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如何利用MSG源码相对数据库进行内容收集详细攻略

本文出处:网游动力作者:本站发布时间:2016-07-06阅读次数:

 其实对于大多数魔域私服gm来说他们或许都不知道MSG源码是什么,对于大多数新手魔域gm来说这样的情况还是比较正常的,毕竟魔域是一个大型网络游戏想要一朝一夕全部了解显然是一件不可能完成的事情。随着我们对魔域私服游戏的了解深入很多问题自然而然的就都明白了,今天我们就来聊一下MSG源码相对数据库的一些简单问题和相关的使用技巧。其实整体上来说这篇攻略还是比较简单的,任何一个魔域私服gm基本上都能够看懂。

以下内容不仅包含了数据字段解释 而且 还有相应数据字段的设置内容! 
# Host: 192.168.1.200 Database: cq 
#-------------------------------------------------------- 
# Server version 3.23.32 
 
# Table structure for table 'cq_item' 
 
CREATE TABLE cq_item( 
id int(4) unsigned NOT NULL auto_increment, 
type int(4) unsigned NOT NULL default '0', 
owner_id int(4) unsigned NOT NULL default '0', 
player_id int(4) unsigned NOT NULL default '0', 
amount smallint(2) unsigned NOT NULL default '100', 
amount_limit smallint(2) unsigned NOT NULL default '100', 
ident tinyint(1) unsigned NOT NULL default '0', 
position tinyint(1) unsigned NOT NULL default '0', 
gem1 tinyint(1) unsigned NOT NULL default '0', 
gem2 tinyint(1) unsigned NOT NULL default '0', 
magic1 tinyint(1) unsigned NOT NULL default '0',   
magic2 tinyint(1) unsigned NOT NULL default '0', 
magic3 tinyint(1) unsigned NOT NULL default '0', 
data int(4) NOT NULL default '0', 
PRIMARY KEY (id), 
KEY package(owner_id, position, player_id) 
) TYPE=MyISAM; 
 
# Table structure for table 'cq_itemtype' 
 
DROP TABLE IF EXISTS cq_itemtype; 
CREATE TABLE cq_itemtype ( 
id int(4) unsigned NOT NULL default '0', 
name varchar(15) binary NOT NULL default '', 
req_profession tinyint(1) unsigned NOT NULL default '0', 
level tinyint(1) unsigned NOT NULL default '0', 
req_level tinyint(1) unsigned NOT NULL default '0', 
req_edu tinyint(1) unsigned NOT NULL default '0', 
req_force smallint(2) unsigned NOT NULL default '0', 
req_speed smallint(2) unsigned NOT NULL default '0', 
req_health smallint(2) unsigned NOT NULL default '0', 
req_soul smallint(2) unsigned NOT NULL default '0', 
 
 
monopoly tinyint(1) unsigned NOT NULL default '0', 
weight smallint(2) unsigned NOT NULL default '100', 
price int(4) unsigned NOT NULL default '0', 
id_action int(4) unsigned NOT NULL default '0', 
attack_max smallint(2) unsigned NOT NULL default '0', 
attack_min smallint(2) unsigned NOT NULL default '0', 
defense smallint(2) unsigned NOT NULL default '0', 
magicatk_min smallint(2) unsigned NOT NULL default '0', 
add_soul smallint(2) unsigned NOT NULL default '0', 
life smallint(2) NOT NULL default '0', 
mana smallint(2) NOT NULL default '0', 
amount smallint(2) unsigned NOT NULL default '1', 
amount_limit smallint(2) unsigned NOT NULL default '1', 
ident tinyint(1) unsigned NOT NULL default '0', 
gem1 tinyint(1) unsigned NOT NULL default '0', 
gem2 tinyint(1) unsigned NOT NULL default '0', 
magic1 tinyint(1) unsigned NOT NULL default '0', 
magic2 tinyint(1) unsigned NOT NULL default '0', 
magic3 tinyint(1) unsigned NOT NULL default '0', 
magicatk_max smallint(2) unsigned NOT NULL default '0', 
magic_def smallint(2) unsigned NOT NULL default '0', 
atk_range smallint(2) unsigned NOT NULL default '1',   
atk_speed smallint(2) unsigned NOT NULL default '800', 
PRIMARY KEY (id) 
) TYPE=MyISAM; 
############################################################## 
# itemtype表针对物品的字段转义: 
# req_level:人物等级 
# attack_max:貌似是BB原始成长率 
# attack_min:貌似是BB升级到下一级需要的经验值 
############################################################## 
# req_weaponskill字段无用,改名为level:物品等级 
############################################################## 
 
