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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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! Q# W! o) S9 {; W( s6 p& cMover.h% D; `9 y. R4 w# H$ A5 s r
代码:3 Y3 E8 u1 _: X# Z* v2 w
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü7 y0 y9 u. \2 L
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; # _* M+ d5 P( m1 y8 q9 R
" A7 Y" y' u2 B( _! O然后你去mover.cpp添加
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代码:5 k( U5 n# h! K4 K
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )+ K/ d4 ?' f& V, }9 ^7 k+ o
{6 ^ C0 l/ C* U8 t; n6 {
#ifdef __WORLDSERVER. h& P# b8 r7 [4 v0 @
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
7 l# N4 E+ h# [! x) c" r7 @8 d$ Z MoverProp* pProp = GetProp();1 {6 g( R) M7 e+ c
if( pProp )0 h0 O: O7 ] z* R4 V, Q7 |# a
{
" ~ v$ T' v; ^; H if( nJob > 0 && nJob < MAX_LEGEND_HERO )
. }" M, x% {- i' R0 {: _( e$ a {
6 m3 ]2 C& A' Z) w AddChangeJob( nJob );
6 ~) `& e) }! k2 n4 u }else{; j, ]2 o- C! y" ~( A: X
return;
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int nPoint = 0;( T* |8 m" B5 W2 X6 ^4 k
if( m_nJob == JOB_MERCENARY )
. E, y" V- k: @: ~; u- @& m7 n nPoint += 40;
: b0 w2 x1 n' v# V' G u$ L else if( m_nJob == JOB_ACROBAT ), u" e# A! N+ c" {: c
nPoint += 50;
0 u, E N/ l5 x0 k& H7 J else if( m_nJob == JOB_ASSIST )# M/ g( M8 j# D! F3 e5 [0 t( I2 Q
nPoint += 60;
6 a1 e. f ~7 ~6 z4 S; A& m else if( m_nJob == JOB_MAGICIAN )
8 J, Q3 m' @/ K8 R9 t9 K7 ` nPoint += 90;$ Y2 [# {3 Q3 \6 I* H7 \/ |
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
! I) y9 L1 F' @8 _ nPoint += 120;+ j) g1 C4 I7 R. [$ ]; D @; R8 X
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
6 ^2 X: H$ k( Z8 b% L nPoint += 150;
y" c* ~0 f9 x K2 ~$ t else if( m_nJob == JOB_RINGMASTER )6 y+ ^$ F. o1 n! u
nPoint += 160;
5 A* n( K% E9 K, o else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )3 [3 F' G% b" o
nPoint += 180;7 Z6 g* @# i9 R
else if( m_nJob == JOB_ELEMENTOR )
3 ?% E: }( A: h' k4 o- y nPoint += 390;: N" N7 R. U/ @
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )- D& w/ r) b' u; X+ I+ r% R2 j
nPoint += 120;! U% S+ Y$ I `; L! c
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ); ^ U' e! g) C* L' \
nPoint += 150;% V$ e! `; L. d/ I
else if( nJob == JOB_FLORIST_HERO )% w0 g, A' x |. @# x1 c& f
nPoint += 160;& M4 q4 r3 f! ?/ i
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )+ z8 s/ R0 }+ R$ [8 B
nPoint += 180;' Q# m- G" U1 f7 E
else if( nJob == JOB_ELEMENTORLORD_HERO )
6 e. Q4 {( H9 l7 P; |8 @ nPoint += 390;
% Z7 C' O, I4 [# }2 B7 g- e
2 j: ]6 Y6 M C* D: U7 G8 C% b. w) j AddSkillPoint( nPoint );7 z8 Y( h% {) d6 Z c
m_nLevel = nLevel;6 }/ T- m1 e# V# i9 Q
3 V5 w, y7 U6 a/ Z$ B) y- ? F3 e SetJobLevel( nLevel, nJob );- A' e# E" {( B$ b, ~, C
m_nDeathLevel = nLevel;
' u4 X/ z# _+ p! |#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
/ b9 j1 K9 o" K |6 o if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108! g" s. o) a, v$ S b, p/ ?+ L
if( nLevel > 59 && nLevel < 72 )& v2 l& N/ u0 _9 O
dwTmpSkLevel = 1;
% S7 ^( J0 E1 ^) M+ y2 [* F else if( nLevel > 71 && nLevel < 84 ), V9 l) ~! j7 {/ A3 n4 |
dwTmpSkLevel = 2;
5 l! Q3 N* N. F! a) C else if( nLevel > 83 && nLevel < 96 )
n4 g* b2 i% ?" c dwTmpSkLevel = 3;+ S3 P, Z/ ?$ ]; Z# ]4 \- u! M" q |
else if( nLevel > 95 && nLevel < 108 )
5 ^' [; \2 U2 i2 W. N dwTmpSkLevel = 4;$ F& T$ G. q1 w( m
else if( nLevel > 107 && nLevel < 120 )1 g+ @. @& h1 ?' |+ G, v% @ ^- m3 F
dwTmpSkLevel = 5;, c# [( D9 b8 r
for( int i = 0; i < MAX_SKILL_JOB; i++ ) }# B6 V1 ~. t, c/ X0 H
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LPSKILL lpSkill = &(m_aJobSkill);
