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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
. G* D- J4 q, C8 T3 U b7 z
}
' [- u: c" | v" R) I( v/ x
WTYPE_STATIC WIDC_STATIC5 "" -842150451 16 200 100 220 0x2260000 0 0 0 0
% c5 G0 m% r9 K5 @6 H- j
{
, R0 F& l- w5 w7 G( b2 v
// Title String
* l+ r: e" g$ K% m7 K' x' l
IDS_RESDATA_INC_003096
# ~# c( }0 d: w9 ^% U* w8 m5 `1 Z
}
$ N6 `. f" `* f# y; a
{
6 V4 S* S$ V7 t0 ]2 m) W7 a
// ToolTip
/ \7 o) }/ H; F
IDS_RESDATA_INC_003097
& X8 R' j. W; R, }$ @6 `
}
$ m) }* @; f3 v7 h8 a
WTYPE_STATIC WIDC_STATIC6 "" 0 16 128 104 148 0x2260000 0 0 0 0
) }0 M2 m' e" U3 q
{
7 o) N4 A( D' ^1 t7 J) _
// Title String
: _: Y) S( ?# [ n F
IDS_RESDATA_INC_003098
, d _( ~1 Q D6 @$ |7 a
}
- M. A e! }' _! _9 E. Q# l
{
4 d5 o; G1 [0 H4 y9 u) I8 \. o# H
// ToolTip
* L% j! r, D: M
IDS_RESDATA_INC_003099
& R+ G6 {+ T& e( x- ]3 a" O
}
3 a% `9 k# R4 q- F
WTYPE_STATIC WIDC_STATIC7 "" 0 11 76 281 92 0x2220000 0 0 0 0
5 F7 u3 B1 m3 H6 q3 G
{
! p: A2 x; v! t
// Title String
8 Q5 _7 P/ |+ o( G) J( p6 q% V! A8 W# z
IDS_RESDATA_INC_005076
. O3 ?4 M/ U% ~% [
}
* }3 N3 S2 ]9 J, V" m2 T. E
{
/ b. K) o7 ^, J9 P2 X+ p
// ToolTip
# W; k- r9 M; }3 K7 C
IDS_RESDATA_INC_005077
; n( g" S3 }: ?! D6 \: |: @
}
! _( S4 L2 @' p
WTYPE_STATIC WIDC_STATIC8 "" 0 11 97 281 113 0x2220000 0 0 0 0
" h( |9 }' P, h+ t3 u' ^% b5 Q
{
( Y# r+ y$ R* [ c2 K; e" c+ q9 P6 d
// Title String
8 `. @5 s; z# W; U
IDS_RESDATA_INC_005078
+ ~* |8 p/ }) G+ [! |+ L% i
}
; u; L; x4 @* Q8 i' F; h
{
1 p8 z, A, s, V5 f% r3 \
// ToolTip
+ S* _* H2 X3 g* R7 L, }7 _/ x
IDS_RESDATA_INC_005079
- i2 ?9 p& T8 T: J& I# K' U
}
% h7 {, H# S" D% B- s: \4 @
WTYPE_STATIC WIDC_2ND_PASSWORD "" 0 16 224 148 244 0x2220000 0 0 0 0
7 j+ E. t: Q7 A6 a8 f3 |
{
+ D# K P9 a" a O$ ~6 G; R
// Title String
( M5 C' P$ t' ? Z! d v
IDS_RESDATA_INC_006874
% {+ X: D4 @9 V7 M' I- v7 M
}
- N3 p: `- v7 R
{
( n/ q5 |2 P* y; u% v- p2 k
// ToolTip
* p' b' b4 J- Z
IDS_RESDATA_INC_006875
- V0 T" v$ x" H/ V& m% u# l
}
* k3 A# J& @: d6 ~# N( a5 S
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD "WndEditTile00.tga" 1 172 224 268 244 0x20000 0 0 0 0
& o/ Q1 N' I c5 Z
{
' i+ u6 x( C& j: R# E2 J( C0 K
// Title String
) U. o- l, K2 v" c
IDS_RESDATA_INC_006878
" r' t2 f# f/ D& G$ \2 d. r+ O2 F
}
: b6 j( @5 z" e* j% r$ E& M
{
, Q, U! Z: V& s
// ToolTip
! a( T/ T! i. B! Z+ l
IDS_RESDATA_INC_006879
3 d$ h! e( s: E2 t
}
9 O* |1 j0 K4 [
