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你好
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! W* k5 z! Q' v/ T8 i0 Z正如最近发布的,因为只有解脱滚动雾。' \4 H2 i3 ^$ Y1 ~1 c; v
6 A. B- T7 v# n/ X0 W D在这里发表我现在100%确保运作滚动。
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: h' {+ y5 W j% x! s" l灵魂束缚你的武器。
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N6 |+ z1 Z, S" S让我们开始吧。" d- y. Y2 k; m2 I+ j
p$ X: Y$ S2 r7 Q% A首先,我们打开您的的世界DPSrvr.h源服务器的文件夹。
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并寻找
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代码:/ K* @5 C- N, ?$ F9 o1 p! v
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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4 N1 ^( V4 ]+ ~' O8 s M其中,是% ]/ w+ t. J8 N- Z' ]
+ T9 _8 Z, {. b代码:
3 r Y: {6 w1 ?- ]: T7 [' A BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ); a1 l2 `. `! }! {
& Y; R& U- L K% ?. Q然后,她看起来到DPSrvr.cpp
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& R2 B0 _: z" c代码:
- M/ M! h8 {; r* Z" d; n* i3 ^ case II_SYS_SYS_SCR_LEVELDOWN01:6 @( q4 E5 @, F8 R$ ~; {+ }
case II_SYS_SYS_SCR_LEVELDOWN02:
: _7 `6 X! n" C, i b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );6 ]3 W% s J+ I
break;
, |- |/ [# F: c2 T8 J default:
5 u6 }! c! G/ C7 ?$ u' q* f# n break;6 p% T3 `, u; x6 j& q$ N; k0 u5 p
}
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取代它* q4 \/ w8 C, |: M
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代码:$ B5 b* @! S% I
case II_SYS_SYS_SCR_LEVELDOWN01:
0 F$ y; d [, K5 c1 H k case II_SYS_SYS_SCR_LEVELDOWN02:) i+ }0 y, o$ Y4 {* Z
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
1 L( A. K& M1 G* k* H4 y& d! c break;
8 r3 b3 g; H7 m; M! C( o$ [ case II_CHR_SYS_SCR_UNBIND: & b4 n, V3 c1 V0 C5 c
b = UnbindScroll(pUser, pMaterial, pTarget);
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default:4 O( p9 L5 W, K; C
break;- o# C8 s% A1 [ n8 V8 a" v
}
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+ k- }, |! }! v! O4 n接下来,你找1 Y1 H7 K$ q+ N9 [0 @
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代码:* [: H9 H, o+ |" I5 m
else
* j9 T/ {" v- e) P pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );3 q. c! f5 W, k
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return FALSE;5 |- k( A4 a" B$ D- Y8 @) m
}
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其中,是2 w# c I* C A8 }3 L
+ y K) }. R. Q* Y& f9 Q代码:. k0 Y- ^9 A8 I. w7 g4 X3 l
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) 7 u* K3 L1 W' c' u7 ~. z* D% I% X8 c
{
6 H* P2 [' C* ^ if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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pTarget->ResetFlag(CItemElem::binds); , D+ e+ X$ r. I; A2 W
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); ' H* f9 S, z- S; {
. S; e. Y" E+ @0 d2 h7 J // log
' c. z/ e! I- l |1 U! d: { LogItemInfo log; ; k2 |, G/ s4 |) P
log.Action = "r";
- D9 V% y* {6 g log.SendName = pUser->GetName();
4 E6 i+ _, B9 ?* n/ \# R% I& x log.RecvName = "::binds"; % I! y" R( `5 o) c: ^/ \" q
log.WorldId = pUser->GetWorld()->GetID();
% k. w, u3 o% y+ n$ \/ J log.Gold = pUser->GetGold();
( B8 M8 A, s% k- [, ^ log.Gold2 = pUser->GetGold(); 3 m: |" J) `6 |
OnLogItem( log, pTarget, 1 ); 6 E& S( ?+ i$ X5 X5 N
return TRUE;
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) S* J7 n- c3 {6 K$ K& X/ R/ ` else
1 G% f8 J7 w6 J* D3 g pUser->AddText("Item ist bereits entbunden."); , b, U1 m' C$ f& J S
% G ?3 w+ x! w return FALSE;
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W1 K6 E7 }0 w' P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。# W2 c# Q0 w% k% E
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11 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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i- U9 A; P- z+ h+ ^+ TPropItem.txt.txt在电路中仍) A, T' [# o: \& }$ C4 _: D7 q: B# Y
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代码:0 r& ?. N {! v8 U0 P& |
IDS_ITEM_TXT_101111 滚动的解脱0 `3 W3 I. S( S. ^* x5 F8 K
IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。
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所以这是一个很多乐趣。
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积分:: L+ i+ r) v2 h$ `) E
incestus为源
- J' Z1 d7 w# O* k8 q0 W z1 tshuya83的资源节
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