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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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, d& n( G0 H2 `Mover.h
# S) ^/ K; V0 P代码: L, w5 [* `7 I
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; 3 r/ }6 ^& n7 R$ Z
4 c( p" |1 w9 n% P) ]然后你去mover.cpp添加5 ^+ Z1 N6 |1 R; @- \/ X% K
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代码:! n% I) C* h% f- S# i
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )' q( g: v2 m- g4 Z6 U
{
; V$ n3 k* }" J; f#ifdef __WORLDSERVER) p0 r. ~$ d/ u, j0 O7 j
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó6 m+ Q2 }1 ]) v' z
MoverProp* pProp = GetProp();
5 y: h( |) L% z8 Q: i if( pProp ) A# d0 N- |- n, `- p
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if( nJob > 0 && nJob < MAX_LEGEND_HERO )
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AddChangeJob( nJob );* C7 m) d7 y) q6 e ]. @1 P; p
}else{0 v: ^- R9 U6 B1 y
return;4 l! S8 q6 \3 E, A! s
}
! K' H" ~9 _4 v* O int nPoint = 0;5 f! Z* B0 I; N1 }; R. ~* c
if( m_nJob == JOB_MERCENARY )
: A4 [' D/ u3 R' N# | nPoint += 40;
! B5 { f/ i- l d7 S else if( m_nJob == JOB_ACROBAT )- {+ U* g o0 P/ `( f, C
nPoint += 50;" ^4 c$ |% V I; Q5 v9 f
else if( m_nJob == JOB_ASSIST ). p6 ~6 A9 U. `/ c1 i5 q
nPoint += 60;2 J1 s# S$ i. J; J8 D3 R
else if( m_nJob == JOB_MAGICIAN ). V0 z" o/ U( K/ Y( E9 x0 V0 m: D* k1 a
nPoint += 90;: [; F8 }% j! v( H3 X C) h
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
) o, c. y3 I# p6 U N6 L" L) w% K nPoint += 120;
9 i7 [: s3 x* N! p' ^: C5 p4 E2 B else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
2 F/ P0 C7 }4 e* \# E nPoint += 150;8 t5 _8 \+ z: n# g' G( D
else if( m_nJob == JOB_RINGMASTER ). ~9 z/ s$ s9 ]7 }" v$ A A% t
nPoint += 160;
. b6 r: }4 |6 b3 ~! s/ W& p else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )# [4 y* w2 @. P5 h
nPoint += 180;
; \2 X& [: Q8 w. ?" b else if( m_nJob == JOB_ELEMENTOR )
2 `) y: `+ O4 X0 w nPoint += 390;
$ z9 C7 \2 X- L5 R3 |7 ? else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )6 ?& l" X: u1 A. C
nPoint += 120;9 k1 w6 w/ n7 Q, I0 K; B3 @/ F0 s
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ). c A7 h# s0 v: d# W, H
nPoint += 150;3 K2 j2 z# g6 Q/ U/ Z
else if( nJob == JOB_FLORIST_HERO )
, ?2 x0 d+ [* b/ V nPoint += 160;
^. M: W/ Q( j3 F else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
) a5 L5 u% F, ^6 W+ { nPoint += 180;& J$ M% r& p2 D1 d/ } V
else if( nJob == JOB_ELEMENTORLORD_HERO ). |0 l" F5 v& O9 |6 T0 w
nPoint += 390;
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AddSkillPoint( nPoint );; L# }. A+ K8 S4 Y& Z1 C( w
m_nLevel = nLevel;8 U7 F8 Z! k2 D2 T1 I8 d
' d6 e, ~* J4 D C SetJobLevel( nLevel, nJob );0 \# U* d& O. J" C3 ]
m_nDeathLevel = nLevel;# M9 W* z" L# [5 w
#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
9 W% a9 B O, Y2 ?7 Z5 d Y! Z) e if(IsMaster())6 C( k# Y3 Q0 z- l
{
3 U: k Q7 O5 {+ m: {( N$ t& ] int dwTmpSkLevel = 1;//60, 72, 84, 96, 1084 G; @ q8 H* `% R9 l
if( nLevel > 59 && nLevel < 72 )5 ]% Z% q; w2 Z' ^: L! A
dwTmpSkLevel = 1;
4 U$ J- I0 B) c2 L9 [3 q, t else if( nLevel > 71 && nLevel < 84 )7 W( E9 [4 W. h4 X9 s$ A, ^! h/ F
dwTmpSkLevel = 2;
& _7 f- i+ E# p8 n7 a; o else if( nLevel > 83 && nLevel < 96 )
7 F4 U$ S9 H9 m9 }9 F dwTmpSkLevel = 3;
9 h$ N) }- a( _6 Z( V else if( nLevel > 95 && nLevel < 108 )% w4 m3 t$ V0 o! o0 h9 d
