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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
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}
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{
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// ToolTip
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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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{
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// Title String
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IDS_RESDATA_INC_003096
; [2 T2 u% r0 j0 [1 d& \
}
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{
" O; N. g" r: z$ g! ^
// ToolTip
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IDS_RESDATA_INC_003097
! w8 j, |; D E3 `
}
# @/ d% ?# R5 ~9 |& T( R
WTYPE_STATIC WIDC_STATIC6 "" 0 16 128 104 148 0x2260000 0 0 0 0
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{
' M+ u9 w' N& v2 d0 A
// Title String
4 y g" w8 p2 v& f9 [! q
IDS_RESDATA_INC_003098
+ q3 Y8 x. y! s/ E
}
1 d: {' y8 N4 O3 p3 y
{
4 t7 v% L+ p( M; o
// ToolTip
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IDS_RESDATA_INC_003099
1 D8 X. w7 J) W; y& D" T7 {' F
}
* N( E, P! n- W
WTYPE_STATIC WIDC_STATIC7 "" 0 11 76 281 92 0x2220000 0 0 0 0
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{
1 A- N3 H8 r) I7 v! Y8 g$ t( S
// Title String
1 `0 c! I+ [ _& n
IDS_RESDATA_INC_005076
7 s( H9 R. h9 o# x$ B( a' ]' C
}
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{
9 s$ @: ~) |. J+ x* e: R3 L- T! u
// ToolTip
5 \: b; t( a4 H7 L3 d
IDS_RESDATA_INC_005077
. L: z; T `# u3 H
}
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WTYPE_STATIC WIDC_STATIC8 "" 0 11 97 281 113 0x2220000 0 0 0 0
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{
, [' }, H G, U$ x. w/ k3 c
// Title String
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IDS_RESDATA_INC_005078
1 H0 n Q* c0 Z) L- s
}
1 W3 M; @. F4 J V, x4 r ]8 I" l
{
- x% Q5 o( Q( _, l3 L+ F. ` Q' b
// ToolTip
/ u6 q! X) N- W8 v7 t! [
IDS_RESDATA_INC_005079
L- k P8 r O; `, d
}
: }( l: o$ q7 v" K" F4 [' u2 F3 k& q
WTYPE_STATIC WIDC_2ND_PASSWORD "" 0 16 224 148 244 0x2220000 0 0 0 0
4 Z( d4 ]5 d9 R
{
2 N3 z; d3 P c* U- I
// Title String
' O% |9 ^- v8 c! Q( ~7 Z
IDS_RESDATA_INC_006874
D0 J6 |' d% n8 \* V
}
: ^% M3 v. j$ ^! X! f! Z
{
9 x7 [1 }: N- z2 B9 T0 c
// ToolTip
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IDS_RESDATA_INC_006875
4 S: V2 S# l4 Q' B( E Q' d
}
! @% I) a5 j& J) Q
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD "WndEditTile00.tga" 1 172 224 268 244 0x20000 0 0 0 0
2 s+ ]( F6 \7 d2 [1 B" x' K5 p3 |
{
8 h! k5 e1 E8 M
// Title String
: y7 F; x/ i9 B# j- Z
IDS_RESDATA_INC_006878
N# d4 e9 L) f: Z4 ~/ b* u9 \
}
1 ]: B7 Q$ T* k% d- i
{
/ l' n$ o3 X" h. l, D: A( e
// ToolTip
1 \) i7 R+ \* e! k7 l V1 t
IDS_RESDATA_INC_006879
t7 C4 ]) a& ?- b1 h" r
}
- J7 S, N; i1 Q: A6 m9 {
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD_CONFIRM "WndEditTile00.tga" 1 172 248 268 268 0x20000 0 0 0 0
+ N" ^' k1 x) X- E1 o: H7 Q1 R( P
{
# ~' ^+ I6 g4 C1 `
// Title String
2 m+ S8 M4 i. j
IDS_RESDATA_INC_006880
* ~) G5 q* W# t" U! N7 H& ^7 R
}
" w/ j0 u* }5 y8 K
{
# W! m! a3 g$ p" x1 e8 D a" q* N% P+ A
// ToolTip
% ^8 o) m5 q3 {- L- u" D9 D
IDS_RESDATA_INC_006881
+ h1 T$ ^; |) X
}
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WTYPE_STATIC WIDC_STATIC_2ND_PASSWORD_TEXT "" 0 16 272 332 292 0x2220000 0 0 0 0
7 T3 ] x# O8 L: U' b# h+ e1 G- c
{
5 S5 ?2 F; ~; W) _- M
// Title String
5 p0 g5 R w" I% R
IDS_RESDATA_INC_006900
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}
