5 a2 X% N3 }% o: B+ k正如最近发布的,因为只有解脱滚动雾。7 p' D. E: m {1 J1 v
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在这里发表我现在100%确保运作滚动。 2 V- x4 c2 h7 P: V: |6 }) k* N' e! N h1 o
灵魂束缚你的武器。$ c+ V; g5 n5 u! d+ g9 a7 ]
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) J; g# t- j8 @: t! J' o4 s) s % B+ M/ b6 s& l. y让我们开始吧。 + |7 v0 W3 Q2 o7 {" @+ e: N; I 0 V, P) x' U" H: C+ I( a: r首先,我们打开您的的世界DPSrvr.h源服务器的文件夹。 ( F: l, r: Z( @& P/ w! y9 [3 i8 J- f: H - b7 x3 _7 B F, o' y并寻找$ Q* A. I5 x$ [, A; i7 X
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代码: - g* c$ b+ ?# j* h9 z; f) |/ c BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );7 F9 F+ a8 O1 P8 ?
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其中,是 8 Q+ m! S2 {. V3 i; _7 O/ r; f5 P+ W9 J9 U' v. l0 |/ x
代码: $ f; M, [2 j R: F0 C BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ); 0 y. ~4 A% E- G9 T" ?1 A. m7 g$ h% h5 W7 P/ e
然后,她看起来到DPSrvr.cpp 7 U- V. {2 \6 I9 R, K+ r$ `) M ! }; K3 a! u3 O代码: ( d2 u7 W5 K9 N# H# D case II_SYS_SYS_SCR_LEVELDOWN01: ! a2 }0 M1 `4 m M case II_SYS_SYS_SCR_LEVELDOWN02:$ N. l. k& q* S5 h/ D5 N
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );4 z) z9 J2 K' L9 x* m
break;0 ~7 I3 Y% @$ n* i
default:* K, X2 ^ U) ]1 l# ~: v
break; 9 v3 s7 `7 s% H+ D. K4 c! f: t }& H8 B0 u! z; i: ~. h
if( b ) - ]$ y& E2 ^+ X, S5 l8 s4 t, t, z" M 0 J Z! P1 l/ d0 v0 C
取代它 ) R5 O6 N5 s$ {8 r& C, Y4 |! T) f( M9 A* s4 f; I% p
代码: 9 l" g6 o. W% N$ @ case II_SYS_SYS_SCR_LEVELDOWN01: & N8 \& N- {6 t case II_SYS_SYS_SCR_LEVELDOWN02:4 Q4 a1 W, n; n! i* M# x. d
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );( [+ a8 l; ?; E
break; ' P1 {9 k( g) [7 }4 X! y case II_CHR_SYS_SCR_UNBIND: 2 a3 |( i. I6 d3 o ~" f
b = UnbindScroll(pUser, pMaterial, pTarget); / B- V* o1 ?: {# m8 P# J" D$ w
break; 2 _ j+ p( k t$ U D default:) a; L2 c, G5 o {% R& P, p3 X5 Y8 h
break; + F- B5 ~3 Z K/ [7 R8 N } ~" V; r* S& K6 ^# t7 J
if( b ) h* t9 L: E8 ~3 _; I' o7 c " T( e8 [( s g; E; w
接下来,你找1 M0 l: x; g: _- t2 q$ m
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代码: C+ M6 o( K8 e! W
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pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );: B- A0 A- H7 J; Y4 i# N3 O. Z
1 b( x, N# M8 x+ T9 G' F return FALSE;& x# g% U9 u+ E5 r; z1 n U
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其中,是 & y7 ^" |/ f2 S " A: }1 ?& K( X: G! E E/ U+ z代码:' G4 E* X7 b H: B
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) / |, {4 F! @" F& p! J
{ # p9 D9 J- W5 ^2 e* b4 Q
if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) ; ~' V! V: a" E { 7 w- n3 {8 G% T, j: i
pTarget->ResetFlag(CItemElem::binds); 1 N! k R. H+ ]4 {/ L3 P; W pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); - o e% y$ H6 g) ?; h* T9 ?+ Y 5 f y0 K) {' k // log 7 E0 l n, I8 m: W9 P1 y6 T- u" M LogItemInfo log; 9 ^7 x- R# g4 c2 x1 l! _
log.Action = "r"; . q/ l: U" F/ P! I
log.SendName = pUser->GetName(); - W" N9 ]3 m2 ?, V7 S
log.RecvName = "::binds"; 4 T9 K/ X7 V4 A( N/ A2 P5 P log.WorldId = pUser->GetWorld()->GetID(); * a z8 R9 y2 i log.Gold = pUser->GetGold(); 8 J# K3 p; c% n
log.Gold2 = pUser->GetGold(); - A% H4 C" u/ c OnLogItem( log, pTarget, 1 ); 4 [4 v- M( Z4 w" z7 B return TRUE; . u* D1 F8 t) G$ O
} : O3 O/ P4 R! Q. s1 }2 i else ' n4 X3 y5 h5 [ k& M! J* ?
pUser->AddText("Item ist bereits entbunden."); 3 s3 F/ z( z+ }* _; M! V0 N- Z
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return FALSE; * ^' I$ |% T, V}& ?0 m4 [( k! x1 i) p