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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befehel1 T3 A h* Q7 I; s" @
# T! Q$ H. f U! zMover.h$ }$ Y' v3 I- X7 ]' [ Y/ q$ z
代码:
! n# O* Y5 s' {4 K4 I找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü1 F9 K8 k! K. u4 M1 J3 p
! x% M4 B. E/ J
下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; ; C$ G) D A- k% f; A( M. t5 N# o
, {0 s$ |# \3 y" A然后你去mover.cpp添加
! s# H% M% ?2 Q }" ^1 N) h, ]' V& q7 W& O4 A U6 p3 v
代码:6 a; K, h7 w( [2 U
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )5 v8 m( r! N% l: |/ r
{5 |* |% ~ z o6 U* z) |: K
#ifdef __WORLDSERVER
& u5 {7 ^9 _8 ]2 H' T8 `) [% M // ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó6 p8 J& V P: Z" t
MoverProp* pProp = GetProp();
) F# O/ \2 J$ w0 ~* x if( pProp )
/ R, m- |& `, m: {' a) P8 U {
j' N) n8 l' m if( nJob > 0 && nJob < MAX_LEGEND_HERO )
$ y# m+ L! m6 J {
7 u/ ~* B, L; \( i: X AddChangeJob( nJob );: Y5 L2 J8 u8 x5 V' e q) _0 ^0 g& q
}else{; i7 W( c, _. h2 @
return;
: @+ F& P5 J& g' |9 G }
0 u8 B- t$ K4 Z- B \/ J int nPoint = 0;
+ H; s8 l/ p5 f/ L2 `5 ? if( m_nJob == JOB_MERCENARY )/ D' V( p: ?9 ^; y9 E
nPoint += 40;
4 K" {: ?; }' ?& Y8 } else if( m_nJob == JOB_ACROBAT )
: J* _0 Y9 V6 C- X/ D3 c nPoint += 50;/ b- O; u$ k9 U t
else if( m_nJob == JOB_ASSIST )* b0 {$ D7 z3 ?1 h: e b
nPoint += 60;1 u9 r% x1 Q, x
else if( m_nJob == JOB_MAGICIAN )- X" I6 Q. ^$ [" t, g* h
nPoint += 90;; A2 }2 O9 u' X* [4 |
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
+ K, a k' R& |1 m8 p nPoint += 120;! f& w* b' x0 ]5 H9 h. {
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
K: E' T4 b5 m/ K nPoint += 150;* @5 I! i1 x( X$ M; z, [7 j0 G
else if( m_nJob == JOB_RINGMASTER )) k7 v$ }1 g% J: x+ R0 A
nPoint += 160;
8 B5 @( s2 i4 j: @3 A0 p else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
) M3 F9 _/ ]( J# W; k% s, |: ~ nPoint += 180;
( S9 d- C H0 L! ? Z! K" E) M else if( m_nJob == JOB_ELEMENTOR ) ?$ p% S0 d9 u. \, g% D% V( T7 q
nPoint += 390;
# Y$ y' d8 _: B& X# b0 Y) G- i% M else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
3 |. L6 t4 q7 _8 [( h# K nPoint += 120;* v) T/ c6 u0 z; B( N6 @
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )- f3 L6 R7 S4 [
nPoint += 150;
) S* v: }4 n/ P7 ?1 b else if( nJob == JOB_FLORIST_HERO )
( b, @0 ^2 g5 |2 z& `/ r4 i nPoint += 160;) H$ t+ b( j$ [" Y! W; t
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO ); _3 Y' [9 s# u# |& G
nPoint += 180;
+ h2 A! }2 d& M6 } else if( nJob == JOB_ELEMENTORLORD_HERO )0 N' q0 k9 @" `0 |$ f' p7 J2 P/ j
nPoint += 390;8 Z- W% _: T3 O4 T
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AddSkillPoint( nPoint );4 e* z3 x( u u) z) F* e; m: K
m_nLevel = nLevel;8 K9 O% s b7 d+ O! ]* V/ A, ]+ t
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SetJobLevel( nLevel, nJob );0 U/ D9 y+ z0 |8 J Z) M
m_nDeathLevel = nLevel;
0 s# D" H3 y: e# q) ~#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans# T+ S# \ T; C
if(IsMaster())
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% K- g. i2 L U# W, Z0 z% G7 V* Q int dwTmpSkLevel = 1;//60, 72, 84, 96, 108) o* {' O- G# b6 r, p+ @
if( nLevel > 59 && nLevel < 72 )
7 A& @" `) F: K+ x+ J dwTmpSkLevel = 1;) ^( h% R: q$ m: \2 D5 j" e
else if( nLevel > 71 && nLevel < 84 )
, V. w- C9 S; N+ S; ?- @# `' h, F dwTmpSkLevel = 2;
`, N; Y+ |+ W) O: r- t, d7 j else if( nLevel > 83 && nLevel < 96 )
& j9 t1 h9 ~9 r0 v( h3 K dwTmpSkLevel = 3;2 r$ T" S8 l. L' B
else if( nLevel > 95 && nLevel < 108 )
