DROP TABLE IF EXISTS cq_magictype;
CREATE TABLE cq_magictype (
id int(4) unsigned zerofill NOT NULL auto_increment,
type int(4) unsigned zerofill NOT NULL default '0000',
sort int(4) unsigned zerofill NOT NULL default '0000',
name varchar(15) binary NOT NULL default '',
crime tinyint(1) unsigned zerofill NOT NULL default '0',
ground tinyint(1) unsigned zerofill NOT NULL default '0',
multi tinyint(1) unsigned zerofill NOT NULL default '0',
target int(4) unsigned zerofill NOT NULL default '0000',
level int(4) unsigned zerofill NOT NULL default '0000',
use_mp int(4) unsigned zerofill NOT NULL default '0000',
power int(4) NOT NULL default '0000',
intone_speed int(4) unsigned zerofill NOT NULL default '0000',
percent int(4) unsigned zerofill NOT NULL default '0000',
step_secs int(4) unsigned zerofill NOT NULL default '0000',
range int(4) unsigned zerofill NOT NULL default '0000',
distance int(4) unsigned zerofill NOT NULL default '0000',
status int(4) unsigned zerofill NOT NULL default '0000',
need_prof int(4) unsigned zerofill NOT NULL default '0000',
need_exp int(4) NOT NULL default '0000',
need_level int(4) unsigned zerofill NOT NULL default '0000',
use_xp tinyint(3) unsigned zerofill NOT NULL default '000',
weapon_subtype int(4) unsigned zerofill NOT NULL default '0000',
active_times int(4) unsigned zerofill NOT NULL default '0000',
auto_active tinyint(3) unsigned zerofill NOT NULL default '000',
floor_attr int(4) unsigned zerofill NOT NULL default '0000',
auto_learn tinyint(1) unsigned zerofill NOT NULL default '0',
learn_level int(4) unsigned zerofill NOT NULL default '0000',
drop_weapon tinyint(1) unsigned zerofill NOT NULL default '0',
use_ep int(4) unsigned zerofill NOT NULL default '0000',
weapon_hit tinyint(1) unsigned zerofill NOT NULL default '0',
use_item int(4) unsigned zerofill NOT NULL default '0000',
next_magic int(4) unsigned zerofill NOT NULL default '0000',
delay_ms int(4) unsigned zerofill NOT NULL default '0000',
use_item_num int(4) unsigned zerofill NOT NULL default '0001',
width int(4) unsigned zerofill NOT NULL default '0000',
durability int(4) unsigned zerofill NOT NULL default '0001',
PRIMARY KEY (id)
) TYPE=MyISAM;
# type: 类型
# 10000~10255 - 武器魔法,即cq_itemtype中的magic1+10000
# sort: 行为分类。
# 1 - 攻击单人,对方去血, check floor attr, support drop_weapon in weapon skill。(support xp skill)
# 2 - 回复,加血。(support auto active), (support team member with multi flag)
# 3 - 十字型区域目标去血。
# 4 - 扇形区域目标去血。(support xp skill)(SizeAdd effective)(support auto active of random mode)
# 5 - 圆形区域目标去血。(support ground type)
# 6 - 攻击单人,对方加状态。
# 7 - 回复单人,对方去状态。
# 8 - range of square, multi target, (support xp skill)(support ground type)(SizeAdd effective)
# 9 - jump & attack, single target, (support xp skill)(support ground type)
# 10 - random transmit, power is max distance.
# 11 - dispatch xp
# 12 - collide, (support xp skill only)
# 13 - serial cut, ground type only. (auto active, support xp skill & weapon skill)
# 14 - line, (support weapon skill, power is number of life expended)(support auto active of random mode)
# 15 - add attack range, (auto active only, forever effect)
# 16 - attack with temp status, weapon skill only
# support status: attack | defence | be damage with weapon | attack rate | stop | vampire (other status is attack target and attach this status),
# support auto active of random mode, only for weapon_hit=0
# 17 - call team member.
# 18 - record map position to trans spell.
# 19 - transform to monster, (monster_type == power)
# 20 - add mana, (power is add number, support self target only)
# 21 - lay trap, power is trap_type.
# 22 - dance, (use for client)
# 23 - call pet, power is monster type. step_secs is alive secs for pet, 0 for keep alive.
# 24 - VAMPIRE. use for call pet.
# 25 - INSTEAD. use for call pet.
# 26 - decrement life. power is data or percent of current life.
# 27 - ground sting.
# range:
# 106 - 表示主方向为6,次方向为1
# power:
# (-29999)-29999 - add or sub
# 30000-32767 - add or sub by percent of (num - 30000)
# -32768 - set to full
# (-30000)-(-32767) - set to (-1*num - 30000)
# 0 - mast be zero when detach
# status:
# 2 - detach badly status.(support detach only)
# 4 - poison
# 8 - detach all status of magic.(support detach only)
# 16 - vampire(only support sort16)
# 32 - HitRate
# 64 - defence
# 128 - attack
# 512 - magic defence
# 1024 - bow defence
# 2048 - attack range
# 4096 - reflect weapon
# 8192 - super man status, with half of defence.
# 16384 - be damage with weapon, detach when move or attack in keep effect
# 32768 - be damage with magic
# 65536 - attack rate
# 131072 - invisible for monster
# 262144 - TORNADO
# 1048576 - reflect magic
# 2097152 - dodge
# 4194304 - wing
# 8388608 - keep_bow, add attack, cancel when move
# 16777216 - stop milli secs in power, have not keep effect. monster valid. (believe: power is add damage, step_secs is keep milli secs.)
其实对于大多数魔域 gm来说他们并不是很重视相关数据分析的情况,对于他们来说基础数据收集都是一件非常困难的事情,其实遇到这样的情况还是比较无奈的上面一为原创提到的MSG源码数据库中就保存了大量的相关基础数据,对于大多数人来说想要搞定学会这些相关操作这篇攻略还是很重要的。