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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# ]! `& E6 m5 g' x! @" k6 [
6 a: F4 E1 M. l) L, qMover.h
+ A! ^& V2 l- n代码:
4 o2 T) X# G/ o找到: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °′???| nLevel·? 1ù2?áü- M4 m( u! Q( g! b. E( J; g* U
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下面插入: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ; ( n. U: m6 u" ~; N5 T' v/ X
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然后你去mover.cpp添加
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$ T2 A8 Z' p# t; b# f5 J8 m0 O代码:
+ v* {5 Y) U* [+ tvoid CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
9 X$ E7 _# Y; } M. ?9 ^{9 s' B' j: G7 d2 q, B5 s
#ifdef __WORLDSERVER; n% \! G$ U' B) h- Y3 Y' }( M$ Q
// ???μàú ?í·éà?·? ·1o§?÷ ??′?°÷àó H* A$ P+ l+ G2 H
MoverProp* pProp = GetProp();$ T2 `( B! a+ Z/ M
if( pProp )& |& C; j+ q" k* X w5 w. U
{
1 e P1 x# f# |$ {) E6 I if( nJob > 0 && nJob < MAX_LEGEND_HERO )
# |- L, P+ Y' r0 d {- j/ o/ O( V* l: C
AddChangeJob( nJob );" \. z v& P% A( [6 b" a
}else{
( b$ A# T) u; W8 G4 i6 F8 \ return;
+ A2 F: K* b9 ]* \ }
' Z4 e1 N; Q/ j; J, B! B9 @/ x int nPoint = 0;) T! m: m- S/ j. K
if( m_nJob == JOB_MERCENARY )
/ N8 B5 b8 \. B: I# b0 d L nPoint += 40;
3 ~. m& m9 R, C& N) Z else if( m_nJob == JOB_ACROBAT )% q0 W- c" w$ z% C! v3 O+ X
nPoint += 50;2 q& \; P, @- q7 H
else if( m_nJob == JOB_ASSIST )
- B: D& B* r" G7 B' G7 a, ` nPoint += 60;
, M7 x' k7 i0 M W- S+ S/ T9 T else if( m_nJob == JOB_MAGICIAN )
. ~" ]) n6 q3 K) |" _ nPoint += 90;
) b4 W" r! f: ]4 N, [9 w& A' j2 W else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )% e5 V, k( j8 c" g, F6 I9 }7 a
nPoint += 120;
1 D8 W3 \ J) z3 Z' k! d else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
- L4 }8 B; ^+ ]- c& r nPoint += 150;" [3 d; D& G9 K- D' ]) O* k
else if( m_nJob == JOB_RINGMASTER )
: f+ F! v6 ]3 s, h nPoint += 160;$ w) }& V' ^( {4 W, G& c
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
4 P" N3 V' u7 k nPoint += 180;
* Y' I) G0 G/ I) Q, n' X' ` else if( m_nJob == JOB_ELEMENTOR )
" K5 }/ h) c; S5 U nPoint += 390;
5 E, S0 S) o+ N0 L else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
( _! D( c( ?' u" E nPoint += 120;7 V' ~( l" m o( I$ `9 d
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO ) }1 S Y0 g. f2 d4 o1 @% `" q* C5 z
nPoint += 150;
( [% V8 x7 A d8 I" `# b else if( nJob == JOB_FLORIST_HERO )
