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• الانـتـسـاب » Jul 2013
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Unique Multiple Spots By iLegend
Unique Multiple Spots By iLegend
الموضوع ده ليه كذا استخدام .. يعني بمعني أصح هو عبارة عن كيوري بتستخدمها عشان تضيف Unique او Monster ينزل فى مكان معين فى الـ Map بالوقت اللى تحدده وكمان الـ Range اللى يتحرك فيه والكلام اللى قولته دا طبعاً قديم جداً وموجود فى مواضيع كتير بس دا كان أول استخدام ..
طيب تاني استخدام بقا .. هو انك تضيف الـ Unique في كذا مكان فى الـ Map وبوقت واحد يعني بمعني أصح زي الـ Normal Uniques بس طبعاً بأماكن انت اللى تحددها مش مربوط انك تعملها على اماكن اليونيكات العادية المهم ندخل فى شرح استخدامها ..
أولاً : لازم يكون كود نيم اليونيك مظبوط وكذلك لازم يكون مكتوب أسم كراكتر واحدة ع الأقل يعني أيه!
يعني على حسب عدد أسماء الكراكترس اللى هتكتبها هيضيف عدد ال spots يعني كل كراكتر هتكتب اسمها تكون واقفة فى Spot انت تكون محدده عشان لما اليونك يجي ينزل ينزل عشوائي فى الاماكن اللى انت محددها دي ..
ثانياً : عندك ممكن تحدد لليونك 20x Spots يعني براحتك ولو مش عاوز العشرين كلهم محتاج تحدد 10 spots بس عادي روح بـ 10 Characters على الـ 10 spots اللى انت محددهم على الـ Map وبعدين أقفل الكراكترس دي ودخل أسمائهم فى
كود PHP:
Set @CharName1 = 'Character 1' Set @CharName2 = 'Character 2' Set @CharName3 = 'Character 3' Set @CharName4 = 'Character 4' Set @CharName5 = 'Character 5' Set @CharName6 = 'Character 6' Set @CharName7 = 'Character 7' Set @CharName8 = 'Character 8' Set @CharName9 = 'Character 9' Set @CharName10 = 'Character 10'
وسيب الباقي متغيرش فيه حاجة
احتاجت انك تعمله 1 Spot بس برضه سهلة دخل اسم كراكتر واحدة بس فى
كود PHP:
Set @CharName1 = 'Character 1'
يبقا كدا الكيوري دي بتضيف اي عدد spot انت تحدده على حسب عدد الكراكتر اللى انت هتدخل اسمائهم عشان يجيب x y z
وادي الكيوري اهيه
كود PHP:
USE SRO_VT_SHARD /* Add Unique Multiple Spots By iLegend */
/* This Query can uses for add spawn unique spot(s) by 20x spot. Leave Character names don't change if u want few of spots not all of 20x For example : if u want to add unique name MOB_RM_ROC in only 5 selected spots. create 5 characters and go with them to the selected 5 spots in-game then logout these characters, then edit here first 5 characters names to get 5x spots, monster codename 'MOB_RM_ROC' , spawn time and radius if u need more or few spots than 5x just change character name for an exists characters. */
-- Declare expression. Declare @MonsterCodeName Varchar(Max) , @MinDealy Int , @MaxDelay Int , @InitRadius Int , @Radius Int , @NestID Int , @HiveID Int , @TacticsID Int , @MonsterID Int , @CharName1 Varchar(64) , @Region1 Int , @PosX1 Int , @PosY1 Int , @PosZ1 Int , @CharName2 Varchar(64) , @Region2 Int , @PosX2 Int , @PosY2 Int , @PosZ2 Int , @CharName3 Varchar(64) , @Region3 Int , @PosX3 Int , @PosY3 Int , @PosZ3 Int , @CharName4 Varchar(64) , @Region4 Int , @PosX4 Int , @PosY4 Int , @PosZ4 Int , @CharName5 Varchar(64) , @Region5 Int , @PosX5 Int , @PosY5 Int , @PosZ5 Int , @CharName6 Varchar(64) , @Region6 Int , @PosX6 Int , @PosY6 Int , @PosZ6 Int , @CharName7 Varchar(64) , @Region7 Int , @PosX7 Int , @PosY7 Int , @PosZ7 Int , @CharName8 Varchar(64) , @Region8 Int , @PosX8 Int , @PosY8 Int , @PosZ8 Int , @CharName9 Varchar(64) , @Region9 Int , @PosX9 Int , @PosY9 Int , @PosZ9 Int , @CharName10 Varchar(64) , @Region10 Int , @PosX10 Int , @PosY10 Int , @PosZ10 Int , @CharName11 Varchar(64) , @Region11 Int , @PosX11 Int , @PosY11 Int , @PosZ11 Int , @CharName12 Varchar(64) , @Region12 Int , @PosX12 Int , @PosY12 Int , @PosZ12 Int , @CharName13 Varchar(64) , @Region13 Int , @PosX13 Int , @PosY13 Int , @PosZ13 Int , @CharName14 Varchar(64) , @Region14 Int , @PosX14 Int , @PosY14 Int , @PosZ14 Int , @CharName15 Varchar(64) , @Region15 Int , @PosX15 Int , @PosY15 Int , @PosZ15 Int , @CharName16 Varchar(64) , @Region16 Int , @PosX16 Int , @PosY16 