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你好- K v0 k* A4 h, n- h
9 N a3 g& E3 D2 D1 |' V7 A9 Z0 L正如最近发布的,因为只有解脱滚动雾。5 F7 \2 A& F; j0 ^) ]: \/ Z
' K9 {/ s- g; x9 ^/ n1 F在这里发表我现在100%确保运作滚动。) E6 @0 ?2 g/ u& }$ ^( {) K+ h
. g. E; K+ X% F3 N1 Z/ S$ f& F" ~灵魂束缚你的武器。' }& H) A+ G" v3 p8 w
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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。
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并寻找5 c% T9 v: t* e
/ T8 F: R4 a$ C, S ]/ Q代码:
$ g f6 Z- t2 @ BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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其中,是
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代码:
3 F& O% U4 k Z7 ~+ \, m- T BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );; y d4 [- }/ v# i f# Q
/ f- P8 T) D! P' @% ^' c然后,她看起来到DPSrvr.cpp1 Y( O/ x$ H% |$ i) \, X
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代码:
; ^0 e- t; ?4 A) J0 J! s u case II_SYS_SYS_SCR_LEVELDOWN01:" y5 {9 `6 \9 |* R) d& D6 R' s$ [
case II_SYS_SYS_SCR_LEVELDOWN02:
, N1 }- S) M( J1 @2 u0 W b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
7 Q3 c3 ~% j* x G break;
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break;
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if( b )
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取代它# F" G3 ]$ y Z e' M
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代码:
* q) m' c7 I( U0 ]2 K. _/ y case II_SYS_SYS_SCR_LEVELDOWN01:, z% T% Y9 W* V) R0 z, m3 M
case II_SYS_SYS_SCR_LEVELDOWN02:9 U+ s! A( F( @7 g8 k3 A
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
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case II_CHR_SYS_SCR_UNBIND: ( T4 w6 \0 y" O& o/ {+ F
b = UnbindScroll(pUser, pMaterial, pTarget); k' x7 j9 F4 \" ~7 n: h
break;
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break;
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if( b )
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else) g% ~% M; G6 z z: k3 r- O8 h
pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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( F. x- a& D& E |. s/ W return FALSE;8 |+ @/ j( I7 E% s# Q
}
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其中,是
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8 c7 M7 n. n0 p; l% D代码:# S4 C" x& P7 w
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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4 j/ j7 o8 ^, z& [. V if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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4 T1 R( `9 C+ l4 v* p8 ^( A% Q pTarget->ResetFlag(CItemElem::binds);
& m7 a. Q1 _5 u2 ` pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); ! v* J5 X$ S) ^+ l7 p
l" ~% s) d5 w s X6 Y% l // log
6 ^- K: W0 Z% h) x$ H LogItemInfo log; & w6 X" C* ^0 e: Z, o4 f% b# Y" P
log.Action = "r";
6 \; h4 q6 \+ t log.SendName = pUser->GetName();
; Q% N9 l+ q) ? log.RecvName = "::binds"; 8 D8 I/ C% @; D( R
log.WorldId = pUser->GetWorld()->GetID(); % N A/ j, B& M/ C3 v2 v b$ a
log.Gold = pUser->GetGold();
0 V6 O! G4 \8 Z log.Gold2 = pUser->GetGold();
) W' z# |2 n! X$ q* X* K OnLogItem( log, pTarget, 1 ); * S q! Y0 Q0 F* K6 `& Y
return TRUE; ) s( a' u( ?" U; z0 s
} ' S0 I7 [! K1 }- P4 e8 d
else . b/ b$ |7 I( |: P% X9 R8 i3 c/ ^
pUser->AddText("Item ist bereits entbunden."); * H2 h/ G9 }7 M6 k, c6 D
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return FALSE;
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那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。
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+ \; \( X, u6 B接下来,您在您的Spec_Item.txt以下。
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7 ^( F, N+ E8 v8 U. f3 `; X* }代码:# e+ i V# k+ O9 _
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 08 v9 _+ r7 f5 z8 X
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PropItem.txt.txt在电路中仍
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代码:
0 @; L+ v: O$ R: j5 qIDS_ITEM_TXT_101111 滚动的解脱$ p9 {0 X- x+ \0 q
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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, O F. j, h, Y7 w积分:
/ J. @1 |5 I7 `( F# Iincestus为源
4 z6 E4 ^7 X# g0 k/ J ushuya83的资源节
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