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你好
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0 u m/ d+ \$ o& I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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) ]( v# ]% t. S3 L( X/ H灵魂束缚你的武器。
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A" s1 Z+ I9 Q. I让我们开始吧。2 |% S Z: d* U1 B0 a
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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。; s5 O% [5 F4 i7 \. i7 K& ~
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并寻找
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+ z7 [ C$ L4 g% F; e" G* q代码:. V6 e# k5 ^1 E. {- _& L4 Z, X
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );+ M1 H* d5 p: ^3 y* Z: d: z
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其中,是
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代码:/ U' x0 g$ F: D, Q9 s. A8 _3 a
BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );2 J a7 E' T1 ]; _; F7 Z
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然后,她看起来到DPSrvr.cpp
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- q& g. G( h0 z$ Y% Y7 |代码:# x! Q# v) n g0 \
case II_SYS_SYS_SCR_LEVELDOWN01:
9 V6 a) K3 `# T8 y' u% a case II_SYS_SYS_SCR_LEVELDOWN02:! C/ |9 j5 t. E8 Z ^9 h
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
3 P- j( x( x2 t6 A break;5 b8 T/ @/ s% l& Q
default:- @% M' K0 I2 Q; h& j0 j& `9 P
break;4 i- F- F( h+ j/ R
}
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取代它
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3 d, Z& H/ p" y) |9 `代码:
+ M1 l5 W6 x9 Z$ u# { case II_SYS_SYS_SCR_LEVELDOWN01:
- j" K' f5 N# t& ]2 |8 ] case II_SYS_SYS_SCR_LEVELDOWN02:& h1 m8 q4 ~$ M* P5 G
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );! j! d1 h1 E# B2 p0 k! P
break;; }# p3 N# w. X5 d6 b
case II_CHR_SYS_SCR_UNBIND:
* S% o' _2 N0 ?0 \ b = UnbindScroll(pUser, pMaterial, pTarget);
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, T2 Q7 e# e7 Q7 F& m default:
2 l$ l; K8 \, G$ _ break;; L3 {6 r& y/ b: X* R6 K m+ G
}
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接下来,你找" Y) G7 n. e+ [& {
f6 L$ O( ?2 M; f. s7 j2 d+ Y3 U代码:
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1 m( W* t) G# l% N" S, X! _7 a5 K pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 ); w, `0 \1 r' x# L& F9 F3 H9 N6 l" h% v
9 [& D0 [/ L3 S7 F' ? return FALSE;* q: d6 ~0 e7 w. o6 G9 z; N
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4 E6 E5 }& B! z. s$ K* } Y其中,是
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代码:
2 `* ~! J1 S1 P' _6 u7 YBOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) : [" P. J: r/ E z
{
! {, e( _9 x% J0 D- W if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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: s8 i, v5 u* O+ u6 a( X' s pTarget->ResetFlag(CItemElem::binds);
. @' N: G2 u* P+ J5 o) |/ E pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); ' N4 L+ l! s* }' w8 o4 g& ?; s3 x. `
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// log
3 |, h+ f& I2 [$ Q0 F/ I LogItemInfo log; . _) E9 R! {) B" K& b+ v% @" N4 C) _
log.Action = "r";
: Z( S" z0 l9 Z. }' f log.SendName = pUser->GetName();
$ r4 J$ U7 m( e8 K% F. g- [0 N log.RecvName = "::binds"; 2 \& ]7 \/ v) Z9 t" Q
log.WorldId = pUser->GetWorld()->GetID();
, ^% g3 j" z, l. s$ O/ T log.Gold = pUser->GetGold(); , ^) o. w4 X" w! R6 A0 `+ @3 A5 C
log.Gold2 = pUser->GetGold(); 8 I% \% M; ~, c c) d
OnLogItem( log, pTarget, 1 );
& ]5 U1 {! d4 i" a% e! d, { return TRUE;
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else 3 s4 v. X" g7 `) y1 k" d
pUser->AddText("Item ist bereits entbunden."); ! g9 m( l; B/ ~7 b
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return FALSE; 4 d6 b% v. |6 x7 R
}
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。4 K0 e& d; }: t1 e
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接下来,您在您的Spec_Item.txt以下。
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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 01 F" X" h' h* n# [& u2 S: s0 t
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PropItem.txt.txt在电路中仍
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代码:
1 ~( d+ Z! X( v3 D( P+ n7 RIDS_ITEM_TXT_101111 滚动的解脱
3 j1 a( e' L* g% k; e- A _9 MIDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。2 r R6 x0 Q3 Q, T
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所以这是一个很多乐趣。6 k2 {1 e+ T; P% h9 y: N
, ?' o5 X" P. ~% I1 u2 |积分:/ v# Z5 K1 k* H$ M$ M7 N& s
incestus为源7 a/ l- c6 l' ~4 P
shuya83的资源节( @ |$ v- L! b! E% I
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