📄 rpgdatabasetables.cc
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//RPGDatabaseTables.cc
/*/////////////////////////////////////////////////////////////////
数据库模拟管理
故所有数据关系皆为关系型结构
李亦
liease@163.com 4040719
2006-7-20
/*/////////////////////////////////////////////////////////////////
#include "rpg/cmd/RPGDatabase.h"
//#include "rpg/cmd/RPGDatabaseDefine.h"
#include "rpg/RPGDataMan.h"
#include "rpg/cmd/DBProxy.h"
#include "rpg/cmd/RPGDatabaseTables.h"
#include "rpg/ui/gameIconDefine.h"
namespace RPG
{
namespace DB
{
//////////////////////////////////////////////////////////////
//功效
BEGIN_DBTABLE(GEFFICACY, Efficacy)
//{
//ID type kind HP/MP Atk/Def move money
//ID type kind GoodsCode GoodsKind GooodsLevel Num money/GoEff
//ID type kind Level gender career abil abil
{0, {GET_HP|GET_DEFENCE|GET_CON, GEK_REQ, 100, 100, 0, 20, 0}}, //HP100 Def100 CON20
{1, {GRT_GENDER|GRT_LEVEL, GEK_REQ, 4, GG_MALE, 0, 0, 0}}, //检测人物4级男性
{50, {GET_MONEY|GRT_LEVEL, GEK_REQ, 4, 0, 0, 0, 100}}, //检测人物4级100元
{51, {GET_MONEY, GEK_REQ, 0, 0, 0, 0, 500}}, //检测500元
{52, {GET_MONEY, GEK_REQ, 0, 0, 0, 0, 1000}}, //检测1000元
{100, {GET_MOVESPEED, GEK_PRY, 0, 0, 300, 0, 0}}, //移动+10
{101, {GET_MOVERATE, GEK_PRY, 0, 0, 25, 0, 0}}, //移动+50%
{400, {GET_MONEYADD, GEK_GOODS, DBNUL, 0, 0, 0, 500}}, //增加500元
{401, {GET_MONEYADD, GEK_GOODS, DBNUL, 0, 0, 0, 300}}, //增加300元
{500, {GET_GOODSADD, GEK_GOODS, 0, GGK_NORMAL, 0, 1, DBNUL}}, //增加蓝衣
{501, {GET_GOODSADD, GEK_GOODS, 10, GGK_NORMAL, 0, 1, 101}}, //移动快鞋
{502, {GET_GOODSADD, GEK_GOODS, 110, GGK_NORMAL, 0, 1, DBNUL}}, //纸条
{503, {GET_GOODSADD, GEK_GOODS, 81, GGK_NORMAL, 0, 1, DBNUL}}, //光明长枪
{504, {GET_GOODSADD, GEK_GOODS, 51, GGK_NORMAL, 0, 1, DBNUL}}, //光明剑
{505, {GET_GOODSADD, GEK_GOODS, 61, GGK_NORMAL, 0, 1, DBNUL}}, //光明斧
{600, {GET_GOODSAPPLY, GEK_GOODS, 234, 0, 0, 1, 0}}, //跳舞1次
//};
END_DBTABLE(GEFFICACY, Efficacy)
///////////////////////////
//功效列表
BEGIN_DBTABLE(GEFFICACYSELF, EfficacySelf)
//{
{0,0,1}
//}
END_DBTABLE(GEFFICACYSELF, EfficacySelf)
//////////////////////////////////////////////////////////////
//场景
BEGIN_DBTABLE(GSCENE,Scene)
//{
//ID idName Name state type desc
{0, {"lakecity", "湖城", GSS_NORMAL, GST_MAIN, "\t湖城,原是一片荒芜之地,但因为这里有一镜湖,虽不见湖水流动,但却湖水清澈见底,后人传为/red神湖/@。从此,此湖流传开来,到此地的各种各样的人,骆绎不绝...\n\t慢慢地,这里繁荣起来了。"}}
//};
END_DBTABLE(GSCENE,Scene)
//////////////////////////////////
//场景NPC关系
BEGIN_DBTABLE(GSCENENPC,SceneNpc)
//{
//ID scene npc
{0, "lakecity", "启蒙先生"},
{1, "lakecity", "门卫阿强"},
{2, "lakecity", "保安阿刚"},
{3, "lakecity", "美芝"},
{4, "lakecity", "工匠钳"},
{5, "lakecity", "巨坦"},
//};
END_DBTABLE(GSCENENPC,SceneNpc)
//////////////////////////////////
//场景NPC关系
BEGIN_DBTABLE(GSCENEPLAYER,ScenePlayer)
//{
//ID scene player
{0, "lakecity", "怪坦"},
//{1, "lakecity", "怪怪"},
//};
END_DBTABLE(GSCENEPLAYER,ScenePlayer)
//////////////////////////////////////////////////////////////
//玩家数据
BEGIN_DBTABLE(GPASSPORT,Passport)
//{
//ID Account Password arPCs[RPG_PC_MAX]
{0, "liyi", "liyi", "展昭","怪怪",NULL,NULL },
{1, "leo", "leo", "怪怪",NULL,NULL,NULL }
//};
END_DBTABLE(GPASSPORT,Passport)
};//namespace DB
};//namespace RPG
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