dwTmpSkLevel = 4;' k, H: j" @7 j4 O! N% \( l
else if( nLevel > 107 && nLevel < 120 )
; O }* h9 w4 h' } dwTmpSkLevel = 5;# q( n4 E, t3 _, }2 x7 w
for( int i = 0; i < MAX_SKILL_JOB; i++ )
* B1 _. [" S$ U, g3 f4 D- W {
# k, k9 X6 _+ _* e5 w LPSKILL lpSkill = &(m_aJobSkill);
* A4 X0 F1 R1 s3 X/ `" J. j if( lpSkill && lpSkill->dwSkill != NULL_ID ): _0 X0 y* V1 u: N/ {, V8 ]
{ g! p. G, t; ]9 w
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
1 s+ p9 P! N2 V0 p: w if( pSkillProp == NULL )
7 `* W7 i/ t2 a5 {; O* A- S$ ?0 } continue;! E8 ]: o) I7 Q q7 o5 \/ v
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
2 o! e7 p3 P9 p M% F5 m4 a7 @ continue;
. B! L) y4 F ?7 h o lpSkill->dwLevel = dwTmpSkLevel;
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}
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else if(IsHero()), S/ H _% C% Z& h! X
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) : u* x3 J5 G/ C1 n
{ ( S% B: g" S+ ]* T- A
LPSKILL lpSkill = &(m_aJobSkill);5 Z# p/ H, [, k3 w. V! o
if( lpSkill && lpSkill->dwSkill != NULL_ID )
) R" Q3 B$ E" S {
2 |4 w# [) e7 J5 i$ Z8 _ E/ T5 } ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 9 k+ P3 |- d3 `$ I! K+ P, z
if( pSkillProp == NULL )
" S p/ @ Q0 d; a5 h continue;
2 N; K3 V& P9 s# Y$ r if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
! n/ [9 P; H% d0 E% }+ Y. Z0 \, {; _ continue;$ ]9 N/ ~. \ U/ G/ Z& l
lpSkill->dwLevel = 5;1 ]5 Q$ o4 f, F9 J' i# P$ ^- }
}
) ]7 ]' U. a) W/ N3 k" z$ b }
. K/ R9 @* v4 v/ {) M3 j }
7 i$ `0 T' [3 \% { else if(IsLegendHero()); C# ~+ M5 T( F5 h
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
. F) Z0 o7 l& X A4 v& j' D1 k3 @ {
! Z5 n' i7 E5 {; k LPSKILL lpSkill = &(m_aJobSkill);
0 s4 l) N" i T if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
/ Z4 q" n% q8 m! n if( pSkillProp == NULL )
% `9 r" P4 x. J: _ continue;; J! _; Y' U) i) N* Q! C( D7 Q8 M& A
if( pSkillProp->dwItemKind1 != JTYPE_MASTER). \# h3 x6 O0 w' T5 A
continue;
- ]8 Q: J" x$ j! n" l# @7 C8 a lpSkill->dwLevel = 5;2 t- x9 q" h, a6 m v7 Y% f
}
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#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans* m9 C h2 `, C
if( bGamma )6 s5 K2 d0 ~- k: |
{- K \3 W5 ?9 k( X
m_nExp1 = 0;
1 L9 ~1 o: d5 b( a) ]7 y2 b }
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+ \; B6 \" n% E/ g1 s/ t" n ( (CUser*)this )->AddSetChangeJob( nJob ); X$ [2 `2 X0 x) v( i" O' u
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
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#if __VER >= 11 // __SYS_PLAYER_DATA* ~) U9 {) w8 j
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );' x/ x) M/ Y/ E. u h# f( l' g4 h
#else // __SYS_PLAYER_DATA
* R/ p8 C/ D! `! }! j# L g_DPCoreClient.SendPartyMemberJob( (CUser*)this );, U+ j( [, C. R2 g' {; {# |7 J' [
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
$ M/ D: G8 r4 w* K$ K' ]9 O if( m_idGuild != 0 )
; G6 B# |. a3 a g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );: l* ^4 C; D6 G
#endif // __SYS_PLAYER_DATA! i) P; f; f" K3 H' Q
SetHitPoint( GetMaxHitPoint() );. w7 ~# p) m0 }+ m8 ^
SetManaPoint( GetMaxManaPoint() );
' s. R) T% m. J! @0 y K. ^3 O' ]% h, y SetFatiguePoint( GetMaxFatiguePoint() );
& X/ l) U2 K# s& S$ h if( nJob >= 1 && nJob <= 4 )8 H0 q+ g6 ^* h, W. e- o% ~1 i% R$ O
{
2 @8 m6 [ P2 m* `& F" u# [ m_nStr = m_nSta = m_nDex = m_nInt = 15;
. L9 h* ]. p8 s2 Y: l2 W% o2 X6 t m_nRemainGP = 28;
