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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
0 L/ ?: t0 B+ E" V8 p- H( F6 `+ i
}
5 H% N# o; R' D. }0 f* g
WTYPE_STATIC WIDC_STATIC5 "" -842150451 16 200 100 220 0x2260000 0 0 0 0
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{
/ d3 `/ }7 }+ ^4 i1 i3 ], W$ ]
// Title String
2 b4 t+ a* E' ~( ?$ d
IDS_RESDATA_INC_003096
3 @6 c" x3 d1 ^7 \, r
}
J8 h1 u' ~; h6 ~
{
. M) Q7 X B6 r+ W0 Z5 h
// ToolTip
2 M4 {+ m3 ^) ` C! d8 S7 M- n( z
IDS_RESDATA_INC_003097
, m' m1 t' f. {. R
}
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WTYPE_STATIC WIDC_STATIC6 "" 0 16 128 104 148 0x2260000 0 0 0 0
/ x, T9 L+ ~! `$ m9 o5 F
{
r3 s. N" { e. Q
// Title String
8 t8 J" ~+ M, k+ e- {4 Z0 d' y
IDS_RESDATA_INC_003098
4 j. F& U: Z6 a2 c; s; U
}
. b( Q4 ~9 J+ R# \' w
{
/ v( q, F/ N4 @- S% W3 ^
// ToolTip
, A; T3 y% Y/ u5 B S6 M9 ~
IDS_RESDATA_INC_003099
5 f2 t) [' O, E" s
}
8 F' Q7 W5 f9 s9 T2 i/ X7 K; |
WTYPE_STATIC WIDC_STATIC7 "" 0 11 76 281 92 0x2220000 0 0 0 0
" K5 A0 [6 d" j( O* m+ ^' _
{
& }& ]( Y* _3 E8 q/ W
// Title String
5 ?( ^5 s- z/ W( ?1 i$ J e0 ~
IDS_RESDATA_INC_005076
2 H0 U) d+ W" H; U1 z9 w7 ?
}
+ U3 W+ C' I# ?, @0 ~; c% u- M
{
" |$ q( N" x8 i( K* [ C
// ToolTip
2 p6 R( q4 Z& y: w
IDS_RESDATA_INC_005077
7 z' m" W: j; V% R
}
% d3 Z/ Y ^, o) s! T' e5 ^7 r. y7 \
WTYPE_STATIC WIDC_STATIC8 "" 0 11 97 281 113 0x2220000 0 0 0 0
: q5 Z& U+ d7 ^, l$ t3 `
{
( D, s6 ^& P# ?, Y
// Title String
1 H' k8 M( i/ Q& T
IDS_RESDATA_INC_005078
. c9 q) {: L' j) R( ?! a+ y
}
; V. r; B' k) Y) i/ o5 ]
{
) u) N0 V' U, B" A& S
// ToolTip
3 Z3 u% X+ ~2 q0 n% A9 `# e
IDS_RESDATA_INC_005079
+ H( F7 d P7 H0 I4 f: [
}
! T% q6 @! `9 ^" q1 T, ]
WTYPE_STATIC WIDC_2ND_PASSWORD "" 0 16 224 148 244 0x2220000 0 0 0 0
$ y- P4 n ^( U/ @
{
; |$ E( c) q6 U
// Title String
4 ?6 s* S& a1 D6 s. g
IDS_RESDATA_INC_006874
4 y5 w. K5 }2 Q. ^5 _8 P2 A
}
4 b4 T/ ]; i+ E' r3 T3 }& J" _ A2 W8 x
{
) R+ T' e5 c" I0 q/ I
// ToolTip
& N3 X: b+ P% ^/ q
IDS_RESDATA_INC_006875
( e+ ]6 p$ X8 d. J9 C& e5 X
}
: v8 ]3 E( R* c" A, f/ X0 A b" ?
