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قسم الاسئلة و الاستفسارات لعمل السيرفرات الخاصة [ قسم خاص لأسئلة واستفسارات عمل السيرفرات الخاصة ] [ يرجى الالتزام بقوانين قسم الأسئلة والاستفسارات ] |
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08-01-2017, 01:35 AM
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#1
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• الانـتـسـاب » Jan 2017
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• رقـم العـضـويـة » 131869
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• المشـــاركـات » 99
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• الـدولـة »
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• الـهـوايـة »
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• اسـم الـسـيـرفـر » No Server
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• الـجـنـس » Male
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• نقـاط التقييم » 10
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مشكلتين بساط :D
اولا : المشكله انى طول منا فاتح اللعبه تمام التمام اول مضرب سكرول او ريفرس اى حاجه تنقلنى لمكان
اخد dc ودى صوره من الجيم سيرفر توضح المشكله اول مباخد dc
ثانيا : المشكله التانيه انى خليت unqiue ينزل فى مكان معين كل 10 min هو فعلا بقا بينزل كل 10min بس حتا من غير ميموت بينزل مش المفروض ان الوقت الى انا ظبطو دا انو ينزل بعد ام يموت ب 10 min ??
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إعلانات google |
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08-01-2017, 02:19 AM
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#2
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مشرف قسم CrossFire
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• الانـتـسـاب » May 2010
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• رقـم العـضـويـة » 70996
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• المشـــاركـات » 3,556
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• الـدولـة » مــصــر
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• الـهـوايـة » Silkroad Service
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• اسـم الـسـيـرفـر » Private Server
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• الـجـنـس » Male
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• نقـاط التقييم » 15
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رد: مشكلتين بساط :D
اقتباس:
المشاركة الأصلية كتبت بواسطة thedeathlist
عفوا ,,, لايمكنك مشاهده الروابط لانك غير مسجل لدينا [ للتسجيل اضغط هنا ]
اولا : المشكله انى طول منا فاتح اللعبه تمام التمام اول مضرب سكرول او ريفرس اى حاجه تنقلنى لمكان
اخد dc ودى صوره من الجيم سيرفر توضح المشكله اول مباخد dc
ثانيا : المشكله التانيه انى خليت unqiue ينزل فى مكان معين كل 10 min هو فعلا بقا بينزل كل 10min بس حتا من غير ميموت بينزل مش المفروض ان الوقت الى انا ظبطو دا انو ينزل بعد ام يموت ب 10 min ??
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المشكلتين دول ظهرولك بعد ماضفت اليونكات ؟
غير كده بقيت الرساله اللى محدد عليها مش كامله لحد الاخر ياريت تجبها كامله
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التعديل الأخير تم بواسطة Dev.Myth ; 08-01-2017 الساعة 02:23 AM
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08-01-2017, 02:23 AM
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#3
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• الانـتـسـاب » Jan 2017
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• رقـم العـضـويـة » 131869
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• المشـــاركـات » 99
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• الـدولـة »
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• الـهـوايـة »
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• اسـم الـسـيـرفـر » No Server
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• الـجـنـس » Male
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• نقـاط التقييم » 10
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رد: مشكلتين بساط :D
لا المشكله الاولى ملهاش علاقه بال unique
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08-01-2017, 02:29 AM
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#4
