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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befehel7 C) R3 ~% C. v, G$ Q6 Q
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Mover.h
- G( r0 z6 A, l: t, X代码:
: p" Y1 z# ^) @4 u( v2 n找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü' t. S9 n/ W8 Q" Y8 }
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; ( b- Y0 c( l+ b( _2 C
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然后你去mover.cpp添加
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9 d; Q) T# X& l代码:
- J/ d) P- F: m% Xvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )! |- P% D. ?( @. C
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#ifdef __WORLDSERVER- v. X: c) c: S2 l4 m' S
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó
9 Q, L, R8 a1 S E5 n+ G MoverProp* pProp = GetProp();
6 ~ O7 ] Y: r& X8 e) p& T5 b. e$ g: q if( pProp )
" D8 s6 R2 b! [8 v* O {
- e) s4 H& M/ U$ R if( nJob > 0 && nJob < MAX_LEGEND_HERO )
% h# Q" ~/ z) y$ f" ~# g% ^ {
b8 i8 d Q* v2 E/ Y$ I+ D AddChangeJob( nJob );
9 n0 e, f- \5 U }else{
, i+ |7 _! S o% F return;0 V- M0 y' _/ C* U, z! j3 ~4 e# F
}
5 o! V6 p+ Q* g3 [6 @( k" G% c int nPoint = 0;
* m3 q0 j! T: s0 p5 O' y if( m_nJob == JOB_MERCENARY )3 r- c# J1 g7 U$ X7 ]0 ~$ _3 v
nPoint += 40;) d( B4 s4 q4 J$ `0 h+ r: w) o
else if( m_nJob == JOB_ACROBAT )7 w4 i% ^; Y2 V5 ]; M! d4 l
nPoint += 50;
5 ^$ r! F4 P+ x else if( m_nJob == JOB_ASSIST ), S- M. H! I# S/ M
nPoint += 60;
* h( x+ L8 E0 C/ k0 Y- Z; B else if( m_nJob == JOB_MAGICIAN )* r' C4 K$ G: A) r
nPoint += 90;$ M$ ?9 C; P1 N. `
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
" t3 f0 n1 v8 y! I" e1 ?% W nPoint += 120;
8 c5 Z: K) i( D0 B$ W# g) a. {+ w9 X else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER ), I# O2 ~, _7 m) _- j
nPoint += 150;7 A) a6 l5 \1 a: E4 W* y* K+ d" \
else if( m_nJob == JOB_RINGMASTER )7 |5 G9 T2 \0 P) y& N2 d C
nPoint += 160;
6 M6 M! P( o+ V1 x4 z Y- h( E. U else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER ). q3 v# h+ I- ^: c+ n4 `' I) u
nPoint += 180;
, o' k( y- N- |4 E) N$ W else if( m_nJob == JOB_ELEMENTOR )1 v( h) x* @5 v# V9 E- }
nPoint += 390;
5 R5 T3 F0 R+ N5 m0 I else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
6 u6 c% R; i" g8 h2 D7 J! C nPoint += 120;: w3 L, ` F8 B: I
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ), k, l$ x$ c$ `/ l, x
nPoint += 150;
$ X8 w; w1 G! n/ t5 W; o else if( nJob == JOB_FLORIST_HERO )' V+ v( h' Q Z
nPoint += 160;
( [7 @2 l7 _4 q- \8 e( V5 e else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
) @' {: n J3 e5 ]2 Q nPoint += 180;
8 F$ R& _9 u3 ?0 p! S' Q4 k# m1 H else if( nJob == JOB_ELEMENTORLORD_HERO )2 z. f+ h9 Q4 n7 n& {
nPoint += 390;
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0 U% y% I: N0 l AddSkillPoint( nPoint );
: l" W! g: ?9 t& {" p m_nLevel = nLevel;
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8 g. m0 v/ @( f& v/ d( s SetJobLevel( nLevel, nJob );
- F" u9 z' A- c3 x# e5 t5 ` m_nDeathLevel = nLevel;
+ Z- G, ?# G; R2 q2 Q: `#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans$ J, `0 k/ }+ x2 f
if(IsMaster())
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int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
. V3 q1 e5 n$ ~) F if( nLevel > 59 && nLevel < 72 )0 c7 [+ S2 x3 h: \
dwTmpSkLevel = 1;
b* H- F$ S( T! a5 A8 K" I else if( nLevel > 71 && nLevel < 84 )1 M$ Q# z! j, @5 W+ @+ M3 \/ b
dwTmpSkLevel = 2;# V8 L2 s% j* i
else if( nLevel > 83 && nLevel < 96 ): o0 H" y/ ]5 F