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD_CONFIRM "WndEditTile00.tga" 1 172 248 268 268 0x20000 0 0 0 0
# m) l/ Q9 |2 C. F: r$ ]$ _$ y
{
7 n3 U1 \; t8 k, m* p3 c
// Title String
3 S2 T+ n) g, ~3 M
IDS_RESDATA_INC_006880
% Z& G2 D5 @# F+ L" b: ? B
}
) h# u+ o+ K% V; H7 b
{
5 J2 B" d* ^8 ^
// ToolTip
, ]4 I( R+ h) h, o$ G0 \. E* `
IDS_RESDATA_INC_006881
) u' C* I6 R) \2 e* H. K V; ]
}
% Z5 m7 `9 ]$ G
WTYPE_STATIC WIDC_STATIC_2ND_PASSWORD_TEXT "" 0 16 272 332 292 0x2220000 0 0 0 0
6 I6 R' ~/ j1 }
{
: V) w- G: v# {4 o/ W* K
// Title String
( m+ z1 |+ r9 x( u" P A
IDS_RESDATA_INC_006900
3 Y* T5 T$ Y8 H
}
$ N+ @' L1 p# h5 F' I3 L! q/ [% r; Y
{
2 a- G; M/ ^' o8 U5 x
// ToolTip
) K+ S6 k# a6 J1 ]1 w
IDS_RESDATA_INC_006901
5 ~! E. |! u& r8 [2 n
}
# A5 e/ x4 P+ W
WTYPE_STATIC WIDC_2ND_PASSWORD_CONFIRM "" 0 16 248 148 268 0x2220000 0 0 0 0
& e+ Q V! _- S2 v, ^& T* ^
{
4 ?& F0 K- Y/ Q* e3 [
// Title String
2 _$ M# S3 A1 B* x! @4 i' E
IDS_RESDATA_INC_006904
8 V- o5 I( I' D' @
}
4 D0 c7 A# J# z0 {6 o
{
/ f6 {" W7 A, |
// ToolTip
P( [5 J9 H4 O! g( K
IDS_RESDATA_INC_006905
& P) P5 j6 \$ c1 }5 @+ _
}
, x* o* f! x4 q) P0 [
WTYPE_COMBOBOX WIDC_COMBOBOX1 "WndEditTile00.tga" 1 118 80 286 102 0x20000 0 0 0 0
2 `' t7 G) \) t$ Q" u
{
; L) k$ F9 r" Y
// Title String
1 @+ K4 F: V! Z
IDS_RESDATA_INC_007134
9 e/ H8 P7 s) Y9 y" F
}
% B3 X# g% r& h& \% n: o* f, V
{
2 o! e: U: \; s+ c- m
// ToolTip
$ f2 _* `6 u9 y: _2 D$ G4 P" {( v/ N
IDS_RESDATA_INC_007135
) K G2 ~0 n9 j# ^# @, @3 F
}
! r% q# f* _% Z
WTYPE_STATIC WIDC_STATIC12 "" 0 18 82 114 98 0x2220000 0 0 0 0
- q. B5 b, E; d+ a
{
+ j! X6 t% E X* o9 w; q
// Title String
# v0 I' Y' d( F- d! Y. p3 }
IDS_RESDATA_INC_007136
7 B1 ?0 K+ L7 P4 O- Y* d* |
}
9 g+ ~: }# D8 w
{
" K3 |% N3 e1 y! t
// ToolTip
+ z2 e7 `$ [; M: ~
IDS_RESDATA_INC_007137
2 q F8 S0 \7 @2 |) M
}
4 S4 A/ b, E" J. o2 C+ O, J- d
* ^$ [0 R, I/ z1 A* t
}
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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)
, B3 i2 ` K0 {5 j/ Y
Begin
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 44, 0, 3)
+ t1 L* a! Y2 Z0 B
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)
9 [ M. x, A& J( y+ P$ l
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 49, 0, 8)
|- X- U) J2 r" E5 `
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 104, 0, 9)
B1 k- n! l5 B& h& t- _) q2 h
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)
% o$ ^, s* ]1 N0 L! n y7 [& m
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 50, 0, 19)
& u# t3 q8 ^8 e- j- l
