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标题:
职业选择在创建角色
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作者:
admin
时间:
2016-1-10 03:46
标题:
职业选择在创建角色
在这里,我向你解释如何在源选择安装到创建工作中的字符。
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../NEUZ/Versioncommon.h
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在上范围进这里只是这一个:
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代码:
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#define __JOB_CREATE_CHAR
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../_Interface/WndTitle.cpp
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在这里你进入功能
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代码:
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void CWndCreateChar::OnInitialUpdate()
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并有助于
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代码:
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CWndNeuz::OnInitialUpdate();
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这样的代码:
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代码:
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#ifdef __JOB_CREATE_CHAR
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m_Player.m_byJob = JOB_MERCENARY;
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CWndComboBox* pWndJobBox = ( CWndComboBox* )GetDlgItem( WIDC_COMBOBOX1 );
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pWndJobBox->AddString("Mercenary");//Edit by yannickmama
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pWndJobBox->AddString("Acrobat");
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pWndJobBox->AddString("Assist");
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pWndJobBox->AddString("Magician");
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pWndJobBox->AddWndStyle( EBS_READONLY );
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pWndJobBox->SetCurSel( 0 );
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#endif //__JOB_CREATE_CHAR
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在同一文件中,我们跳到这个功能
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代码:
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BOOL CWndCreateChar::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
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并查找这一行:
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代码:
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case WIDC_OK: // Create
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{
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下面我们就这一个:
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代码:
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#ifdef __JOB_CREATE_CHAR
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CWndComboBox* pWndJobBox = ( CWndComboBox* )GetDlgItem( WIDC_COMBOBOX1 );
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assert( pWndJobBox );
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if( pWndJobBox->GetCurSel() == -1 )
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{
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g_WndMng.OpenMessageBox( "Bitte w?hlen Sie einen Job" );
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return TRUE;
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}
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switch( pWndJobBox->GetCurSel() )
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{
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case 0:
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m_Player.m_byJob = JOB_MERCENARY;
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break;
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case 1:
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m_Player.m_byJob = JOB_ACROBAT;
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break;
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case 2:
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m_Player.m_byJob = JOB_ASSIST;
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break;
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case 3:
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m_Player.m_byJob = JOB_MAGICIAN;
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break;
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default:
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m_Player.m_byJob = JOB_MERCENARY;
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break;
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}
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#endif //__JOB_CREATE_CHAR
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../databaseserver/versioncommon.h
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在这里,我们这一个以上的地方进行
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代码:
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#define __JOB_CREATE_CHAR
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../_Database/DbManager.cpp
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在那里,我们去的功能
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代码:
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void CDbManager::CreatePlayer( CQuery *qry, LPDB_OVERLAPPED_PLUS lpDbOverlappedPlus )
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并搜索
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代码:
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pd.data.nJob = 0;
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并替换为
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代码:
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#ifdef __JOB_CREATE_CHAR
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pd.data.nJob = nJob;
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#else //__JOB_CREATE_CHAR
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pd.data.nJob = 0;
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#endif //__JOB_CREATE_CHAR
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这将永远有一个来源的东西。
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但我们现在必须修改数据库,所以我们走在存储过程CHARACTER_01_DBF CHARACTER_STR到数据库
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和搜索
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代码:
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FROM BASE_VALUE_TBL
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WHERE g_nSex = @im_dwSex
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并替换为
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代码:
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FROM BASE_VALUE_TBL
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WHERE g_nSex = @im_dwSex AND
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m_nJob = @im_nJob
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当你做的工作,以便更积极的条目BASE_VALUE_TBL CHARACTER_01_DBF都可以。
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你必须确保它仅适合和njob g_nSex。始终创建两个g_nSex g_nSex=0和=1项。
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你必须,但是,仍然在Character_STR条目(刚下Selectierung BASE_VALUE_TBL)为补充SKILLINFLUENCE_TBL。
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这是那里告诉服务器哪些技能你的角色可以skillen。
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可惜我不再the'm懒得现在要做的话:'D
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Quote:
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Originally Posted by Divine.
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如果他发现我
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代码:
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pd.data.nJob = 0;
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并非如此:
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所以,我只能看到
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代码:
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// pd.nJob = 0;
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^^
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Hier, das mussu finden:
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Quote:
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#ifdef __CREATE_JOB
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pd.data.nJob = nJob;
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#endif // __CREATE_JOB
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// pd.nJob = 0;
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// pd.dwState = 0;
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pd.data.nLevel = 1;
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pd.data.nSex = nSex;
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pd.data.nVer = 1;
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我仍然有一个问题(:
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下Character_STR DB
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这样做在这里
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代码:
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FROM BASE_VALUE_TBL
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WHERE g_nSex = @im_dwSex
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在这里改变
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代码:
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FROM BASE_VALUE_TBL
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WHERE g_nSex = @im_dwSex AND
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m_nJob
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由于还需要什么?.?
