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如何收集魔域服务器中玩家相关数据详细攻略分享

本文出处:网游动力作者:本站发布时间:2016-07-07阅读次数:

 经过一段时间的思考一为原创决定还是给各位魔域私服gm分享一下如何收集服务器中的一下相关数据,对于大多数魔域私服gm来说想要运营好一个服务器。相关的数据收集和分析是必不可少的事情,因为只有获取了大量的玩家基础数据之后我们才能分析出玩家对于这个服务器的一些相关玩法喜好,同时也能知道玩家不喜欢服务器中的一些什么样的设置,只要有了这些数据我们在服务器中就能够通过相关修改弥补这些缺点。

# 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 内容来自dedecms 
 
# use_item - use equip item by sub_type, 0 for no use. 
# use_item_num - use equip item number, 0 for check item only. 内容来自dedecms 
 
# delay_ms - 0: for default delay. 
 
# width - width of magic. 0-180 for degree of fan (sort 4), 0 for default. 
 
 
# Table structure for table 'cq_magic' 
 
CREATE TABLE cq_magic ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
ownerid int(4) unsigned zerofill NOT NULL default '0000', 
type smallint(4) unsigned zerofill NOT NULL default '0000', 
level smallint(4) unsigned zerofill NOT NULL default '0000', 
exp int(4) unsigned zerofill NOT NULL default '0000', 
unlearn tinyint(1) unsigned zerofill NOT NULL default '0', 
old_level smallint(4) unsigned zerofill NOT NULL default '0000', 
PRIMARY KEY (id), 
KEY user_magic(ownerid) 
) TYPE=MyISAM; 
 
 
# Table structure for table 'cq_syndicate' 
#   
 
CREATE TABLE cq_syndicate ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
name varchar(15) binary NOT NULL default '', 
announce varchar(255) binary NOT NULL default '', 
tenet varchar(255) binary NOT NULL default '', 
member_title varchar(15) binary NOT NULL default '弟子', 
leader_id int(4) unsigned zerofill NOT NULL default '0000', 
leader_name varchar(15) binary NOT NULL default '', 
money int(4) zerofill NOT NULL default '0000', 
fealty_syn int(4) unsigned zerofill NOT NULL default '0000', 
del_flag tinyint(1) unsigned zerofill NOT NULL default '0', 
amount int(4) unsigned zerofill NOT NULL default '0000', 
enemy0 int(4) unsigned zerofill NOT NULL default '0000', 
enemy1 int(4) unsigned zerofill NOT NULL default '0000', 
enemy2 int(4) unsigned zerofill NOT NULL default '0000', 
enemy3 int(4) unsigned zerofill NOT NULL default '0000', 
enemy4 int(4) unsigned zerofill NOT NULL default '0000', 
 
 
ally0 int(4) unsigned zerofill NOT NULL default '0000', 
ally1 int(4) unsigned zerofill NOT NULL default '0000', 
ally2 int(4) unsigned zerofill NOT NULL default '0000', 
ally3 int(4) unsigned zerofill NOT NULL default '0000', 
ally4 int(4) unsigned zerofill NOT NULL default '0000', 
rank tinyint(1) unsigned zerofill NOT NULL default '0', 
saint tinyint(1) unsigned zerofill NOT NULL default '0', 
mantle tinyint(1) unsigned zerofill NOT NULL default '0', 
distime int(4) unsigned zerofill NOT NULL default '0000', 
PRIMARY KEY (id), 
UNIQUE KEY name(name) 
) TYPE=MyISAM; 
# del_flag: delete by syndicate leader 
 
# Table structure for table 'cq_synattr' 
#   
 
CREATE TABLE cq_synattr ( 
id int(4) unsigned zerofill NOT NULL, 
syn_id int(4) unsigned zerofill NOT NULL default '0000', 
rank int(4) unsigned zerofill NOT NULL default '0000', 
proffer int(4) unsigned zerofill NOT NULL default '0000', 
title int(4) unsigned zerofill NOT NULL default '0000', 
PRIMARY KEY (id) 
) TYPE=MyISAM; 
 
 
# Table structure for table 'cq_leaveword' 
#   
 
DROP TABLE IF EXISTS cq_leaveword; 
CREATE TABLE cq_leaveword ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
user_name char(15) binary NOT NULL default '未知', 
send_name char(15) binary NOT NULL default '未知', 
time char(15) binary NOT NULL default '00000000000000', 
words char(255) binary NOT NULL default '未命名', 
PRIMARY KEY (id), 
KEY user_name(user_name) 
) TYPE=MyISAM; 
 
 
# Table structure for table 'cq_bonus' 
 
CREATE TABLE cq_bonus ( 
serianumber char(15) binary NOT NULL default '未知', 
password char(15) binary NOT NULL default '未知', 
action int(4) unsigned zerofill NOT NULL default '0000', 
id int(4) unsigned zerofill NOT NULL auto_increment, 
PRIMARY KEY (id), 
UNIQUE KEY serianumber(serianumber) 
) TYPE=MyISAM; 
 
