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你好
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n: a# }& y! `* l5 W正如最近发布的,因为只有解脱滚动雾。' j) T% |, G$ b/ U
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在这里发表我现在100%确保运作滚动。& V, [8 m8 H; G8 A; I& \+ I% r5 \
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灵魂束缚你的武器。
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* Q# S$ P) r1 d- m让我们开始吧。6 M& G! I7 \: x$ [9 ^' ^$ e
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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。# h R+ Q9 Z4 S) \ e# P
9 L3 {4 F, b3 n' r并寻找% K& c6 r! C. `5 E4 B+ `
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代码:
+ o- y6 N- e+ Z2 g; v" ?' J BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );( H) g/ O+ u& p! {
$ }8 f' [1 w7 r' u! a- H其中,是 A! [0 j5 O, F1 |1 N9 T7 Y; b
7 i! B1 T" I- `; n6 F代码:
4 B+ ^5 r# a1 z BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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8 |5 F: R: }$ X0 D, G9 b' P% v然后,她看起来到DPSrvr.cpp/ K1 Q7 c, L& p) E% s3 m* S& I8 x
# U5 K7 b+ L. |- I% @& ]9 Q代码:
1 F& x. U! X% h4 m" x case II_SYS_SYS_SCR_LEVELDOWN01:, u4 L! J, r2 }- _. [! z
case II_SYS_SYS_SCR_LEVELDOWN02:& B& P7 B; y$ f8 s4 L& X1 J8 C
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );; T$ S0 y) P' {* P" K" B H
break;) [+ {% M6 M/ h% E2 i$ I: ]
default:
$ M3 B6 z. O; u; X$ V break;! _, o) }" [4 z! f: l7 u
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if( b )% S8 r" } |: ^- ?5 F! y) Q% `
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取代它
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case II_SYS_SYS_SCR_LEVELDOWN01:
8 B+ o% f& b, S# c+ Z1 z0 g case II_SYS_SYS_SCR_LEVELDOWN02:
0 H2 Y% j7 |( |& s b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );4 V+ x5 \. a7 k, b
break;2 {( D# g2 D3 Q+ J5 D7 I
case II_CHR_SYS_SCR_UNBIND:
8 b7 P6 G# F8 Z- D b = UnbindScroll(pUser, pMaterial, pTarget);
) t) b% t* O1 B1 f2 v/ [% [0 V break; ; `( ^( M# s" Y! p5 }+ D; E
default:$ x( f- x$ `: l# f3 b" V6 G8 {4 I
break;& `9 J' G- E' o" b- }
}
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# s: u" V. H1 t' i3 C; J1 c接下来,你找
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代码:
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: F5 p5 L5 j" e. m r, ?4 l2 Y pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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1 q% u1 ^3 b- Q+ P' x: T2 B b9 K1 {0 A return FALSE;
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其中,是5 g9 E+ s( n) i& d
8 |2 X0 O- _* M7 q. o. w: _% o代码:
$ S) V4 [ [3 t. J/ \BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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6 E; j! f! q3 t+ I& ` if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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pTarget->ResetFlag(CItemElem::binds);
9 G$ \4 U4 X% q, @: _0 z pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); ! X" E% C/ Y- h$ E2 G
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// log
Q$ M0 j# W$ P LogItemInfo log; 5 K- H: p) u6 |! w( G
log.Action = "r"; 2 c, e4 v, y! A$ O7 e
log.SendName = pUser->GetName();
8 _. X/ x% u9 q/ y' c. Z log.RecvName = "::binds"; ( y( M% o# Z0 d# f
log.WorldId = pUser->GetWorld()->GetID(); 6 |6 x: O2 E9 c2 p+ O$ N
log.Gold = pUser->GetGold(); . C8 C1 s) b; C) Q, R3 i" f% x O8 R+ m
log.Gold2 = pUser->GetGold();
6 `9 p0 `! X8 l+ ] OnLogItem( log, pTarget, 1 ); + v4 p* L- O- p0 U) |( B# ?: X
return TRUE;
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else
0 P3 f; _! R6 l pUser->AddText("Item ist bereits entbunden.");
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return FALSE; * e* t$ I% q# A) X5 j
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。/ I0 c5 n7 ~) S# K
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接下来,您在您的Spec_Item.txt以下。
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3 U2 f% G* J9 |+ c5 _ F" C代码:" H# v$ R/ L S" x5 ^* 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( h( a3 \! z ?7 |$ a- x# t9 p
" T" \+ g% y$ }7 v7 WPropItem.txt.txt在电路中仍/ T% y- B; }& k8 H7 y! B7 L) ~4 D9 z2 ]
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代码:
, M$ D2 r2 ] g) W: nIDS_ITEM_TXT_101111 滚动的解脱
" c6 X% b+ J9 t. u( S0 E/ MIDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。
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! r+ H6 ~* H5 @3 _; M所以这是一个很多乐趣。
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6 R' A t1 P7 J1 Q积分:0 f' `2 B7 E% K: }7 A* {, O
incestus为源( E+ G- z& D1 W5 o
shuya83的资源节
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