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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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}
. {$ M2 M5 l) K: ]/ k6 a
{
) L9 ?5 q4 G' A5 r8 ]
// ToolTip
- a, D$ ]" O$ l3 q
IDS_RESDATA_INC_003095
: Q5 H l5 A9 f8 O, f3 s
}
5 t& o$ T% E, n# y5 h
WTYPE_STATIC WIDC_STATIC5 "" -842150451 16 200 100 220 0x2260000 0 0 0 0
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{
( t; S& T% |5 J8 J( L `
// Title String
5 ~4 v" B% Y! t v# _8 p# b
IDS_RESDATA_INC_003096
' S/ {& Q$ s( U- P9 }
}
! l- N# f6 J- y' C1 ^
{
1 d' } q$ Y/ B! \
// ToolTip
1 u% q2 s2 r y6 u5 g, P% a( }: ^4 I' y u
IDS_RESDATA_INC_003097
) L% j! l h; E) X. y) \
}
3 s$ k# ~' a# ~, U+ n
WTYPE_STATIC WIDC_STATIC6 "" 0 16 128 104 148 0x2260000 0 0 0 0
3 d$ e/ p4 }7 F9 H y# H
{
# |: ^* _' t; M, c0 e% J
// Title String
2 O! j3 P8 f4 v
IDS_RESDATA_INC_003098
h: M. f9 i8 l" v
}
) w7 Z8 n* W5 T& q( `5 n, ^ p
{
) H0 i# O [' h4 I7 O! R
// ToolTip
: h( C1 [, c9 b5 s
IDS_RESDATA_INC_003099
, f& L5 R" P* J$ }9 Y: v; \
}
6 I! i, V& }2 D+ u
WTYPE_STATIC WIDC_STATIC7 "" 0 11 76 281 92 0x2220000 0 0 0 0
# F6 S4 Y- o" Z' T
{
5 { w) w; n9 F# a+ i
// Title String
& K) G# ^, Z( I( v4 {
IDS_RESDATA_INC_005076
4 b2 K8 W0 N$ W5 ^0 P, W. D9 C3 U" n
}
% J8 i5 E& N" g! ^0 o- f
{
* a5 [ }% G# A2 d( ], c
// ToolTip
) y( K4 S) V5 Q, V
IDS_RESDATA_INC_005077
6 [" B7 @7 `+ k2 V! E
}
! f" G6 v/ N# F h, K: i, N
WTYPE_STATIC WIDC_STATIC8 "" 0 11 97 281 113 0x2220000 0 0 0 0
3 F. B, ~2 n6 q B
{
* `1 M2 T9 a3 a
// Title String
1 r: |) J* J' H O9 A
IDS_RESDATA_INC_005078
7 w7 M4 L% Z, L' h2 }) n0 X4 t
}
7 |+ @( A, m2 g6 i/ J
{
. Y. g k. r- Z/ i% B$ k5 Y( C
// ToolTip
7 y/ L3 V" V- p- f
IDS_RESDATA_INC_005079
8 d* B% c7 M4 [
}
1 |# f9 U1 a8 _0 \% i) G& m
WTYPE_STATIC WIDC_2ND_PASSWORD "" 0 16 224 148 244 0x2220000 0 0 0 0
/ p8 y$ s9 A* S% T6 V
{
1 d# l* s0 q/ l4 }* ~5 o
// Title String
+ o% h7 ~$ h- [% u
IDS_RESDATA_INC_006874
. L. C5 j K) }- m' m
}
- @6 t9 \ E6 z8 R4 Z. W
{
" Y% z! ]( y7 ~ n' n+ V8 v$ d
// ToolTip
1 ]* u3 Q7 c" ~: [2 o# G" Z3 F
IDS_RESDATA_INC_006875
6 v! C- f. b/ D8 Q" \8 N# _
}
% K9 O. D6 }4 I+ m! `% `
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD "WndEditTile00.tga" 1 172 224 268 244 0x20000 0 0 0 0
) f0 ^( i& x+ a% Q% T6 d& }; w
{
