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你好
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: u! x a# T- o/ e8 Y5 D( l4 B正如最近发布的,因为只有解脱滚动雾。8 ^, @. a! ?5 c- h& a! E
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在这里发表我现在100%确保运作滚动。
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灵魂束缚你的武器。4 t6 b- }/ J- q
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1 b$ H. ?% p) r; H5 j- ]让我们开始吧。1 Q; s/ r5 B8 q. w9 c; m& m2 V
* Y7 w" y P2 X" O% y- h! l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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5 j' z8 G3 r5 c1 i# P$ d6 v6 P并寻找
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代码:- ]3 m2 j* h/ J( Y2 t4 J! @8 @
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );9 ~: J& G, U2 P6 a4 |
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其中,是
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代码:
. s5 d/ z6 Z3 B+ O6 E5 G: H BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );( y; I* W6 V4 l9 {+ a5 V g7 f# K
$ r& G1 Q3 R$ Y7 M+ y) Q然后,她看起来到DPSrvr.cpp8 w7 q% c# d" J2 f% ?
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代码:
: J$ B* ~3 o- S7 J, a4 p case II_SYS_SYS_SCR_LEVELDOWN01:2 c$ s, J8 m0 _& p
case II_SYS_SYS_SCR_LEVELDOWN02:
+ g1 r9 Y/ h) I2 K6 V b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );! y& C8 r% P. H, b" d
break;' D/ ?, t! Y7 B6 w) H
default:
" \/ Q2 ]; n6 p2 s p break;
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if( b )
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取代它
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代码:* x* | H7 o$ `. Y0 v2 ^
case II_SYS_SYS_SCR_LEVELDOWN01:$ `5 N# E2 g5 V8 M# ^; p7 N$ a
case II_SYS_SYS_SCR_LEVELDOWN02:
( K8 p/ C& o( X b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );- G7 Q5 B3 y, i, V( T( W
break;8 c. _9 @7 T7 e/ g7 U4 S6 ?' w! T( c: j
case II_CHR_SYS_SCR_UNBIND:
4 o, Y# R% k, R! `1 j b = UnbindScroll(pUser, pMaterial, pTarget); / g; E7 D' g! ? r" a8 ]# B# M0 f
break;
+ H/ V+ D6 o( B; _* V2 a! Z# O default:
4 g' R. W" T! L1 ^$ ]% ?# {9 ^ { break;
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1 V! B2 V7 L7 F1 A) K6 e接下来,你找
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代码:+ ?) F; c: l& l! k, G5 p7 d3 T
else
% y) o% s3 p7 S5 t% k pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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2 h9 w, t$ S& [+ [" B return FALSE;+ g( p/ h) i4 N+ i5 k
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其中,是
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代码: t1 w7 _7 _& m0 x4 y: c$ w& K
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget )
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6 f! R0 u0 z" R% P6 h if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) " Y; d! @2 r8 }" o6 G6 K$ W
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pTarget->ResetFlag(CItemElem::binds);
4 E" h. ?- y, e& p8 O( T3 r& L pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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* C2 m* n0 `; I) W // log # E. Z+ I7 z$ O0 w9 C9 B; p7 Z
LogItemInfo log; ( B7 T9 M: b5 v+ I5 {" C
log.Action = "r";
. T& L! \7 L3 M. \, ? log.SendName = pUser->GetName(); 2 c5 y5 X4 J. |1 g. ^' t3 d) m
log.RecvName = "::binds";
* a0 [1 s- x5 U" J1 |/ E( f log.WorldId = pUser->GetWorld()->GetID();
) b7 K5 k! V; F2 L% A( U log.Gold = pUser->GetGold();
7 w# Z$ g! V$ j, j) {/ D/ o1 o log.Gold2 = pUser->GetGold();
! x$ [5 F# e9 o( X! Q OnLogItem( log, pTarget, 1 );
6 a& C6 T# h3 F& ~ return TRUE; ( R: }1 d6 w6 l* |# k9 Y. q- \: _2 |
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else
7 l1 a* e+ U, F8 @; ? pUser->AddText("Item ist bereits entbunden.");
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9 |7 u" q y/ J# E return FALSE; m# v( L, w( f1 k( ]- {
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( N2 k0 C, L' m& D% Q( m那么,你必须定义在defineItem.h II_CHR_SYS_SCR_UNBIND。
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7 X' ?# _6 @# X; B# ^2 T接下来,您在您的Spec_Item.txt以下。
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9 j( s9 Q3 `5 M: t% _. s代码:! V8 @6 L6 X% T+ I1 s! [" k0 \3 e3 g
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
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4 C& @. G- g( l+ U8 APropItem.txt.txt在电路中仍
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1 s' Z) Q) ~ \代码:
& s) S+ A4 r9 q+ ~* SIDS_ITEM_TXT_101111 滚动的解脱0 J* @' i( X7 X# C; {* h# e! U- ~
IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。
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/ Q- N* @/ U/ m z- M, K* |所以这是一个很多乐趣。
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积分:5 N% J3 w e7 x9 x9 A: I& e) n
incestus为源% U/ B8 O: \% R
shuya83的资源节
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