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你好- `9 }- t" f$ W3 H2 @5 h
0 `3 |' I4 @. [正如最近发布的,因为只有解脱滚动雾。5 O; E* N! P6 y) p6 \% X5 V3 s
. F5 V/ U }7 r- \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。( A- h: J' D2 D6 p- S
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让我们开始吧。, \" s/ X* i% c/ S8 e4 f& i& D
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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。
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6 v8 e# B4 ^" r, ^! o& C并寻找: ~2 w( T9 ]9 j" V& ?
! S8 }$ `6 H" _/ u q6 r4 O代码:* C; K. k/ z' ?; g8 h. c
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );+ g7 r( m/ x% u
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其中,是
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1 q0 T! a7 A6 n0 s* G& |4 Y6 u- Y0 M代码:
9 W! T2 P' x- q BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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然后,她看起来到DPSrvr.cpp7 ~0 i: s1 z4 f/ d
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case II_SYS_SYS_SCR_LEVELDOWN01:
4 I+ V7 {5 w1 d4 u. l; B case II_SYS_SYS_SCR_LEVELDOWN02:( k1 v- n9 d; M! e/ e3 F+ ?1 X
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );& Q. G( j1 K; F. l. \' p0 t8 T3 ?# a1 S
break;. T' y& I7 H- q7 @
default:, v. Z( k7 R, W: Q8 G+ B, {/ w
break;! s2 I% M& m- l0 R3 U5 M; F! O
}
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取代它
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代码:
* H. T* F1 p [0 y) X, I7 u case II_SYS_SYS_SCR_LEVELDOWN01:. |1 Q! o. B; ~; n! j$ O3 }& i
case II_SYS_SYS_SCR_LEVELDOWN02:9 z- ~9 W- V5 f
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
: R3 J% T) V& w7 V. \ c7 t; _6 i" _ break;
5 n7 u9 Y7 g) T+ p case II_CHR_SYS_SCR_UNBIND: 6 W4 V5 ^: I9 p- E; C& ~$ H0 w
b = UnbindScroll(pUser, pMaterial, pTarget); 8 F/ z3 N; ?; h% J3 B, C
break; ' x! ^0 \6 i4 P6 x
default:3 K2 @! T" L4 X) |+ N! o
break;3 b) _3 t) a. {: }
}
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接下来,你找
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else$ `/ R- q5 h: N* r# _
pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );: n: C6 A9 V! @1 r8 d
+ g1 ?# f: a9 y0 v return FALSE;
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: V! o5 `- M {/ H: q+ h/ C其中,是+ d' W' u0 L. Q. P$ k
0 R& m: T: S' i# B/ j, z$ F代码:
; p: q6 |7 g+ p' C. G9 I4 O8 {, yBOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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4 T8 {; P! U7 o+ B! G if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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6 _' T) C6 y0 p+ b( D/ s pTarget->ResetFlag(CItemElem::binds);
0 x0 G7 o) K5 x# H) Y0 H) B pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); ! I* {) D4 n0 n- _8 K/ [
6 g" p. H6 t. j! W3 O // log
: @/ {% c$ j( o" W! {) z LogItemInfo log; & q% a6 |" Z' W# C. x+ E. N
log.Action = "r"; ( u; o) r% J9 L
log.SendName = pUser->GetName();
9 Y# ]8 ^. K! Y8 Y. S" \' p5 E log.RecvName = "::binds";
; e1 N% B( K& l2 I. Z/ n log.WorldId = pUser->GetWorld()->GetID();
; A u4 y3 }* h( T log.Gold = pUser->GetGold();
0 F, P: N) q5 h( W9 a' _ log.Gold2 = pUser->GetGold(); 1 {3 i6 }* G6 M+ W
OnLogItem( log, pTarget, 1 );
( @, W" a3 F, I" z% h return TRUE; : Q; ]) U# j- H! p/ ?! Y
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else * ?' y+ `" D6 U9 @: {
pUser->AddText("Item ist bereits entbunden."); / `7 r' m3 ?& M/ K
8 W: C: H- X4 }( o. k+ P7 k return FALSE; * m7 `; Z! K+ o
}
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。1 F& H' N( X) X9 V: I# I
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接下来,您在您的Spec_Item.txt以下。
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代码:) l/ a0 n: R M2 a" i2 [9 T
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& u( c4 g9 }& Q3 J [& D2 N) I& O6 Q
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IDS_ITEM_TXT_101111 滚动的解脱
/ r; I, [5 O: A0 E& |' WIDS_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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2 h# ^2 R/ y' H5 M积分:
" L# {. e0 R& t. kincestus为源# Z$ B4 k& K1 b
shuya83的资源节, r: z. } H2 r7 u( L8 n
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