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD "WndEditTile00.tga" 1 172 224 268 244 0x20000 0 0 0 0
+ v" Y5 n6 k9 P7 Z7 W, {
{
) K# d9 L+ Q3 G+ k
// Title String
V T7 c: r1 y( O; z
IDS_RESDATA_INC_006878
! M3 o6 V* T' `3 q0 m
}
5 @3 d3 b2 @ A' [( w; a
{
' }1 Z u2 I h
// ToolTip
: L4 N9 O: M- j9 g+ w( }- u8 H
IDS_RESDATA_INC_006879
4 v- R3 `/ @# R% ?6 v
}
: j, p7 q$ a3 _3 X9 n
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD_CONFIRM "WndEditTile00.tga" 1 172 248 268 268 0x20000 0 0 0 0
6 ^+ x) S6 U/ p! Q
{
3 |2 z; }+ I0 s
// Title String
" {. g" `/ r) d$ `( [
IDS_RESDATA_INC_006880
, i, I$ I) I! s8 ]. Q+ ^! O& u
}
/ s$ W$ }/ o# A, T8 M
{
9 [. ^; M0 a2 j+ K
// ToolTip
' c+ ]6 B. ^2 c1 I0 r
IDS_RESDATA_INC_006881
/ O# m$ w# {4 K9 W* x0 s: r. o- Z+ n
}
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WTYPE_STATIC WIDC_STATIC_2ND_PASSWORD_TEXT "" 0 16 272 332 292 0x2220000 0 0 0 0
; L6 p9 I, e9 f6 g& x( }
{
: v' K1 i5 O) I. H
// Title String
+ N# ]0 ]: Q. S& T
IDS_RESDATA_INC_006900
4 T* o) u/ M( b7 Z C. z* A) g
}
) d1 w1 H4 H2 c
{
6 ~8 r/ t& ^" Y0 W0 E* ]
// ToolTip
6 @+ @+ X+ k) R
IDS_RESDATA_INC_006901
, f: b5 u# r2 b+ Q0 t
}
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WTYPE_STATIC WIDC_2ND_PASSWORD_CONFIRM "" 0 16 248 148 268 0x2220000 0 0 0 0
1 A- n+ ?! u! \" A/ j
{
. n1 y7 d. s% _
// Title String
* D1 t' c; H7 d7 P! L/ u2 r
IDS_RESDATA_INC_006904
0 Z; C1 h* X0 c$ M" a+ `
}
u3 l5 d9 {: ^8 O2 @4 E
{
. M) B6 u* a4 X
// ToolTip
2 W1 T8 s* q( p& W0 N( q' E8 s
IDS_RESDATA_INC_006905
3 J3 G0 m& V: _8 W7 _
}
" B9 x3 ?- h9 g, d
WTYPE_COMBOBOX WIDC_COMBOBOX1 "WndEditTile00.tga" 1 118 80 286 102 0x20000 0 0 0 0
* f* j& }, t+ n. r/ I! v/ C' \
{
6 W& l0 o6 u1 U+ z y1 R
// Title String
2 I8 \2 u5 r4 G7 V+ `" [) }
IDS_RESDATA_INC_007134
1 ^9 e$ \8 c/ w2 a
}
6 y( U( g4 j9 b
{
3 r. h, V1 Q4 s7 L; _
// ToolTip
9 J8 q! H- m( ]+ l! ?
IDS_RESDATA_INC_007135
) {1 U/ C' W4 U" G d
}
/ L9 h! f3 F1 _
WTYPE_STATIC WIDC_STATIC12 "" 0 18 82 114 98 0x2220000 0 0 0 0
8 G! H, F% O; H( d) \
{
; G* x- m9 ^" L0 P& H8 [
// Title String
7 i) B5 o: n' A- S+ \+ f, Q
IDS_RESDATA_INC_007136
" L t( V$ j6 A- c
}
( Z" B1 @1 {- I+ R$ K+ N
{
]& _, O4 i0 l/ H9 \- M* W
// ToolTip
( U& P8 S4 b5 H8 k4 Z G3 y
IDS_RESDATA_INC_007137
8 y5 H! {* H- w4 ~( k- o) J9 f
}
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8 r. x5 V# }8 i. `- J3 b1 i
}
4 g3 h* E8 d6 m0 a: p6 J% U
所以红色的!
