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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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6 q8 s6 R& i% N2 Y& a0 ~& IMover.h3 N- W+ Z# h5 `. j) D: M1 `4 Y9 J' H
代码:5 D% L+ ~' v' g+ w% z; U; d e0 m
找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü0 ~ L& J9 h$ M& q
, H. t7 v* l: w下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
4 }5 x: C4 p* `" M: J$ G# R& Z3 `' @# S' e3 ?0 R0 G) f
然后你去mover.cpp添加0 B4 m) v. G: n6 j" }
; b3 o. Z1 }* a! U5 h8 B* a代码:
: x* B$ J2 N2 L2 T2 `% I# Nvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
' ^/ o9 U2 G% F* M [5 v{
, d5 t% }) r" |. x#ifdef __WORLDSERVER# z6 @% I/ L5 k3 l" G2 t
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó; v" v0 L5 E$ T5 X
MoverProp* pProp = GetProp();
6 v5 l' V2 M, A; _ if( pProp ); @8 w4 s- m4 c
{
4 j- C) X' O/ f if( nJob > 0 && nJob < MAX_LEGEND_HERO ). u) H* ^7 X( b1 q/ V' C' E
{& x6 |$ K3 i8 p# A
AddChangeJob( nJob );" c. \% P) |& [$ D/ H" c
}else{
' \- ?: x _7 [" R. j7 ?) A return;& E) Q* r s: E. G4 z
}
; m) w5 k5 I& {: i int nPoint = 0;
" e h" E. c ?5 B; S4 b) b( N! q if( m_nJob == JOB_MERCENARY )
/ a- m& y- f. E nPoint += 40;; G$ c' w/ O s7 i; s
else if( m_nJob == JOB_ACROBAT )
# H3 ~; A; D+ t5 O# d, J nPoint += 50;+ k& x( \& {! f% @1 G* K H8 v* ^
else if( m_nJob == JOB_ASSIST ). w' F6 [1 b* P4 t. R/ E: d9 Z
nPoint += 60;8 j+ l* q" t( o3 ?- q
else if( m_nJob == JOB_MAGICIAN )" L r" Z5 V: Q) L! n( A
nPoint += 90;
* k' I) l# B7 c5 b0 e; Y else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )0 E8 X @5 h; C4 M+ T) A
nPoint += 120;0 e. H+ X# Q) b/ [2 C0 V2 F* a( z
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )6 N$ U1 a4 X$ w# x, `( l) Z$ f
nPoint += 150;3 N7 k+ m* v6 y- @' X$ r# y: s6 K
else if( m_nJob == JOB_RINGMASTER ). h* k% n( x P& z" F% w. n
nPoint += 160;, O( [7 e& t2 t' k9 _% y: W& L
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )* n/ l; y8 W7 t" e! ~: B' b
nPoint += 180;
- O8 K- z; i; F* k) u else if( m_nJob == JOB_ELEMENTOR )
+ D1 m9 `1 \- f, Y3 e nPoint += 390;
, C# P" W {. l" G/ N else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
. E4 J4 p/ p9 {! w5 c0 e nPoint += 120;& b1 B% C8 Y% B! n1 A$ e
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ), a, Y, f" |% {6 F. Q
nPoint += 150;& g; {( H6 S: |. R
else if( nJob == JOB_FLORIST_HERO )- j" q$ B$ y1 A1 E$ x! O# u" M
nPoint += 160;
6 m& L2 `" D) a8 ^ else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
" P: v; u$ ] `3 E* w nPoint += 180;
3 F8 S+ h/ [ G9 A- E else if( nJob == JOB_ELEMENTORLORD_HERO )( I7 |7 Z# X& b" b/ I' n+ G
nPoint += 390;
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5 K% ]. e4 @: b5 f AddSkillPoint( nPoint );
* n3 p/ q% h2 @3 T( G0 Y- R m_nLevel = nLevel;
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' E: i' ?0 ~ f T& G, s$ ~4 S SetJobLevel( nLevel, nJob );+ C& |8 s0 ~0 i' H0 M- S! W
m_nDeathLevel = nLevel;
# Q* H& j6 ?0 T# x, b) c#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
% x% X9 N/ z0 A; x if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108$ S7 b0 o) ]- B
if( nLevel > 59 && nLevel < 72 ). [; X/ l& Z c# X2 g0 H
dwTmpSkLevel = 1;
4 `! M$ t- h/ ?1 x+ [8 h3 ` else if( nLevel > 71 && nLevel < 84 )- B: u8 Y3 l( \/ G/ f3 ~1 V