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在第一篇文章中,你可以阅读
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代码:
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FROM BASE_VALUE_TBL
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WHERE g_nSex = @im_dwSex AND
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m_nJob
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窗口是什么我忘了
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代码:
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APP_CREATE_CHAR "WndTile08.tga" 1 544 368 0x2410000 26
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{
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// Title String
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IDS_RESDATA_INC_003064
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}
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{
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// Help Key
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IDS_RESDATA_INC_003065
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}
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{
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WTYPE_BUTTON WIDC_OK "ButtOk.tga" -842150451 176 300 248 320 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003066
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003067
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}
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WTYPE_BUTTON WIDC_CANCEL "ButtCancel.tga" -842150451 280 300 352 320 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003068
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003069
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}
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WTYPE_BUTTON WIDC_MALE "ButtMale.bmp" -842150451 118 128 190 148 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003070
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003071
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}
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WTYPE_BUTTON WIDC_FEMALE "ButtFemale.bmp" -842150451 194 128 266 148 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003072
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003073
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}
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WTYPE_EDITCTRL WIDC_NAME "WndEditTile00.tga" 1 116 48 288 71 0x20000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003074
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003075
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}
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WTYPE_BUTTON WIDC_HAIRSTYLE_LEFT "ButtLeft.bmp" -842150451 118 152 190 172 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003076
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003077
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}
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WTYPE_BUTTON WIDC_HAIRSTYLE_RIGHT "ButtRight.bmp" -842150451 194 152 266 172 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003078
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003079
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}
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WTYPE_BUTTON WIDC_HAIRCOLOR_LEFT "ButtLeft.bmp" -842150451 118 176 190 196 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003080
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003081
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}
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WTYPE_BUTTON WIDC_HAIRCOLOR_RIGHT "ButtRight.bmp" -842150451 194 176 266 196 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003082
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003083
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}
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WTYPE_BUTTON WIDC_FACE_LEFT "ButtLeft.bmp" -842150451 118 200 190 220 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003084
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003085
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}
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WTYPE_BUTTON WIDC_FACE_RIGHT "ButtRight.bmp" -842150451 194 200 266 220 0x220000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003086
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003087
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}
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WTYPE_STATIC WIDC_STATIC1 "" -842150451 16 48 116 68 0x2260000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003088
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003089
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}
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WTYPE_STATIC WIDC_STATIC2 "" -842150451 -232 136 -132 152 0x2260000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003090
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003091
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}
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WTYPE_STATIC WIDC_STATIC3 "" -842150451 16 152 108 172 0x2260000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003092
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}
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{
