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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。
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' j1 _0 c3 _1 T+ ? z在这里发表我现在100%确保运作滚动。& n+ N3 L1 M$ ~$ e, D# ^3 R5 Y
2 h7 V' U6 K% |. p3 d灵魂束缚你的武器。; w" Y) Q' @2 k- D8 N2 v
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让我们开始吧。6 w T! @" Q) m
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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。1 e* T& j" W7 ]7 V( Y: |
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并寻找
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代码:( i8 p! n) B) q }6 Z) r- J
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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其中,是
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+ [ G) C2 z3 O9 i+ m7 F代码:
5 S8 u9 h# S- ~ BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );( x4 \4 W$ b6 y! l9 R$ d
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然后,她看起来到DPSrvr.cpp' G1 S# G2 B- I. G+ O7 }( y
0 P9 f3 t4 R& ]8 d5 N代码:1 x5 H, Y8 h- i5 b6 N1 x7 s- E3 c0 v
case II_SYS_SYS_SCR_LEVELDOWN01:
* Q' P; \9 o6 L( P case II_SYS_SYS_SCR_LEVELDOWN02:
9 K2 ^4 {; D ?3 u b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
# ]; A: ?: a& a- t break;$ t& Z" [! T. p: U* m& Z* Y
default:
6 q' ?, ^' q6 l" K$ O/ u/ } break;
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& ]# U* ?7 F( R' N/ N取代它
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代码:2 z5 }/ Q! Y7 p8 A/ T
case II_SYS_SYS_SCR_LEVELDOWN01:
: Q; h0 E" u+ q+ `" g case II_SYS_SYS_SCR_LEVELDOWN02:% O, e. a( n5 j$ d2 p1 ]: P
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );- X. g2 ]+ M% ^' ]9 L
break;
" n6 J& \* l9 R7 R, R/ _ case II_CHR_SYS_SCR_UNBIND:
# X5 l) v2 w% P. O4 r$ ^. H. D/ U b = UnbindScroll(pUser, pMaterial, pTarget); " t8 x8 g; k2 D* X/ P
break;
, ^, R$ j E1 a3 h default:
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if( b ), l! C$ B1 O& y" M; c8 N6 O
7 c4 H4 ^9 @" w! M( T接下来,你找3 g X( J7 ~, D- _; }. c4 n$ L
# E7 [5 S8 T5 o! H: Y0 E0 U/ Z代码:
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pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );, W/ f" s" Q# r- Q/ w; }5 J! r1 K! k
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return FALSE;( c5 _+ }1 j5 ? t: d
}
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其中,是1 H3 B* q F. v O5 y
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代码:9 j' a4 W( [' T: \
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) & @$ e) U2 {& K3 k+ W* a! |( b
{
1 }) c" J0 h( `/ N if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) 0 R% k% |- q& g$ l* M8 S" q
{
" X- A. x1 a3 n" y$ M pTarget->ResetFlag(CItemElem::binds);
6 K) c) J) d4 d pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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// log # b& B$ n/ R( |! r1 w
LogItemInfo log; 4 @$ ]: C5 A- g9 N
log.Action = "r";
3 e* M5 j3 \2 l, f$ U log.SendName = pUser->GetName();
' i, c* B/ ?% T+ E9 K4 N6 g0 d log.RecvName = "::binds"; ; Q+ G# W$ \: t: }
log.WorldId = pUser->GetWorld()->GetID(); 2 g! R, l; U' B6 W
log.Gold = pUser->GetGold(); & N7 M5 E$ o+ [! \; {
log.Gold2 = pUser->GetGold(); ( i' \& {/ ?# z) D2 ?8 w: P9 q! w
OnLogItem( log, pTarget, 1 );
0 X8 k- f }. u return TRUE;
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5 Q) ]$ S7 ^/ r2 T else
" c1 x) c# Y" f$ P% X pUser->AddText("Item ist bereits entbunden."); 7 T! p- Q& B6 G% w5 H$ s3 D: I: a
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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。
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1 H0 M1 k! ~$ i' t% k接下来,您在您的Spec_Item.txt以下。
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代码:
) ?7 e. R) W, _2 v' N! @' r11 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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* P+ b8 x- u! {+ p! PPropItem.txt.txt在电路中仍
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2 n' {1 t$ A* O代码:
0 K) w( n. z. w' Y9 F% A3 SIDS_ITEM_TXT_101111 滚动的解脱
m+ ?5 A9 G; e xIDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。) l' }4 Y/ P* B
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所以这是一个很多乐趣。
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积分:
3 G) x" {+ e, l1 rincestus为源4 x- a* B9 K9 i$ K. q5 `+ q
shuya83的资源节
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