dwTmpSkLevel = 2;3 o, _ X9 B4 K# Z. o' k
else if( nLevel > 83 && nLevel < 96 )& C9 [$ g" o' G* }( p: N' f5 i
dwTmpSkLevel = 3;
# p2 [5 ?1 f1 N- `; l! h0 F7 M else if( nLevel > 95 && nLevel < 108 )
; a# B1 C' p+ ^! W( k2 r7 q dwTmpSkLevel = 4;
3 G4 M& ]7 y, r, a0 p4 o4 F# N$ U$ p else if( nLevel > 107 && nLevel < 120 )
9 Z' ?6 F ?5 j3 L; R dwTmpSkLevel = 5;
( ~6 g) \' o5 F P8 E9 Z9 n2 \4 [ for( int i = 0; i < MAX_SKILL_JOB; i++ )
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8 }4 W+ a7 N' G) ^4 R0 a. S$ m LPSKILL lpSkill = &(m_aJobSkill);
9 \& [* t9 H T: g if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
8 U* B& k" T2 {. @9 t if( pSkillProp == NULL )
4 g( l" @. h) l$ h% S o4 r5 M4 U continue;
1 y0 R3 y; Q' ^6 F) B% w7 B if( pSkillProp->dwItemKind1 != JTYPE_MASTER). ^% D- h" C6 B$ q. o
continue;4 R* `* Z7 y W4 `
lpSkill->dwLevel = dwTmpSkLevel;
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}# {1 k. h# l6 _7 O' J1 R& a
}
( y2 R2 u. q4 c5 A else if(IsHero())! s! T+ I' ^ T% }+ j5 f/ k
{
' `4 f* t0 X* m/ | for( int i = 0; i < MAX_SKILL_JOB; i++ )
& a3 }9 H, u/ H; Y P1 o8 G {
1 K! l! c" V; W* ]7 Y- p LPSKILL lpSkill = &(m_aJobSkill);, ]9 [0 o+ R( B" G8 G0 D0 u Q
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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; V0 q& U7 w* }+ h! a Y ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 3 w- l2 \5 z; u3 f" p# [
if( pSkillProp == NULL )* x) |: z1 c0 ^3 v6 d9 w! F
continue;) ^# c6 r: {. i! i! d4 T" Z& c
if( pSkillProp->dwItemKind1 != JTYPE_MASTER); E0 }* i: a/ C' P( @
continue;- k7 A; c5 j* N p) h. c5 Z
lpSkill->dwLevel = 5;) x3 o: u) M4 d
}
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else if(IsLegendHero())- Q" _: @" h0 b0 _2 X3 P' ~6 k. \
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 4 X& M( z3 N4 ?# Z# s# l3 [8 y, y5 j
{ ( d& y( m" g5 D1 Z/ j" z& q
LPSKILL lpSkill = &(m_aJobSkill); }4 H3 Q- {- N8 S
if( lpSkill && lpSkill->dwSkill != NULL_ID ) y) W% o% d7 i2 e' T! Y
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
/ Y( h7 T% U% o, T* H5 g if( pSkillProp == NULL )* ~1 d8 V* Z0 Z. z Z; V
continue;
/ {- f; V1 ]/ V! g2 K if( pSkillProp->dwItemKind1 != JTYPE_MASTER)' _1 F/ W4 g x7 I+ |
continue;
) m+ z. e; N2 e! i' Y lpSkill->dwLevel = 5;/ k) Y, b: V1 Y7 _( D* H
}
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}
: }9 p; K* s5 Q9 h9 y#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans6 e8 q7 D1 @$ c( I" |
if( bGamma )
, B4 [0 H( l) \# _& A0 T! K* t/ A {* ?/ U3 ~2 [ B* A% v0 g5 U
m_nExp1 = 0;7 S4 f7 H: c! Y9 z
}
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4 z+ [; r& L7 O1 z( n/ X$ j% m ( (CUser*)this )->AddSetChangeJob( nJob );
: g, h- I- p7 e2 U( P. n g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
- S; ^' k4 u+ z' m' E& n1 j6 ^: q: @4 s6 ?, E
: g6 f) V; a& Y1 i#if __VER >= 11 // __SYS_PLAYER_DATA
1 r+ ?! _3 q% O# H g_dpDBClient.SendUpdatePlayerData( (CUser*)this );9 f! E, z; O1 t! _( d
#else // __SYS_PLAYER_DATA2 g; K" f# D) e& D, s
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );/ t6 t" D0 |( R* |6 ^0 S; l; d! }
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
4 b0 ]: r8 N& A; c if( m_idGuild != 0 )
9 {6 r: R9 y4 m+ K# P g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );2 Z/ G! B* b% d, N$ A( ?
