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你好' o# I/ ? K5 k) v
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正如最近发布的,因为只有解脱滚动雾。
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在这里发表我现在100%确保运作滚动。
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6 L# E5 @4 f. E9 r灵魂束缚你的武器。
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; u4 T) }1 _; s8 O$ _7 M' C* F让我们开始吧。
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* C5 E# j, I5 A# f+ c6 L首先,我们打开您的的世界DPSrvr.h源服务器的文件夹。0 o2 f: Z \( q" B- | }! Q# @
) i# f1 t+ }5 E* a8 c+ h* a# ^并寻找
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代码:
) S7 h2 e( X6 V: C5 c* s BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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其中,是( v3 ]" ]6 P+ s; }
* }: Q1 x9 w& K7 p& F$ ~2 w代码:6 ^8 i+ }% [, U- A" w3 C
BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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然后,她看起来到DPSrvr.cpp0 v/ {% f" y" F8 Q. @0 E6 S
2 q$ b( z. A7 T3 I1 t代码:4 q4 g3 L1 S1 A6 o+ k% }
case II_SYS_SYS_SCR_LEVELDOWN01:
3 Q4 P4 b' @7 P% \% o" x5 I case II_SYS_SYS_SCR_LEVELDOWN02:; ^ ]7 z$ b/ {% J) E: n% v
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );* D# g: x6 F3 U. n$ i5 k
break;& o2 A1 A& N$ B( L6 Q% j# j
default:
9 G) o* g1 ]% k9 n, H C$ c# s break;
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if( b )
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$ h& Q, q8 }# H0 z3 i2 Y取代它2 e# V% [8 [& N3 r- ]
+ x& e( E/ m; E R& V3 R+ e1 D代码:" ]. @- M1 \3 z, ^2 ]
case II_SYS_SYS_SCR_LEVELDOWN01:
; g3 e/ t& L9 t4 y: ] case II_SYS_SYS_SCR_LEVELDOWN02: H( \5 z. o; Q% G. U; U2 n
b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
: I0 k. k4 a7 }5 q break;( l+ V5 r! m5 u& r! Q
case II_CHR_SYS_SCR_UNBIND:
: S: D. W5 K9 y4 [$ Q3 ^4 i b = UnbindScroll(pUser, pMaterial, pTarget); * W% o5 U6 a7 A
break; 1 q2 `! @' c. u
default:% b& J& w3 V# k( Y! U
break;
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接下来,你找1 ^7 h- c$ |- C9 ]
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代码:
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pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );, k" |' L; {/ x6 z/ Q* J
# I6 g; o# v7 ^2 G return FALSE;
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其中,是6 ~% F L* @1 \+ G5 Q
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代码:
8 |, `, i' I6 k- o3 x: tBOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) 3 r& f) v+ M' g. {
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if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND )
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7 w) i1 j( u, K pTarget->ResetFlag(CItemElem::binds);
8 f6 @8 a# w( c$ H* G$ W pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) ); * \5 K+ a7 R3 o
3 m& E. p: z+ O; P3 G // log
1 w2 a+ m" P* `* I) j, u9 a LogItemInfo log;
- ]9 I- C7 t# }9 k2 i" o8 U; e7 `, v log.Action = "r"; # m3 |6 d3 e7 E8 f1 l) ^
log.SendName = pUser->GetName(); 9 ^4 h' u# k5 C$ A
log.RecvName = "::binds";
# x) e5 d h- E( L. R4 B log.WorldId = pUser->GetWorld()->GetID(); ; B- M7 X7 ]! J9 G( A$ T) R4 `
log.Gold = pUser->GetGold();
& r$ W0 k( b1 P, v2 S log.Gold2 = pUser->GetGold(); 9 C1 D! ?9 D! A" R
OnLogItem( log, pTarget, 1 ); & f7 N9 u0 G/ B; f' r8 c. P
return TRUE; + |; b7 u$ |4 [. D; I( A1 o
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else
5 u: n% H7 M# v. A3 m" o pUser->AddText("Item ist bereits entbunden.");
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$ r7 u7 H: ?3 l# D+ E @ v return FALSE; , `) ]0 e7 Y: Z- y4 c
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7 T6 z# ^. R5 J- K9 W. D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。
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( T. \7 R2 E. a# W; j& j代码:
1 O& |( H& k; ]# T8 b# F: ~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- |, x! i: w; `4 k
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PropItem.txt.txt在电路中仍6 \% O2 b) X- K R
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代码:/ m, E: E8 w9 T) B
IDS_ITEM_TXT_101111 滚动的解脱: E0 V: S8 k0 |6 m' u6 W
IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。+ X7 W( g w8 }7 ]$ r9 a. b
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4 ^# R; v( w1 B, @& K8 ^. M所以这是一个很多乐趣。9 ~+ I* P, |+ q# p, A
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积分:
$ {* G6 t5 K% C& n5 ]incestus为源6 s6 O' ^3 m% A5 ?% L, u* X, b
shuya83的资源节% N: {! F; l) o, ~! t
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