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你好! o F. a0 m, w2 B! V$ h8 r, R, k% {
5 X* Q6 R0 f4 F" q! E* j3 ?! z正如最近发布的,因为只有解脱滚动雾。, j' A$ @5 y6 e4 }" X8 G2 [3 O
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在这里发表我现在100%确保运作滚动。5 G! P- @; U! n
! D/ T+ Z# `* K9 ^; M( j# `0 n; v灵魂束缚你的武器。
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9 c0 X7 k9 @& N" h4 w' R9 {, @* U让我们开始吧。" Q) @- i! ^: J/ M9 H
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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。7 w) w5 l- P4 I% Z; F2 i8 E7 E/ E
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并寻找) ~# y5 M6 z1 a: p$ |9 j9 M; y
6 m& O% o( j" G" u1 y _% O9 Q代码:3 H+ S, l( _' I* K; E
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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其中,是, s$ p9 `: r# i5 [; W! j
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代码:9 o5 u7 k, ?' K6 q/ z+ q. C& [
BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );. m) w& W6 W0 X! V& L+ d8 C
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然后,她看起来到DPSrvr.cpp% b2 g+ o: X0 n$ Q3 G8 ~1 m
! f$ M# ~$ i O( J l* H代码:
6 k d# ^. a* g& }6 K. [ case II_SYS_SYS_SCR_LEVELDOWN01:
B" I, V2 y% v* ~/ N) b+ i case II_SYS_SYS_SCR_LEVELDOWN02:
4 a: g' ~& a2 E. v u! _, n b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
+ O) W0 x1 v& l4 P) P break;
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break;
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取代它
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case II_SYS_SYS_SCR_LEVELDOWN01:
w* w: R; U: n case II_SYS_SYS_SCR_LEVELDOWN02:5 d, H+ e' W( G3 Z/ j
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
: A' ~2 M" \' Z break;
' f0 I! M" j: ], l" A4 N case II_CHR_SYS_SCR_UNBIND: 8 q8 N$ u1 D) h
b = UnbindScroll(pUser, pMaterial, pTarget); ) Y& [' K7 a, T" Z
break;
4 v7 \+ w' h# U2 S4 Y1 v; G- o default:
3 w/ `6 K: w: g break;
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% F) N% X# _( l: j }接下来,你找
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代码:) e7 a3 q9 F" p0 o# J+ J+ L' ^
else7 j3 C- ]2 ^' r
pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );) B9 z; ~# A* H: T! |
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return FALSE;
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q c2 W( D: m Q! M其中,是
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. Y4 a: i, J& d4 u代码:. }7 [; i1 q$ Z
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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9 [0 s8 [$ ~1 ` if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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pTarget->ResetFlag(CItemElem::binds); . E; Q! e& d+ j9 B6 q0 F2 E
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); / A9 F2 X3 |! E/ y& d8 Y5 \
! K* S$ }5 F$ U! U& P // log
( d1 N2 ]6 h4 ?- p! d- J4 { LogItemInfo log; 5 w) Y( J; L5 R6 ^5 p3 F
log.Action = "r";
; j( m* x; l3 Z/ J+ L6 J- \ log.SendName = pUser->GetName();
5 X- {; L# Z+ `; X& V0 R) `, Z log.RecvName = "::binds"; . O1 V/ J; w; z
log.WorldId = pUser->GetWorld()->GetID();
& u& G6 m* B- e: K9 g, e log.Gold = pUser->GetGold(); e8 d/ I& P8 Z: Q$ B; E0 {- M
log.Gold2 = pUser->GetGold();
/ N& ]& c. \- W OnLogItem( log, pTarget, 1 );
6 q$ I3 l5 e& F. W) l. i return TRUE; 4 E# ~9 g: h2 K2 O2 G) B
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else 7 \) `9 x K0 \$ g* J
pUser->AddText("Item ist bereits entbunden."); ! h C8 s$ c1 ?0 \/ b2 u, `
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return FALSE; - Y: b- N3 Q! |' X& {3 [. \
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。
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1 R- O) B! F/ ], X. a1 ]8 A接下来,您在您的Spec_Item.txt以下。. H) [3 K- e8 X4 U
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+ Y: M6 k; h/ y3 Z4 I: s- \代码:
3 s) N; ?6 B8 h( m8 R0 H11 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 03 }7 r1 ?: ]9 O
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PropItem.txt.txt在电路中仍
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代码:, U3 r: _' p+ i [! N/ z3 p
IDS_ITEM_TXT_101111 滚动的解脱, o3 _6 D- s, V
IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。7 \8 S; a! m4 Z2 V/ e$ Q3 Q/ r
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所以这是一个很多乐趣。' L# K9 w8 J# c" i3 A# j# T- L6 G
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积分:- S C: C! T9 e( T1 F5 q
incestus为源
" t1 R. `; w% s8 `. R: U# l" gshuya83的资源节( _/ h X* N: O. B9 j
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