#endif // __SYS_PLAYER_DATA
2 ~( L4 ^' o3 ?6 `6 l3 b4 J SetHitPoint( GetMaxHitPoint() );
7 V4 p- p5 n0 h7 @' g7 I8 P. _ SetManaPoint( GetMaxManaPoint() );6 }" T8 K: H. H/ u# _4 V
SetFatiguePoint( GetMaxFatiguePoint() );* \0 I) i, R) ? f2 g2 }
if( nJob >= 1 && nJob <= 4 )9 j2 D; P G* I0 ~" s8 Z
{
1 [8 q, v6 `0 K% O4 K4 I V3 Q m_nStr = m_nSta = m_nDex = m_nInt = 15;- V; X* i9 { Z4 n- Q! ?
m_nRemainGP = 28;3 E. g% e" R m) ?+ g# m# C
} c& i* O. S8 G! D$ R
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
9 b5 w( m) n; a$ R {
- F$ C# r' {2 H7 d! Q. y4 y m_nRemainGP = 118;
0 u9 R& ]5 m" x! m# E' @$ A. x //m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;& H2 @4 H- V; g2 g+ d9 ?
m_nStr = m_nSta = m_nDex = m_nInt = 15;
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if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
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CItemElem itemelem;4 e4 N2 E4 z) d2 u8 p
itemelem.m_nItemNum = 1;+ T) g) F+ d. C7 k5 H4 S5 w2 b
itemelem.m_bCharged = TRUE;4 c! X1 r' g* P- [6 L7 B' s
BYTE nID;
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if( nJob == JOB_MENTALIST_HERO )$ Y9 ?( c( F& X) \
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;- }7 X" k" ?+ u
if( nJob == JOB_FORCEMASTER_HERO )& t0 `5 I/ c3 u! O/ o0 o% @
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;2 o, F0 L* M; {4 t
% z/ s b" N8 b) M. s4 \ ( ( CUser*)this)->CreateItem( &itemelem, &nID );
& H9 H' L0 b/ q6 [, A }) D# K$ Z. c: J4 d8 Q5 s+ P5 A1 C
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
b# h, V7 a+ A5 A ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
. N, e; J$ u$ _8 I( g+ ~( R ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
' s7 P) R5 d) r' }% S /*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL ); D7 Z# }( g% l/ I P3 e( L) I6 m
( (CUser*)this )->AddTaskBar();*/
$ W* c( U6 s; ]5 } ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
, H* ^4 U0 l2 T#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
1 P) Z# h# x$ Q% v ((CUser*)this)->CheckHonorStat();
! h4 Z. z, k+ @: y1 y/ _ ((CUser*)this)->AddHonorListAck();1 a3 O2 j$ R& _9 d4 G
g_UserMng.AddHonorTitleChange( this, m_nHonor);
0 w# X0 Q0 E* d$ r8 O5 S7 |. d; Z#endif // __HONORABLE_TITLE // ′Tà?) ?' p u- O! d
}
: S0 s! H, U! | k A& c7 K! [#endif // __WORLDSERVER
% n" \) Q: F0 v/ L' d}
9 V$ f/ x) d) r) ~/ g
5 r5 D0 J# R# N$ d然后你进入functextcmd.cpp并添加以下/ v0 W5 J* I/ N; H' A
+ y" r1 H. r S2 U- z3 v代码:
& d- h" A8 C f; r6 m8 rON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
5 ^4 g7 [0 Q9 [6 P下面插入
/ W- ?. ?' \& ?6 V. F) x; rON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
% `# B0 U! t1 c4 |( l* S
) Y# c: D1 R1 m; i0 p然后你去* V1 i# c% v+ |' ^+ }* q( W# Y: j
, ?- _% a& J( P: X代码:) A1 h1 g* [- ^ y# H; m
代码
+ o8 h) Y/ l: p) ~# KBOOL TextCmd_ClearPropose( CScanner & s )
5 i$ B6 S, W. m" G k( m{
( r% a3 h+ J" ]; f; l#ifdef __WORLDSERVER
% q+ ?& d) C# g5 l1 | CUser* pUser = (CUser*)s.dwValue;* ^/ n! T1 P N, y* L0 D4 q( c% Z
g_dpDBClient.SendClearPropose();
9 Z( V; F9 M( K- e2 O9 o#endif // __WORLDSERVER
0 I1 P+ P# _ s z( P return TRUE;
+ Q9 [2 P( n+ p" M% s}
; L+ x! H- v- E& w3 J下面插入
0 n/ ~. r+ p# [2 i$ G. gBOOL TextCmd_rebirth( CScanner& scanner )! }0 g6 g; T+ T, T" G3 \7 z* O
{
0 Y0 N, h& w( S- s" _; T5 X/ J# O#ifdef __WORLDSERVER
L9 l* ?; R9 t# H4 k5 p1 {6 u; FCUser *pUser;
! s$ m; n) J+ }5 r8 Z( t. d; T' e1 QpUser = (CUser*)scanner.dwValue;
& O- y! e5 y: y1 u; e/ Nif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())0 V' Y' I+ Y- h
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);* w$ w5 `$ H8 b- i4 Z
else
- r" V7 m: J: O+ HpUser->AddText("你还未达到重生条件!");6 [5 Z! R* j- i! H5 S# c. d
#endif
# g& n9 c. \9 h& Nreturn TRUE;
3 ~5 R R6 o' Z/ G& N}
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3 ]/ T/ m6 {( F: W/ F" z! n1 o* J5 v8 Y5 p6 }0 w( g
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