📄 init_npc_table.cpp
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ret = SQLGetData(hStmt, 179, SQL_C_ULONG, &NPC_Gen_Ref[c].ValueHP,0, &cbValue);
ret = SQLGetData(hStmt, 180, SQL_C_ULONG, &NPC_Gen_Ref[c].ValueSP,0, &cbValue);
ret = SQLGetData(hStmt, 181, SQL_C_ULONG, &NPC_Gen_Ref[c].Rely_value,0, &cbValue);
ret = SQLGetData(hStmt, 182, SQL_C_ULONG, &NPC_Gen_Ref[c].nor_range,0, &cbValue);
ret = SQLGetData(hStmt, 183, SQL_C_ULONG, &NPC_Gen_Ref[c].att_range,0, &cbValue);
ret = SQLGetData(hStmt, 184, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[0],0, &cbValue);
ret = SQLGetData(hStmt, 185, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[1],0, &cbValue);
ret = SQLGetData(hStmt, 186, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[2],0, &cbValue);
ret = SQLGetData(hStmt, 187, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[3],0, &cbValue);
ret = SQLGetData(hStmt, 188, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[4],0, &cbValue);
ret = SQLGetData(hStmt, 189, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[5],0, &cbValue);
ret = SQLGetData(hStmt, 190, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[6],0, &cbValue);
ret = SQLGetData(hStmt, 191, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[7],0, &cbValue);
ret = SQLGetData(hStmt, 192, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[8],0, &cbValue);
ret = SQLGetData(hStmt, 193, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[9],0, &cbValue);
ret = SQLGetData(hStmt, 194, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[10],0, &cbValue);
ret = SQLGetData(hStmt, 195, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[11],0, &cbValue);
ret = SQLGetData(hStmt, 196, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[12],0, &cbValue);
ret = SQLGetData(hStmt, 197, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[13],0, &cbValue);
ret = SQLGetData(hStmt, 198, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[14],0, &cbValue);
ret = SQLGetData(hStmt, 199, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[15],0, &cbValue);
ret = SQLGetData(hStmt, 200, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[16],0, &cbValue);
ret = SQLGetData(hStmt, 201, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[17],0, &cbValue);
ret = SQLGetData(hStmt, 202, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[18],0, &cbValue);
ret = SQLGetData(hStmt, 203, SQL_C_ULONG, &NPC_Gen_Ref[c].offset[19],0, &cbValue);
ret = SQLGetData(hStmt, 204, SQL_C_ULONG, &NPC_Gen_Ref[c].neglect_attack,0, &cbValue);
ret = SQLGetData(hStmt, 205, SQL_C_ULONG, &NPC_Gen_Ref[c].neglect_avoid,0, &cbValue);
ret = SQLGetData(hStmt, 206, SQL_C_ULONG, &NPC_Gen_Ref[c].check_pass,0, &cbValue);
ret = SQLGetData(hStmt, 207, SQL_C_ULONG, &NPC_Gen_Ref[c].party,0, &cbValue);
ret = SQLGetData(hStmt, 208, SQL_C_ULONG, &NPC_Gen_Ref[c].enemy_no,0, &cbValue);
ret = SQLGetData(hStmt, 209, SQL_C_ULONG, &NPC_Gen_Ref[c].levelgap,0, &cbValue);
ret = SQLGetData(hStmt, 210, SQL_C_ULONG, &NPC_Gen_Ref[c].apgap,0, &cbValue);
ret = SQLGetData(hStmt, 211, SQL_C_ULONG, &NPC_Gen_Ref[c].vpgap,0, &cbValue);
ret = SQLGetData(hStmt, 212, SQL_C_ULONG, &NPC_Gen_Ref[c].opendoor,0, &cbValue);
ret = SQLGetData(hStmt, 213, SQL_C_ULONG, &NPC_Gen_Ref[c].lockdoor,0, &cbValue);
ret = SQLGetData(hStmt, 214, SQL_C_ULONG, &NPC_Gen_Ref[c].closedoor,0, &cbValue);
ret = SQLGetData(hStmt, 215, SQL_C_ULONG, &NPC_Gen_Ref[c].breakdoor,0, &cbValue);
ret = SQLGetData(hStmt, 216, SQL_C_ULONG, &NPC_Gen_Ref[c].openobj,0, &cbValue);
