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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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! _& _$ L: g6 Z! F% ^5 qMover.h
; P2 d3 g4 \* Q& Y代码:1 z' L: h0 M+ D4 i2 Q" z
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü2 S6 ~3 K3 f4 d) L
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
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- e7 q5 k' \( r0 @. i$ a然后你去mover.cpp添加2 x! d! K( F: ^1 W( }% u% B$ E
/ d& x2 ^8 y5 G, O代码:
8 l Z; C) g1 Avoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma ); [ W6 k+ M) i# C7 Z( d& p
{
4 ^3 x9 A7 {* [& ]7 d8 M#ifdef __WORLDSERVER) h' w$ Q0 I+ ^9 @ n u$ X) z
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó! F0 X5 L( e% \$ ?
MoverProp* pProp = GetProp();
6 S* D2 T+ H# r" Q if( pProp )
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if( nJob > 0 && nJob < MAX_LEGEND_HERO ), K' Z& [1 T6 \" t" w8 x( U
{
4 F& e- r$ H7 l, e- K AddChangeJob( nJob );
7 t3 J$ \+ u% ] }else{ A2 B9 D. y. r3 j% f- ]3 ^# a4 m
return;
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int nPoint = 0;/ M9 r/ ~: X! _3 p x% Y
if( m_nJob == JOB_MERCENARY )
1 {! D* d" |5 s! o: i: a8 W- { nPoint += 40;0 v: {- W% {5 b0 G
else if( m_nJob == JOB_ACROBAT )9 `, \: ^2 V8 m$ ^5 `0 v+ S `3 X7 m
nPoint += 50;( y, U; {! v# W1 Z+ H6 o
else if( m_nJob == JOB_ASSIST )
! ^' C0 V! N1 F5 @* r nPoint += 60;7 l8 [- M0 V% Z
else if( m_nJob == JOB_MAGICIAN )
) p( V3 Y2 t H/ u. c nPoint += 90;
p5 _: R; { r. l else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
7 @$ O0 s, G6 x nPoint += 120;; [7 x [1 F$ h+ }/ ~
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
' F. W) Y( F7 v$ U: i/ x nPoint += 150;
- c$ r/ p4 j" j: P1 p' H else if( m_nJob == JOB_RINGMASTER )
/ ^& ?. G. J& d, t- p) H3 n9 k2 ~ nPoint += 160;( t3 Y, B1 \) x. [
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
6 @+ ]# _2 A$ b" n7 Z5 `& B$ | nPoint += 180;
; I4 {8 U5 ~. K2 S$ i else if( m_nJob == JOB_ELEMENTOR )
: q( `! ?' H* t/ M4 H nPoint += 390;
! C& e3 v3 ]0 e: g else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO ) p' [! h* w _" h% k
nPoint += 120;
+ P' y0 E8 I: `# w0 X. z' E else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
* d; L; ?7 ?/ L# ^& y, u6 ^ nPoint += 150;# x7 C5 E3 B4 q( @* B/ ~, J
else if( nJob == JOB_FLORIST_HERO )) z+ J" i2 H' {8 m
nPoint += 160;
! P6 ?) E3 ^; P- l/ K' I' g else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
* N' N8 ~, e; T {1 H- x0 X% ] nPoint += 180;" [5 V" q% _$ [1 m) k
else if( nJob == JOB_ELEMENTORLORD_HERO )
( a/ b. X* @ @$ s nPoint += 390;, Y% v% t p3 B3 O) W% N
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AddSkillPoint( nPoint );0 {3 q7 s# A" A/ T
m_nLevel = nLevel;
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( t! T2 I4 `; } SetJobLevel( nLevel, nJob );. K6 q6 M4 B- [$ S, N+ x$ b
m_nDeathLevel = nLevel;
- Q3 {4 e; a+ X#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
9 ~) e" F2 e' j7 F( _+ r$ V if(IsMaster())
9 T9 a3 s6 Z; N3 Y# g# e {
& ~, O: |5 P( v D" r. y3 p. F int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
8 v% X$ m8 E. X) C* E8 M if( nLevel > 59 && nLevel < 72 )
, h2 c( S8 @* T4 s) ` dwTmpSkLevel = 1;8 f) i& p$ {+ O Y. a# ]
else if( nLevel > 71 && nLevel < 84 )
9 z( p6 t$ h% Q dwTmpSkLevel = 2;
b6 G( C& j- D7 S* x else if( nLevel > 83 && nLevel < 96 )
. [! b! s* {: K$ A8 V dwTmpSkLevel = 3;
0 B$ K5 M# `: V else if( nLevel > 95 && nLevel < 108 )% ~' Z8 O+ p4 l6 |9 m% L' H
dwTmpSkLevel = 4;& s! G. {: o+ ]$ j( p
else if( nLevel > 107 && nLevel < 120 )( m! _- s/ |- I. s
dwTmpSkLevel = 5;
( F- d, o5 i: h+ W$ o9 ~ for( int i = 0; i < MAX_SKILL_JOB; i++ ) ) ?1 w. o% u, W
{
0 W1 H5 _& F I' C LPSKILL lpSkill = &(m_aJobSkill);+ J) T' n7 ~: c, Y0 e2 \0 V6 y
if( lpSkill && lpSkill->dwSkill != NULL_ID )# U( Y, ^1 N; w2 z R
{
/ k% f1 Z5 h; t* a0 P+ M ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
4 k' M1 I. f, s! t1 y+ e if( pSkillProp == NULL )2 v7 d3 C$ E+ Q# X: j7 N
continue;
0 q+ g# @$ R0 d if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
' p/ i9 F& w, j$ ~6 {' J0 q continue;
+ w$ m" D; z2 V9 H0 V& d. m1 j) n lpSkill->dwLevel = dwTmpSkLevel;1 T2 `9 h+ e5 B% k" b' ?( L& `$ x
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}
3 Q( j6 d Z' L2 k$ \8 A4 H0 F else if(IsHero()): t( [7 g' C; X$ }1 [( \/ [: l
{: f& N! B1 A1 q3 |! I; Z7 T; ?
