对于大多数奇迹私服gm来说想要让服务器火爆起来,需要做的事情有很多很多。特别是对于一些小服gm来说我们必须让玩家感觉到我们时时刻刻都在他们的身边,一为只有这样我们才能真正意义上让玩家有存在感。对于一些小服来说我们在版本上,玩家数量上玩法上都是不具备优势的,这个时候进入服务器的每一个玩家都显得尤为重要,这样的情况下管理好每一个玩家都有可能让我们的服务器变得更加火爆。
去库里面找叫MUMNG_AUTH_SKILL表,这表有四个列,
然后往里添下面的21一组数据
0 1 3 0
0 1 3 1
.
.
一直到
0 1 3 20
存储过程还少好几个,请有空的朋友补一下吧....发布出来喔!!!!!!!!
为人民服务不累!!!
MuManager的一些存储过程,更新中
角色修改的....
CREATE PROCEDURE WZ_CharInfoChange
@AdminId varchar(10),
@mess varchar(10),
@action varchar(50),
@AccId varchar(10),
@GameID varchar(16),
@gamenum int,
@unknow2 varchar(10),
@cLevel1 int,
@Up1 int,
@exp1 int,
@st1 int,
@dex1 int,
@vi1 int,
@en1 int,
@mlift1 int,
@dlift1 int,
@mmagic1 int,
@dmagic1 int,
@cLevel2 int,
@Up2 int,
@exp2 int,
@st2 int,
@dex2 int,
@vi2 int,
@en2 int,
@mlift2 int,
@dlift2 int,
@mmagic2 int,
@dmagic2 int
AS
begin
insert into MngModifyLog (ManagerID,AccountId,GameID,servernumber,LogText) values (@AdminId,@AccId,@GameID,@gamenum,@action)
insert into CharInfoModifyOrigin (cLevel,LevelUpPoint,Experience,Strength,Dexterity,Vitality,Energy,Life,MaxLife,Mana,MaxMana) valueS (@cLevel1,@Up1,@exp1,@st1,@dex1,@vi1,@en1,@mlift1,@dlift1,@mmagic1,@dmagic1)
insert into CharInfoModify (cLevel,LevelUpPoint,Experience,Strength,Dexterity,Vitality,Energy,Life,MaxLife,Mana,MaxMana) valueS (@cLevel2,@Up2,@exp2,@st2,@dex2,@vi2,@en2,@mlift2,@dlift2,@mmagic2,@dmagic2)
insert into CharInfoModify (cLevel,LevelUpPoint,Experience,Strength,Dexterity,Vitality,Energy,Life,MaxLife,Mana,MaxMana) valueS (@cLevel2,@Up2,@exp2,@st2,@dex2,@vi2,@en2,@mlift2,@dlift2,@mmagic2,@dmagic2)
update Character set cLevel=@cLevel2,LevelUpPoint=@Up2,Experience=@exp2,Strength=@st2,Dexterity=@dex2,Vitality=@vi2,Energy=@en2,Life=@mlift2,MaxLife=@dlift2,Mana=@mmagic2,MaxMana=@dmagic2 where AccountID=@AccId and Name=@GameId copyright dedecms
end
GO 内容来自dedecms
如果提示语法错误,那到你的MngModifyLog,CharInfoModifyOrigin,CharInfoModify这三个表的结构可能跟我有出入,自己看一下吧
下面是我这三个表的sql语句,结构上有几处我改过了大家自己看办 织梦内容管理系统
if exists (select * from dbo.sysobjects where id = object_id(N'[dbo].[CharInfoModify]') and OBJECTPROPERTY(id, N'IsUserTable') = 1)
drop table [dbo].[CharInfoModify]
GO
if exists (select * from dbo.sysobjects where id = object_id(N'[dbo].[CharInfoModifyOrigin]') and OBJECTPROPERTY(id, N'IsUserTable') = 1)
drop table [dbo].[CharInfoModifyOrigin]
GO
if exists (select * from dbo.sysobjects where id = object_id(N'[dbo].[MngModifyLog]') and OBJECTPROPERTY(id, N'IsUserTable') = 1)
drop table [dbo].[MngModifyLog]
GO
CREATE TABLE [dbo].[CharInfoModify] (
[Number] [int] IDENTITY (1, 1) NOT FOR REPLICATION NOT NULL ,
[cLevel] [int] NULL ,
[LevelUpPoint] [int] NULL ,
[Experience] [int] NULL ,
[Strength] [smallint] NULL ,
[Dexterity] [smallint] NULL ,
[Vitality] [smallint] NULL ,
[Energy] [smallint] NULL ,
[Life] [real] NULL ,
[MaxLife] [real] NULL ,
[Mana] [real] NULL ,
[MaxMana] [real] NULL ,
[cDate] [smalldatetime] NULL
) ON [PRIMARY]
GO
CREATE TABLE [dbo].[CharInfoModifyOrigin] (
[Number] [int] IDENTITY (1, 1) NOT FOR REPLICATION NOT NULL ,
[cLevel] [int] NULL ,
[LevelUpPoint] [int] NULL ,
[Experience] [int] NULL ,
[Strength] [smallint] NULL ,
[Dexterity] [smallint] NULL ,
[Vitality] [smallint] NULL ,
[Energy] [smallint] NULL ,
[Life] [real] NULL ,
[MaxLife] [real] NULL ,
[Mana] [real] NULL ,
[MaxMana] [real] NULL ,
[cDate] [smalldatetime] NULL
) ON [PRIMARY]
GO
CREATE TABLE [dbo].[MngModifyLog] (
[Number] [int] IDENTITY (1, 1) NOT FOR REPLICATION NOT NULL ,
[ManagerID] [nvarchar] (10) COLLATE Chinese_PRC_CI_AS NULL ,
[AccountId] [nvarchar] (10) COLLATE Chinese_PRC_CI_AS NULL ,
[GameID] [nvarchar] (10) COLLATE Chinese_PRC_CI_AS NULL ,
[servernumber] [tinyint] NULL ,
[IP] [nvarchar] (16) COLLATE Chinese_PRC_CI_AS NULL ,
[ModifyDate] [smalldatetime] NULL ,
[LogType] [smallint] NULL ,
[LogText] [nvarchar] (100) COLLATE Chinese_PRC_CI_AS NULL
) ON [PRIMARY]
以上就是一为原创分享给大家的奇迹服务器Mumanager发公告和储存相关数据的全过程,其实我们经常会羡慕市场上的一些大服,因为那些服务器一般都是能够赚到很多钱的服务器,其实很多人就没有想过其实这些大服务器也是从小服一点点成长起来的。
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