geht in Mover.h und added
PHP Code:
unter: void InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE ); // °´Ã¼¸¦ nLevel·Î ¹Ù²ãÁÜ
das: void InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
PHP Code:
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
{
#ifdef __WORLDSERVER
// ¿î¿µÀÚ ¸í·ÉÀ¸·Î ·¹º§¾÷ Çϴ°÷ÀÓ
MoverProp* pProp = GetProp();
if( pProp )
{
if( nJob > 0 && nJob < MAX_LEGEND_HERO )
{
AddChangeJob( nJob );
}else{
return;
}
int nPoint = 0;
if( m_nJob == JOB_MERCENARY )
nPoint += 40;
else if( m_nJob == JOB_ACROBAT )
nPoint += 50;
else if( m_nJob == JOB_ASSIST )
nPoint += 60;
else if( m_nJob == JOB_MAGICIAN )
nPoint += 90;
else if( m_nJob == JOB_KNIGHT || m_nJob == JOB_BLADE )
nPoint += 120;
else if( m_nJob == JOB_JESTER || m_nJob == JOB_RANGER )
nPoint += 150;
else if( m_nJob == JOB_RINGMASTER )
nPoint += 160;
else if( m_nJob == JOB_BILLPOSTER || m_nJob == JOB_PSYCHIKEEPER )
nPoint += 180;
else if( m_nJob == JOB_ELEMENTOR )
nPoint += 390;
else if( nJob == JOB_LORDTEMPLER_HERO || nJob == JOB_STORMBLADE_HERO )
nPoint += 120;
else if( nJob == JOB_WINDLURKER_HERO || nJob == JOB_CRACKSHOOTER_HERO )
nPoint += 150;
else if( nJob == JOB_FLORIST_HERO )
nPoint += 160;
else if( nJob == JOB_FORCEMASTER_HERO || nJob == JOB_MENTALIST_HERO )
nPoint += 180;
else if( nJob == JOB_ELEMENTORLORD_HERO )
nPoint += 390;
AddSkillPoint( nPoint );
m_nLevel = nLevel;
SetJobLevel( nLevel, nJob );
m_nDeathLevel = nLevel;
#if __VER >= 10 // __LEGEND // 10Â÷ Àü½Â½Ã½ºÅÛ Neuz, World, Trans
if(IsMaster())
{
int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
if( nLevel > 59 && nLevel < 72 )
dwTmpSkLevel = 1;
else if( nLevel > 71 && nLevel < 84 )
dwTmpSkLevel = 2;
else if( nLevel > 83 && nLevel < 96 )
dwTmpSkLevel = 3;
else if( nLevel > 95 && nLevel < 108 )
dwTmpSkLevel = 4;
else if( nLevel > 107 && nLevel < 120 )
dwTmpSkLevel = 5;
for( int i = 0; i < MAX_SKILL_JOB; i++ )
{
LPSKILL lpSkill = &(m_aJobSkill[i]);
if( lpSkill && lpSkill->dwSkill != NULL_ID )
{
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
if( pSkillProp == NULL )
continue;
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
continue;
lpSkill->dwLevel = dwTmpSkLevel;
}
}
}
else if(IsHero())
{
for( int i = 0; i < MAX_SKILL_JOB; i++ )
{
LPSKILL lpSkill = &(m_aJobSkill[i]);
if( lpSkill && lpSkill->dwSkill != NULL_ID )
{
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
if( pSkillProp == NULL )
continue;
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
continue;
lpSkill->dwLevel = 5;
}
}
}
else if(IsLegendHero())
{
for( int i = 0; i < MAX_SKILL_JOB; i++ )
{
LPSKILL lpSkill = &(m_aJobSkill[i]);
if( lpSkill && lpSkill->dwSkill != NULL_ID )
{
ItemProp* pSkillProp = prj.GetSkillProp( lpSkill->dwSkill );
if( pSkillProp == NULL )
continue;
if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
continue;
lpSkill->dwLevel = 5;
}
}
}
#endif // __LEGEND // 10Â÷ Àü½Â½Ã½ºÅÛ Neuz, World, Trans
if( bGamma )
{
m_nExp1 = 0;
}
( (CUser*)this )->AddSetChangeJob( nJob );
g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
#if __VER >= 11 // __SYS_PLAYER_DATA
g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
#else // __SYS_PLAYER_DATA
g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
if( m_idGuild != 0 )
g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
#endif // __SYS_PLAYER_DATA
SetHitPoint( GetMaxHitPoint() );
SetManaPoint( GetMaxManaPoint() );
SetFatiguePoint( GetMaxFatiguePoint() );
if( nJob >= 1 && nJob <= 4 )
{
m_nStr = m_nSta = m_nDex = m_nInt = 15;
m_nRemainGP = 28;
}
if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
{
m_nRemainGP = 118;
//m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
m_nStr = m_nSta = m_nDex = m_nInt = 15;
}
if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
{
CItemElem itemelem;
itemelem.m_nItemNum = 1;
itemelem.m_bCharged = TRUE;
BYTE nID;
if( nJob == JOB_MENTALIST_HERO )
itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
if( nJob == JOB_FORCEMASTER_HERO )
itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;
( ( CUser*)this)->CreateItem( &itemelem, &nID );
}
g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
( (CUser*)this )->AddTaskBar();*/
( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
#if __VER >= 13 // __HONORABLE_TITLE // ´ÞÀÎ
((CUser*)this)->CheckHonorStat();
((CUser*)this)->AddHonorListAck();
g_UserMng.AddHonorTitleChange( this, m_nHonor);
#endif // __HONORABLE_TITLE // ´ÞÀÎ
}
#endif // __WORLDSERVER
}
PHP Code:
ON_TEXTCMDFUNC( TextCmd_say, "say", "say", "¸»", "¸»", TCM_SERVER, AUTH_GENERAL , "¼Ó»èÀÓ [/¸í·É ¾ÆÀ̵𠳻¿ë]" )
das
ON_TEXTCMDFUNC( TextCmd_rebirth, "rebirth", "rebirth", "ÅÚ·¹Æ÷Æ®", "ÅÚ·¹", TCM_SERVER, AUTH_GENERAL , "ÅÚ·¹Æ÷Æ®" )
PHP Code:
unter
BOOL TextCmd_ClearPropose( CScanner & s )
{
#ifdef __WORLDSERVER
CUser* pUser = (CUser*)s.dwValue;
g_dpDBClient.SendClearPropose();
#endif // __WORLDSERVER
return TRUE;
}
das
BOOL TextCmd_rebirth( CScanner& scanner )
{
#ifdef __WORLDSERVER
CUser *pUser;
pUser = (CUser*)scanner.dwValue;
if(pUser->m_nLevel >= 150 && pUser->IsLegendHero())
pUser->InitLevelPumbaaa( pUser->m_nJob-16,60);
else
pUser->AddText("Du hast nicht das passende Level für einen Rebirth!");
#endif
return TRUE;
}
Einfach /rebirth eingeben und ihr seit wieder lvl 60 master
Credits :
Pumbaaa für seine InitLevel funktion + Hilfe
Mich : für die Idee und die Codes in FuncTextCmd