9 |3 I& p, b0 s: \/ N# | dwTmpSkLevel = 4;8 Y p/ U; P8 R( A- I
else if( nLevel > 107 && nLevel < 120 )
* o3 }2 z! a4 k# ~/ T" E: I dwTmpSkLevel = 5;0 Q$ L( Q& H' r9 T1 [1 r8 G
for( int i = 0; i < MAX_SKILL_JOB; i++ ) # Z+ V( ?. e1 n5 T# Z
{
) z* Q: a' e- A, w$ |- u U/ h LPSKILL lpSkill = &(m_aJobSkill);
' z/ M g6 Y" i3 a4 u9 _! Z if( lpSkill && lpSkill->dwSkill != NULL_ID )# N+ p3 K! F c4 k, m: U) t3 h' X
{
$ p- I- w3 E) D4 M+ J ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
3 P" ~3 u& O }# w if( pSkillProp == NULL )
7 O) h& a( D8 N% [% {2 q" E+ c continue;9 ?& E2 Y7 w) V) D0 T5 b
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' ~9 R s# @, y8 A/ E! f, y
continue;
4 m; W! S% O9 d7 R M8 R# J( o lpSkill->dwLevel = dwTmpSkLevel;. ^1 L( O5 V r3 ~$ g0 T1 G
}
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, w& l9 |: j- q7 N5 |# } else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ )
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LPSKILL lpSkill = &(m_aJobSkill);: I) g. {% j* U3 C% P% F0 Q2 P* j
if( lpSkill && lpSkill->dwSkill != NULL_ID )
: c4 r- u$ V: _ z- D4 j; k5 K* ~) H {4 B3 M& T$ j$ `6 F4 }+ O
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
9 {: V3 [1 a+ H* f" V if( pSkillProp == NULL )
$ n- b' u$ D, h- x$ u8 t continue;: x$ ~5 v, u& O/ J0 K& p
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' T7 [. e3 ~4 T4 ^, |9 K3 E
continue;
9 y* b- {' Q2 K lpSkill->dwLevel = 5;+ E4 l0 X$ C; U$ v7 G2 H7 |; \
}
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else if(IsLegendHero())
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: A; `) z5 V+ ~ for( int i = 0; i < MAX_SKILL_JOB; i++ )
1 v" N. M! t" h( M. C {
" x z6 N# h: D4 F; k# O# Y" D LPSKILL lpSkill = &(m_aJobSkill);+ K* h% V: i) _
if( lpSkill && lpSkill->dwSkill != NULL_ID )
- |) z, T: @$ O6 |. Q {
: o1 [* e4 h$ y A$ _ ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
, q7 ` U" t t5 \' ^ if( pSkillProp == NULL )
6 S4 [5 r, K7 ~4 ~7 n6 _& H- h7 Z continue;" J- u9 ?8 k' E; f
if( pSkillProp->dwItemKind1 != JTYPE_MASTER), w9 [* F* t5 G5 a; v2 _% r
continue;) s' I7 y- S1 |( V, }% @4 R n& f
lpSkill->dwLevel = 5;
+ G3 A& `3 l2 v% t' j; a+ j# i7 r9 x, d ~ }
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; R7 U+ F R R# x. u! V1 c; }2 X#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans& x ~1 C1 m( i+ n) k0 M7 x
if( bGamma )
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m_nExp1 = 0;
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: W' E. p! {# M/ R! M. L$ h/ E ( (CUser*)this )->AddSetChangeJob( nJob );
& u/ O1 ?! n; I$ \: y$ G8 x/ r g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );, E2 L& Y) V) L. y
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#if __VER >= 11 // __SYS_PLAYER_DATA
8 J1 R; m2 a: G% b4 v/ V% P g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
+ g6 q7 o* p. t6 V#else // __SYS_PLAYER_DATA
& a6 Y' C% Y* q3 e; V7 O7 ~ g_DPCoreClient.SendPartyMemberJob( (CUser*)this );, x! l/ m& l, y, k
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );3 T: l+ @- N6 M" T' _2 y
if( m_idGuild != 0 )
" [% N3 { e+ _6 W g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
- _) t3 N7 O# ~" h# c8 U) e9 w" M#endif // __SYS_PLAYER_DATA
6 Y& w) {8 Q8 n- V0 s3 N8 P* V SetHitPoint( GetMaxHitPoint() );
: Y- f' O$ _5 G$ b# O SetManaPoint( GetMaxManaPoint() );
. `/ y$ C9 K. ?6 H( l1 L( k, P SetFatiguePoint( GetMaxFatiguePoint() );
3 t+ T9 C* [& {, ^/ B if( nJob >= 1 && nJob <= 4 )/ y+ z* z0 z, X% k# [- g