 
# Table structure for table 'cq_traptype' 
 
DROP TABLE IF EXISTS cq_traptype; 
CREATE TABLE cq_traptype ( 
id int(4) unsigned zerofill NOT NULL, 
sort tinyint(3) unsigned zerofill NOT NULL default '0', 
look int(4) unsigned zerofill NOT NULL default '0000', 
action_id int(4) unsigned zerofill NOT NULL default '0000', 
level int(4) unsigned zerofill NOT NULL default '0000', 
attack_max int(4) unsigned zerofill NOT NULL default '0000', 
attack_min int(4) unsigned zerofill NOT NULL default '0000', 
dexterity int(4) unsigned zerofill NOT NULL default '0000', 
attack_speed int(4) unsigned zerofill NOT NULL default '1000', 
active_times int(4) unsigned zerofill NOT NULL default '0000', 
magic_type int(4) unsigned zerofill NOT NULL default '0000', 
magic_hitrate int(4) unsigned zerofill NOT NULL default '0100', 
size int(4) unsigned zerofill NOT NULL default '0000', 
atk_mode int(3) unsigned zerofill NOT NULL default '0001', 
PRIMARY KEY (id) 
 
 
) TYPE=MyISAM; 
insert cq_traptype values(1, 1,1091010,0,20,250,250,80,1000,0,1000,50,1,1); 
insert cq_traptype values(2,10,1091010,0,20,25,25,80,1000,0,1000,50,7,1); 
# sort: 
TRAPSORT_SYSTRAP =1, // 系统的陷阱,多次有效 
TRAPSORT_FIREWALL =10, // 火墙, 可由系统放置 
# look - 0: invisible trap 
# action_id - run action when active trap, only effect for TRAPSORT_SYSTRAP 
# active_times - 0: forever effect 
# magic_type - 0: hit by weapon mode 
# atk_mode: 可叠加 
ATKMODE_USER = 1, 
 
 
ATKMODE_MONSTER = 2, 
ATKMODE_NOATTACK = 4, // 不攻击对象,只触发ACTION 
CREATE TABLE cq_trap ( 
id int(4) unsigned zerofill NOT NULL, 
type int(4) unsigned zerofill NOT NULL default '0000', 
look int(4) unsigned zerofill NOT NULL default '0000', 
owner_id int(4) unsigned zerofill NOT NULL default '0000', 
map_id 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', 
data int(4) unsigned zerofill NOT NULL default '0000', 
PRIMARY KEY (id) 
) TYPE=MyISAM; 
insert cq_trap values(990001,1,1091010,0,1002,404,400,0); 
insert cq_trap values(990002,2,1091012,0,1002,439,400,0); 
 
# id - 990001 ~ 999999 
# look - 0: invisible trap   
 
 
# Table structure for table 'cq_point_allot' 
 
DROP TABLE IF EXISTS cq_point_allot; 
CREATE TABLE cq_point_allot ( 
id int(4) unsigned zerofill NOT NULL auto_increment, 
prof_sort int(4) unsigned zerofill NOT NULL default '0000', 
level int(4) unsigned zerofill NOT NULL default '0000', 
force int(4) unsigned zerofill NOT NULL default '0000', 
Speed int(4) unsigned zerofill NOT NULL default '0000', 
health int(4) unsigned zerofill NOT NULL default '0000', 
soul int(4) unsigned zerofill NOT NULL default '0000', 
PRIMARY KEY (id), 
UNIQUE KEY idx(prof_sort,level) 
) TYPE=MyISAM; 
 
INSERT cq_point_allot VALUES(0,0,0,0,0,0,0); 
 
 
# Table structure for table 'cq_superman' 
#   
 
CREATE TABLE cq_superman ( 
id int(4) unsigned zerofill NOT NULL, 
number int(4) unsigned zerofill NOT NULL default '0000', 
name varchar(15) binary NOT NULL default '--', 
PRIMARY KEY (id), 
KEY number(number) 
) TYPE=MyISAM;   
 
 
# Table structure for table 'cq_config' 
 
CREATE TABLE cq_config ( 
id int(4) unsigned zerofill NOT NULL, 
name varchar(15) binary NOT NULL default '', 
data int(4) unsigned zerofill NOT NULL default '0000', 
string varchar(255) binary NOT NULL default '', 
PRIMARY KEY (id), 
KEY name(name) 
) TYPE=MyISAM;   
 
 
# Table structure for table 'cq_rebirth'
其实想要做一个火爆的魔域私服服务器要做的事情并不是很难,就是将玩家喜欢的玩法发扬光大让他们更加喜欢,一些魔域私服玩家不喜欢的玩法我们该屏弃的就直接屏弃。其实这就是一个不断改进的过程只有这样做我们的魔域私服服务器才能越来越火爆。以上就是一为原创分享给大家的如何收集魔域服务器中玩家相关数据详细攻略全部内容。