3 N* {1 W7 q/ u7 i- s- O: ] nPoint += 160;% [7 Q- x1 ~% t9 W9 ^6 m: n
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
2 ^: P# W" }/ h: T2 I" j$ N$ A: M2 F nPoint += 180;
1 |& H4 v1 r* |# J else if( nJob == JOB_ELEMENTORLORD_HERO )
8 f; z: T9 U2 F( E. s6 W nPoint += 390;
2 s2 u: v& F( \! u$ f( {1 n
- t* R `8 v" x+ o7 `2 G AddSkillPoint( nPoint );
/ G, C( z2 O8 T% w, }# a3 Q6 @; e m_nLevel = nLevel;5 z% x' U# A c+ v
2 U# t# D: a' m7 G7 |3 @
SetJobLevel( nLevel, nJob );+ o: [% r6 L! Z z6 r
m_nDeathLevel = nLevel;
7 f4 t1 O% c1 K, u& p2 X( _* b6 \#if __VER >= 10 // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans+ M" ]$ {0 F4 h; o' I" S4 `: {, @! g
if(IsMaster())( N5 o9 O4 a; F
{
5 F- b/ D6 @. F9 V int dwTmpSkLevel = 1;//60, 72, 84, 96, 108' D$ V8 ?2 ?7 `; @$ ]1 d* Z7 K; y
if( nLevel > 59 && nLevel < 72 )
4 m4 n7 O# V' ]. K5 P# j0 q6 Q2 c dwTmpSkLevel = 1;" o" F4 i, ~( J8 W+ s( J2 ?# h! J. c
else if( nLevel > 71 && nLevel < 84 )- s) i E' b0 v$ L: k
dwTmpSkLevel = 2;
* Y0 M2 {6 t) o# N" l! k; e" w else if( nLevel > 83 && nLevel < 96 )4 T% M1 ^9 X' s+ J; i6 y( `
dwTmpSkLevel = 3;7 g, o/ g1 r4 l
else if( nLevel > 95 && nLevel < 108 )( X' \5 Q$ a& c. q d$ k
dwTmpSkLevel = 4;
7 {. S' m0 |, N5 a5 J5 ^2 U3 o2 U else if( nLevel > 107 && nLevel < 120 )
0 v* J1 L9 J/ g, j, G& Q" m dwTmpSkLevel = 5;
% V! d) s& O4 K( R. H/ l for( int i = 0; i < MAX_SKILL_JOB; i++ ) 6 v6 R% v8 e. P. z! W1 I- |
{
0 r' s% W/ L) ^$ |; ^' h# q LPSKILL lpSkill = &(m_aJobSkill);) E1 `( V. Q# e7 v% A
if( lpSkill && lpSkill->dwSkill != NULL_ID )- O; L8 M" o2 K
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ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
' [ Z6 T9 ^- Y$ P if( pSkillProp == NULL )
1 `6 {" j- v! ~ continue;* j" J9 G* i2 P. g
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
. O: X$ e6 J( A continue;
V9 P# N1 Y+ ~5 ] lpSkill->dwLevel = dwTmpSkLevel;
& L9 d- u. t* A' z }
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else if(IsHero())
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for( int i = 0; i < MAX_SKILL_JOB; i++ ) " e$ y5 K5 c" U* ^% Q! w
{ / s6 e& z! r8 ]" k. R; S( A$ c
LPSKILL lpSkill = &(m_aJobSkill);. _7 v8 Y% b$ S! A: x
if( lpSkill && lpSkill->dwSkill != NULL_ID )
3 k8 _$ _# g' k' \6 e# O) e {( z0 s! o Q! N1 B g u
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill ); 2 H0 K7 L" [' ~
if( pSkillProp == NULL )+ F6 }4 C- H# B- ?