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مشرف قسم CrossFire
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• الانـتـسـاب » May 2010
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• رقـم العـضـويـة » 70996
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• المشـــاركـات » 3,556
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• الـدولـة » مــصــر
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• الـهـوايـة » Silkroad Service
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• اسـم الـسـيـرفـر » Private Server
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• الـجـنـس » Male
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• نقـاط التقييم » 15
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رد: مشكلتين بساط :D
اقتباس:
المشاركة الأصلية كتبت بواسطة thedeathlist
عفوا ,,, لايمكنك مشاهده الروابط لانك غير مسجل لدينا [ للتسجيل اضغط هنا ]
لا المشكله الاولى ملهاش علاقه بال unique
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طيب كانت موجوده قبل ماتعدل على AddNewChar و AddTimedJob ولا لأ ؟
وعدلت على التابل اللى قولتلك عليه الاخير ولالأ ؟
_CharTrijobSafeTrade
ولو واخد باك اب قبل التعديل على نزول اليونكات ياريت ترجعه وانا هبقى اديك كويرى كويس تشتغل بيه
وعاوز اقرأ بقيت الرساله الصوره مش مكملاها
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08-01-2017, 03:05 AM
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#5
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مشرف قسم CrossFire
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• الانـتـسـاب » May 2010
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• رقـم العـضـويـة » 70996
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• المشـــاركـات » 3,556
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• الـدولـة » مــصــر
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• الـهـوايـة » Silkroad Service
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• اسـم الـسـيـرفـر » Private Server
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• الـجـنـس » Male
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• نقـاط التقييم » 15
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رد: مشكلتين بساط :D
عموماً علشان شكلك بتحب تسهر كتير :D إتأكد من اللى قولتلك عليه وده الكويرى علشان تضيف بيه اليونكات وممكن تضيف بيه اكتر من مكان مختلف ينزل فيه اليونك عشوائى زى اليونكات العاديه كده ..
وديه الاعدادات اللى هتعدل عليها بس وقت النزول بالثوانى ويقدر يتحرك فى محيط قد ايه واسم الشخصيه اللى هتعمل عليها مكان اليونك وكده ولو هتخليه ينزل فى مكان واحد بس اكتب اسم الشخصيه مره واحده فقط لاغير وسيب الباقى زى ماهوا
كود PHP:
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'
كود PHP:
USE SRO_VT_SHARD /* Add Unique Multiple Spots */ /* 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
تكملة حل المشكله التانيه فى الموضوع ده
عفوا ,,, لايمكنك مشاهده الروابط لانك غير مسجل لدينا [ للتسجيل اضغط هنا ]
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التعديل الأخير تم بواسطة Dev.Myth ; 10-01-2017 الساعة 05:31 AM
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08-01-2017, 04:30 AM
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#6
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• الانـتـسـاب » Jan 2017
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• رقـم العـضـويـة » 131869
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• المشـــاركـات » 99
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• الـدولـة »
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• الـهـوايـة »
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• اسـم الـسـيـرفـر » No Server
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• الـجـنـس » Male
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• نقـاط التقييم » 10
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رد: مشكلتين بساط :D
اقتباس:
المشاركة الأصلية كتبت بواسطة Dev.Myth
عفوا ,,, لايمكنك مشاهده الروابط لانك غير مسجل لدينا [ للتسجيل اضغط هنا ]
عموماً علشان شكلك بتحب تسهر كتير :D إتأكد من اللى قولتلك عليه وده الكويرى علشان تضيف بيه اليونكات وممكن تضيف بيه اكتر من مكان مختلف ينزل فيه اليونك عشوائى زى اليونكات العاديه كده ..