Int , @PosZ16 Int , @CharName17 Varchar(64) , @Region17 Int , @PosX17 Int , @PosY17 Int , @PosZ17 Int , @CharName18 Varchar(64) , @Region18 Int , @PosX18 Int , @PosY18 Int , @PosZ18 Int , @CharName19 Varchar(64) , @Region19 Int , @PosX19 Int , @PosY19 Int , @PosZ19 Int , @CharName20 Varchar(64) , @Region20 Int , @PosX20 Int , @PosY20 Int , @PosZ20 Int -------------------------------------------------------- /* Put Your Correct Settings Here */ Set @MonsterCodeName = 'MOB_CODE_NAME' -- Monster CodeName128 , must be a correct monster codename to execute the query Set @MinDealy = 60 -- Minimum time before appears in seconds Set @MaxDelay = 120 -- Maximum time before appears in seconds Set @InitRadius = 100 -- Radius around spot unique can generated at Set @Radius = 500 -- Radius around spot Unique can move in -- 20x Character names to get monster position X Y Z Set @CharName1 = 'Character 1' Set @CharName2 = 'Character 2' Set @CharName3 = 'Character 3' Set @CharName4 = 'Character 4' Set @CharName5 = 'Character 5' Set @CharName6 = 'Character 6' Set @CharName7 = 'Character 7' Set @CharName8 = 'Character 8' Set @CharName9 = 'Character 9' Set @CharName10 = 'Character 10' Set @CharName11 = 'Character 11' Set @CharName12 = 'Character 12' Set @CharName13 = 'Character 13' Set @CharName14 = 'Character 14' Set @CharName15 = 'Character 15' Set @CharName16 = 'Character 16' Set @CharName17 = 'Character 18' Set @CharName18 = 'Character 18' Set @CharName19 = 'Character 19' Set @CharName20 = 'Character 20' /* End Of Settings Press F5 To Execute The Query */ -------------------------------------------------------- /* Get parameters for tables Inserting */ Set @MonsterID = (Select ID From _RefObjCommon Where CodeName128 = @MonsterCodeName) Set @HiveID = (Select Max(dwHiveID) From Tab_RefHive)+1 Set @TacticsID = (Select Max(dwTacticsID) From Tab_RefTactics)+1 Set @Region1 = (Select (LatestRegion) From _Char Where CharName16 = @CharName1) Set @PosX1 = (Select (POSX) From _Char Where CharName16 = @CharName1) Set @PosY1 = (Select (POSY) From _Char Where CharName16 = @CharName1) Set @PosZ1 = (Select (POSZ) From _Char Where CharName16 = @CharName1) Set @Region2 = (Select (LatestRegion) From _Char Where CharName16 = @CharName2) Set @PosX2 = (Select (POSX) From _Char Where CharName16 = @CharName2) Set @PosY2 = (Select (POSY) From _Char Where CharName16 = @CharName2) Set @PosZ2 = (Select (POSZ) From _Char Where CharName16 = @CharName2) Set @Region3 = (Select (LatestRegion) From _Char Where CharName16 = @CharName3) Set @PosX3 = (Select (POSX) From _Char Where CharName16 = @CharName3) Set @PosY3 = (Select (POSY) From _Char Where CharName16 = @CharName3) Set @PosZ3 = (Select (POSZ) From _Char Where CharName16 = @CharName3) Set @Region4 = (Select (LatestRegion) From _Char Where CharName16 = @CharName4) Set @PosX4 = (Select (POSX) From _Char Where CharName16 = @CharName4) Set @PosY4 = (Select (POSY) From _Char Where CharName16 = @CharName4) Set @PosZ4 = (Select (POSZ) From _Char Where CharName16 = @CharName4) Set @Region5 = (Select (LatestRegion) From _Char Where CharName16 = @CharName5) Set @PosX5 = (Select (POSX) From _Char Where CharName16 = @CharName5) Set @PosY5 = (Select (POSY) From _Char Where CharName16 = @CharName5) Set @PosZ5 = (Select (POSZ) From _Char Where CharName16 = @CharName5) Set @Region6 = (Select (LatestRegion) From _Char Where CharName16 = @CharName6) Set @PosX6 = (Select (POSX) From _Char Where CharName16 = @CharName6) Set @PosY6 = (Select (POSY) From _Char Where CharName16 = @CharName6) Set @PosZ6 = (Select (POSZ) From _Char Where CharName16 = @CharName6) Set @Region7 = (Select (LatestRegion) From _Char Where CharName16 = @CharName7) Set @PosX7 = (Select (POSX) From _Char Where CharName16 = @CharName7) Set @PosY7 = (Select (POSY) From _Char Where CharName16 = @CharName7) Set @PosZ7 = (Select (POSZ) From _Char Where CharName16 = @CharName7) Set @Region8 = (Select (LatestRegion) From _Char Where CharName16 = @CharName8) Set @PosX8 = (Select (POSX) From _Char Where CharName16 = @CharName8) Set @PosY8 = (Select (POSY) From _Char Where CharName16 = @CharName8) Set @PosZ8 = (Select (POSZ) From _Char Where CharName16 = @CharName8) Set @Region9 = (Select (LatestRegion) From _Char Where CharName16 = @CharName9) Set @PosX9 = (Select (POSX) From _Char Where CharName16 = @CharName9) Set @PosY9 = (Select (POSY) From _Char Where CharName16 = @CharName9) Set @PosZ9 = (Select (POSZ) From _Char Where CharName16 = @CharName9) Set @Region10 = (Select (LatestRegion) From _Char Where CharName16 = @CharName10) Set @PosX10 = (Select (POSX) From _Char Where CharName16 = @CharName10) Set @PosY10 = (Select (POSY) From _Char Where CharName16 = @CharName10) Set @PosZ10 = (Select (POSZ) From _Char Where CharName16 = @CharName10) Set @Region11 = (Select (LatestRegion) From _Char Where CharName16 = @CharName11) Set @PosX11 = (Select (POSX) From _Char Where CharName16 = @CharName11) Set @PosY11 = (Select (POSY) From _Char Where CharName16 = @CharName11) Set @PosZ11 = (Select (POSZ) From _Char Where CharName16 = @CharName11) Set @Region12 = (Select (LatestRegion) From _Char Where CharName16 = @CharName12) Set @PosX12 = (Select (POSX) From _Char Where CharName16 = @CharName12) Set @PosY12 = (Select (POSY) From _Char Where CharName16 = @CharName12) Set @PosZ12 = (Select (POSZ) From _Char Where CharName16 = @CharName12) Set @Region13 = (Select (LatestRegion) From _Char Where CharName16 = @CharName13) Set @PosX13 = (Select (POSX) From _Char Where CharName16 = @CharName13) Set @PosY13 = (Select (POSY) From _Char Where CharName16 = @CharName13) Set @PosZ13 = (Select (POSZ) From _Char Where CharName16 = @CharName13) Set @Region14 = (Select (LatestRegion) From _Char Where CharName16 = @CharName14) Set @PosX14 = (Select (POSX) From _Char Where CharName16 = @CharName14) Set @PosY14 = (Select (POSY) From _Char Where CharName16 = @CharName14) Set @PosZ14 = (Select (POSZ) From _Char Where CharName16 = @CharName14) Set @Region15 = (Select (LatestRegion) From _Char Where CharName16 = @CharName15) Set @PosX15 = (Select (POSX) From _Char Where CharName16 = @CharName15) Set @PosY15 = (Select (POSY) From _Char Where CharName16 = @CharName15) Set @PosZ15 = (Select (POSZ) From _Char Where CharName16 = @CharName15) Set @Region16 = (Select (LatestRegion) From _Char Where CharName16 = @CharName16) Set @PosX16 = (Select (POSX) From _Char Where CharName16 = @CharName16) Set @PosY16 = (Select (POSY) From _Char Where CharName16 = @CharName16) Set @PosZ16 = (Select (POSZ) From _Char Where CharName16 = @CharName16) Set @Region17 = (Select (LatestRegion) From _Char Where CharName16 = @CharName17) Set @PosX17 = (Select (POSX) From _Char Where CharName16 = @CharName17) Set @PosY17 = (Select (POSY) From _Char Where CharName16 = @CharName17) Set @PosZ17 = (Select (POSZ) From _Char Where CharName16 = @CharName17) Set @Region18 = (Select (LatestRegion) From _Char Where CharName16 = @CharName18) Set @PosX18 = (Select (POSX) From _Char Where CharName16 = @CharName18) Set @PosY18 = (Select (POSY) From _Char Where CharName16 = @CharName18) Set @PosZ18 = (Select (POSZ) From _Char Where CharName16 = @CharName18) Set @Region19 = (Select (LatestRegion) From _Char Where CharName16 = @CharName19) Set @PosX19 = (Select (POSX) From _Char Where CharName16 = @CharName19) Set @PosY19 = (Select (POSY) From _Char Where CharName16 = @CharName19) Set @PosZ19 = (Select (POSZ) From _Char Where CharName16 = @CharName19) Set @Region20 = (Select (LatestRegion) From _Char Where CharName16 = @CharName20) Set @PosX20 = (Select (POSX) From _Char Where CharName16 = @CharName20) Set @PosY20 = (Select (POSY) From _Char Where