end
9 N6 I! \- S+ v( r9 K& l
If (@im_nJob = 4)
d `# c4 ]' i
Begin
% w. m1 M% u& C" R. S
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 121, 0, 3)
* {- E; V2 j- Y+ `/ s% R0 { [) 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)
" e! d* n/ u! A, Z( U
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)
* }* g- A1 l+ D2 H. W
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 36, 0, 9)
d7 D" C8 B" ^' Y
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 32, 0, 10)
4 r. N- G F- T; V2 W }8 `) `8 k
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 70, 0, 11)
. Z) p0 H7 I6 j0 r
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 65, 0, 12)
) H# |# v4 x0 B& r* j( ^! H+ {* ^
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 34, 0, 13)
9 _. u9 Q- I4 n; B' T
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 107, 0, 14)
- ?& n/ Z- m' L
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 37, 0, 15)
( s; q4 m% ]7 l4 e) M, S
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)
& g' Z* a5 u2 n. b; r: \! Z
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 33, 0, 19)
& z% R$ x" [% L. J3 T! `0 E0 J
end
9 M, P, ^) U+ A$ E( H/ M' ], z+ |! Q
只需插入在此插入
; A% ^* O. Z0 J
代码:
X1 u) [# d$ i3 m$ g
INSERT BANK_EXT_TBL
2 K6 Z8 W5 b' J7 I3 i5 j! [2 W4 s% u
(
9 C w) E$ S5 I: ~2 w' P# }
m_idPlayer,
) U( }2 e4 t3 w, U0 ^- u: l
serverindex,
8 S7 l& u8 [* ]" Q
m_extBank,
' V- ~; E R2 H7 z0 `) t
m_BankPiercing
% U) C& e1 ]- K) u( C! [
)
: u+ f4 h1 Z3 x4 n3 C: k# ~/ U
VALUES
7 ]$ i$ z1 R# R' v3 S& t! R
(
. E( R- ~) B4 G. l% k! E/ u; Y
@om_idPlayer,
; |$ @: A, \7 {5 f! W1 [
@iserverindex,
2 n+ A/ t0 p0 O, T! k% W4 U
''$'',''$''
/ |! j* F" Y+ n
)
( M% r% Q! N* C9 A
+ D D" B2 o$ g1 I; h- S$ o9 {" F/ q, J
1 n4 Q- ]: o( D4 B% R, [% M
#define IDS_RESDATA_INC_007134 28816
- T0 J6 j I7 `# \8 I7 ~" t
. I1 @0 z5 e0 |0 W; M7 e- w
! E$ K2 ~. r( F+ F; K6 L+ @
DBQryCharacter( szQuery, "I1", 0, g_appInfo.dwSys, lpDbOverlappedPlus->AccountInfo.szAccount, lpDbOverlappedPlus->AccountInfo.szPlayer, nSlot, dwWorldID,
. x5 y5 B6 I9 F# I1 U" I
dwIndex, vPos.x, vPos.y, vPos.z, '\0', nSkinSet, nHairMesh, dwHairColor, nHeadMesh, nSex
( k) R4 G$ ^7 x6 R3 {; g! ~! O
#ifdef __NEW_JOB_SYS
, ]& [/ q- W+ Z' D; l3 R5 Y
, 0.0f, 0, 0.0f,
" }7 H# v+ g5 V- g: k- S ]' J" f9 e
0, 0, 0, 0, 0,
# h% I" t7 T( U* ?0 @$ l
nJob
% v+ ^0 i7 c5 ]$ R( w/ [# X% [7 Q
#endif
* H1 F: r+ a/ X0 q
( m# Z' V( |6 \
' X6 d3 a! p, t
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