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你好
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% ^7 ?5 {& ^% q/ v( j7 Q4 r6 c4 ?* T正如最近发布的,因为只有解脱滚动雾。
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! \! U- w$ A! |* T& H& X7 M在这里发表我现在100%确保运作滚动。
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' v4 k3 I1 Q: ~. v% p1 u灵魂束缚你的武器。4 A/ Z8 g1 A9 K: s$ D+ b% @
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让我们开始吧。8 P& k- y) U5 p3 ^1 _
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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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, @& C- D# H$ u: [+ W并寻找$ A! |& a' f8 E7 ~
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代码:# j; I8 a$ N& n. Q
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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# I9 \8 X& c& k0 N9 i% ]其中,是
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代码:
6 j2 j) H, x6 ~$ Y1 F4 X/ s BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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% B+ [7 k+ V. y( N然后,她看起来到DPSrvr.cpp4 `# J5 O6 ^/ d% }. E. R5 l
) s+ ]+ k3 k6 ~* y6 H+ o5 O代码:
4 |. ]8 Y. s9 U7 Q4 A. @" C case II_SYS_SYS_SCR_LEVELDOWN01:- V, A" N6 u3 D7 ?8 i2 F
case II_SYS_SYS_SCR_LEVELDOWN02:% Y+ |1 K; ~4 z r
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
4 s3 p7 J3 z4 z, {, K4 z- I& N8 r break;5 K/ {' A5 ?6 {
default:! U7 @2 |2 v$ g$ i' |: W R
break;
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if( b )* W' |/ }$ j. J5 `
6 g6 A) m+ r/ P3 s取代它1 `5 K. s6 l% f# }
/ B7 @* O8 N* I; c* k5 P代码:
; Y* J7 d; A' ?2 D$ U; f c2 S case II_SYS_SYS_SCR_LEVELDOWN01:
* A& E% k, }2 W/ [' i2 o% B8 Z case II_SYS_SYS_SCR_LEVELDOWN02:+ ]5 e" e6 A+ |* W7 {' h- N, ^
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );0 U8 j0 O3 M6 g& L& Q9 ~
break;6 P" s- x( I. B9 l% T9 `, m2 R
case II_CHR_SYS_SCR_UNBIND: 2 Q/ Z2 g" ~6 b) R$ n( i
b = UnbindScroll(pUser, pMaterial, pTarget);
3 T' D3 r; y8 L/ z break; : h5 J7 w& @) B& T- X F7 q
default:
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if( b )2 d' p$ H8 l8 ?6 ^$ Q
* o7 ]3 Z# {* I( I: y& A接下来,你找
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代码:
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pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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/ j9 M+ g) l1 G0 ^( F return FALSE;
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7 |+ T) l+ t* n1 B. e* ]其中,是
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. O$ g$ J' |8 ~# G代码:2 y( V6 F w( j" y" c
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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1 ?; B; D: b, C. Q% u1 } if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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pTarget->ResetFlag(CItemElem::binds); 5 a. o8 l+ L, o' g7 V8 k
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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// log
3 \, X; ^% W2 [. n# K LogItemInfo log;
6 `6 w( r q2 y log.Action = "r";
# _7 J' r# p: O9 k1 U log.SendName = pUser->GetName();
/ M7 I$ q7 y" ~ log.RecvName = "::binds"; 9 x `7 y5 a) G& [0 g; P2 l
log.WorldId = pUser->GetWorld()->GetID();
$ l, D& F" L5 M; H/ D @$ ^ log.Gold = pUser->GetGold(); : T1 S( g+ g: h( x& r& E6 c) D
log.Gold2 = pUser->GetGold();
9 }* R7 ]4 o$ E4 L1 |0 x6 h/ {( z OnLogItem( log, pTarget, 1 );
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else $ a) \+ W5 T, x3 h( E3 ^
pUser->AddText("Item ist bereits entbunden."); + z" I( m1 l2 ~3 X ~# T' r
4 d) ?0 W+ T, D) @; V- b return FALSE;
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1 v# b+ [( V$ o. Y2 ^/ j4 u5 j/ j那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。' N+ r" S. P; o, ^5 |
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接下来,您在您的Spec_Item.txt以下。+ K- }/ w1 z* d& f* j
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代码:6 I: f9 z3 o$ R, @* H7 M% }" j' A
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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PropItem.txt.txt在电路中仍/ O( l5 d2 R/ i7 W4 R& k
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IDS_ITEM_TXT_101111 滚动的解脱1 q" z* |6 o* @, j( q( r9 Q
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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9 F# X2 a. @( `: K" Q$ X6 M0 z积分:# z' l3 O" z0 ]! L; q2 k
incestus为源9 M0 T P! ^. C: V
shuya83的资源节8 Y Z+ j4 W) k3 S+ _
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