CharName16 = @CharName20) Set @PosZ20 = (Select (POSZ) From _Char Where CharName16 = @CharName20) -------------------------------------------------------- /* Start tables inserting values */ IF EXISTS (Select * From _RefObjCommon Where CodeName128 = @MonsterCodeName) And (EXISTS (Select * From _Char Where CharName16 = @CharName1) Or EXISTS (Select * From _Char Where CharName16 = @CharName2) Or EXISTS (Select * From _Char Where CharName16 = @CharName3) Or EXISTS (Select * From _Char Where CharName16 = @CharName4) Or EXISTS (Select * From _Char Where CharName16 = @CharName5) Or EXISTS (Select * From _Char Where CharName16 = @CharName6) Or EXISTS (Select * From _Char Where CharName16 = @CharName7) Or EXISTS (Select * From _Char Where CharName16 = @CharName8) Or EXISTS (Select * From _Char Where CharName16 = @CharName9) Or EXISTS (Select * From _Char Where CharName16 = @CharName10) Or EXISTS (Select * From _Char Where CharName16 = @CharName11) Or EXISTS (Select * From _Char Where CharName16 = @CharName12) Or EXISTS (Select * From _Char Where CharName16 = @CharName13) Or EXISTS (Select * From _Char Where CharName16 = @CharName14) Or EXISTS (Select * From _Char Where CharName16 = @CharName15) Or EXISTS (Select * From _Char Where CharName16 = @CharName16) Or EXISTS (Select * From _Char Where CharName16 = @CharName17) Or EXISTS (Select * From _Char Where CharName16 = @CharName18) Or EXISTS (Select * From _Char Where CharName16 = @CharName19) Or EXISTS (Select * From _Char Where CharName16 = @CharName20)) Begin --# [1] dbo.Tab_RefTactics Set Identity_Insert Tab_RefTactics On Insert InTo Tab_RefTactics (dwTacticsID,dwObjID,btAIQoS,nMaxStamina,btMaxStaminaVariance,nSightRange,btAggressType,AggressData,btChangeTarget,btHelpRequestTo,btHelpResponSeto,btBattleStyle,BattleStyleData,btDiversionBasis,DiversionBasisData1,DiversionBasisData2,DiversionBasisData3,DiversionBasisData4,DiversionBasisData5,DiversionBasisData6,DiversionBasisData7,DiversionBasisData8,btDiversionKeepBasis,DiversionKeepBasisData1,DiversionKeepBasisData2,DiversionKeepBasisData3,DiversionKeepBasisData4,DiversionKeepBasisData5,DiversionKeepBasisData6,DiversionKeepBasisData7,DiversionKeepBasisData8,btKeepDistance,KeepDistanceData,btTraceType,btTraceBoundary,TraceData,btHomingType,HomingData,btAggressTypeOnHoming,btFleeType,dwChampionTacticsID,AdditionOptionFlag,szDescString128) Values (@TacticsID,@MonsterID,0,500,50,200,0,0,2,2,2,0,0,5,0,0,0,0,0,30,0,0,4,0,0,0,0,0,0,0,0,0,0,0,1,500,0,0,2,0,0,112,@MonsterCodeName) Set Identity_Insert Tab_RefTactics Off
--# [2] dbo.Tab_RefHive Set Identity_Insert Tab_RefHive On Insert InTo Tab_RefHive (dwHiveID,btKeepMonsterCountType,dwOverwriteMaxTotalCount,fMonsterCountPerPC,dwSpawnSpeedIncreaseRate,dwMaxIncreaseRate,btFlag,GameWorldID,HatchObjType,szDescString128) Values (@HiveID,0,1,0,0,0,0,1,1,@MonsterCodeName) Set Identity_Insert Tab_RefHive Off
--# [3] dbo.Tab_RefNest Set Identity_Insert Tab_RefNest On -- Spot 1 : IF EXISTS (Select * From _Char Where CharName16 = @CharName1) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region1,@PosX1,@PosY1,@PosZ1,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 2 : IF EXISTS (Select * From _Char Where CharName16 = @CharName2) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region2,@PosX2,@PosY2,@PosZ2,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 3 : IF EXISTS (Select * From _Char Where CharName16 = @CharName3) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region3,@PosX3,@PosY3,@PosZ3,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 4 : IF EXISTS (Select * From _Char Where CharName16 = @CharName4) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region4,@PosX4,@PosY4,@PosZ4,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 5 : IF EXISTS (Select * From _Char Where CharName16 = @CharName5) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region5,@PosX5,@PosY5,@PosZ5,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 6 : IF EXISTS (Select * From _Char Where CharName16 = @CharName6) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region6,@PosX6,@PosY6,@PosZ6,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 7 : IF EXISTS (Select * From _Char Where CharName16 = @CharName7) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region7,@PosX7,@PosY7,@PosZ7,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 8 : IF EXISTS (Select * From _Char Where CharName16 = @CharName8) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region8,@PosX8,@PosY8,@PosZ8,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 9 : IF EXISTS (Select * From _Char Where CharName16 = @CharName9) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region9,@PosX9,@PosY9,@PosZ9,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 10 : IF EXISTS (Select * From _Char Where CharName16 = @CharName10) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region10,@PosX10,@PosY10,@PosZ10,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 11 : IF EXISTS (Select * From _Char Where CharName16 = @CharName11) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region11,@PosX11,@PosY11,@PosZ11,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 12 : IF EXISTS (Select * From _Char Where CharName16 = @CharName12) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region12,@PosX12,@PosY12,@PosZ12,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 13 : IF EXISTS (Select * From _Char Where CharName16 = @CharName13) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region13,@PosX13,@PosY13,@PosZ13,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 14 : IF EXISTS (Select * From _Char Where CharName16 = @CharName14) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region14,@PosX14,@PosY14,@PosZ14,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 15 : IF EXISTS (Select * From _Char Where CharName16 = @CharName15) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region15,@PosX15,@PosY15,@PosZ15,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 16 : IF EXISTS (Select * From _Char Where CharName16 = @CharName16) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region16,@PosX16,@PosY16,@PosZ16,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 17 : IF EXISTS (Select * From _Char Where CharName16 = @CharName17) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region17,@PosX17,@PosY17,@PosZ17,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 18 : IF EXISTS (Select * From _Char Where CharName16 = @CharName18) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region18,@PosX18,@PosY18,@PosZ18,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 19 : IF EXISTS (Select * From _Char Where CharName16 = @CharName19) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region19,@PosX19,@PosY19,@PosZ19,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End -- Spot 20 : IF EXISTS (Select * From _Char Where CharName16 = @CharName20) Begin Set @NestID = (Select Max(dwNestID) From Tab_RefNest)+1 Insert InTo Tab_RefNest (dwNestID,dwHiveID,dwTacticsID,nRegionDBID,fLocalPosX,fLocalPosY,fLocalPosZ,wInitialDir,nRadius,nGenerateRadius,nChampionGenPercentage,dwDelayTimeMin,dwDelayTimeMax,dwMaxTotalCount,btFlag,btRespawn,btType) Values (@NestID,@HiveID,@TacticsID,@Region20,@PosX20,@PosY20,@PosZ20,0,@Radius,@InitRadius,0,@MinDealy,@MaxDelay,1,0,1,0) End Set Identity_Insert Tab_RefNest Off print '' print '' print 'Query executing successfuly!' End Else Begin print '' print '' Print 'Monster Code Name or Character names not exists' print '' Print 'Please retype the correct settings to query executing successfuly.' End
بس كدا
# iLegend #
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