dwTmpSkLevel = 3;
5 x$ U7 A$ J6 Z2 {6 ^3 y; }3 E else if( nLevel > 95 && nLevel < 108 ): y/ r0 e: f0 q: S. I3 X
dwTmpSkLevel = 4;+ ?2 k9 g! i5 S( C d, d2 ?9 i
else if( nLevel > 107 && nLevel < 120 )
/ p7 W, V4 i& p+ W2 u. k9 N dwTmpSkLevel = 5;
4 b* U7 l3 C9 _ for( int i = 0; i < MAX_SKILL_JOB; i++ ) / C! X! ^, h( q8 Z
{
1 z7 H: Y: ] @4 k5 j LPSKILL lpSkill = &(m_aJobSkill);& O1 t( m) T6 b1 m V4 k& h
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); * E$ I) p1 f% z: l
if( pSkillProp == NULL )
: y! c B; T$ Q! a continue;. ~7 s( K! C* _. J( U5 c+ L# E* z
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
$ T. J& D5 p8 z# A continue; G6 B9 ]- h6 A% o" G, ?1 e' T( N
lpSkill->dwLevel = dwTmpSkLevel;
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}
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else if(IsHero())5 a. w O* O4 s% ]& G
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) 7 A2 W+ @. o8 L, m/ f1 t
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LPSKILL lpSkill = &(m_aJobSkill);9 H6 X" s$ R6 P0 {
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
! l* x4 g' Q6 B. z A: ~ if( pSkillProp == NULL )
! I1 i. d4 u& W; |9 M continue;, l/ E# g* b. n% M
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)/ M3 z% ]! \+ n g+ ~. `1 k
continue;
7 N. v2 \; [6 u7 T" S4 K9 B. ^ lpSkill->dwLevel = 5;9 W0 S. S% s: W9 s. u
}
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}; E9 B$ m- s6 U o
else if(IsLegendHero())8 r- e0 `' Y1 s8 `! g
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) / C+ t0 Q1 e$ ~5 U5 ]. A2 I1 O
{
/ j. [+ P+ f# [# Y1 d( H0 z LPSKILL lpSkill = &(m_aJobSkill);% r4 U4 ^6 Q8 c! }; E$ ]
if( lpSkill && lpSkill->dwSkill != NULL_ID )
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
1 ^$ l+ k4 ^% K; R" u8 @! J+ O7 Y if( pSkillProp == NULL )4 b& c% A2 e N/ z" D
continue;% M9 S6 C- J& O! g. {- \& ]
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)# @" C3 O9 }- b5 @3 V; b4 L4 d
continue;/ e2 N8 g- S: E# Y
lpSkill->dwLevel = 5;' Y+ J4 W ~/ D( r0 W
}
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3 g0 M; J9 n- g7 C$ Q! }; M }
: X4 x4 X# ` m* o. }/ _#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
9 b; a2 C* ]( t6 ]* D! q* p, z& | if( bGamma )
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4 R9 j3 p# Y0 J$ N) l: F m_nExp1 = 0;! b! n" s5 X0 S; f# c4 X6 X
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( (CUser*)this )->AddSetChangeJob( nJob );
$ s- [7 }2 f4 V% j& t g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] ); I2 m/ m) I& T1 t
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7 m) a3 E6 b# N( x- V8 j#if __VER >= 11 // __SYS_PLAYER_DATA5 A+ }7 m: r' F) ]9 a0 @% o
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
% b/ \% B3 G1 _( h#else // __SYS_PLAYER_DATA
4 u. ]) {: v, o# Y3 f g_DPCoreClient.SendPartyMemberJob( (CUser*)this );7 W. ^1 E- j5 K* R: K7 R
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
: p9 ~4 |& `/ F- v5 z if( m_idGuild != 0 )& L% e+ f3 D; }/ H# C4 G
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
3 u3 [; Z% r& o. l w. c#endif // __SYS_PLAYER_DATA4 A" X/ \% A2 X* a; ~+ } `7 t
SetHitPoint( GetMaxHitPoint() );$ `/ v+ G5 H' W
SetManaPoint( GetMaxManaPoint() );
# c1 c; p; j3 f+ x& N3 e9 V SetFatiguePoint( GetMaxFatiguePoint() );
$ S" Z+ R/ k- M* k if( nJob >= 1 && nJob <= 4 )
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m_nStr = m_nSta = m_nDex = m_nInt = 15;
3 P) J0 y! s, Z' `& C3 B m_nRemainGP = 28;1 {) A% ~* e8 h9 n. q" U
