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你好 ~! d8 R3 o. W; G, N
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正如最近发布的,因为只有解脱滚动雾。
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$ Z6 T( |0 C2 u! b. z* J( P在这里发表我现在100%确保运作滚动。5 j+ ?5 C' }' f: {0 B8 A
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灵魂束缚你的武器。# K+ I) T6 q. p: c
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让我们开始吧。' V2 @1 h$ @0 u' n0 ]8 r
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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。& S* |9 V4 b) t+ p, J
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并寻找
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% p+ h" Y2 A9 Y. D" d" s$ ^代码:
/ k$ b5 L: G. t1 l BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );& R7 S& M, y: R4 t, A
+ w! F3 S& @ a% ]9 e; k3 A其中,是 R/ L$ V& r% w9 `
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代码:! b; g2 K7 I' q1 P+ S+ X- g# U5 _
BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );& x8 m" n" g6 M4 {+ q
, }# R! ^3 T* n9 v; K然后,她看起来到DPSrvr.cpp
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代码:
% t7 P! x9 j6 y+ U case II_SYS_SYS_SCR_LEVELDOWN01:/ B$ W4 U1 G: d0 w
case II_SYS_SYS_SCR_LEVELDOWN02:
) {: }( Z8 I2 ]9 O: K3 A8 }. g b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );+ O% a) G+ ], W! j
break;
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break;
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取代它' s4 u F3 \" w! V
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case II_SYS_SYS_SCR_LEVELDOWN01:& u, T+ w. e k2 P9 V6 W0 O- G5 f
case II_SYS_SYS_SCR_LEVELDOWN02:
/ \5 ?) F5 h/ ^# f" s0 j" h! b9 r b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
- C$ Z4 [3 z5 }+ t1 G break;
" u% @4 s; G3 d3 f$ D; U case II_CHR_SYS_SCR_UNBIND:
2 ?, z2 Q! s* s0 h; x b = UnbindScroll(pUser, pMaterial, pTarget);
) b9 j8 Y$ \* p! V" R break; " v: R( L, H! v
default:
3 L1 x' [, h% T! [" o- z: ] break;8 N$ e2 n: i) F( p5 q a) _
}
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接下来,你找
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+ l6 b! X6 w/ a* p9 f. H* L: J代码:; @4 _+ U g7 D/ s) M6 h
else. X* S) H0 _2 b% k
pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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( u; {# m9 {: v8 c return FALSE;
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2 s" q0 l! `9 I1 l其中,是; x, D8 B# {* G) U" [0 f
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代码:/ M" q( Z/ @% E2 ~3 K2 c2 F/ f
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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" R* ^/ u o% I& M* N if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
: U* F$ p `8 G {
7 M& ?# U! M% y% T pTarget->ResetFlag(CItemElem::binds); ! q$ ^1 Z) D& \5 x* M
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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// log
4 T* S. E% [% q& A' A. B9 | LogItemInfo log; 2 o- T( F- g: E3 O. {
log.Action = "r"; ' M4 v+ q0 Q- \, h- x$ I
log.SendName = pUser->GetName(); 2 O4 {; L: t/ B! ~
log.RecvName = "::binds";
4 k* R; q1 I, e: ?5 f: { f$ B log.WorldId = pUser->GetWorld()->GetID();
$ F+ a; J; X' M& e4 t( n! G log.Gold = pUser->GetGold(); % L+ o2 b! ^1 @; E$ D/ W% b: H
log.Gold2 = pUser->GetGold();
1 f1 s& K: z( {: u% l5 P OnLogItem( log, pTarget, 1 ); ) X/ _- t2 S, d
return TRUE;
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else
1 B7 z, s1 }. ?: H pUser->AddText("Item ist bereits entbunden.");
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$ r! A7 q& u2 r6 S3 d4 L return FALSE; ( ^' v& ]3 l& i3 s/ V( u
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2 B( F7 D) N2 J2 M- N) L那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。
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接下来,您在您的Spec_Item.txt以下。
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6 f, O$ n3 X6 g/ X! J代码:
. w- ~/ J) I' F- k5 d3 g11 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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6 d( u. N7 u, t* p1 v. rPropItem.txt.txt在电路中仍7 z C: I0 M5 n9 I8 L
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代码:2 {8 p7 D) j5 ~* v6 t: Y. i2 r: \
IDS_ITEM_TXT_101111 滚动的解脱
' r+ {3 x0 h+ d/ {9 @% I! ~IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。7 K2 m, J( i6 r, v% K6 j
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所以这是一个很多乐趣。
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incestus为源
( z# S9 _* A4 F& p6 @- b8 l. \shuya83的资源节6 W9 l- g f7 }! ]
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