Experienced Elementalist
- Joined
- Aug 22, 2013
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Hi, I'd like to share something, hope could be useful a little bit
This is to add custom equipment to your GM, it will auto detect character existence, GM status, race and gender.
I use v188, didn't test it in v193 (please read the SP notes)
--- Updates made, if you've applied this SP before, just ALTER the whole thing
New Stored Procedure:
How to use?
Usage example:
Will give: 'Mulan' (11 Degree, +12 100% FB) Weapon/Shield, Garment, Accessories, 1B Gold, 10M SP, and 109 Inventory slots.
Parameters:
Before:
After:
Weapon sample:
Accessory sample:
SQL spam:
cheers
This is to add custom equipment to your GM, it will auto detect character existence, GM status, race and gender.
I use v188, didn't test it in v193 (please read the SP notes)
--- Updates made, if you've applied this SP before, just ALTER the whole thing
New Stored Procedure:
Code:
USE [SRO_VT_SHARD]
GO
/****** Object: StoredProcedure [dbo].[_ADD_GM_GEAR] Script Date: 11/02/2013 23:44:41 ******/
/*
* Purpose: Add custom equipment to GM character
* Auto check: Will auto detect character existence, GM status, race and gender.
* How to use:
* -
* USE [SRO_VT_SHARD]
* EXEC [_ADD_GM_GEAR] '<character_name>', '<gear_type>', <equipment_degree>, <plus>
* -
* Parameters:
* <character_name>: duh?
* <gear_type>: HEAVY, LIGHT, or CLOTHES
* <equipment_degree>: duh?
* <plus>: duh?
*
* Example: EXEC [_ADD_GM_GEAR] 'Mulan', 'CLOTHES', 11, 12
* Will give: 'Mulan' (11 Degree, +12 100% FB) Weapon/Shield, Garment, Accessories, 1B Gold, 10M SP, and 109 Inventory slots
*
* Notes:
* - Feel free to change anything ;)
* - GM levels determined by "sec_primary" group in TB_User table in [SRO_VT_ACCOUNT] database.
* I use default GM levels of 1-6 and 10. (GM level check section)
* - I put SOSUN item suffix as default. (@itemSuffix settings, change it if you want)
*
* Important stuff:
* - Dependecies SP (make sure they are exist): _FN_ADD_INITIAL_EQUIP, _ADD_ITEM_EXTERN, _IsExistingCharName, _STRG_DEL_ITEM_NoTX
* - This will put new equipment to equipment slots, even if they're empty.
* - The character MUST wear a weapon (no need others, just weapon) (to trigger detection)
* - Shield will automatically added if the character is using 1H weapon. (No shield for 2H)
*
* Updates:
* - Remove weapon type execution parameter
* - Added detection feature for weapon and shield
* - Added spam messages to SQL output window ;)
*
* -- Witchy (Mulan)
*
*/
SET ANSI_NULLS OFF
GO
SET QUOTED_IDENTIFIER OFF
GO
-- Check if SP exist, if not, auto create the SP
IF NOT EXISTS (SELECT * FROM sys.objects WHERE type = 'P' AND name = '_ADD_GM_GEAR')
EXEC('CREATE PROCEDURE [SRO_VT_SHARD].[dbo].[_ADD_GM_GEAR] AS BEGIN SET NOCOUNT ON; END')
GO
ALTER PROCEDURE [dbo].[_ADD_GM_GEAR]
@CharName AS VARCHAR(64),
@EQClass AS VARCHAR(16),
@EQDegree AS VARCHAR(2),
@EQPlus AS tinyINT
AS
/* Update 2013/11/05 */
-- Item set prefix
-- CHANGE THIS! -- CHANGE THIS! -- CHANGE THIS! (if needed)
DECLARE @itemSuffix VARCHAR(16) = 'C_RARE'
SET NOCOUNT ON
-- Check if character exist
DECLARE @isCharExist tinyINT
PRINT 'Validating Character...'
EXEC @isCharExist = [_IsExistingCharName] @CharNameToCheck = @CharName
IF (@isCharExist = 0)
BEGIN
RAISERROR('Character: %s does not exist. Sequence canceled!', 1, 16, @CharName)
RETURN -1
END
-- Check character and account related information (In relation with SRO_VT_ACCOUNT)
DECLARE @CharID INT
DECLARE @RefCharID INT
DECLARE @UserJID INT
DECLARE @GMLevel INT
DECLARE @AccountName VARCHAR(32)
-- Check if character assigned to Account ID
PRINT 'Validating Account ID...'