6 ]1 w8 i0 ]7 W6 [' M if( lpSkill && lpSkill->dwSkill != NULL_ID )4 S$ P+ [4 q) a; ]9 ^
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 4 ~# h, Q' S0 v+ m7 k
if( pSkillProp == NULL )
2 f* ^ v/ u' m, r9 R continue;
$ h6 F9 `2 \& R( j if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
% w( F- \' N1 ^* O+ u$ n continue;
) W) a' R$ ~, \3 I1 q" Y lpSkill->dwLevel = dwTmpSkLevel;
- u5 A7 ^2 T9 z/ d }
7 P) A6 I. T5 Q }
$ s; R# Y8 T7 T1 s0 ^8 P }
- c. f6 ~% ]% @9 _ else if(IsHero())( O0 B9 Z" ]$ A5 c d- d
{
! z3 @0 |9 h, b/ N3 c) \ for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
( v/ I9 D- }+ _6 x- R9 K; C$ Y if( lpSkill && lpSkill->dwSkill != NULL_ID )& {- O/ c; S. ?0 ?+ M
{
5 G' }8 t5 g4 g3 k ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
( v1 x* C" ^ N& ` if( pSkillProp == NULL )3 U5 L+ g+ j2 c; C
continue;! t6 i3 i4 u: N# D1 T5 H, S Z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
+ j( R9 }, U1 J% C- v" T continue;
t3 K% |- s( z9 M- R( A# t! M lpSkill->dwLevel = 5;# }' R! T2 _ w! N
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}
( X4 H2 v0 t: C2 ]- Y else if(IsLegendHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);
2 \: P8 S3 B" N5 i. d3 g" G if( lpSkill && lpSkill->dwSkill != NULL_ID )& j6 \% r4 B3 _) f' p$ T. b& T/ x
{
- |" E- Y/ u; z8 G4 K+ i8 P. U% q2 m ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
+ P5 Y1 o: m9 B" u if( pSkillProp == NULL )+ N) a" ^( n, p& T$ w1 p' u. L
continue;( t B0 K% U8 ~/ |6 Z( y# j/ t4 X
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)" |! b, w8 H" a% N3 S: s: J
continue;
" |- _2 W: ~1 \; h% d% F, b lpSkill->dwLevel = 5;
2 B4 \" o6 H( W4 a2 Y# k* c }
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" Q7 ~* R m1 ^" R/ {0 n7 I# j( ^#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
0 M n) `4 K. B) f, X if( bGamma )
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m_nExp1 = 0;
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( (CUser*)this )->AddSetChangeJob( nJob );$ d) |; z9 @; q
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );' ~: |: C& B2 G" w: T) ^
+ t- S8 v* h9 O1 I
& E" k( D9 r/ |3 y: P5 H#if __VER >= 11 // __SYS_PLAYER_DATA
+ K: h2 y8 B$ b" k% r: ^ g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
) h$ A7 P4 L5 l#else // __SYS_PLAYER_DATA
3 n% W: k% T( i. m! ? g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
; \6 g! A; ?' G+ d. z% G7 M) D# ^) f% P g_DPCoreClient.SendFriendChangeJob( (CUser*)this );8 e5 ]9 i* j8 M1 V% I3 G% S
if( m_idGuild != 0 )
$ ^) ?8 ~6 B6 e/ p1 z g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );. M; z, U. P+ @$ o
#endif // __SYS_PLAYER_DATA
) A' Y7 L, u& f6 t5 A$ F J4 _ SetHitPoint( GetMaxHitPoint() );# M% m5 c* f3 l0 H* E
SetManaPoint( GetMaxManaPoint() );
0 t6 g) b! z# u, | SetFatiguePoint( GetMaxFatiguePoint() );. x8 q8 b( M" Y i A
if( nJob >= 1 && nJob <= 4 )! X0 }' s- r* t0 c, a; O
{
, B5 r; ^# I% D) c m_nStr = m_nSta = m_nDex = m_nInt = 15;
! J# V! S: N) T/ F! Z m_nRemainGP = 28;/ ]9 |8 x9 Z2 h" k' g$ w; E, K, F$ Y9 r
}
5 J& J# X1 M1 n" ^ if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
3 }8 n }2 Q- }% d0 v0 D" l" [! e) S {
& |8 T9 Z2 V/ U; B% E% r. u m_nRemainGP = 118;
4 I0 Y6 n: E" u, a) [, ? //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;4 `+ D' k$ b; \, z
m_nStr = m_nSta = m_nDex = m_nInt = 15;
k. ~/ B7 O: W F }
8 S6 m2 o( [; o5 R$ X if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )% ]# i( [, S" h3 q! |# C
{
. h# ?5 w4 H3 _$ w CItemElem itemelem;
8 ?$ R: X$ y( v7 g" O" o {) b7 K itemelem.m_nItemNum = 1;7 E. V9 i8 O1 w# z2 J
itemelem.m_bCharged = TRUE;* Y3 G3 w4 j. w6 Y3 A) s2 W- H8 r
BYTE nID;
! F9 M( U; n' Z6 p/ X
8 \: K( A0 g' x+ J4 d% [ if( nJob == JOB_MENTALIST_HERO )3 x9 {4 {% E* `+ d" x8 Z