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// ToolTip
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IDS_RESDATA_INC_003093
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}
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WTYPE_STATIC WIDC_STATIC4 "" -842150451 16 176 104 196 0x2260000 0 0 0 0
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{
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// Title String
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IDS_RESDATA_INC_003094
7 _2 B/ \+ e$ T( G$ u
}
! Z8 b a9 _( J0 d
{
5 m" w; w3 L* f" z) C; E1 v( q& c& m
// ToolTip
2 ?3 [+ _* _2 b
IDS_RESDATA_INC_003095
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}
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WTYPE_STATIC WIDC_STATIC5 "" -842150451 16 200 100 220 0x2260000 0 0 0 0
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{
3 ]* P8 H# X) Z; c5 J) d
// Title String
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IDS_RESDATA_INC_003096
1 M6 I n& i4 q M4 a
}
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{
8 `# @ a$ b) j* l, @
// ToolTip
) u0 D9 X3 M1 j1 c2 U* S6 D D: I/ M
IDS_RESDATA_INC_003097
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}
$ ~* I* G! b. @' |; u; A
WTYPE_STATIC WIDC_STATIC6 "" 0 16 128 104 148 0x2260000 0 0 0 0
! E- Z. z7 c/ |
{
- ~- x* M: G1 f, _8 }
// Title String
$ A9 [0 d3 b9 n5 C' I' m
IDS_RESDATA_INC_003098
/ K" @& d3 t9 w4 u
}
/ z; ]2 u8 \6 f% K1 x0 ^5 t
{
5 v k& ~- ?. E( g6 f9 V* S
// ToolTip
7 s% ~- @" E" f3 b$ l
IDS_RESDATA_INC_003099
( Z7 }2 y6 [/ K" i |; B% J, v
}
/ s2 W9 E+ @( x8 G3 K9 x
WTYPE_STATIC WIDC_STATIC7 "" 0 11 76 281 92 0x2220000 0 0 0 0
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{
4 [* Q- D p6 E8 M. V
// Title String
% Y3 P' Z" @. R9 Q2 |
IDS_RESDATA_INC_005076
4 Z2 ?; \2 ^$ v, J
}
- x5 e" T. ]7 S2 d' w* ^7 d+ D0 Q4 i
{
8 h: a9 s ?9 W( p
// ToolTip
8 a: ^8 T1 P* \7 Q9 Z
IDS_RESDATA_INC_005077
o9 J# r" I# Z2 r: i
}
& j n' `* l7 b5 I) O) a
WTYPE_STATIC WIDC_STATIC8 "" 0 11 97 281 113 0x2220000 0 0 0 0
# A8 Y: E7 r( F# D2 `* {: w$ [
{
3 x3 D7 l, K8 [. ~% W1 X
// Title String
8 L* i3 M6 Y b2 M
IDS_RESDATA_INC_005078
1 \; [9 O; O! Y
}
0 L- x8 m- `# j/ y* `
{
; C" h) M! [- @1 i6 K
// ToolTip
8 N! A! b4 W3 v) ?/ }
IDS_RESDATA_INC_005079
9 v8 M$ o" B$ {" J8 D
}
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WTYPE_STATIC WIDC_2ND_PASSWORD "" 0 16 224 148 244 0x2220000 0 0 0 0
! w1 Q* I- D2 u% S; r: ^
{
) b% [6 w/ w$ x% s
// Title String
3 M! C/ m: \: S' n( L, N: A$ `
IDS_RESDATA_INC_006874
. a9 H; s4 }, g: q- o5 ^2 [( s
}
4 p8 u) h( S, x+ k
{
i3 w+ O w* S; j# K$ ]
// ToolTip
; n; K$ X3 Y, ]; q
IDS_RESDATA_INC_006875
& r/ J0 p9 i6 v5 f+ p! K7 Y' V
}
9 m9 J6 y' V& _. d0 w8 r( M' z
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD "WndEditTile00.tga" 1 172 224 268 244 0x20000 0 0 0 0
6 Z' v3 ~7 R- S9 B6 y8 D1 }9 }
{
- J) r. G* c) d. \3 n3 C7 Y" e. q
// Title String
/ j; f. U3 v7 W M
IDS_RESDATA_INC_006878
0 N! ~! e3 y% N& U, ^
}
+ U+ C' ]( {8 d5 H# F4 P
{
1 }: U2 \6 a9 u) C- J
// ToolTip
1 R/ P# P: E/ r1 r1 u# i
IDS_RESDATA_INC_006879
1 T0 L4 r& U. u9 t4 m
}
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WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD_CONFIRM "WndEditTile00.tga" 1 172 248 268 268 0x20000 0 0 0 0
# c- V6 t. b5 [. r9 |- R$ S; v% \
{
% H) g2 O; K" `! \ _
// Title String
$ B l, F1 P3 M, |* D
IDS_RESDATA_INC_006880
( u T; m) m1 z! p
}
$ B `; y& U! i
{
: P6 e+ b" \0 [4 M
// ToolTip
% U5 X# l X. @7 Y4 N$ |
IDS_RESDATA_INC_006881
( w9 e& }- }7 N; v
}
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WTYPE_STATIC WIDC_STATIC_2ND_PASSWORD_TEXT "" 0 16 272 332 292 0x2220000 0 0 0 0
2 L- D4 d7 w' C
{
: ]( b! j* ]& S. F* E6 X
// Title String
! |9 D! U0 ~& C i6 J
IDS_RESDATA_INC_006900
+ }1 y( V# Y3 ?- [1 y& h& k
}
' Z, y; p0 k$ X m0 p
{
3 f8 H) d e. y- Z1 _8 T
// ToolTip
$ h5 R0 ]# \: P6 `; v
IDS_RESDATA_INC_006901
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}
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WTYPE_STATIC WIDC_2ND_PASSWORD_CONFIRM "" 0 16 248 148 268 0x2220000 0 0 0 0
% B! ?0 p1 b1 D2 i% z
{
2 X) m5 ?; z5 H
// Title String
" D: V/ b/ G. N, ?! y6 j8 h# d
IDS_RESDATA_INC_006904
. K p$ A3 U! F G1 e; z
}
9 \8 d. h: {0 ~, @
{
4 _5 ]; k6 x& ^
// ToolTip
7 D3 y- C; ~+ d, L2 X5 B
IDS_RESDATA_INC_006905
2 ^$ ]" k( T' z5 C4 m
}
9 P. @3 M! w% O- R% Q$ e7 J, z- e) f) W
WTYPE_COMBOBOX WIDC_COMBOBOX1 "WndEditTile00.tga" 1 118 80 286 102 0x20000 0 0 0 0
& v( `$ b, j A: h" f4 k
{
, O* e! n. i: R3 B+ Q4 o
// Title String
6 `" e' P% F3 A& l: Q
IDS_RESDATA_INC_007134
2 \# G! z s! V' P B
}
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{
9 ~! f# T; F) A5 ^: G
// ToolTip
7 V6 N% q* ~& \0 k3 Z* v
IDS_RESDATA_INC_007135
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}
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WTYPE_STATIC WIDC_STATIC12 "" 0 18 82 114 98 0x2220000 0 0 0 0
, S+ i" C6 W, H# p
{
( `4 H; |- f: ~: W4 Q' K
// Title String
, T5 W1 H y; W h
IDS_RESDATA_INC_007136
3 I+ {# n! ?1 d! y
}
. P8 Z* l% [+ T
{
* J3 p- D: b7 q. K' I3 U" A5 x
// ToolTip
+ Z2 M0 \( a! H0 z
IDS_RESDATA_INC_007137
* [( ~3 u9 U6 {
}
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6 g" e: T/ _, I0 }" Q6 D$ [
}
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所以红色的!