ret = SQLGetData(hStmt, 217, SQL_C_ULONG, &NPC_Gen_Ref[c].lockbj,0, &cbValue);
ret = SQLGetData(hStmt, 218, SQL_C_ULONG, &NPC_Gen_Ref[c].closeobj,0, &cbValue);
ret = SQLGetData(hStmt, 219, SQL_C_ULONG, &NPC_Gen_Ref[c].breakobj,0, &cbValue);
ret = SQLGetData(hStmt, 220, SQL_C_ULONG, &NPC_Gen_Ref[c].act_month,0, &cbValue);
ret = SQLGetData(hStmt, 221, SQL_C_ULONG, &NPC_Gen_Ref[c].act_time,0, &cbValue);
ret = SQLGetData(hStmt, 222, SQL_C_ULONG, &NPC_Gen_Ref[c].act_bi,0, &cbValue);
ret = SQLGetData(hStmt, 223, SQL_C_ULONG, &NPC_Gen_Ref[c].act_chun,0, &cbValue);
ret = SQLGetData(hStmt, 224, SQL_C_ULONG, &NPC_Gen_Ref[c].act_nun ,0, &cbValue);
if(ret != SQL_SUCCESS_WITH_INFO && ret != SQL_SUCCESS) {
printf("\nError!!! (%d)", ret) ;
return -1 ;
}
c++ ;
ret= SQLFetch(hStmt) ;
}
// printf("\n<<<<<< %d Rows.>>>>>>>>", c) ;
nNPC_Type= c ;
SQLFreeStmt(hStmt, SQL_DROP) ;
printf(" .NPC Info %3d data Loaded !\n", c) ;
// for(i=0 ; i<nNPC_Type; i++) {
// printf("\n %s %d", NPC_Ref[i].Name, NPC_Ref[i].SprNo) ;
// }
return c ;
}
/*
SprNO
han_name
Name
Selectable
Sel_gender
Sel_FirstName
Sel_LastName
Sel_race
Sel_Class_Warrior
Sel_Class_Thief
Sel_Class_Archery
Sel_Class_Wizard
Sel_Class_Priest
Sel_Job_Farmer
Sel_Job_Miner
Sel_Job_FishHooker
Sel_Job_Lumberjack
Sel_Job_Butcher
Sel_Job_Herbdigger
Sel_Job_Herdman
Sel_Job_Carpenter
Sel_Job_Blacksmith
Sel_Job_Cooker
Sel_Job_Tailor
Sel_Job_BowFlet
Sel_Job_Alchemist
Sel_Job_Candlemaker
Sel_Job_Merchant
Sel_Age_Min
Sel_Age_Max
Sel_Lv_min
Sel_Lv_Max
Sel_Tactics
Sel_Spell
Money_min
Money_Max
Bear_Peoriod
Bear_amount
Bear_Succes
Bear_Do
Bear_Probability
Bear_Checktime
Moderation
royal
Courage
Faith
Truth
Justice
Mercy
Muder
Robery
Betrayal
Disroyal
Greed
idol
Reputaion
Reputaion_range
SpiritValue
SpiritValue_Range
PS1
PS2
PS3
PS4
PS5
PS6
PS7
PS8
PS9
PS10
PS11
PS12
PS13
PS14
PS15
Sel_Dice
QuantityperLv
WS1
WS2
WS3
WS4
WS5
WS6
WS7
WS8
WS9
WS10
WS11
WS12
WS13
WS14
WS15
Sel_Dice1
QuantityperLv1
Leathal_weapon1
Leathal_weapon2
Damage_weapon
Leathal_attackws1
Leathal_attackws2
Leathal_attackws3
Leathal_attackws4
Leathal_attackws5
Leathal_attackws6
Leathal_attackws7
Leathal_attackws8
Leathal_attackws9
Damage_WP
Leathal_WS
Success
Leathal_ps
DamagePercent_ps
Inventory1_order
Inventory2_order
Inventory3_order
Inventory4_order
Inventory5_Order
Inventory6_order
Inventory7_order
Inventory8_order
Inventory9_order
Inventory10_order
Inventory11_order
Inventory12_order
Inventory13_order
Inventory14_order
Inventory15_order
Amount_Dice
Righthand
Lefthand
Body
Helmet
leg
Leg_Probability int
neck
neck_Probability
unique1
Unique1_probalbility
Unique2
unique2_probability
Crapple
swordmanship
Archery
Fencing
Mace_fighting
Pierce
Whirl
Hurl
Parrying
Double_Swordmanship
Double_MaceFighting
Magery
Orison
LV_Str
Con
Dex
Wis
Int
Movp
Char
Endu
Mor
Luck
WS_PS
Fullpoint
Suplus_Resist_Death
Suplus_Resist_Ston
Suplus_Resist_Magic
Suplus_Resist_Fire
Suplus_Resist_Ice
Suplus_Resist_Light
DivideLv
Resist_Range
Tamingable
Taming_min
Taming_max
Talkanimal_min
Talkanimal_max
Resist
Resist_range1
ValueHP
ValueSP
Rely_value
nor_range
att_range
offset1
offset2
offset3
offset4
offset5
offset6
offset7
offset8
offset9
offset10
offset11
offset12
offset13
offset14
offset15
offset16
offset17
offset18
offset19
offset20
neglect_attack
neglect_avoid
check_pass
party
enemy_no
levelgap
apgap
vpgap
opendoor
lockdoor
closedoor
breakdoor
openobj
lockbj
closeobj
breakobj
act_month
act_time
act_bi
act_chun
act_nun
*/
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