for( int i = 0; i < MAX_SKILL_JOB; i++ )
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. x* J% X& q, k LPSKILL lpSkill = &(m_aJobSkill);
% A1 s E; k, N* c: i$ T if( lpSkill && lpSkill->dwSkill != NULL_ID )
1 X4 ]5 A9 ~* F' O {
+ w n6 k! v2 m* V. [8 @ ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 2 _: \" @) i% i( c: @9 a5 b+ z
if( pSkillProp == NULL )3 R, ]2 v- i0 c. v+ v/ a
continue;/ I* W3 ^- c' R, A: ~3 r" _8 J# [2 f
if( pSkillProp->dwItemKind1 != JTYPE_MASTER), c0 B7 T. _8 V% y1 S) ]
continue;
6 X2 \4 \) E# `. [ lpSkill->dwLevel = 5;
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}
3 d3 {9 _" V6 S' w; M6 L else if(IsLegendHero()) ]6 l4 Q1 Y. k) e0 W, x; T- M5 H
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 9 R* B) z. U- H6 U) o) F- S
{
# U( }9 @2 a3 x. b7 V: t LPSKILL lpSkill = &(m_aJobSkill);: h# M8 v) L3 n' t1 }: f& J
if( lpSkill && lpSkill->dwSkill != NULL_ID )0 H: Y3 L( [2 P; M3 U
{
. |7 H. }7 d" J* q ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 1 k1 S5 f6 ^! t9 y
if( pSkillProp == NULL )' o6 q# ]4 X: `/ A9 U
continue;1 Z8 }. T& a' p
if( pSkillProp->dwItemKind1 != JTYPE_MASTER) s2 X* u- o, N2 U
continue;
* z3 A' H0 O0 v2 b8 B( {5 f7 b& }5 l* q lpSkill->dwLevel = 5;
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}! X0 U3 a3 Z( Z/ g3 T( ]
#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
{) E2 G% p8 n0 g0 ?/ J, r" R if( bGamma )+ w) b4 }3 O6 m! D
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m_nExp1 = 0;
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1 S: x( O/ I9 R4 T7 {
( (CUser*)this )->AddSetChangeJob( nJob );
\1 W1 u' h/ J" c9 R! g* C g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );# V7 J; }: Q* p# C0 T& y
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8 i/ ]7 ^3 v, |) z; @#if __VER >= 11 // __SYS_PLAYER_DATA3 x# U/ ?* d" O9 b6 q. \0 g& Y: M
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );5 w* _( J" l T- X h5 ]1 J0 C+ z
#else // __SYS_PLAYER_DATA
* _0 O7 D2 I7 i3 c8 N8 T) R( y g_DPCoreClient.SendPartyMemberJob( (CUser*)this );6 _% i) _/ n5 X8 h/ j# I9 ^
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
- J% ?" y% j3 v9 Q9 R% [ if( m_idGuild != 0 )
" l9 h! I& d5 d7 Y4 Z& w5 ~ x" X. |& z g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
! V; `, N7 f( x b# F# v9 O#endif // __SYS_PLAYER_DATA
) C2 Q) r( F, t% A) F SetHitPoint( GetMaxHitPoint() );3 e7 r$ x: A3 Y* L' u) p) l& [: v! S" ?
