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你好2 T. I$ a0 @/ s% y1 U- ]
4 B; N' L/ q5 a3 \: F% K# k正如最近发布的,因为只有解脱滚动雾。% E1 T. y4 N$ j1 M2 |* s$ m( ?
) G1 ?9 i& P1 ~7 w( M- k在这里发表我现在100%确保运作滚动。# A! \* D4 @1 t
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灵魂束缚你的武器。
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让我们开始吧。
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: c, z4 `7 X. d& X- ?/ _首先,我们打开您的的世界DPSrvr.h源服务器的文件夹。" i# `' n' A3 N- A; h
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并寻找& L5 J9 t6 ~0 K
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代码:; m/ Y/ p' Y- S5 W* _4 d
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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& h5 }; \# M" o其中,是& @* v3 u- P& Z
( r; i! t* {1 N8 [代码:
- J6 L! O/ R8 e. n, ?- r BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );+ Z8 i$ l' R' b0 J
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然后,她看起来到DPSrvr.cpp
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代码:8 O; C+ {- x2 @5 d* U- N- c% ^
case II_SYS_SYS_SCR_LEVELDOWN01:
0 P* k) r7 K! E- M1 \1 |- n case II_SYS_SYS_SCR_LEVELDOWN02:
! Y& b2 V! y( L/ C: U b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
3 u% \, k, T/ z& l' E' F break;7 @+ ]$ S9 z: D6 _
default:8 a- n* m F! y, L: { g
break;7 U% c; R) {; o; {
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if( b )' W/ b* K* N7 T0 K4 D( s' N$ g
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取代它
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代码:
# }; H2 ~0 Y4 [7 h case II_SYS_SYS_SCR_LEVELDOWN01: _ X5 O! c* _8 c
case II_SYS_SYS_SCR_LEVELDOWN02:
& U" t" D2 R2 R1 k b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );: X$ r2 d2 B8 r8 Y, q
break;
2 p8 t) S, Z1 E- n7 J7 Q% } L case II_CHR_SYS_SCR_UNBIND:
: J c# o q- t b = UnbindScroll(pUser, pMaterial, pTarget); . `/ [- Q- q: }, [! D% w
break; $ Y" a( J% B* a* b9 W4 m5 \
default:
! @+ Y5 j2 B; m9 A" H3 R: M% H break;
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接下来,你找
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代码:
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5 f& N+ f. m: h8 b b2 U pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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return FALSE;9 G+ u: }3 r5 |
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2 V( D% V6 y9 m/ \其中,是' T! L7 U2 Q: }& ~: D R
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BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
& e$ R4 C3 P8 O4 i2 w {
! P5 K, l4 H1 m8 w pTarget->ResetFlag(CItemElem::binds);
2 w# E! B# n( ? pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); 1 l2 V3 T6 C) X0 M- Y
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// log
! @ a" @" A4 {6 \( o LogItemInfo log; 1 c$ F1 [ x; G' @
log.Action = "r"; , ~* E+ y# J0 }5 R6 Q" V
log.SendName = pUser->GetName(); 9 ^+ E9 X6 J+ y+ ^( y# F
log.RecvName = "::binds";
: d3 f- ?* c p( B ?8 |+ _) v/ [ log.WorldId = pUser->GetWorld()->GetID(); * m$ q1 t% g* \% {7 Q2 ?
log.Gold = pUser->GetGold(); ) D1 l$ y6 v4 M9 g: N
log.Gold2 = pUser->GetGold();
2 A; M& S3 r4 \% j7 h. r OnLogItem( log, pTarget, 1 ); 9 Y( }) E" c# R2 y9 z e/ z
return TRUE; ; x; M/ E( A! S$ ~+ a" W- D
}
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pUser->AddText("Item ist bereits entbunden."); 8 |1 S f! p4 ?4 [$ t( `$ {
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return FALSE; / e9 q- R9 ~& V; N6 s' Q, r4 y
}
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。7 B2 _' H' H f% g* ~/ P( l
: N7 v4 U: b$ ]0 o- q, v接下来,您在您的Spec_Item.txt以下。
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; O! \/ l( C) v! E0 j1 m代码:5 A: f2 C; M- P3 d g
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' ^. e2 ?6 q+ y# z- p6 r: t
) b" w1 k- s$ K+ T/ j( W% m; MPropItem.txt.txt在电路中仍7 i, d) @! ` K' x0 w4 M7 a( c
7 S; f1 ^ \* ~4 L& i代码:7 C' K2 }1 A& y" c& S: K
IDS_ITEM_TXT_101111 滚动的解脱; w+ g4 w4 X* H8 \. O8 G6 v
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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* Q7 G7 T/ b3 N) u b积分:
' A. g( Y* L1 ~incestus为源* A' k4 z$ c3 s) Y+ P6 n
shuya83的资源节- _# L9 q/ F( q- ~ l( }8 X
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