2 R# L Z% O9 h' e8 G. d N2 V3 P
// Title String
9 @, [- B( J# T ^' C( \8 b
IDS_RESDATA_INC_006878
' Q8 Q% O! \; G: d2 f4 k/ F
}
8 a' v6 t3 e" G; G! u& |
{
! L( k1 H' N% b8 v1 R- Y
// ToolTip
- X( |- c1 P' _/ a6 R7 [+ x
IDS_RESDATA_INC_006879
" U- n# ~7 X& F& R+ y
}
% Z0 m. C/ b) V" k3 z0 k3 Q
WTYPE_EDITCTRL WIDC_EDIT_2ND_PASSWORD_CONFIRM "WndEditTile00.tga" 1 172 248 268 268 0x20000 0 0 0 0
& u/ a, _6 G y9 Z; E9 j% `
{
5 A, }) K- G Z4 e) A" X) H: y" [' \
// Title String
+ L0 y, W: Z# P9 M; W4 F! Z
IDS_RESDATA_INC_006880
# E3 r$ G" w0 X5 b' s5 l! o
}
7 h4 i; O& d B' i! n& `' h
{
3 J: x2 Y' N& }; X% I) @/ V
// ToolTip
% L" h/ i7 m5 v8 D" U; z$ k
IDS_RESDATA_INC_006881
2 E; Q7 U; M0 f) J- ~' @) [% a
}
$ J2 H) I9 W% [) l r
WTYPE_STATIC WIDC_STATIC_2ND_PASSWORD_TEXT "" 0 16 272 332 292 0x2220000 0 0 0 0
7 s% Z+ n, r6 M7 F. H, d+ x" t+ w! [
{
1 r! }+ R" Y/ g C Q
// Title String
! x% ~% g! H& O$ F7 z
IDS_RESDATA_INC_006900
, X% h7 A8 ]& L$ Z
}
/ W) e; ?! k) S; k, ~; @
{
4 ]9 q+ F! \( y9 @, l4 S
// ToolTip
7 L: [- d9 `0 ], J$ y. | e0 l
IDS_RESDATA_INC_006901
8 v% A& L& m+ t1 E# T" }# f
}
^! B q( } C" }+ R
WTYPE_STATIC WIDC_2ND_PASSWORD_CONFIRM "" 0 16 248 148 268 0x2220000 0 0 0 0
1 X1 V. ]: v" e3 T4 \, Q3 c
{
- _+ ~$ w& y, D8 I4 N
// Title String
0 G% S6 j' r8 \1 E' \* L
IDS_RESDATA_INC_006904
7 s- a0 B2 ^( a7 y% s) d/ X6 {
}
. W* M% ^4 v* |8 H: G# D7 \( V, l
{
; @3 b2 Y' m E$ V1 [" X
// ToolTip
* v# {" i% Z7 \! B# x8 l
IDS_RESDATA_INC_006905
4 q/ M8 C1 w6 ]8 z* ^% {) e
}
( c# o: B/ I, Q
WTYPE_COMBOBOX WIDC_COMBOBOX1 "WndEditTile00.tga" 1 118 80 286 102 0x20000 0 0 0 0
1 m) \4 n2 ^" r1 j4 F
{
( C" O+ e; R9 L5 Q' e
// Title String
9 p- e7 e, I5 R
IDS_RESDATA_INC_007134
$ Z6 O* `/ Z f+ k
}
* [% z- k/ X) o: d0 u$ c8 F
{
5 V! }2 p) i( Y6 G: s# h
// ToolTip
/ {2 s, E8 q# u
IDS_RESDATA_INC_007135
0 z: r8 [% r5 @/ [
}
- l: t4 j, I3 I) V+ P$ J/ C
WTYPE_STATIC WIDC_STATIC12 "" 0 18 82 114 98 0x2220000 0 0 0 0
& K$ J+ K' @+ f \, b9 e0 o+ v( {
{
$ l$ ~. P. B, q
// Title String
3 K$ ]) i; `: R8 K* H
IDS_RESDATA_INC_007136
( P! s+ g, E# v& w9 l' `* d9 F
}
! A; r g: I' r( }/ \$ I8 F
{
2 Y( _0 m+ H! L
// ToolTip
( i: L3 \0 u1 S+ C
IDS_RESDATA_INC_007137
( V; H7 _, H) H& ?! t1 d
}
2 m* u$ V- O- y- ^$ g
3 |9 e. L) z6 s. x; K+ ]" i& z S
}
1 f5 k2 ? V8 D" q! \3 V( R) M
所以红色的!
