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-stopmillisecsinpower,havenotkeepeffect.monstervalid.(believe:powerisadddamage,step_secsiskeepmillisecs.)
#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-notarget
#use_xp:
#0-法术
#1-XP技
#2-武器技(supportuplevelwithauto_uplevel&weaponskill_level,donotsupportuplevelwithneed_expnumber)
#active_times:
#0-oncetimesstatusclass(usefordefence/hitrate)
#1-x-moretimesstatusclass(useforpoison)
#auto_active:
#0-noneautoactive
#1-activewhenkilltarget,enablesort2,13
#2-activewhenequipment,enablesort15
#4-activeinrandom,enablesort4,5,14,16
#learn_level:
#1-99-automaticlearnweaponskillatthislevel.
#nnmm-automaticlearnweaponskillbetweenmm-nnlevel.
#drop_weapon:
#1-throwweapon_rtotargetaround.
#weapon_hit:
#0-hitbyweapon
#1-hitbymagic
#2-hitmodebyarrow内容来自dedecms
#use_item-useequipitembysub_type,0fornouse.
#use_item_num-useequipitemnumber,0forcheckitemonly.内容来自dedecms
#delay_ms-0:fordefaultdelay.
#width-widthofmagic.0-180fordegreeoffan(sort4),0fordefault.
#
#Tablestructurefortable'cq_magic'
#
CREATETABLEcq_magic(
idint(4)unsignedzerofillNOTNULLauto_increment,
owneridint(4)unsignedzerofillNOTNULLdefault'0000',
typesmallint(4)unsignedzerofillNOTNULLdefault'0000',
levelsmallint(4)unsignedzerofillNOTNULLdefault'0000',
expint(4)unsignedzerofillNOTNULLdefault'0000',
unlearntinyint(1)unsignedzerofillNOTNULLdefault'0',
old_levelsmallint(4)unsignedzerofillNOTNULLdefault'0000',
PRIMARYKEY(id),
KEYuser_magic(ownerid)
)TYPE=MyISAM;
#
#Tablestructurefortable'cq_syndicate'
#
CREATETABLEcq_syndicate(
idint(4)unsignedzerofillNOTNULLauto_increment,
namevarchar(15)binaryNOTNULLdefault'',
announcevarchar(255)binaryNOTNULLdefault'',
tenetvarchar(255)binaryNOTNULLdefault'',
member_titlevarchar(15)binaryNOTNULLdefault'弟子',
leader_idint(4)unsignedzerofillNOTNULLdefault'0000',
leader_namevarchar(15)binaryNOTNULLdefault'',
moneyint(4)zerofillNOTNULLdefault'0000',
fealty_synint(4)unsignedzerofillNOTNULLdefault'0000',
del_flagtinyint(1)unsignedzerofillNOTNULLdefault'0',
amountint(4)unsignedzerofillNOTNULLdefault'0000',
enemy0int(4)unsignedzerofillNOTNULLdefault'0000',
enemy1int(4)unsignedzerofillNOTNULLdefault'0000',
enemy2int(4)unsignedzerofillNOTNULLdefault'0000',
enemy3int(4)unsignedzerofillNOTNULLdefault'0000',
enemy4int(4)unsignedzerofillNOTNULLdefault'0000',
ally0int(4)unsignedzerofillNOTNULLdefault'0000',
ally1int(4)unsignedzerofillNOTNULLdefault'0000',
ally2int(4)unsignedzerofillNOTNULLdefault'0000',
ally3int(4)unsignedzerofillNOTNULLdefault'0000',
ally4int(4)unsignedzerofillNOTNULLdefault'0000',
ranktinyint(1)unsignedzerofillNOTNULLdefault'0',
sainttinyint(1)unsignedzerofillNOTNULLdefault'0',
mantletinyint(1)unsignedzerofillNOTNULLdefault'0',
distimeint(4)unsignedzerofillNOTNULLdefault'0000',
PRIMARYKEY(id),
UNIQUEKEYname(name)
)TYPE=MyISAM;
#del_flag:deletebysyndicateleader
#
#Tablestructurefortable'cq_synattr'
#
CREATETABLEcq_synattr(
idint(4)unsignedzerofillNOTNULL,
syn_idint(4)unsignedzerofillNOTNULLdefault'0000',
rankint(4)unsignedzerofillNOTNULLdefault'0000',
profferint(4)unsignedzerofillNOTNULLdefault'0000',
titleint(4)unsignedzerofillNOTNULLdefault'0000',
PRIMARYKEY(id)
)TYPE=MyISAM;
#
#Tablestructurefortable'cq_leaveword'
#
DROPTABLEIFEXISTScq_leaveword;
CREATETABLEcq_leaveword(
idint(4)unsignedzerofillNOTNULLauto_increment,
user_namechar(15)binaryNOTNULLdefault'未知',
send_namechar(15)binaryNOTNULLdefault'未知',
timechar(15)binaryNOTNULLdefault'00000000000000',