continue;
2 e: y4 o. i) E: ]' q if( pSkillProp->dwItemKind1 != JTYPE_MASTER)1 y- `, q3 D$ i4 x9 j7 i' A& U
continue;9 W _9 Z- ~/ V7 D; E' L9 Q9 x2 `5 e
lpSkill->dwLevel = 5;
4 F8 T. z5 g: M4 A" i) ?+ z }
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}
& P: k! f0 _* B3 d# R else if(IsLegendHero())
: @6 s. u: T2 P {
, N# l3 n) C1 O; f1 q# o for( int i = 0; i < MAX_SKILL_JOB; i++ )
+ ^: p; H3 K: K1 w7 [% D8 @ {
4 c) K- R2 I* j1 E7 A# X& Y0 c LPSKILL lpSkill = &(m_aJobSkill);
; f! l- c ~8 g% H$ Z9 {2 J8 ]+ ~ if( lpSkill && lpSkill->dwSkill != NULL_ID ): \/ M( b* P+ {
{2 V6 [' z& `3 s/ R- n7 c
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
! Q0 Y. @! b2 D* { if( pSkillProp == NULL )3 S `5 ]- B. i- E
continue;! j8 @% {) P! J4 l/ v' m; k4 R
if( pSkillProp->dwItemKind1 != JTYPE_MASTER); m2 _' V5 t9 r1 | H% i$ k C' i+ K
continue;0 Q2 w/ @1 J! ?, \( H) w
lpSkill->dwLevel = 5;, q' n+ A# u( ^* ?. \, h
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}
# l" W4 E* I1 V$ z) X0 |#endif // __LEGEND // 10?÷ àü?????o?? Neuz, World, Trans
/ A( l* w. Y/ _" T5 [ i if( bGamma )
' E$ v+ I* t! i. Y {
9 }# m0 I% A( J0 i1 _ m_nExp1 = 0;/ W" W5 f. j/ c4 ]: b: j- |
}
; ]6 M4 x5 I* A$ u0 I+ C6 D( b" s+ Q0 v
( (CUser*)this )->AddSetChangeJob( nJob );
[; P8 S: [& |8 I g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );( S* _# N4 y- W4 v `( r/ M# n: M
, W+ h+ I( `+ B6 n
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#if __VER >= 11 // __SYS_PLAYER_DATA3 L- k3 m' `. n8 C' M/ X- ~/ j- P& {
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );5 X4 S9 { h/ `2 }' z! p( x
#else // __SYS_PLAYER_DATA
0 l) k! f2 B+ |' ^3 B. _! R/ l g_DPCoreClient.SendPartyMemberJob( (CUser*)this );3 n' k K' t y$ r
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
2 a3 q$ v. w/ C0 T* o0 }" h if( m_idGuild != 0 ) R# v7 H' H. o; _& b0 j! H; }
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
: p( l! |! I+ d c% z0 }9 L: ^#endif // __SYS_PLAYER_DATA
3 U( e: X0 x, C" i SetHitPoint( GetMaxHitPoint() );
/ q2 V$ `5 ^6 G SetManaPoint( GetMaxManaPoint() );0 U d9 ]- z! z6 n$ m8 O
SetFatiguePoint( GetMaxFatiguePoint() );
7 |- c. j8 W5 b4 L$ f$ ? `% P if( nJob >= 1 && nJob <= 4 )" H# `, F O0 P$ w
{' o" {! {1 T, g6 G) V! h
m_nStr = m_nSta = m_nDex = m_nInt = 15; t ^- c6 w4 T: E" C t* |
m_nRemainGP = 28;) d" x2 f" C" O# |9 C
}7 n1 H5 D5 q9 h) E: l
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )/ E5 Y6 _ C4 M
{
: m6 S; D, _# } m_nRemainGP = 118;7 \' f- H3 r% @8 K
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;+ w1 A- |/ W' f& i7 D. l
m_nStr = m_nSta = m_nDex = m_nInt = 15;8 C8 B v8 E0 k8 ?$ c! f% ^! G1 F
}6 S# G: y# D/ {! L: @/ t
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
( [" ^9 L6 Y; v' {% X {
+ \, H$ J8 F2 f+ b2 h CItemElem itemelem;
9 F) I1 l, ]0 V3 j Y, B7 |3 G( Y itemelem.m_nItemNum = 1;
. Y/ J) I/ I H itemelem.m_bCharged = TRUE;
& {, v1 C* B | f) ~% m, [6 u BYTE nID;) S' o( m8 T K! j \4 e