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% }( }; |. K$ X
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)
$ _" T; a. C) `0 r
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)
5 u2 ^# K9 z; `: Z1 v6 j! B* r9 E
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)
2 \5 w0 {, k: P' ^) }
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 195, 0, 6)
+ c B$ N4 r$ O$ P. t9 Y7 K
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)
% [$ L' B, B5 G# s. r" I( K3 m8 H
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)
% n2 t# [9 X& I, x U6 [: M0 D
Begin
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 44, 0, 3)
% u8 p9 U4 F) J; O( L% ^* S) {
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)
Y. a+ U; p# J# I+ W/ c
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)
9 l3 B; k! N$ x9 x2 d
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)
$ Y3 |- I% S1 F0 f, Y, O# `; I& b
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 53, 0, 11)
5 E6 M$ P$ W% u- w/ B( ?
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 51, 0, 12)
a K+ w3 U2 E- l- ?4 v, v
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 113, 0, 13)
7 D) y! j) R( \% L) k) `6 o1 z
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 115, 0, 14)
4 I: D7 P$ {3 `' |
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)
3 V' X0 N3 R3 \: ?' A8 Y Q/ e
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)
9 a4 L# x- u) G- h$ R& v
end
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If (@im_nJob = 4)
3 [6 M0 d. h, F0 `
Begin
j% ?9 b0 d/ T6 h5 C
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 121, 0, 3)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 120, 0, 4)
8 U5 S# M8 O [( ?; b: {
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)
! z" g) q7 @( ~3 y+ y: }4 Q
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 118, 0, 7)
$ }8 ?. X0 T# l. ~) p
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)
: I7 ]7 y8 y, J: W/ Q
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 65, 0, 12)
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INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 34, 0, 13)
5 j4 [8 y; o# |$ C
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 107, 0, 14)
: L$ D4 I: Q$ P% @# C3 c& z
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 37, 0, 15)
7 J1 ?& D3 o" J% F5 N1 l
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 35, 0, 16)
, ?) Z1 ?, o& u2 ^+ y
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)
: R; u: `; r& B4 \
INSERT INTO tblSkillPoint(serverindex, PlayerID, SkillID, SkillLv, SkillPosition) VALUES(@iserverindex, @om_idPlayer, 33, 0, 19)
T. x! R% g9 r* J: F6 n* B; o; i7 v
end
2 e' e: o4 S! H, w
只需插入在此插入
( V3 ~4 }; p# ]0 y' V- \
代码:
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INSERT BANK_EXT_TBL
6 O& R6 j/ |! t, `" k
(
& u) \+ k4 B. A$ A6 @; J
m_idPlayer,
8 J a6 s8 o8 g3 H8 i) _
serverindex,
) u' _, |& H9 [4 T) k
m_extBank,
) f! x) _6 w5 i5 t6 V$ \
m_BankPiercing
* g" x+ x6 h. h6 Z# U7 u3 y' K' I$ x& b- @
)
# o, C1 i/ f% G: Q) D6 m# O
VALUES
5 }3 {' W/ e& [$ M4 n2 u
(
6 x0 l5 c2 G j% |
@om_idPlayer,
& v) i F+ y! h# ^ @
@iserverindex,
' f& Y6 h5 Q/ \1 c% s" n/ ^
''$'',''$''
6 F" T7 V0 J8 B4 Z
)
) b) ~. f) W) e1 w
: ~( v9 `" d9 c% l* c ?6 h3 s
* G- n& w; E" F; t- F
#define IDS_RESDATA_INC_007134 28816
* w, g+ J6 |- B6 y& h
& e2 ]' H6 y) @% J
1 f' t+ U& T. l# e0 l
DBQryCharacter( szQuery, "I1", 0, g_appInfo.dwSys, lpDbOverlappedPlus->AccountInfo.szAccount, lpDbOverlappedPlus->AccountInfo.szPlayer, nSlot, dwWorldID,
' e: Y4 s/ z/ d" Z* R0 i/ y
dwIndex, vPos.x, vPos.y, vPos.z, '\0', nSkinSet, nHairMesh, dwHairColor, nHeadMesh, nSex
! u4 F6 m5 Y7 q/ }/ p4 W0 n
#ifdef __NEW_JOB_SYS
' \. n( j/ \+ V; p8 ?9 P% {
, 0.0f, 0, 0.0f,
. P! C/ r7 o# ]& P5 @. Z% Q5 d
0, 0, 0, 0, 0,
/ X z6 ^5 G0 q
nJob
8 i( r+ s% P. @: k; _) w
#endif
6 S) `6 n2 y, T; l$ O
8 |7 `: S% f7 p1 v
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