SetManaPoint( GetMaxManaPoint() );
1 D( V; {/ |. d( N) [4 r SetFatiguePoint( GetMaxFatiguePoint() );
8 `8 G O' }- T* p5 G, o( O if( nJob >= 1 && nJob <= 4 )4 ?9 a: c3 p' Q' \+ i* x! S. D
{
0 o' ^' }- T# l* y$ w& w m_nStr = m_nSta = m_nDex = m_nInt = 15;" l+ ~( [% C2 o# ~$ ?$ K
m_nRemainGP = 28;) ]7 }/ R/ ]# i; ^
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )$ r, r: t0 }1 j. ]
{3 w5 V# e/ m `# s
m_nRemainGP = 118;
& L$ V$ Z/ d- Y* {+ |9 ` //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;9 p7 n, L8 K% ^
m_nStr = m_nSta = m_nDex = m_nInt = 15;
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
; _) {, j3 H* v& o% ] {
2 U/ E) d3 K8 a& x; j- y4 t9 ~ CItemElem itemelem;
& k5 G; f6 b) e) z/ K itemelem.m_nItemNum = 1;
3 o* l) m/ Y, D2 d, E itemelem.m_bCharged = TRUE;
( Y# Q3 B; D! |- A$ M BYTE nID;& O4 y7 I; n3 s; B. w4 o7 p6 U6 K
- h* u/ `+ ]0 I) X if( nJob == JOB_MENTALIST_HERO )
9 Q- _/ h5 G$ Y( U3 g8 I0 @ itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;4 s+ y* z B9 f4 p
if( nJob == JOB_FORCEMASTER_HERO )
; ^1 y5 J" `/ P: X0 w7 \0 ~( I itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
* r! I8 d2 m1 q# `
+ U1 [! v& H5 @# [8 G, p# T ( ( CUser*)this)->CreateItem( &itemelem, &nID );0 `) Q9 a2 N: L- ~
}1 m" H2 V' i! W$ d1 [; {
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
/ D K$ O1 u% n5 p% N- _0 S( Q" Q ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
+ ^# k3 D* s; l- }# E! ~3 H4 l ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );1 S4 n0 w( a( D' C: P
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
; I9 _ U# j! d ( (CUser*)this )->AddTaskBar();*/0 a8 [7 N- Z, D8 _
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );8 s7 ?( d9 A) I1 g+ _, n3 H8 X
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
P: f. G; s8 a' \ ((CUser*)this)->CheckHonorStat();1 v+ g. P. w6 k! w3 n
((CUser*)this)->AddHonorListAck();
) g# b1 |4 b- S2 m) x- Z g_UserMng.AddHonorTitleChange( this, m_nHonor);
5 t% t: b6 W4 m+ H& U1 I" h) I+ ~#endif // __HONORABLE_TITLE // ′Tà?
" I7 `' s! o/ o }
$ E- c$ {& G. A$ r0 |#endif // __WORLDSERVER2 L+ Z1 L9 A3 h5 b; z
}
6 m* f! G0 r; ?" f$ G# b0 O& P t# F- g
然后你进入functextcmd.cpp并添加以下/ I/ n. }: g: o3 h5 d
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代码:. | L3 T Q$ Q) J' r- f$ H% ~
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
" Y, S( H* {* x; U, Y下面插入" D3 _- J2 x6 w. g/ o- k- }
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
; I) W p: U( ^7 ~- Z6 N- L4 C3 I2 A8 ~
然后你去
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代码:
( `2 e5 G- ?, o6 D3 i2 a3 l代码
' b% L% q- \& n" iBOOL TextCmd_ClearPropose( CScanner & s )
+ U# T4 C3 o- V9 z{/ H+ i5 \9 }- E( F; E
#ifdef __WORLDSERVER
5 D5 s3 h. N4 b- U CUser* pUser = (CUser*)s.dwValue;
# M4 K) W1 Q" c* V g_dpDBClient.SendClearPropose();3 g5 [" f; V, c/ C
#endif // __WORLDSERVER
, l1 V6 Z3 E) \# F return TRUE;
4 } o1 `+ q; M- p}
$ r' J- I; _, C下面插入4 C b D" M" J0 P0 R! Z
BOOL TextCmd_rebirth( CScanner& scanner )
/ s! y: D+ y, T& ?{
! ]$ x! H. C; D% q9 M4 q#ifdef __WORLDSERVER
w2 ], s, T6 q0 CCUser *pUser;
/ D \% t/ X5 u" P0 B. p1 QpUser = (CUser*)scanner.dwValue;
1 H; b2 C1 H; R: d/ v0 C% Zif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
' d* c2 ^6 {, `7 c2 T1 |& epUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
# D' O6 }* O" F7 ?* m* ~& j/ q' Belse8 [' E8 ^6 L. E# e4 H
pUser->AddText("你还未达到重生条件!");4 d+ b Y6 A: ` I/ d( n8 P
#endif% x$ }4 v- B. T& ^, x4 S
return TRUE;4 L! d: @# g- I
}
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