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你好
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正如最近发布的,因为只有解脱滚动雾。# F+ L% T5 ?( }; ?
+ C. j; l6 w& A/ b2 V2 N& Q- U9 L在这里发表我现在100%确保运作滚动。
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灵魂束缚你的武器。9 r& b, o$ W4 w, r
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! z& E, K3 Y# O/ j2 E让我们开始吧。
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3 c q4 i+ h4 i9 n$ c o. V/ f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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4 z) l5 c. v7 l! Y1 R1 G并寻找7 S# C9 R; f" H6 N f+ C
* P3 b. {2 Z$ b) V4 v0 J; {" X代码:
$ v2 Z4 f& d8 S y4 o1 W( {5 o( G BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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其中,是8 {. o [* J" P. k/ R
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BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );3 B% A Y& Y" x4 f
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然后,她看起来到DPSrvr.cpp
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代码:8 L3 p2 G- x8 ^4 Z- m2 G2 `7 f
case II_SYS_SYS_SCR_LEVELDOWN01:: G! Q$ F7 \# |1 C
case II_SYS_SYS_SCR_LEVELDOWN02:
, |9 o4 J0 g0 [. n b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
( j3 F4 Y( T% r* B: O, s break;
, P% n& ^# O' ^& D default:
& G( O! B+ X' M9 s5 y break;; z( w* ~( `( n% }' |2 I6 n
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if( b )- [9 P- G; }. Q- P* v
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取代它
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代码:
0 n, H2 h% U2 A! A& H case II_SYS_SYS_SCR_LEVELDOWN01:
8 ^7 T( @- I. \3 ?$ R case II_SYS_SYS_SCR_LEVELDOWN02:
: N* v8 u- L+ o" o" |( ] b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
4 W+ t3 D# n& P! l0 s break;
! I* v: U* t4 H; R. u case II_CHR_SYS_SCR_UNBIND:
4 }$ A3 U6 f V1 v7 X/ ` b = UnbindScroll(pUser, pMaterial, pTarget); * A* K* g9 H& b+ [4 U4 l7 i
break; ) r2 t- Q' c' ^. H" Y8 [2 V- [
default:
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}
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接下来,你找
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q3 S7 \% h) T' T6 R2 l( c代码:
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. B& R$ t5 k* J pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );' V+ C( T( e, x! n3 g) g4 x
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return FALSE;4 w+ Q& ^4 ?6 |% N( l* b$ R0 T. v
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* b0 K/ d3 x4 m/ ~9 P) F其中,是0 c# S6 E# X7 K, Y+ o
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BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) 8 k( N1 j, B% V& _5 {; S
{
" U& I0 Z* } o( w; ~! `% x2 A if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) 3 q0 e# t1 I2 O- [/ }9 \
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pTarget->ResetFlag(CItemElem::binds);
1 P( U' P, ?" c- A, U pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); 0 F! }0 z Q6 T) l8 N' V+ L9 G0 X
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// log
2 b( ^( v: G8 e1 n7 {( W LogItemInfo log; 8 r- c( D Q3 R: L5 n3 N( m
log.Action = "r";
& x2 Q: p6 u0 l0 l log.SendName = pUser->GetName(); - }) ?: L) A# {0 ~8 d* @: G" Z
log.RecvName = "::binds"; : O5 _1 _; w6 u9 x
log.WorldId = pUser->GetWorld()->GetID(); 5 a1 u$ j8 p, L( K, g
log.Gold = pUser->GetGold(); 8 u" e/ `/ }1 S7 l* {- b
log.Gold2 = pUser->GetGold(); 8 s, C3 N) n# ?! s& l; U" C/ H, l
OnLogItem( log, pTarget, 1 ); 5 K5 f. s- \1 @* j$ D
return TRUE;
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else 5 o' `% M( j# d/ O- U% z
pUser->AddText("Item ist bereits entbunden.");
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: S! c- ?. I5 X return FALSE; ; d$ |) i4 V3 A' @
}
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。. g" V0 g/ }9 l6 H: }1 X
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接下来,您在您的Spec_Item.txt以下。
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3 A$ {5 N$ A% B- V代码:! i: U+ f7 S0 D ]* r% M
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; z# u* v7 ]( i' d) \
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代码:- Y [" g' n4 f! r
IDS_ITEM_TXT_101111 滚动的解脱% H* Q0 h N& u z6 N8 x' b
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:
1 d& O2 M& r8 u6 y4 X9 j5 G9 l# j+ a( Wincestus为源
4 @2 R; G0 B. E9 Yshuya83的资源节% v' V8 [- X& h0 E* g* Q' q$ j* b9 }8 u' r
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