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这里还tblSkillPoint的条目:
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代码:
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If (@im_nJob = 1)
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Begin
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 9, 0, 3)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 4, 0, 4)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 10, 0, 5)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 5, 0, 6)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 112, 0, 7)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 13, 0, 8)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 111, 0, 9)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 6, 0, 10)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 108, 0, 11)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 14, 0, 12)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 109, 0, 13)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 7, 0, 14)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 12, 0, 15)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 11, 0, 16)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 8, 0, 17)
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end
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If (@im_nJob = 2)
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Begin
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 197, 0, 3)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 194, 0, 4)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 206, 0, 5)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 195, 0, 6)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 191, 0, 7)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 192, 0, 8)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 198, 0, 9)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 193, 0, 10)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 201, 0, 11)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 203, 0, 12)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 196, 0, 13)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 204, 0, 14)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 202, 0, 15)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 199, 0, 16)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 205, 0, 17)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 200, 0, 18)
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end
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If (@im_nJob = 3)
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Begin
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 44, 0, 3)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 46, 0, 4)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 52, 0, 5)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 45, 0, 6)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 114, 0, 7)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 49, 0, 8)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 104, 0, 9)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 20, 0, 10)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 53, 0, 11)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 51, 0, 12)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 113, 0, 13)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 115, 0, 14)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 105, 0, 15)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 48, 0, 16)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 116, 0, 17)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 117, 0, 18)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 50, 0, 19)
K. B! ^% Z5 W% P/ n
end
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If (@im_nJob = 4)
4 V; K* [" q* Q; w1 e
Begin
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 121, 0, 3)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 120, 0, 4)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 119, 0, 5)
* }0 b, i# |, I
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 64, 0, 6)
. ^- b: D: c6 y0 _6 i
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 118, 0, 7)
5 I5 I0 l1 `2 \, I
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 69, 0, 8)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 36, 0, 9)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 32, 0, 10)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 70, 0, 11)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 65, 0, 12)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 34, 0, 13)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 107, 0, 14)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 37, 0, 15)
1 F/ [* \; G9 M0 [+ O) ]
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 35, 0, 16)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 31, 0, 17)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 30, 0, 18)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 33, 0, 19)
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end
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只需插入在此插入
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代码:
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INSERT BANK_EXT_TBL
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(
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m_idPlayer,
% R* u1 [, G( R+ i) B
serverindex,
7 Y# [2 M9 F( r. f$ w4 X
m_extBank,
2 Z4 N7 b: ~9 T$ {0 k
m_BankPiercing
- S' L, j; C1 K1 T. ]
)
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VALUES
/ x7 \0 C% `3 U! T* r9 k
(
6 g7 E8 J8 v3 y5 o3 h
@om_idPlayer,
4 g0 @+ N( _5 X2 I9 r
@iserverindex,
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''$'',''$''
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)
2 z) V+ O. R) O4 r3 l; L
4 d( T1 ?8 u1 s' ?6 }/ O
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#define IDS_RESDATA_INC_007134 28816
, q- @8 |2 v' p2 U
5 |! p. K9 `) D6 T, n. B5 r; S
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DBQryCharacter( szQuery, "I1", 0, g_appInfo.dwSys, lpDbOverlappedPlus->AccountInfo.szAccount, lpDbOverlappedPlus->AccountInfo.szPlayer, nSlot, dwWorldID,
1 e0 [ p+ A3 N0 }/ N8 Z$ [# j9 M
dwIndex, vPos.x, vPos.y, vPos.z, '\0', nSkinSet, nHairMesh, dwHairColor, nHeadMesh, nSex
* v3 t5 ~6 s: I+ Y+ @
#ifdef __NEW_JOB_SYS
# J& L$ p: D8 Q+ u' I+ h# W
, 0.0f, 0, 0.0f,
- k; b+ _7 ~* t. @8 V) n" x6 G A
0, 0, 0, 0, 0,
; b; w+ y1 d& N8 c' a$ h8 v2 S
nJob
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#endif
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