SELECT @CharID = CharID, @RefCharID = RefObjID FROM [_Char] WHERE CharName16 = @CharName
SELECT @UserJID = UserJID FROM [_User] WHERE CharID = @CharID
IF (@UserJID IS NULL OR @UserJID = 0)
BEGIN
RAISERROR('Account ID does not exist, or character: %s is not assigned to any user accounts. Sequence canceled!', 1, 16, @CharName)
RETURN -2
END
-- Check GM levels (CHANGE THIS if needed)
PRINT 'Validating GM Level...'
SELECT @GMLevel = sec_primary, @AccountName = StrUserID FROM [SRO_VT_ACCOUNT].[dbo].[TB_User] WHERE JID = @UserJID
IF (@GMLevel IS NULL OR (@GMLevel > 6 AND @GMLevel < 10))
BEGIN
RAISERROR('Account ID associated with this char: %s, does not have GM prvileges. Sequence canceled!', 1, 16, @AccountName)
RETURN -3
END
-- Check character gender and race
DECLARE @CharGender VARCHAR(1)
DECLARE @CharRace VARCHAR(2)
PRINT 'Validating race and gender...'
IF (@RefCharID <= 14887 AND @RefCharID >= 14875) -- European Male
BEGIN
SET @CharRace = 'EU'
SET @CharGender = 'M'
END
IF (@RefCharID <= 14900 AND @RefCharID >= 14888) -- European Female
BEGIN
SET @CharRace = 'EU'
SET @CharGender = 'W'
END
IF (@RefCharID <= 1919 AND @RefCharID >= 1907) -- Chinesse Male
BEGIN
SET @CharRace = 'CH'
SET @CharGender = 'M'
END
IF (@RefCharID <= 1932 AND @RefCharID >= 1920) -- Chinesse Female
BEGIN
SET @CharRace = 'CH'
SET @CharGender = 'W'
END
PRINT 'Race code is: ' + @CharRace + ', gender code is: ' + @CharGender + '.'
-- Setting up equipment
-- Gears
DECLARE @CodeNameHelm VARCHAR(256)
DECLARE @CodeNameMail VARCHAR(256)
DECLARE @CodeNameShoulder VARCHAR(256)
DECLARE @CodeNameGauntlet VARCHAR(256)
DECLARE @CodeNamePants VARCHAR(256)
DECLARE @CodeNameBoots VARCHAR(256)
DECLARE @RefHelmID INT
DECLARE @RefMailID INT
DECLARE @RefShoulderID INT
DECLARE @RefGauntletID INT
DECLARE @RefPantsID INT
DECLARE @RefBootsID INT
DECLARE @RefHelmLinkID INT
DECLARE @RefMailLinkID INT
DECLARE @RefShoulderLinkID INT
DECLARE @RefGauntletLinkID INT
DECLARE @RefPantsLinkID INT
DECLARE @RefBootsLinkID INT
-- Accessories
DECLARE @CodeNameEarring VARCHAR(256)
DECLARE @CodeNameNecklace VARCHAR(256)
DECLARE @CodeNameRing VARCHAR(256)
DECLARE @RefEarringID INT
DECLARE @RefNecklaceID INT
DECLARE @RefRingID INT
DECLARE @RefEarringLinkID INT
DECLARE @RefNecklaceLinkID INT
DECLARE @RefRingLinkID INT
-- Weapon and Shield
DECLARE @CodeNameWeapon VARCHAR(256)
DECLARE @CodeNameShield VARCHAR(256)
DECLARE @RefWeaponID INT
DECLARE @RefShieldID INT
DECLARE @RefWeaponLinkID INT
DECLARE @RefShieldLinkID INT
/* Update 2013/11/05 */
-- Check for current equipped weapon/shield
PRINT 'Validating equipped weapon...'
DECLARE @OldWeaponID INT = (SELECT ItemID FROM [_Inventory] WHERE CharID=(SELECT CharID FROM [_Char] WHERE CharID = @CharID) AND Slot ='6')
IF (@OldWeaponID IS NULL OR @OldWeaponID = 0)
BEGIN
RAISERROR('Character: %s is not wearing any weapon. Sequence canceled!', 10, 1, @CharName)
RETURN -4
END
DECLARE @RefOldWeaponID INT = (SELECT RefItemID FROM [_Items] WHERE ID64 = @OldWeaponID)
DECLARE @WPClass VARCHAR(16)
SELECT @WPClass =
CASE
WHEN TypeID4 = 2 THEN 'SWORD'
WHEN TypeID4 = 3 THEN 'BLADE'
WHEN TypeID4 = 4 THEN 'SPEAR'
WHEN TypeID4 = 5 THEN 'TBLADE'
WHEN TypeID4 = 6 THEN 'BOW'
WHEN TypeID4 = 7 THEN 'SWORD'
WHEN TypeID4 = 8 THEN 'TSWORD'
WHEN TypeID4 = 9 THEN 'AXE'
WHEN TypeID4 = 10 THEN 'DARKSTAFF'
WHEN TypeID4 = 11 THEN 'TSTAFF'
WHEN TypeID4 = 12 THEN 'CROSSBOW'
WHEN TypeID4 = 13 THEN 'DAGGER'
WHEN TypeID4 = 14 THEN 'HARP'
WHEN TypeID4 = 15 THEN 'STAFF'
END
FROM [_RefObjCommon] WHERE ID = @RefOldWeaponID ORDER BY TypeID4 ASC
/* Update 2013/11/05 */
-- Set no shield by default, if the weapon used is 1H, then add shield automatically.
