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你好2 m* D1 F5 u" z% Z1 u( F
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正如最近发布的,因为只有解脱滚动雾。
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在这里发表我现在100%确保运作滚动。
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灵魂束缚你的武器。0 S: \. @4 T6 y: G, u/ a
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9 v4 Q/ J3 v( b% _: p让我们开始吧。
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+ ^: o$ s1 [( c$ m; \首先,我们打开您的的世界DPSrvr.h源服务器的文件夹。# p' U, J% T' k9 j- y
$ D) j" V* L, X* e# J: ]* b并寻找; b% j$ y3 f* n* @3 B, ^- ]
3 ]6 }( \" m w( j8 v( K; {$ l代码:" S1 Y9 m) u$ V( q H6 J8 u8 g
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );8 \! _. ~" b5 Y* i9 E# _
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其中,是2 a! g. _1 ]9 F: G+ I: e. j( \
/ H' {6 ]- X% o% o代码:9 ` s- W3 K& C8 J- ^8 f
BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ); h' E1 }8 L& K
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然后,她看起来到DPSrvr.cpp
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代码:; Q# y$ B8 S: F5 {7 e0 k
case II_SYS_SYS_SCR_LEVELDOWN01:
; \8 I# G8 W9 g b+ ^ case II_SYS_SYS_SCR_LEVELDOWN02:' v- u# o# @# m
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
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default:5 r" Q' ^2 i7 s
break;1 a9 e, E7 Z6 u* f
}
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取代它
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+ _8 T4 z- @; Y3 D5 w" E' m代码:, i% s. ~" H( v/ z2 k# M
case II_SYS_SYS_SCR_LEVELDOWN01:$ T: ]+ `1 t4 o" m }
case II_SYS_SYS_SCR_LEVELDOWN02:
* d( W h. D6 F/ n5 G7 [$ | b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
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8 I# Q# Y: |- p8 Q7 D2 X case II_CHR_SYS_SCR_UNBIND: & W! G; t) D2 B; k5 K' T
b = UnbindScroll(pUser, pMaterial, pTarget);
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5 }; ~2 D2 ]# E8 T& M, n9 { default:
7 R$ y2 O! N* J4 B0 A( g0 q break;
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接下来,你找6 n) Q% l7 B3 \
8 n* r! ^$ L H/ F6 Z代码:
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" F+ T* T/ _5 J$ r/ U- g4 L; d pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 ); X* T6 U, ?8 y3 p% M3 m- @
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return FALSE;
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其中,是+ |6 r/ s5 T$ ` u3 J x
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代码:
; y* y' T: h# H9 N0 p E) a/ GBOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) 2 f9 R$ a4 [) P; h/ A; f' g# A7 ~9 ]
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pTarget->ResetFlag(CItemElem::binds);
& @( x8 S! o" A4 ` pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); 4 ~: j, \6 ~# @9 H
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// log
7 V A7 j, m% F LogItemInfo log;
& X$ n) R7 Q! [% p5 R0 L$ v8 n log.Action = "r";
0 v. N* i" P' M# T log.SendName = pUser->GetName();
* ?# `( m3 ^! d, R" J8 A4 P3 z5 x log.RecvName = "::binds"; , G, M& o# ? _! A8 T- M6 B* i: K
log.WorldId = pUser->GetWorld()->GetID(); / W/ @% O4 a$ |; b
log.Gold = pUser->GetGold(); + N& h( k$ _5 J3 o9 y
log.Gold2 = pUser->GetGold();
* u$ V% D, e5 z0 f2 A. B OnLogItem( log, pTarget, 1 ); $ s4 U3 _4 f: \1 ~( I
return TRUE;
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else & A) v8 B7 s2 n( A2 X" B( k
pUser->AddText("Item ist bereits entbunden.");
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$ X1 v0 C0 B( _ return FALSE; 9 K& a$ f8 q/ S
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0 L/ C& c8 q. F0 p; q那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。
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接下来,您在您的Spec_Item.txt以下。
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代码:
, Z0 a/ G* l$ R5 G11 II_CHR_SYS_SCR_UNBIND IDS_ITEM_TXT_101111 1 9999 IK1_SYSTEM IK2_SYSTEM IK3_SCROLL = = 1 = 200000000 = = = = = = = 0 = = 1 1 1 1 1 = = = = _NONE 0 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = EXT_ITEM WUI_NOW = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = = = = = """Itm_SysSysScrAwakeSafe01.dds""" 0 """""" IDS_ITEM_TXT_101112 1 300 0 0 1 0 0 0 0 0 2 = = = = = = = = = = 1 1 1 1 1 0
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PropItem.txt.txt在电路中仍1 { {2 r6 k1 [) d) u; `/ ~$ W
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IDS_ITEM_TXT_101111 滚动的解脱
* Q! Z3 f, m* S. N( N& l# nIDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。( J0 } T7 F) }5 b2 S0 q
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( b3 j; ^- T4 G$ v' C所以这是一个很多乐趣。
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incestus为源
u2 u: l) E& p6 U! e' i1 Ushuya83的资源节+ r! C4 Y0 z; e$ J7 ]& p1 O
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