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你好1 f4 Q0 M' D* ^+ y( t9 \
1 v7 J7 I) _2 Y1 T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。- N) i& {" I1 e
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灵魂束缚你的武器。
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" c. O$ e$ \: Q; C9 a! M* \3 Z7 Z让我们开始吧。' j. J, ]9 W9 w
$ m% v0 [1 P W; [5 |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:9 x' O$ y% z4 h* i
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ); l& b5 [4 R' i0 _" B; E
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其中,是* E: h# s+ Z; C' H: X! H
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代码:
+ _$ A+ [9 n/ b0 i BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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然后,她看起来到DPSrvr.cpp& j4 C& D! [) y5 x
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代码:
$ c5 z' H! b2 h- ^9 H, t; A& B7 H case II_SYS_SYS_SCR_LEVELDOWN01:8 p, n# K7 a+ W# E v7 b$ Z
case II_SYS_SYS_SCR_LEVELDOWN02:
% f1 s3 M1 J" { b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );' e% P# b- Y1 F
break;
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break;
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if( b )' J% m$ ?, I( V9 Y$ i0 j6 [4 Z
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取代它& r2 b" q# B& Z1 D' f" A
$ [5 w6 K# t& ?; p: k% P& e1 o$ E代码:$ j P/ e' L e/ |/ ~$ V3 _' x
case II_SYS_SYS_SCR_LEVELDOWN01:5 U" S. v) W3 F5 A; x
case II_SYS_SYS_SCR_LEVELDOWN02:
# n6 f) b" }# J" U- u+ Q b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
0 b" g# A$ i; _ ] break;! R$ A8 l& L. z
case II_CHR_SYS_SCR_UNBIND:
3 G# I3 b4 R9 L, m$ e b = UnbindScroll(pUser, pMaterial, pTarget);
0 g Z, u7 f+ r6 K: v break;
- r5 p4 @. j# @7 { D2 p7 H default:
h, S, V- H: V$ [. I( Y7 h! d break;: |+ W. P$ G/ C" h B0 `
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if( b )
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接下来,你找
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s. R0 g* b) j9 _9 i6 d' L3 e8 y. J6 y代码:) v7 Z2 m- r/ ?4 V9 n) Q) @5 B+ {
else
: D0 j) d* [. X9 p0 D pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );" q# F" D7 {/ j, S% a
2 C Y: d9 Y/ \" Q# M& ? V" j$ H return FALSE;
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其中,是: J# A6 I! X& L3 {7 x! M
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BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) * Y) Q0 `) V1 `0 F* P/ c" N0 F
{
: c# u! V4 I' D* I3 v if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) 3 N9 N9 S2 V. d4 a- N& G0 E& a
{ 1 Q: r7 I; j7 s j: g5 D( k
pTarget->ResetFlag(CItemElem::binds); / b9 J4 U$ H) o
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); / m1 y( S6 T: C/ @4 j
5 k9 a7 d" v1 m9 E& T! Q // log % w% D& a) `6 m$ [7 `- P i
LogItemInfo log; w/ v9 M7 N, P7 w0 Z
log.Action = "r";
U" A/ F, g# z/ K9 J$ |% S log.SendName = pUser->GetName();
& {2 L, D8 B( H3 Y7 k6 b log.RecvName = "::binds";
$ q6 E4 ?$ O8 y- [6 u log.WorldId = pUser->GetWorld()->GetID();
4 o _, K; k: `4 l: l o! M, { log.Gold = pUser->GetGold();
# K0 b& i J- Z6 I7 e) @0 B2 z log.Gold2 = pUser->GetGold();
* i& C8 F }) b5 k7 R) I3 d OnLogItem( log, pTarget, 1 ); ' X( U6 ?! ?; r# R4 ?1 q* X
return TRUE; 7 o* i: E+ U& R9 f
}
9 l3 F+ ]+ ? Y* M, H else
: j$ L) t$ A% t5 x+ ? pUser->AddText("Item ist bereits entbunden."); , z- Z0 x% L% o* U ^. C
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return FALSE;
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。5 V/ Z/ r, E, i# x$ k
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接下来,您在您的Spec_Item.txt以下。0 d- O2 {/ f6 m* i- Z
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代码:7 K1 W3 Y6 ~( M. O7 I( ]: P
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3 [4 g% Q8 j/ U- a
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代码:
1 D& c/ [4 S1 c( fIDS_ITEM_TXT_101111 滚动的解脱
5 f0 x! ?* _6 H! }IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。' e5 }+ w- p4 Y/ G) k7 z
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所以这是一个很多乐趣。' F' [$ Y$ N# I/ U+ \. w: m% Q @
% ]. }3 l& N% e: R4 ~# R2 O积分:% c. j( Q% R" F1 v7 B
incestus为源; C$ H {4 V( T1 \ V. `
shuya83的资源节& ^/ J) Y2 D$ u& L9 Q( \3 \
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