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if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER ), o6 b# a, L- N7 L9 g- p' n$ w6 F6 J
{
: W* U0 p, J$ {; z; ?% A m_nRemainGP = 118;; m2 n$ x5 ]4 l! P7 q
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;9 g0 k: k2 B" v: `$ i0 b
m_nStr = m_nSta = m_nDex = m_nInt = 15;- R. ^3 P9 ] p- [4 E: Q. X
}
{" k2 @! K; q2 q7 h4 `6 P+ {: O if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )- P* r" `1 `5 L4 z4 n
{; Z' B9 z- z# U6 j6 ~# f# g
CItemElem itemelem;
7 W0 s% k: ~$ o4 ~ itemelem.m_nItemNum = 1;2 \- A+ ~ P6 W1 ?( k# b
itemelem.m_bCharged = TRUE;
3 q+ ]. q9 I0 z8 x BYTE nID; X. l: W+ C" g* e0 D
, ]4 k; |) c( v' ?3 h u if( nJob == JOB_MENTALIST_HERO )& D7 d5 z2 E& ^# L: o: D
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;& e# N) D8 p! p3 @
if( nJob == JOB_FORCEMASTER_HERO ); |+ g" A) v p4 B6 |4 s8 @
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
1 P7 |, H* `" K! {0 ^! M. \+ t4 A
7 {8 T- Q' h1 w- a% { ( ( CUser*)this)->CreateItem( &itemelem, &nID );
9 Q5 c3 a" A/ N6 C* O/ k4 v" ~ }
0 O5 M2 Z8 x( o$ A3 H y) O g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
2 z# Z) ^5 W& f( M A/ w ( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );2 @# L4 _' I2 i0 ?
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );! n2 j$ a( O9 ~6 J5 W- {5 L8 s
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
6 l0 F. _, _5 g- v' _/ L: \' A8 A ( (CUser*)this )->AddTaskBar();*/
; m# V5 W2 T, h ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
* |4 I( r2 r) P" l#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
$ y9 w% N g' C& O1 w7 Z2 d ((CUser*)this)->CheckHonorStat();- b1 e, I. d; X* u6 n1 v, R6 g
((CUser*)this)->AddHonorListAck();
; [7 H( N4 {! u1 B g_UserMng.AddHonorTitleChange( this, m_nHonor);0 c/ F3 J% B! p; h
#endif // __HONORABLE_TITLE // ′Tà?- O" J' j4 B7 a+ W: d
}* X3 q! |0 Y8 O& F. R" [
#endif // __WORLDSERVER2 a. c7 R& q) R; ~2 z3 _% b# P
}
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+ N& `& E- A) c* w \# P然后你进入functextcmd.cpp并添加以下
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代码:
, H# f. Y, u# VON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
4 Q1 n I7 I V) x8 e9 u5 K; p下面插入
) \1 q- Y$ p) }7 ~2 S' I; Y/ M% gON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
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然后你去6 [( x+ I1 X- T. N% Q
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代码:
: e3 r3 l/ G0 e& i5 Y0 W7 Q代码$ Z' Z; J( } }& e j
BOOL TextCmd_ClearPropose( CScanner & s )
& }7 t, N H2 r$ X; L{
9 S2 | s/ _3 K: c3 a, v3 _" P% @#ifdef __WORLDSERVER7 x/ |: ?$ h" B) w7 i, L
CUser* pUser = (CUser*)s.dwValue;
% F( n$ x1 d' T$ N Q! ` g_dpDBClient.SendClearPropose();
7 b6 l% z2 o2 B2 I( ?1 G#endif // __WORLDSERVER+ I% T5 E! m9 _
return TRUE;
2 o, X H- k& r; k( W8 N}
& |9 }% I$ [6 t4 J+ X6 l% V# G: l下面插入
5 U' W& ?/ Y) V. M" n' R! w( KBOOL TextCmd_rebirth( CScanner& scanner )
( D$ t5 n7 f; I. h/ M{% r, f9 ^, b+ t% o; w) U
#ifdef __WORLDSERVER
2 @- I0 i- R* u3 DCUser *pUser;) @. R5 \2 Q5 ?" `* E
pUser = (CUser*)scanner.dwValue;- h. m+ O* \% l C* S! y- n
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
. x3 B3 n) {2 k3 CpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);7 g0 Z. O! q& F- Q( _
else
% ]; @: K( ]+ [; u$ v$ y1 ^pUser->AddText("你还未达到重生条件!");
* Z4 t: z( ]) W- r) G- I2 _#endif
, A" N: O$ F+ A9 Breturn TRUE;; U, I4 g5 V4 a. ^# c8 v8 ]
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