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;3 y) X9 ^; \# k
if( nJob == JOB_FORCEMASTER_HERO ) `. U5 v. D; }
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
6 U2 J& X& s0 `/ ~4 X2 M) k$ Y1 A% I2 T: @2 ?
( ( CUser*)this)->CreateItem( &itemelem, &nID );
( X+ X& r" b" U }
% X0 [8 Q+ M% H0 a1 {# c r g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
5 G5 |4 I' |% G- T2 m ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );" P9 J* O+ L" Q8 e6 p
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
' d3 Z0 H% m# |4 z) e9 c, |0 U /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );! S3 V( j+ e; A. \/ U; v4 p% p; {
( (CUser*)this )->AddTaskBar();*/$ V# v4 q$ N4 k* Y m8 A
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );, x% E; L# z9 W8 @% ?' q
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
/ F3 P3 o# E' N0 m1 N& `1 r8 M ((CUser*)this)->CheckHonorStat();
1 B3 D6 C; e) ^! V$ a* q ((CUser*)this)->AddHonorListAck();
3 V- \# S$ Q4 C g_UserMng.AddHonorTitleChange( this, m_nHonor);3 @' F3 V* b, q. j! c# E
#endif // __HONORABLE_TITLE // ′Tà?! _& Y# _1 u4 ~
}5 b: Y7 i7 `6 I! l" M8 M5 {$ v. S
#endif // __WORLDSERVER
8 Y( \" A* Q7 S& m}
% {2 `) D; V; L0 Z" n7 U* c: h T' |- @
然后你进入functextcmd.cpp并添加以下
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6 K5 B% l2 s) l2 @5 W4 E代码:2 X% Z V. v4 C! N6 L9 z
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
( B; p8 y5 f3 U3 F下面插入
( y F' I* e! W% K3 r+ G5 [* M5 o& eON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
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3 Y: J/ z$ w. F9 Q9 U1 a然后你去( p* j5 @& \- s8 b6 a
! R$ x q# `0 D2 ^% D
代码:
! x' u+ q3 X) l: N7 ]代码) W( m b3 b+ Z) _3 [. }- N% d
BOOL TextCmd_ClearPropose( CScanner & s )! K( V* x9 C- @' d
{# n* p ? s8 g. ~2 L( h
#ifdef __WORLDSERVER
+ ?4 y& ~% O( ]+ O7 B, u& @ s CUser* pUser = (CUser*)s.dwValue;
% D8 o m; @, F1 }/ \% X# A* @. K g_dpDBClient.SendClearPropose();. F; t7 h# n- t4 J( y
#endif // __WORLDSERVER/ a, f) f5 W% Z+ [$ A5 [3 r
return TRUE;( e2 \8 i! q% g7 k4 @) O
}
% Y( x) _; @/ G" x下面插入
. j0 V0 n x6 G# V+ zBOOL TextCmd_rebirth( CScanner& scanner )
. l8 T; _" Q. }5 E1 U{
0 q9 H5 h" J6 i: a1 a% c% H; F#ifdef __WORLDSERVER; b" c4 f. C/ G
CUser *pUser;; A7 S ?: ~( z, `/ ~ h7 c
pUser = (CUser*)scanner.dwValue;
7 ?+ W) w; I/ V0 bif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
\5 D. I8 M0 H# K+ ]pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);5 K5 f2 W! p8 h: A
else0 M4 u9 G* S$ G3 v6 L
pUser->AddText("你还未达到重生条件!");
8 \' _( L. W( ~: h, s! W9 V) h#endif9 W0 p4 j2 ~& n, Z4 F
return TRUE;
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