0 h% ~- f# n3 R. }2 a5 L
if( nJob == JOB_MENTALIST_HERO )4 x3 v+ \0 b/ B% r* ?$ [7 E
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
1 e) W1 y% a2 M7 t0 | if( nJob == JOB_FORCEMASTER_HERO )! f$ ]- |5 z( m) d+ c Q* ^5 s. s: }+ R, C
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
) x" V) Q8 R5 n7 g" C0 g# u! |
9 @& d% c7 p+ i4 ]0 m2 @( ^1 _ ( ( CUser*)this)->CreateItem( &itemelem, &nID );6 x, K7 \* ^ U& Y$ N
}0 X8 |/ i+ O% R( Z/ a
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );$ g/ q d( _5 k' {& W( S5 L0 H
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
' ]( k9 S5 j3 y ( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );. d- A! z7 z& K; P5 Y
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
( K3 n& q$ G, l! D0 T6 x0 ^ ( (CUser*)this )->AddTaskBar();*/
7 x: a2 `! y4 x1 v! X, o* |8 n( g ( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );% C. X: T% h X: R% _* r$ [
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
0 _9 ]( M2 Q) G* h+ D ((CUser*)this)->CheckHonorStat();
: W2 V! j0 @0 L' \" a ((CUser*)this)->AddHonorListAck();( d8 m( d) I3 l2 U- Z
g_UserMng.AddHonorTitleChange( this, m_nHonor);
* A! n* J0 G1 i7 G' q* p#endif // __HONORABLE_TITLE // ′Tà?; ^7 p1 B, d/ ~' j( K4 j. O
}3 T& A; G/ H9 E( w& B. i
#endif // __WORLDSERVER
2 K7 @# m( F' X1 N0 N7 A}
4 |+ G" n# ^: f* ~4 N$ Y; q7 o/ ~, Q4 w+ k
然后你进入functextcmd.cpp并添加以下
# U( Z' C, g8 Z4 o/ n/ H; l/ V# g" U1 B- d6 Q" I1 r7 t- G
代码:
" e! s$ }( O( z0 LON_TEXTCMDFUNC( TextCmd_say, "say", "say", "??", "??", TCM_SERVER, AUTH_GENERAL , "?ó?èàó [/?í·é ??àìμe 3???]" )
4 o1 M& d3 Q, Y" X下面插入/ w5 |- J$ G+ v- Q" u# M
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "?ú·1?÷??", "?ú·1", TCM_SERVER, AUTH_GENERAL , "?ú·1?÷??" )
( X% b6 `- S, q* q: P
+ x/ ?$ ?8 O. u! \然后你去8 l1 [8 J* U ?( C- d, L: h2 T7 c
8 {; `+ P2 t0 f3 w
代码:7 J8 K; h3 D6 M7 e+ |
代码
9 ^0 J0 |. h4 [3 cBOOL TextCmd_ClearPropose( CScanner & s ) J1 A& I. c2 t8 U% \. C
{
6 V9 z; J- G, [* y#ifdef __WORLDSERVER
& M7 O6 G ], r# k+ v" N CUser* pUser = (CUser*)s.dwValue;; e6 x( }% p' Y! t" N3 O7 y
g_dpDBClient.SendClearPropose();
' l8 e6 \- w! u7 d#endif // __WORLDSERVER
: m" P$ F( e" e return TRUE;. _* l5 _! h8 z5 Y9 h
}1 i( ~! x, j$ |8 _& T) Z5 c
下面插入+ i' {& Q7 N M5 B, G& D$ O
BOOL TextCmd_rebirth( CScanner& scanner )# c+ Y& }# S' K: T/ R
{
3 Y5 U/ J7 \- U. d7 m" y0 L7 \#ifdef __WORLDSERVER0 ^4 [7 K: }6 D5 I3 }' ~
CUser *pUser;
9 s9 P4 H0 `* ^4 e g7 B( M LpUser = (CUser*)scanner.dwValue;
) t( v4 \" y" j6 ^: sif(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
D5 y h1 n% ]# o/ y& q$ OpUser->InitLevelPumbaaa( pUser->m_nJob-16,60);# X/ t* r! v: f7 P
else
5 ~ O$ _8 X0 T$ @pUser->AddText("你还未达到重生条件!");
7 C2 ]5 ]- F7 k#endif
) z- E% `2 b) u! T. sreturn TRUE;7 O; i5 ?9 b8 J; ~1 E* h1 `
}
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/ r+ [$ p/ n) H- j) t1 d0 p( U; Y. J* u
% C' [, P" F! @. [! [1 u: q
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