& X4 E
CUser* pUser = (CUser*)s.dwValue;3 o. Y3 z% X* S1 k" N g) X1 F" ?
g_dpDBClient.SendClearPropose();1 `, S/ ?( }4 Y0 ^
#endif // __WORLDSERVER
; X [7 [6 ?' ~; q# g7 W+ l' q return TRUE;
7 \) C7 d- T; n& {1 B}
- d& L- W- t, q( ?- ^下面插入
: r, K. R, w/ F% d4 TBOOL TextCmd_rebirth( CScanner& scanner )* @6 o/ ]6 h# D( n+ i
{
6 X1 q, D. |% x+ V/ Z#ifdef __WORLDSERVER. B9 H# m* q/ R, [& q2 z t& W4 D! l
CUser *pUser;
! X0 @0 X9 [2 g' M: rpUser = (CUser*)scanner.dwValue;
( e1 z2 _5 @, Cif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
* i& D, M1 q5 Y- r1 c# fpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);( k. u/ o! K% O2 g
else
* J% i( W- N5 F8 ?( A7 mpUser->AddText("你还未达到重生条件!");
$ e/ @+ d" r; F. w4 i7 F#endif6 {; p/ @% P% y8 j6 x
return TRUE;, o/ Y; g2 Q7 S \7 m5 {
}
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