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📄 cq_tables.sql

📁 魔域源代码需要的可以学习一下真么这么麻烦啊
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  res_lev tinyint(3) unsigned NOT NULL default '0',
  owner_type tinyint(3) unsigned NOT NULL default '0',
  link_map int(4) unsigned zerofill NOT NULL default '0000',
  link_x smallint(2) unsigned zerofill NOT NULL default '0000',
  link_y smallint(2) unsigned zerofill NOT NULL default '0000',
  del_flag tinyint(1) unsigned NOT NULL default '0',
  PRIMARY KEY (id),
  KEY idx(idxserver,mapgroup)
) TYPE=MyISAM;

DROP TABLE IF EXISTS cq_dynamap;
CREATE TABLE cq_dynamap (
  id int(4) unsigned NOT NULL default '0' auto_increment,
  name varchar(15) binary NOT NULL default '未命名',
  describe_text varchar(127) binary NOT NULL default '',
  mapdoc smallint(4) unsigned NOT NULL default '0',
  type int(4) unsigned zerofill NOT NULL default '0',
  owner_id int(4) unsigned NOT NULL default '0',
  mapgroup tinyint(4) unsigned zerofill NOT NULL default '0',
  idxserver tinyint(4) NOT NULL default '-1',
  weather tinyint(4) unsigned zerofill NOT NULL default '0',
  bgmusic tinyint(4) unsigned zerofill NOT NULL default '0',
  bgmusic_show tinyint(4) unsigned zerofill NOT NULL default '0',
  portal0_x smallint(4) unsigned zerofill NOT NULL default '0000',
  portal0_y smallint(4) unsigned zerofill NOT NULL default '0000',
  reborn_mapid int(4) unsigned zerofill NOT NULL default '0000',
  reborn_portal tinyint(4) unsigned zerofill NOT NULL default '0000',
  res_lev smallint(4) unsigned NOT NULL default '0',
  owner_type tinyint(3) unsigned NOT NULL default '0',
  link_map int(4) unsigned zerofill NOT NULL default '0000',
  link_x smallint(2) unsigned zerofill NOT NULL default '0000',
  link_y smallint(2) unsigned zerofill NOT NULL default '0000',
  del_flag tinyint(1) unsigned NOT NULL default '0',
  PRIMARY KEY (id)
) TYPE=MyISAM;
INSERT cq_dynamap SET id=1000000,name='RESERVE_ID_SPACE';
# enum ENUM_MAPTYPE {
	MAPTYPE_NORMAL				= 0x0000,
	MAPTYPE_PKFIELD				= 0x0001,
	MAPTYPE_CHGMAP_DISABLE		= 0x0002,
	MAPTYPE_RECORD_DISABLE		= 0x0004,
	MAPTYPE_PK_DISABLE			= 0x0008,
};


#
# Table structure for table 'cq_portal'
#

DROP TABLE IF EXISTS cq_portal;
CREATE TABLE cq_portal (
  id int(4) unsigned zerofill NOT NULL auto_increment,
  mapid int(4) unsigned zerofill NOT NULL default '0000',
  portal_idx int(4) unsigned zerofill NOT NULL default '0000',
  pos_x int(4) unsigned zerofill NOT NULL default '0000',
  pos_y int(4) unsigned zerofill NOT NULL default '0000',
  PRIMARY KEY (id),
  KEY mapid(mapid)
) TYPE=MyISAM;


#
# Table structure for table 'cq_passway'
#

DROP TABLE IF EXISTS cq_passway;
CREATE TABLE cq_passway (
  id int(4) unsigned zerofill NOT NULL auto_increment,
  mapid int(4) unsigned zerofill NOT NULL default '0000',
  passway_idx int(4) unsigned zerofill NOT NULL default '0000',
  target_mapid int(4) unsigned zerofill NOT NULL default '0000',
  target_mapportal int(4) unsigned zerofill NOT NULL default '0000',
  PRIMARY KEY (id),
  KEY mapid(mapid)
) TYPE=MyISAM;