wordschar(255)binaryNOTNULLdefault'未命名',
PRIMARYKEY(id),
KEYuser_name(user_name)
)TYPE=MyISAM;
#
#Tablestructurefortable'cq_bonus'
#
CREATETABLEcq_bonus(
serianumberchar(15)binaryNOTNULLdefault'未知',
passwordchar(15)binaryNOTNULLdefault'未知',
actionint(4)unsignedzerofillNOTNULLdefault'0000',
idint(4)unsignedzerofillNOTNULLauto_increment,
PRIMARYKEY(id),
UNIQUEKEYserianumber(serianumber)
)TYPE=MyISAM;
#
#Tablestructurefortable'cq_traptype'
#
DROPTABLEIFEXISTScq_traptype;
CREATETABLEcq_traptype(
idint(4)unsignedzerofillNOTNULL,
sorttinyint(3)unsignedzerofillNOTNULLdefault'0',
lookint(4)unsignedzerofillNOTNULLdefault'0000',
action_idint(4)unsignedzerofillNOTNULLdefault'0000',
levelint(4)unsignedzerofillNOTNULLdefault'0000',
attack_maxint(4)unsignedzerofillNOTNULLdefault'0000',
attack_minint(4)unsignedzerofillNOTNULLdefault'0000',
dexterityint(4)unsignedzerofillNOTNULLdefault'0000',
attack_speedint(4)unsignedzerofillNOTNULLdefault'1000',
active_timesint(4)unsignedzerofillNOTNULLdefault'0000',
magic_typeint(4)unsignedzerofillNOTNULLdefault'0000',
magic_hitrateint(4)unsignedzerofillNOTNULLdefault'0100',
sizeint(4)unsignedzerofillNOTNULLdefault'0000',
atk_modeint(3)unsignedzerofillNOTNULLdefault'0001',
PRIMARYKEY(id)
)TYPE=MyISAM;
insertcq_traptypevalues(1,1,1091010,0,20,250,250,80,1000,0,1000,50,1,1);
insertcq_traptypevalues(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:invisibletrap
#action_id-runactionwhenactivetrap,onlyeffectforTRAPSORT_SYSTRAP
#active_times-0:forevereffect
#magic_type-0:hitbyweaponmode
#atk_mode:可叠加
ATKMODE_USER=1,
ATKMODE_MONSTER=2,
ATKMODE_NOATTACK=4,//不攻击对象,只触发ACTION
CREATETABLEcq_trap(
idint(4)unsignedzerofillNOTNULL,
typeint(4)unsignedzerofillNOTNULLdefault'0000',
lookint(4)unsignedzerofillNOTNULLdefault'0000',
owner_idint(4)unsignedzerofillNOTNULLdefault'0000',
map_idint(4)unsignedzerofillNOTNULLdefault'0000',
pos_xint(4)unsignedzerofillNOTNULLdefault'0000',
pos_yint(4)unsignedzerofillNOTNULLdefault'0000',
dataint(4)unsignedzerofillNOTNULLdefault'0000',
PRIMARYKEY(id)
)TYPE=MyISAM;
insertcq_trapvalues(990001,1,1091010,0,1002,404,400,0);
insertcq_trapvalues(990002,2,1091012,0,1002,439,400,0);
#id-990001~999999
#look-0:invisibletrap
#
#Tablestructurefortable'cq_point_allot'
#
DROPTABLEIFEXISTScq_point_allot;
CREATETABLEcq_point_allot(
idint(4)unsignedzerofillNOTNULLauto_increment,
prof_sortint(4)unsignedzerofillNOTNULLdefault'0000',
levelint(4)unsignedzerofillNOTNULLdefault'0000',
forceint(4)unsignedzerofillNOTNULLdefault'0000',
Speedint(4)unsignedzerofillNOTNULLdefault'0000',
healthint(4)unsignedzerofillNOTNULLdefault'0000',
soulint(4)unsignedzerofillNOTNULLdefault'0000',
PRIMARYKEY(id),
UNIQUEKEYidx(prof_sort,level)
)TYPE=MyISAM;
INSERTcq_point_allotVALUES(0,0,0,0,0,0,0);
#
#Tablestructurefortable'cq_superman'
#
CREATETABLEcq_superman(
idint(4)unsignedzerofillNOTNULL,
numberint(4)unsignedzerofillNOTNULLdefault'0000',
namevarchar(15)binaryNOTNULLdefault'--',
PRIMARYKEY(id),
KEYnumber(number)
)TYPE=MyISAM;
#
#Tablestructurefortable'cq_config'
#
CREATETABLEcq_config(
idint(4)unsignedzerofillNOTNULL,
namevarchar(15)binaryNOTNULLdefault'',
dataint(4)unsignedzerofillNOTNULLdefault'0000',
stringvarchar(255)binaryNOTNULLdefault'',
PRIMARYKEY(id),
KEYname(name)
)TYPE=MyISAM;
#
#Tablestructurefortable'cq_rebirth'
#p#分页标题#e#我们大家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。
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