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你好' M( _: `' n/ O. O: t* w
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正如最近发布的,因为只有解脱滚动雾。* G9 {) v- K& k" Z. ]/ z3 ?
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在这里发表我现在100%确保运作滚动。
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; B; D i% t D4 R0 u( [灵魂束缚你的武器。) Y+ N6 H8 O( A
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* g* n2 I& h: {) F0 E3 g让我们开始吧。
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3 w5 ?2 B: A& H+ y3 J$ i; Y首先,我们打开您的的世界DPSrvr.h源服务器的文件夹。) r' E" b( O6 ~& R* v1 }" \# _
/ M4 X6 p3 Q0 P' S并寻找
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- w- S6 p; y+ V代码:6 U! h* Q6 l X+ @8 X/ @6 S6 M
BOOL DoUseItemTarget_ItemLevelDown( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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! R! [$ m9 C; L' ^6 Q其中,是
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% R% G/ k( ~$ G. c# m! H% {0 P0 S/ N代码:
. J' ~+ J& z. a' Y BOOL UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget );
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r$ J& _3 o$ ?" b) Q$ ~然后,她看起来到DPSrvr.cpp, d$ a& H' _) h/ C
# A" x6 M: \. G1 H+ D5 C+ |+ R代码:
' H% N# Q, G% ]. X9 n2 m1 v4 |7 c case II_SYS_SYS_SCR_LEVELDOWN01:, h+ A. }5 C7 u# Z; ]) o
case II_SYS_SYS_SCR_LEVELDOWN02:
' m+ K3 W2 w8 R( K( t9 n8 N0 l2 { b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
3 h! U' S- ^. S- M" z/ |" }9 s break;
5 V- ~; C4 c+ z/ ?* s. n* B& A default:% h: W& H; U8 N* I) R- D9 R' [% p, A
break;
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取代它
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代码:
1 O, X; g4 f o& X5 ?3 @. F1 ^ case II_SYS_SYS_SCR_LEVELDOWN01:
5 S/ U/ z- s7 t case II_SYS_SYS_SCR_LEVELDOWN02:
7 n" C7 G1 e( t! b" c# T b = DoUseItemTarget_ItemLevelDown( pUser, pMaterial, pTarget );
+ C" {/ G; b# u8 ]. o$ E3 { break;
9 k2 u$ a* I: ^7 m3 F case II_CHR_SYS_SCR_UNBIND:
5 ^! O/ J9 @ D5 k- Y b = UnbindScroll(pUser, pMaterial, pTarget);
8 G$ k9 ]" r9 \7 H! w' @ break;
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break;8 E/ i/ Q; J6 x1 s
}
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: f7 N1 D3 m! ?5 ]: O接下来,你找! V3 r" L% a: K
" x4 m% ~; E8 n# ]代码:
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pUser->AddDefinedText( TID_GAME_ITEM_LEVELDOWN01 );
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3 V0 ?/ h j* D5 k2 \. K return FALSE;' w( P* _4 z$ j- D
}
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6 `. {7 j# U0 w' Q4 X6 e6 b: q* I其中,是3 B7 o! `) z) N1 j; {
: o: w) s. v8 D7 d& Z代码:6 b# |( ]* Z O9 k: `) @
BOOL CDPSrvr::UnbindScroll( CUser* pUser, CItemElem* pMaterial, CItemElem* pTarget ) b" a+ d, q! |# `( D* S
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if( pTarget->IsFlag(CItemElem::binds) && pMaterial->m_dwItemId == II_CHR_SYS_SCR_UNBIND ) # ~' a( Y2 j4 ~( D/ M( e5 k
{
" ]) w" z7 H( M pTarget->ResetFlag(CItemElem::binds); $ p0 S) j3 ?. }2 N" c/ l M3 o4 U
pUser->UpdateItem( (BYTE)( pTarget->m_dwObjId ), UI_FLAG, MAKELONG( pTarget->m_dwObjIndex, pTarget->m_byFlag ) );
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// log
2 V- @1 b- x9 a" \9 K4 o5 q9 o LogItemInfo log;
3 @( F1 y7 s- t. q" U log.Action = "r"; ; o( J# @ ^" N+ d8 b1 U! O
log.SendName = pUser->GetName(); ' t s% U! x" s- I5 c8 [
log.RecvName = "::binds";
: L& x( D: c5 l% N% C# H- t log.WorldId = pUser->GetWorld()->GetID();
8 R# X! |) W+ ^/ } log.Gold = pUser->GetGold(); * s l7 l \: W& U; f
log.Gold2 = pUser->GetGold();
' {2 p2 }0 y+ m OnLogItem( log, pTarget, 1 );
5 Q: y$ y% {! y2 i return TRUE; W# e0 V! k; L0 |% {4 V. _# X
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else
7 r, z; P J& J) @3 z; P' _ pUser->AddText("Item ist bereits entbunden.");
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return FALSE; 5 {' h3 o% ~; d7 D+ x
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3 Z: j5 A! h! N' m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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: i* n# _ Y: v9 V4 b代码:2 |+ R' z7 ]% N
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 01 ]: o3 L8 T' B& M _' r; [1 O
- ^7 E6 T E' f7 ]1 |( W% Z/ JPropItem.txt.txt在电路中仍
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代码:
; E) v: ^; e3 l; |% W& SIDS_ITEM_TXT_101111 滚动的解脱1 m2 g4 L3 x! d; t% }
IDS_ITEM_TXT_101112 与此角色,你可以释放绑定的对象。- o3 e0 f5 _( j+ M
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所以这是一个很多乐趣。
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! P% Z9 b/ S, e6 N2 o2 T. P7 A* D积分:0 `- l. ~/ v/ g0 r% B
incestus为源
5 [$ }) J/ P# @3 ]3 v( a0 Pshuya83的资源节
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