#
# Table structure for table 'cq_region'
#

DROP TABLE IF EXISTS cq_region;
CREATE TABLE cq_region (
  id int(4) unsigned zerofill NOT NULL auto_increment,
  mapid int(4) unsigned zerofill NOT NULL default '0000',
  type int(4) unsigned zerofill NOT NULL default '0000',
  bound_x int(4) unsigned zerofill NOT NULL default '0000',
  bound_y int(4) unsigned zerofill NOT NULL default '0000',
  bound_cx int(4) unsigned zerofill NOT NULL default '0000',
  bound_cy int(4) unsigned zerofill NOT NULL default '0000',
  datastr varchar(15) binary NOT NULL default '', 
  data0 int(4) unsigned zerofill NOT NULL default '0000',
  data1 int(4) unsigned zerofill NOT NULL default '0000',
  data2 int(4) unsigned zerofill NOT NULL default '0000',
  data3 int(4) unsigned zerofill NOT NULL default '0000',
  PRIMARY KEY (id),
  KEY mapid(mapid)
) TYPE=MyISAM;
# mapid - is mapdoc
# type:
# 1 - city. record position disable, magic call player disable.
# 2 - weather. data0(2): Type, data1(200): Intensity(0-999), data2(10): dir(0-359), data3(0x00ffffff): nColor, data1<0: fast change.
#	type - enum { WEATHER_NONE=0, WEATHER_FINE, 
#					WEATHER_RAINY, WEATHER_SNOWY, WEATHER_SANDS, 
#					WEATHER_LEAF, WEATHER_BAMBOO, WEATHER_FLOWER, 
#					WEATHER_FLYING, WEATHER_DANDELION, WEATHER_WORM, WEATHER_CLOUDY,  
#					WEATHER_ALL};


#
# Table structure for table 'cq_magictype'
#

DROP TABLE IF EXISTS cq_magictype;
CREATE TABLE cq_magictype (
  id int(4) unsigned zerofill NOT NULL auto_increment,
  type int(4) unsigned zerofill NOT NULL default '0000',
  sort int(4) unsigned zerofill NOT NULL default '0000',
  name varchar(15) binary NOT NULL default '', 
  crime tinyint(1) unsigned zerofill NOT NULL default '0',
  ground tinyint(1) unsigned zerofill NOT NULL default '0',
  multi tinyint(1) unsigned zerofill NOT NULL default '0',
  target int(4) unsigned zerofill NOT NULL default '0000',
  level int(4) unsigned zerofill NOT NULL default '0000',
  use_mp int(4) unsigned zerofill NOT NULL default '0000',
  power int(4) NOT NULL default '0000',
  intone_speed int(4) unsigned zerofill NOT NULL default '0000',
  percent int(4) unsigned zerofill NOT NULL default '0000',
  step_secs int(4) unsigned zerofill NOT NULL default '0000',
  range int(4) unsigned zerofill NOT NULL default '0000',
  distance int(4) unsigned zerofill NOT NULL default '0000',
  status int(4) unsigned zerofill NOT NULL default '0000',
  need_prof int(4) unsigned zerofill NOT NULL default '0000',
  need_exp int(4) NOT NULL default '0000',
  need_level int(4) unsigned zerofill NOT NULL default '0000',
  use_xp tinyint(3) unsigned zerofill NOT NULL default '000',
  weapon_subtype int(4) unsigned zerofill NOT NULL default '0000',
  active_times int(4) unsigned zerofill NOT NULL default '0000',
  auto_active tinyint(3) unsigned zerofill NOT NULL default '000',
  floor_attr int(4) unsigned zerofill NOT NULL default '0000',
  auto_learn tinyint(1) unsigned zerofill NOT NULL default '0',
  learn_level int(4) unsigned zerofill NOT NULL default '0000',
  drop_weapon tinyint(1) unsigned zerofill NOT NULL default '0',
  use_ep int(4) unsigned zerofill NOT NULL default '0000',
  weapon_hit tinyint(1) unsigned zerofill NOT NULL default '0',
  use_item int(4) unsigned zerofill NOT NULL default '0000',
  next_magic int(4) unsigned zerofill NOT NULL default '0000',
  delay_ms int(4) unsigned zerofill NOT NULL default '0000',
  use_item_num int(4) unsigned zerofill NOT NULL default '0001',
  width int(4) unsigned zerofill NOT NULL default '0000',
  durability int(4) unsigned zerofill NOT NULL default '0001',
  PRIMARY KEY (id)
) TYPE=MyISAM;

