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% B3 g! `1 c/ Q/ Q- Q正如最近发布的,因为只有解脱滚动雾。! X8 v& |( j; v, A6 ?6 U: l! s
6 ] v4 k B1 {% d: x在这里发表我现在100%确保运作滚动。
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5 x4 \/ |9 q1 o3 g灵魂束缚你的武器。
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' p- G+ U% y. |$ Y/ N/ C& n让我们开始吧。
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4 s% E- L& q- P$ I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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2 G. c Q5 ^$ `3 e并寻找
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% S( O5 }( v) ?: ~0 o/ w1 O代码:
+ T# P, Y) @) ~ BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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其中,是
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代码:
' }5 m6 o; I* a! ] A7 B BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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然后,她看起来到DPSrvr.cpp% `. H8 y! `! q% g
6 r. e; e( f: ^( M' ^代码:
9 g" s- a9 W9 M: L4 s case II_SYS_SYS_SCR_LEVELDOWN01:' ^* Z4 R& T$ o
case II_SYS_SYS_SCR_LEVELDOWN02:# F2 s3 |9 ?1 ~0 x
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );0 M5 y5 Y5 C/ [+ L5 f" ~2 v2 A
break;9 U8 J8 O* k" q& n3 N& u
default:3 q; e% b9 S4 W$ i5 H* m/ c
break;! N& ]% f4 j# i. J5 y0 t1 p, S& I
}
' \. t( I5 d- G: g- T9 z4 { if( b )
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取代它6 W8 \8 n$ N+ d
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3 {5 I c& T& E! ~( f5 S& j4 C- |/ ? case II_SYS_SYS_SCR_LEVELDOWN01:" v" i8 @6 C X
case II_SYS_SYS_SCR_LEVELDOWN02:1 Q- }- F- d) ^$ s! O( k
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
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case II_CHR_SYS_SCR_UNBIND:
6 V, O6 w! A0 p b% @ b = UnbindScroll(pUser, pMaterial, pTarget);
) Q$ u) ]+ q1 _. J break; 1 U4 Z& f8 h5 u p u0 w
default:
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if( b )
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接下来,你找5 @3 q/ |& p) s* \ f( Y7 ]
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else
' A, t" _0 G: m3 _ pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );6 E: U! V i# y4 j1 W* O
* n. R1 Y1 f$ B# \/ ^ return FALSE;
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# V* }4 J( a# X) C其中,是
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, G& {6 p! d5 j+ \* D代码:
& @. |* |8 \( _( QBOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) ) ?0 |$ G. v: @( Z
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if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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6 ?+ Z% T# ~ T% s, P pTarget->ResetFlag(CItemElem::binds);
- P) v, v: y8 g& h: R0 E pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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6 O7 K9 w0 m5 S+ d" ^# G) ` // log
7 x+ j9 R* l% d2 p4 Y+ @7 a# g LogItemInfo log;
+ Z; ?! m/ E. q/ [" J. r" K log.Action = "r";
( j2 x+ l3 Y0 ~2 y. V8 ? log.SendName = pUser->GetName(); , I$ t7 N/ F* c
log.RecvName = "::binds"; , Q8 h; M0 [0 D& w
log.WorldId = pUser->GetWorld()->GetID();
6 w2 h9 p+ E0 E; u% k log.Gold = pUser->GetGold();
9 Q' }" k" F* k log.Gold2 = pUser->GetGold();
y F9 I5 v" B5 Y' f OnLogItem( log, pTarget, 1 );
# b* J2 D" ^- Z8 o6 d; s; K5 U return TRUE; 3 ~' \4 T$ W: }3 @
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else
3 _* @9 P8 P' X1 r pUser->AddText("Item ist bereits entbunden.");
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3 o! `' ?6 d. [' t) J6 P) z return FALSE;
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, [0 v! K/ m: i/ i+ C; {: y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。" W8 _) z# u9 Q
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# Z/ c" }7 B. Z w代码:
* `% }1 e% r0 s; c$ Q& _. D- B; L11 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% _5 n' a8 ?3 e6 n9 @( i
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PropItem.txt.txt在电路中仍
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代码:
* @# I/ e. \5 K; `: E2 k6 U* oIDS_ITEM_TXT_101111 滚动的解脱
. S6 h5 m8 P/ `7 yIDS_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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积分:
3 ~0 Y- n( F6 H n' O( m- w8 Bincestus为源' B& R2 n, n: [ g7 t( K! v
shuya83的资源节
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