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这里还tblSkillPoint的条目:
3 H" j( T5 n5 U/ H# j. g& Q0 s
+ Q1 k' ~5 D x/ ?# H' l
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)
% H/ [( C2 S8 }4 q
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)
8 {& N. _ q; |5 _
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)
5 K L, Y1 d5 V9 a& B
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)
T! x, H6 B% m" M
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)
% Y2 j* Y! \# d6 g) E- p
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)
+ s2 |: W4 U; p% C M
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)
. }. H- q; q- r0 \. o
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)
8 C1 K% _( f5 @6 ~* m) X
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)
2 R3 a. B) U0 ]& g% Q% x1 [
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)
( W3 x/ G/ r2 ^
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)
4 {- f0 e* L2 L1 J5 ~' r% Q3 @3 x
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 51, 0, 12)
# G7 n0 C3 q. C8 _
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)
% t# X5 `; Q/ _, s$ }0 `
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)
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end
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If (@im_nJob = 4)
6 |/ ]3 u4 W% a" ^' o
Begin
+ f: r- O4 I' Y4 @; E- t- X8 K
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 121, 0, 3)
1 E n) y# V$ h5 D+ a/ P7 d
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)
3 J% z! T; U7 n+ J8 B3 t$ X3 h% k7 v$ x$ g
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 118, 0, 7)
/ {$ B! T& C( a, u& w! |5 b0 i; \4 j# \
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)
; ~7 F9 _# L( J" P3 o( R% u
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 32, 0, 10)
6 y% Q i/ U2 ` `- F
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 70, 0, 11)
+ h( T6 r: b* B8 ?( j* A8 u2 |
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 65, 0, 12)
; { T0 {& G# j
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 34, 0, 13)
6 V- E" G! Y5 ^3 e. [* I( R6 |( V) L" B
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 107, 0, 14)
% I. W$ S# T5 u3 B) Q
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 37, 0, 15)
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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)
2 b- N9 p3 S1 H9 `
end
; `! C3 L9 s$ b3 i
只需插入在此插入
! x6 w% E* _( S: O" f
代码:
$ S3 @% k1 f' G1 f- c- ]
INSERT BANK_EXT_TBL
) ]. p' p) L1 v2 y' e% C- m
(
% i' {. T u& }# R8 G
m_idPlayer,
5 d, g) q% d. z6 C* b$ b
serverindex,
* Y0 l2 g$ ?+ |( Y) ~" F
m_extBank,
, @' s( V3 A6 p3 F
m_BankPiercing
6 [6 Q1 A7 \# r$ _% f' e5 U
)
1 B) S' D6 k3 u
VALUES
" z! \# T0 V* }! s5 R% G# t) U
(
5 `8 c9 l8 `4 h- v
@om_idPlayer,
9 K/ M' e7 \ Q, h' b- D
@iserverindex,
7 T, f1 ~# t; {
''$'',''$''
/ S% j- S% ~3 p9 I
)
* W; o- l' I D9 c( l3 i# ]) o
/ n5 u. a, C3 R7 F" k/ x1 H' R! h* A
" S6 \) H% |5 x9 f. q% ]' M
#define IDS_RESDATA_INC_007134 28816
; S5 H1 _2 X) X8 [
R' ?! T; {' K2 z
3 `& R7 {* q& M; d5 F9 l) e8 e
DBQryCharacter( szQuery, "I1", 0, g_appInfo.dwSys, lpDbOverlappedPlus->AccountInfo.szAccount, lpDbOverlappedPlus->AccountInfo.szPlayer, nSlot, dwWorldID,
# C. `0 Q% _0 [
dwIndex, vPos.x, vPos.y, vPos.z, '\0', nSkinSet, nHairMesh, dwHairColor, nHeadMesh, nSex
* U- e9 U: H: L. H$ _
#ifdef __NEW_JOB_SYS
; e% p- ~# {4 m9 Q
, 0.0f, 0, 0.0f,
* D5 r0 C) [/ G6 @. t
0, 0, 0, 0, 0,
/ m- l7 a" L& A
nJob
, R- H$ A% @3 w9 P5 j" t2 D4 r
#endif
! M' ?* C8 A. M$ b
4 d" J* ^& ^/ S) N) p
2 E# p0 D, Z- j; Y" Q2 r
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