{
" Q0 \1 G, B# |2 _' | m_nStr = m_nSta = m_nDex = m_nInt = 15;7 k$ Y9 n& ?9 T
m_nRemainGP = 28;- U! o+ o" t# j; o5 Q u9 E2 g
}
) Y) j7 s3 _" g if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
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m_nRemainGP = 118;7 _1 y: C3 D0 o4 Y& ^9 _ h
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
0 Z. G3 O9 }: _ m_nStr = m_nSta = m_nDex = m_nInt = 15;% \# j2 @5 N5 x6 m. T" G
}- J1 D- E$ |( ^2 Z/ n! i; ?! b
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )1 U) m3 Y; K' j' T. C7 }
{
, ^3 _( ?% m6 J d+ L# K$ \ CItemElem itemelem;8 h0 ~& y9 G8 a2 X
itemelem.m_nItemNum = 1;
: T2 T/ ^; \+ P* v9 K itemelem.m_bCharged = TRUE;
/ L: Y9 D' I& }) ]" P BYTE nID;- x5 i+ U& ]9 u* f# {; a# C
( w( f% M# ?4 b* P" {2 t: p3 Q if( nJob == JOB_MENTALIST_HERO )5 d% u( {0 g, G$ g- O
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
; |7 {# ]# S: [( n if( nJob == JOB_FORCEMASTER_HERO )
8 l, Q I* B# I( y+ s! f( X) | itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
4 D( g! i- m) W8 ^: F$ `# E7 x
5 o) f% D* n1 o ( ( CUser*)this)->CreateItem( &itemelem, &nID );
( b- l/ G$ l5 D' n3 R }
5 ?: M8 t! t8 L, O$ }5 Y8 Y, q g_UserMng.AddSetLevel( this, (WORD)m_nLevel );: [- \# d. m3 _; ^. [) W
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
5 u/ a# N8 L% z ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
+ s' y2 G+ E& D, b /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );& `* |. ?2 {7 o4 \! F2 @% H, b
( (CUser*)this )->AddTaskBar();*/" l# d8 n' r+ T+ l9 `' U* \
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );1 v7 f/ n) W8 G! I }: B
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
2 o% s& X$ Z2 m- A3 v" ]; E3 ^/ F ((CUser*)this)->CheckHonorStat();* T; j1 g4 O& O. v& G
((CUser*)this)->AddHonorListAck();6 H1 ^6 k, M! i4 @! @) D) I! `
g_UserMng.AddHonorTitleChange( this, m_nHonor);
* b7 A5 K3 n; X) ]0 M5 f9 h! ~" o1 x#endif // __HONORABLE_TITLE // ′Tà?
7 Z( ^1 f, E; {* @ }
7 i8 f7 F! y: g3 ~9 v#endif // __WORLDSERVER, ~# d+ |, H+ n5 S0 x7 ]' R
} ( U' `5 K$ `- s0 \
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然后你进入functextcmd.cpp并添加以下' N% F T) M7 V) x9 k% N0 h
& n/ y, \% A0 I
代码:
5 T- T# X% y- u9 L. M+ wON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )% I$ C E" @8 Q( q9 z4 Z5 x$ W3 }$ U
下面插入% l$ z s/ I0 q
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" ) 9 |# X( c. E( S1 [
4 j6 ?! T2 s6 k/ X4 o# J X2 d然后你去" m f& l P* ^' i$ B
! y! H8 C9 e# J3 D- ]代码:
y) h7 M0 D: H c7 g. Z9 |代码$ m( o9 I8 x- L. k
BOOL TextCmd_ClearPropose( CScanner & s )* U9 u; f. F5 R5 K1 T
{
0 j# s2 \4 I9 {: h0 Z! B" j! f$ d#ifdef __WORLDSERVER
: w" v3 v7 y4 e7 f5 ]# L CUser* pUser = (CUser*)s.dwValue;( @2 g( h& x' c+ d
g_dpDBClient.SendClearPropose();
. \" r4 J7 [7 s5 r0 ]# D8 _* B#endif // __WORLDSERVER1 N0 m& `- M y) \! _4 m, N; r8 c
return TRUE;' s: F; z* `' ~/ j& x
}2 h. z% [ D7 P$ u9 J3 f
下面插入5 a- e$ W+ @' t
BOOL TextCmd_rebirth( CScanner& scanner )
* a0 c' f+ G; W" Y: b) L{
8 Z9 J5 W+ V) Z- h2 G0 X#ifdef __WORLDSERVER
! T+ H) Q- A0 \9 m) h6 m! BCUser *pUser; n9 y" f& \1 v6 z2 n \; {5 w6 {
pUser = (CUser*)scanner.dwValue;
: V1 z& v7 p( T! A% x' n+ oif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())$ E) r. k! Z. _$ `* y: [7 d+ r
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);! x" d+ `6 h6 j8 [& V
else t2 Z- B/ W9 ]: b4 H
pUser->AddText("你还未达到重生条件!");
^- L B- K% u S8 g#endif1 [" ~+ I c. A4 ~5 g1 J
return TRUE;
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