وديه الاعدادات اللى هتعدل عليها بس وقت النزول بالثوانى ويقدر يتحرك فى محيط قد ايه واسم الشخصيه اللى هتعمل عليها مكان اليونك وكده ولو هتخليه ينزل فى مكان واحد بس اكتب اسم الشخصيه مره واحده فقط لاغير وسيب الباقى زى ماهوا
كود PHP:
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'
كود PHP:
USE SRO_VT_SHARD /* Add Unique Multiple Spots */ /* 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
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دول وظيفتهم ايه ؟؟
Set @InitRadius = 100 -- Radius around spot unique can generated at
Set @Radius = 500 -- Radius around spot Unique can move in
ودا كمان ؟
-- 20x Character names to get monster position X Y Z
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التعديل الأخير تم بواسطة thedeathlist ; 08-01-2017 الساعة 04:35 AM
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08-01-2017, 06:45 AM
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#7
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مشرف قسم CrossFire
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• الانـتـسـاب » May 2010
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• رقـم العـضـويـة » 70996
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• المشـــاركـات » 3,556
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• الـدولـة » مــصــر
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• الـهـوايـة » Silkroad Service
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• اسـم الـسـيـرفـر » Private Server
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• الـجـنـس » Male
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• نقـاط التقييم » 15
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رد: مشكلتين بساط :D
اقتباس:
المشاركة الأصلية كتبت بواسطة thedeathlist
عفوا ,,, لايمكنك مشاهده الروابط لانك غير مسجل لدينا [ للتسجيل اضغط هنا ]
دول وظيفتهم ايه ؟؟
Set @InitRadius = 100 -- Radius around spot unique can generated at
Set @Radius = 500 -- Radius around spot Unique can move in
ودا كمان ؟
-- 20x Character names to get monster position X Y Z
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المحيط اللى يقدر يتحرك فيه اليونك يعنى علشان لو حد حب يسحبه ميعرفش ليه حدود اول لما يتخطاها هيرجع لمكان مابينزل تانى
--- 20x Character Names
20 اسم ل 20 شخصيه اللى هتضيف بيهم اماكن اليونك اللى عاوز تضيفه ولو هتضيفه في مكان او مكانين بس بتكتب اسم الشخصيتين او الشخصيه اللى عاوز اليونك ينزل مكانها وتسيب الباقى زى ماهوا
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08-01-2017, 02:57 PM
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#8
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• الانـتـسـاب » Jan 2017
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• رقـم العـضـويـة » 131869
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• المشـــاركـات » 99
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• الـدولـة »
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• الـهـوايـة »
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• اسـم الـسـيـرفـر » No Server
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• الـجـنـس » Male
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• نقـاط التقييم » 10
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رد: مشكلتين بساط :D
اقتباس:
المشاركة الأصلية كتبت بواسطة Dev.Myth
عفوا ,,, لايمكنك مشاهده الروابط لانك غير مسجل لدينا [ للتسجيل اضغط هنا ]
طيب كانت موجوده قبل ماتعدل على AddNewChar و AddTimedJob ولا لأ ؟
وعدلت على التابل اللى قولتلك عليه الاخير ولالأ ؟
_CharTrijobSafeTrade
ولو واخد باك اب قبل التعديل على نزول اليونكات ياريت ترجعه وانا هبقى اديك كويرى كويس تشتغل بيه
وعاوز اقرأ بقيت الرساله الصوره مش مكملاها
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كانت موجوده وسعات تزهر وسعات تبقا تمام ومفيش اى مشكله ومبتظهرش
عملتو تمام
وبنفذ الكويري
ودا تكملت الصوره
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09-01-2017, 02:13 AM
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#9
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• الانـتـسـاب » Jan 2017
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• رقـم العـضـويـة » 131869
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• المشـــاركـات » 99
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• الـدولـة »
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• الـهـوايـة »
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• اسـم الـسـيـرفـر » No Server
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• الـجـنـس » Male
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• نقـاط التقييم » 10
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رد: مشكلتين بساط :D
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يتصفح الموضوع حالياً : 1 (0 عضو و 1 زائر)
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ضوابط المشاركة
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لا تستطيع إضافة مواضيع جديدة
لا تستطيع الرد على المواضيع
لا تستطيع إرفاق ملفات
لا تستطيع تعديل مشاركاتك
كود HTML معطلة
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المواضيع المتشابهه
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الموضوع |
كاتب الموضوع |
المنتدى |
الردود |
آخر مشاركة |
استفسارين بساط جدا لو تسمحو
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mylus |
قسم الاسئلة و الاستفسارات لعمل السيرفرات الخاصة |
4 |
26-07-2018 02:57 PM |
كام سوال بساط
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pop2009 |
قسم المواضيع المكررة و المخالفة |
4 |
23-05-2014 06:57 PM |
كام سؤال بساط
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محمد بهاء |
قسم المواضيع المكررة و المخالفة |
2 |
12-03-2014 05:41 AM |
الساعة الآن 09:47 PM.
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