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你好6 Y0 q2 x" D4 P$ p* T- c
, x6 w$ f( e4 ^( C3 C" U正如最近发布的,因为只有解脱滚动雾。 Z' ~$ F4 [6 x8 f; n& T
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在这里发表我现在100%确保运作滚动。9 E8 n$ v! V& z# {3 i9 M
8 Y# m& J2 a+ G v2 [* _灵魂束缚你的武器。
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: n- w9 Y3 X# j4 ?让我们开始吧。
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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。 N3 _4 w, M! \' g) }8 Z
) A6 [ \. M0 R; g: S# B! j并寻找; h9 [: w( v# A! Y
+ W! J! ^/ D- w3 \5 ^代码:8 E" q" |1 L* t+ J& k' X
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );& k% I5 m: ] M0 y
: @6 Q. |# `" ^6 J0 W& J7 N其中,是
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代码:4 q& v4 b$ {. b6 U7 x( g: H
BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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然后,她看起来到DPSrvr.cpp4 z7 V- A3 |" i* I" `6 P! j+ T
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代码:
3 `1 y; L) t% K5 S6 }7 l case II_SYS_SYS_SCR_LEVELDOWN01:
* A9 y) `- {" Z case II_SYS_SYS_SCR_LEVELDOWN02:
0 c; D/ r) n% n1 E$ o( T& |8 D b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
0 V6 H% U7 Z# z- J! u6 G break;
" {8 @ \ E# T7 k Q, B3 C& q default:
5 K/ w" { P# Q* w8 z* O9 R break;
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取代它* s M- f& u) D" \& P! W2 m
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case II_SYS_SYS_SCR_LEVELDOWN01:
" l& q' ^6 ^+ H. j! y8 g8 E case II_SYS_SYS_SCR_LEVELDOWN02:/ P- i9 w1 v# w( J U7 W% J/ T
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget ); Y& m3 R+ c" M
break;+ i5 u/ k; O4 o' N
case II_CHR_SYS_SCR_UNBIND:
# j! D/ h0 ^9 ]: z/ ?6 S( i6 y b = UnbindScroll(pUser, pMaterial, pTarget); ; u. w4 l. a: }' v8 x/ o/ y1 y
break; # b7 _$ i9 [; l$ c. V
default:" m! p* `) [# O0 c' C
break;# ^. |+ {3 X; {% l6 g
}
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6 _9 f+ R3 [# }& D' W3 w接下来,你找
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代码:% w s- e4 i$ Z: U
else: w8 t6 b$ b& B# }1 J
pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );3 b4 i; o8 g, V. R7 n c+ | Q: G
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return FALSE;
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其中,是% u' |1 \8 @2 J& r* i. k$ a" P
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代码:
3 k9 ], X+ |; c/ JBOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) + n+ P4 ~& \6 \& l
{
' Z9 Q; d- ?2 C5 h9 I, q if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) 1 `! v# E7 S& V. Q
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pTarget->ResetFlag(CItemElem::binds); 5 _3 r9 j$ x; ~! C
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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% q3 J3 K( Q1 D" _4 S9 u // log
1 o- w5 t% q# o LogItemInfo log; : d$ C: x6 l$ h$ J# `4 |% ?$ `/ U
log.Action = "r"; 8 |5 l1 F; d+ \/ S2 C
log.SendName = pUser->GetName();
* c2 E3 f* A Q! |1 _: S! Y log.RecvName = "::binds"; 1 V$ G$ a; O, M5 F
log.WorldId = pUser->GetWorld()->GetID();
; U2 @9 |" N" v; e1 } log.Gold = pUser->GetGold(); q& a* [( @) C
log.Gold2 = pUser->GetGold(); ! J1 l/ P/ S5 Q. q+ M% e
OnLogItem( log, pTarget, 1 );
) ?. X5 o- _. A8 q, `2 ~ return TRUE;
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else + C3 N8 }) Y2 i& J, w# p4 ^
pUser->AddText("Item ist bereits entbunden.");
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return FALSE; 4 r5 I0 A0 d, v4 f
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* x* p5 Q4 I) Q7 F/ w! b* g那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。
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6 P# ~ d0 l* B$ ]- V接下来,您在您的Spec_Item.txt以下。
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代码:
2 d3 W% H! v3 k- D" p5 e11 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' ^6 k3 U/ g' T) Z. v* b+ ?* `, t
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PropItem.txt.txt在电路中仍7 [% |/ |$ J- D) v L
/ y2 R1 z6 U' q1 w7 B' g; b; j6 ]代码:
7 t* R h3 z$ E- f, [' k, }IDS_ITEM_TXT_101111 滚动的解脱
. J+ N5 `, r2 X L9 O1 \. XIDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。
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) V9 T/ t9 r m" T1 p所以这是一个很多乐趣。# D: ^% t) ?! z$ ?0 g2 ]# E9 `% V
) W0 S2 t9 b: s/ I; u5 ^% u积分:
/ ~/ [; q7 P6 t" b; L" p; m3 Wincestus为源$ l8 F8 @- T3 N& h/ l7 R, V
shuya83的资源节
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