# Table structure for table 'cq_friend' 
 
CREATE TABLE cq_friend ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
userid int(4) unsigned zerofill NOT NULL default '0000', 
friend int(4) unsigned zerofill NOT NULL default '0', 
friendname varchar(15) NOT NULL default '无', 
PRIMARY KEY (id), 
KEY userid(userid) 
) TYPE=MyISAM; 
 
 
# Table structure for table 'cq_enemy' 
 
DROP TABLE IF EXISTS cq_enemy; 
CREATE TABLE cq_enemy ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
userid int(4) unsigned zerofill NOT NULL default '0000', 
enemy int(4) unsigned zerofill NOT NULL default '0', 
enemyname varchar(15) NOT NULL default '无', 
time int(4) unsigned zerofill NOT NULL default '0', 
PRIMARY KEY (id), 
KEY userid(userid,enemy) 
) TYPE=MyISAM;   
 
 
# Table structure for table 'cq_generator' 
 
DROP TABLE IF EXISTS cq_generator; 
CREATE TABLE cq_generator ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
mapid 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', 
grid int(4) unsigned zerofill NOT NULL default '0009', 
rest_secs int(4) unsigned zerofill NOT NULL default '0000', 
max_per_gen int(4) unsigned zerofill NOT NULL default '0000', 
npctype int(4) unsigned zerofill NOT NULL default '0000', 
timer_begin int(4) unsigned zerofill NOT NULL default '0000', 
timer_end int(4) unsigned zerofill NOT NULL default '0000', 
born_x int(4) unsigned zerofill NOT NULL default '0000', 
born_y int(4) unsigned zerofill NOT NULL default '0000', 
PRIMARY KEY (id), 
KEY mapid(mapid) 
) TYPE=MyISAM; 
# max_per_gen - 0: generat by game server 
# npctype - only use for monster but pet 
# (bound_x==0 && bound_y==0) : dynamic bound for pet 
# timer_begin,timer_end - format: DDWWHHMMSS, DD:day of month(1-31), WW:day of week(1-7), HHMMSS:hour,minute,second. WW mast 00 when DD is not 00. 
# born_x,born_y - born from bound when default 0, else born to corrd(x,y)   
 
 
# Table structure for table 'cq_monstertype' 
#   
 
DROP TABLE IF EXISTS cq_monstertype; 
CREATE TABLE cq_monstertype ( 
id INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
name CHAR (15) NOT NULL DEFAULT '无', 
type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
lookface INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
length tinyint (4) NOT NULL DEFAULT 0, 
fat tinyint (4) NOT NULL DEFAULT 0, 
life SMALLINT (2) UNSIGNED ZEROFILL NOT NULL DEFAULT 00, 
mana SMALLINT (2) UNSIGNED ZEROFILL NOT NULL DEFAULT 00, 
attack_max INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
 
 
attack_min INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
defence INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
dexterity INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
dodge INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
helmet_type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
armor_type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
weaponr_type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
weaponl_type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 内容来自dedecms 
attack_range INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
view_range INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
escape_life INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
attack_speed INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
move_speed INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
level INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
attack_user INTEGER (1) UNSIGNED NOT NULL DEFAULT 3, 
drop_money_min INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
drop_money_max INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 内容来自dedecms 
size_add INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
action INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
run_speed INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
drop_armet tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000, 
drop_necklace tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000, 
drop_armor tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000, 
drop_ring tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000, 
drop_weapon tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000, 
drop_shield tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000,  
drop_shoes tinyint (3) UNSIGNED ZEROFILL NOT NULL DEFAULT 000, 
drop_money_chance INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
drop_item_chance INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
magic_type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
magic_def INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
magic_hitrate INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0100, 
atk_hitrate INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
ai_type INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
defence2 INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 10000, 
explode_item_chance1 INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
explode_item_chance2 INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
explode_item_chance3 INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
drop_item_rule INTEGER (4) UNSIGNED ZEROFILL NOT NULL DEFAULT 0000, 
PRIMARY KEY (id) 
) TYPE=MyISAM;
以上就是一为原创分享给各位的如何利用MSG源码相对数据库进行内容收集详细攻略全部内容,其实整体上来说魔域私服相关技术还是比较难的,毕竟这可以说是一个非常全面的网络游戏。相关的数据库和代码数量绝对不是一般的小游戏能够比拟的,想要学会相关设置和玩法需要我们发出大量的时间精力。