# type: 类型
# 10000~10255 - 武器魔法,即cq_itemtype中的magic1+10000

# sort: 行为分类。
# 1 - 攻击单人,对方去血, check floor attr, support drop_weapon in weapon skill。(support xp skill)
# 2 - 回复,加血。(support auto active), (support team member with multi flag)
# 3 - 十字型区域目标去血。
# 4 - 扇形区域目标去血。(support xp skill)(SizeAdd effective)(support auto active of random mode)
# 5 - 圆形区域目标去血。(support ground type)
# 6 - 攻击单人,对方加状态。
# 7 - 回复单人,对方去状态。
# 8 - range of square, multi target, (support xp skill)(support ground type)(SizeAdd effective)
# 9 - jump & attack, single target, (support xp skill)(support ground type)
# 10 - random transmit, power is max distance.
# 11 - dispatch xp
# 12 - collide, (support xp skill only)
# 13 - serial cut, ground type only. (auto active, support xp skill & weapon skill)
# 14 - line, (support weapon skill, power is number of life expended)(support auto active of random mode)
# 15 - add attack range, (auto active only, forever effect)
# 16 - attack with temp status, weapon skill only
#		support status: attack | defence | be damage with weapon | attack rate | stop | vampire (other status is attack target and attach this status), 
#		support auto active of random mode, only for weapon_hit=0
# 17 - call team member. 
# 18 - record map position to trans spell.
# 19 - transform to monster, (monster_type == power)
# 20 - add mana, (power is add number, support self target only)
# 21 - lay trap, power is trap_type.
# 22 - dance, (use for client)
# 23 - call pet, power is monster type. step_secs is alive secs for pet, 0 for keep alive.
# 24 - VAMPIRE. use for call pet.
# 25 - INSTEAD. use for call pet.
# 26 - decrement life. power is data or percent of current life.
# 27 - ground sting.

# range: 
# 106 - 表示主方向为6,次方向为1

# power:
# (-29999)-29999 - add or sub
# 30000-32767 - add or sub by percent of (num - 30000)
# -32768 - set to full
# (-30000)-(-32767) - set to (-1*num - 30000)
# 0 - mast be zero when detach

# status: 
# 2 - detach badly status.(support detach only)
# 4 - poison
# 8 - detach all status of magic.(support detach only)
# 16 - vampire(only support sort16)
# 32 - HitRate
# 64 - defence
# 128 - attack
# 512 - magic defence
# 1024 - bow defence
# 2048 - attack range
# 4096 - reflect weapon
# 8192 - super man status, with half of defence.
# 16384 - be damage with weapon, detach when move or attack in keep effect
# 32768 - be damage with magic
# 65536 - attack rate
# 131072 - invisible for monster
# 262144 - TORNADO
# 1048576 - reflect magic
# 2097152 - dodge
# 4194304 - wing
# 8388608 - keep_bow, add attack, cancel when move
# 16777216 - stop milli secs in power, have not keep effect. monster valid. (believe: power is add damage, step_secs is keep milli secs.)

# need_prof: 有多种职业要求时,值相加即可。最高级填0,表示没有一种职业可以再升级了。
# 1				- 魔法师
# 2				- 魔法师转职
# 4				- 战士
# 8				- 战士转职
# 16			- 弓箭手
# 32			- 弓箭手转职

# need_exp:
#  0 - 不升级(或通过任务系统升级)
# -1 - 自动升级。

# target:
# 0 - 敌人
# 1 - 允许对自己
# 2 - no target

# use_xp:
# 0 - 法术
# 1 - XP技
# 2 - 武器技(support up level with auto_uplevel & weaponskill_level, do not support up level with need_exp number)

# active_times:
# 0 - once times status class			(use for defence/hitrate)
# 1-x - more times status class			(use for poison)

# auto_active:
# 0 - none auto active
# 1 - active when kill target, enable sort 2, 13
# 2 - active when equipment, enable sort 15
# 4 - active in random, enable sort 4, 5, 14, 16

# learn_level:
# 1-99 - automatic learn weapon skill at this level.
# nnmm - automatic learn weapon skill between mm - nn level.

# drop_weapon:
# 1 - throw weapon_r to target around.

# weapon_hit:
# 0 - hit by weapon
# 1 - hit by magic
# 2 - hit mode by arrow

# use_item - use equip item by sub_type, 0 for no use.
# use_item_num - use equip item number, 0 for check item only.

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