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{
/ ~2 h$ ]% j; z2 V% D
// ToolTip
: {; C; c: u2 C' i
IDS_RESDATA_INC_006901
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}
# i3 R" x; ~3 L, j; F8 F3 a3 ^- V
WTYPE_STATIC WIDC_2ND_PASSWORD_CONFIRM "" 0 16 248 148 268 0x2220000 0 0 0 0
e. n/ ?6 B# H* s) j( q
{
5 t7 \/ ~5 a( b, \
// Title String
2 {3 ~$ T6 b1 y" F+ E' O6 q
IDS_RESDATA_INC_006904
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}
0 }& b! ^9 y. y: V* \ w% D8 t
{
! o% ]. [: _0 v& b* w' m
// ToolTip
- B, D. |: t( j4 s4 i) C
IDS_RESDATA_INC_006905
5 _5 D# S9 r! A" s: d
}
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WTYPE_COMBOBOX WIDC_COMBOBOX1 "WndEditTile00.tga" 1 118 80 286 102 0x20000 0 0 0 0
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{
3 U+ e: z& J* q& ~ ^6 G9 ]6 L
// Title String
$ u; G1 s8 U1 o
IDS_RESDATA_INC_007134
8 i2 R8 G& c8 k( D! L1 a1 {
}
5 F5 ], h! V* F3 k( u% O0 Q, L
{
0 t3 g2 p5 a1 q4 T! [
// ToolTip
4 o9 a5 K. z; @
IDS_RESDATA_INC_007135
$ L- b$ q8 `8 L$ \) K2 N
}
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WTYPE_STATIC WIDC_STATIC12 "" 0 18 82 114 98 0x2220000 0 0 0 0
7 F9 b. G1 K- N7 X; p
{
3 Z3 v5 Q. {4 I+ a, u0 `
// Title String
" G: y6 m; m2 o q' T# x+ g
IDS_RESDATA_INC_007136
$ a) p4 B) h! U8 f" i
}
% Z; Q8 j7 D1 Z) F& z
{
8 P8 P3 ?0 ^: T: J+ P# t
// ToolTip
( _4 i" x% ?; Q6 m
IDS_RESDATA_INC_007137
3 @$ v6 F3 S$ L0 l. r% p) A4 A
}
" D! V0 S; [$ ^4 m* l& m
! c7 c1 Z2 e% A* c7 ^
}
# @1 Y; Y9 [. j
所以红色的!
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+ l" g9 p* t. d/ `6 C: U1 T' ?
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)
, ~- Z% S: E" S, c8 X/ l: V
end
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If (@im_nJob = 4)
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Begin
( j% b6 P5 A! L! ^
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 121, 0, 3)
2 l: t3 f" f1 Y
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)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 64, 0, 6)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 118, 0, 7)
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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)
9 C6 j" x1 l% S/ G& ?% o9 x
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)
+ ~0 A# ?. y/ P. |. {, |
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
8 \! J: M) R& a, e$ ~7 @7 v
只需插入在此插入
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代码:
, D8 n9 u! Z, |8 F! L/ E1 x
INSERT BANK_EXT_TBL
0 ^; y, `( ~6 |7 |$ f
(
: I" y- h1 u* |" x r7 h0 j; Q! t
m_idPlayer,
+ C4 a8 M# o+ l# ?7 t6 R5 S
serverindex,
' @: z9 {. Z [$ R) q
m_extBank,
4 M1 i# f! E, N
m_BankPiercing
; S. x: Z1 H7 v$ q; `
)
: T4 }0 i8 h( ^0 X
VALUES
{5 i" r/ H( @- J* i3 k
(
) S$ N0 @, p- c3 q; w+ [- Y. O
@om_idPlayer,
: `) U% y0 Z# u; y% l {
@iserverindex,
, e0 p7 q8 @2 R$ i$ H! J! E
''$'',''$''
# m+ t* D; v" t9 O7 I! o& L
)
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2 @' m+ B; Q( r/ }5 [! x1 M$ C$ E
6 g! \: c& @( a6 r/ ~
#define IDS_RESDATA_INC_007134 28816
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7 _; d- F- |3 ~* N
5 f/ A: | Q9 W
DBQryCharacter( szQuery, "I1", 0, g_appInfo.dwSys, lpDbOverlappedPlus->AccountInfo.szAccount, lpDbOverlappedPlus->AccountInfo.szPlayer, nSlot, dwWorldID,
# w+ @+ U+ f, u6 O9 |0 S
dwIndex, vPos.x, vPos.y, vPos.z, '\0', nSkinSet, nHairMesh, dwHairColor, nHeadMesh, nSex
4 q. g @4 `2 J5 t" C. D
#ifdef __NEW_JOB_SYS
7 ]; W9 y% h- v' ]) @/ j6 V
, 0.0f, 0, 0.0f,
5 j1 X7 J7 T, U! o* r: M
0, 0, 0, 0, 0,
# n. `* H- E* k8 v3 x; ?
nJob
. C- n# O4 [! C) B5 p6 I
#endif
: U- E# c, m1 ?( N$ R
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