; n6 z; j$ x; s/ B5 F6 {4 x }. G+ s8 V; I# k5 u/ h& v
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )! C( x/ G9 D7 C. M8 M5 z
{0 ?* }! `- }$ _; e) T- d+ j
m_nRemainGP = 118;
( e' W. x1 u0 E& D4 V* v9 B //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;2 W0 n4 {# c, G. e( g H6 ]9 Q0 V
m_nStr = m_nSta = m_nDex = m_nInt = 15;8 Z$ R9 A0 Y) L
}5 X. ^, Z' h% G7 w! X/ t( _ K
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )+ O6 v9 ]# Q8 k. |- p0 ~$ K
{; \! K! r$ b+ C" g6 I' T7 k, ^ m
CItemElem itemelem;
$ [- R# [2 l/ b n itemelem.m_nItemNum = 1;( R* a4 c; P z5 p5 \' W+ v( F/ G
itemelem.m_bCharged = TRUE;4 f* X9 P7 D+ o: S
BYTE nID;
% c7 e% s9 M$ k9 @: L, @/ ^0 q( }5 Z$ l; ]
if( nJob == JOB_MENTALIST_HERO )
7 m3 N) {! X& J; T itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;6 {7 y+ B4 A; @- T. F
if( nJob == JOB_FORCEMASTER_HERO )- `; C& I- z7 ?- {
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;( _+ m. Z4 }9 k1 [! f
6 s0 p* u0 a8 b' `; k Z ( ( CUser*)this)->CreateItem( &itemelem, &nID );
4 ~; A: i' ~/ k; k; [/ Z5 z }
% \- B7 d, E- P o2 G5 Y6 } g_UserMng.AddSetLevel( this, (WORD)m_nLevel );! _; t7 {5 ^$ V; _/ E
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
, g; v7 c: ^" ?* ? ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );+ K+ t( _. [! E: k9 u0 B
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );& X) C- u3 B7 N' R
( (CUser*)this )->AddTaskBar();*/5 k2 Q) _. w: L. G, V
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
+ L. F: M6 s5 {# \% O" U#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?! L3 d$ B6 b3 r3 d/ X! g
((CUser*)this)->CheckHonorStat();: w, _8 G' W3 c7 X3 W* _
((CUser*)this)->AddHonorListAck();
$ r/ s7 C' |: ^& W F g_UserMng.AddHonorTitleChange( this, m_nHonor);/ A" N- E; P5 i# W+ j: f
#endif // __HONORABLE_TITLE // ′Tà?2 T8 K! b. \! H6 ?4 E; h# m9 q, A9 V
}+ U" a4 F, j& Z' z. [! {
#endif // __WORLDSERVER
5 z2 E9 r5 q% D, Y$ D2 W} ; e) ]! ]" ^" Z5 ~. Z
' T2 o) Z4 R* a然后你进入functextcmd.cpp并添加以下
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代码:9 ]# n1 u8 e" Z. y; G
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )! Y* }5 x4 _/ T; o
下面插入" C8 z# H& p5 L" h" K; L
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) * i( }9 c! B' }- @ }( c; E8 I5 ~7 F
2 ]+ [) G9 W% [9 J; G. M
然后你去
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+ ^' Z( a# u6 c8 g" v* L/ @代码:
; l9 Y% V9 Z: j代码6 B3 u- j" y7 _/ Z" d
BOOL TextCmd_ClearPropose( CScanner & s )* F4 u* u6 j* {
{
. j* B1 g; m2 f1 ~3 Q#ifdef __WORLDSERVER
# `6 }9 W, p; n& i) Z CUser* pUser = (CUser*)s.dwValue;
/ p* [5 o. f6 K0 _1 ~+ }% d& G g_dpDBClient.SendClearPropose();
5 W6 A# M6 n9 U#endif // __WORLDSERVER
. H& w" P; y& |% }0 P( Y return TRUE;- k0 W' c1 _- j O7 O A
} A- w5 x6 ~! ?" e+ m
下面插入) O! M( U+ a0 Y( }6 O+ K5 a
BOOL TextCmd_rebirth( CScanner& scanner )5 Z$ i9 s4 w4 d
{
, x' y& S1 y+ p6 w, I#ifdef __WORLDSERVER
0 S, H& k/ F. C% S8 eCUser *pUser;
. u3 {! R7 n7 B. J( n& fpUser = (CUser*)scanner.dwValue;
' h4 w; V( i) ~" d; m& n7 m* Iif(pUser->m_nLevel >= 150 && pUser->IsLegendHero()). {. U8 o ?1 y/ r" x7 _
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
1 F3 {0 G& w$ z5 G+ zelse* Q: H* q3 q9 L$ L
pUser->AddText("你还未达到重生条件!");
0 I" r7 x2 c' W$ U; I& {#endif" K% f( ]1 K4 W8 } V% z9 M( A- O
return TRUE;" f5 s% c+ d0 T1 q/ n$ l
} 4 D3 `" `* V+ N1 B8 \. z- ]
0 j- r; L Q3 }
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