PRINT 'Checking if character is using shield...'
DECLARE @useShield TINYINT = 0
IF (@WPClass = 'SWORD' OR @WPClass = 'BLADE' OR @WPClass = 'STAFF')
BEGIN
PRINT '- 1H weapon is used, new shield will be added.'
SET @useShield = 1
END
/* Update 2013/11/05 */
-- Item codes (trailing codes are from itemSuffix settings above)
PRINT 'Setting up item codenames...'
-- Gears
SET @CodeNameHelm = 'ITEM_' + @CharRace + '_' + @CharGender + '_' + @EQClass + '_' + @EQDegree + '_HA_' + @itemSuffix
SET @CodeNameMail = 'ITEM_' + @CharRace + '_' + @CharGender + '_' + @EQClass + '_' + @EQDegree + '_BA_' + @itemSuffix
SET @CodeNameShoulder = 'ITEM_' + @CharRace + '_' + @CharGender + '_' + @EQClass + '_' + @EQDegree + '_SA_' + @itemSuffix
SET @CodeNameGauntlet = 'ITEM_' + @CharRace + '_' + @CharGender + '_' + @EQClass + '_' + @EQDegree + '_AA_' + @itemSuffix
SET @CodeNamePants = 'ITEM_' + @CharRace + '_' + @CharGender + '_' + @EQClass + '_' + @EQDegree + '_LA_' + @itemSuffix
SET @CodeNameBoots = 'ITEM_' + @CharRace + '_' + @CharGender + '_' + @EQClass + '_' + @EQDegree + '_FA_' + @itemSuffix
-- Accessories
SET @CodeNameEarring = 'ITEM_' + @CharRace + '_EARRING_' + @EQDegree + '_' + @itemSuffix
SET @CodeNameNecklace = 'ITEM_' + @CharRace + '_NECKLACE_' + @EQDegree + '_' + @itemSuffix
SET @CodeNameRing = 'ITEM_' + @CharRace + '_RING_' + @EQDegree + '_' + @itemSuffix
-- Weapon and Shield
SET @CodeNameWeapon = 'ITEM_' + @CharRace + '_' + @WPClass + '_' + @EQDegree + '_' + @itemSuffix
SET @CodeNameShield = 'ITEM_' + @CharRace + '_SHIELD_' + @EQDegree + '_' + @itemSuffix
-- Get Reference ID and Link ID
PRINT 'Getting item reference ID and link...'
-- Gears
SELECT @RefHelmID = ID, @RefHelmLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameHelm
SELECT @RefMailID = ID, @RefMailLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameMail
SELECT @RefShoulderID = ID, @RefShoulderLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameShoulder
SELECT @RefGauntletID = ID, @RefGauntletLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameGauntlet
SELECT @RefPantsID = ID, @RefPantsLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNamePants
SELECT @RefBootsID = ID, @RefBootsLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameBoots
-- Accessories
SELECT @RefEarringID = ID, @RefEarringLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameEarring
SELECT @RefNecklaceID = ID, @RefNecklaceLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameNecklace
SELECT @RefRingID = ID, @RefRingLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameRing
-- Weapon and Shield
SELECT @RefWeaponID = ID, @RefWeaponLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameWeapon
SELECT @RefShieldID = ID, @RefShieldLinkID = link FROM [_RefObjCommon] WHERE CodeName128 = @CodeNameShield
IF (
@RefHelmID IS NULL OR @RefHelmID = 0 OR
@RefMailID IS NULL OR @RefMailID = 0 OR
@RefShoulderID IS NULL OR @RefShoulderID = 0 OR
@RefGauntletID IS NULL OR @RefGauntletID = 0 OR
@RefPantsID IS NULL OR @RefPantsID = 0 OR
@RefBootsID IS NULL OR @RefBootsID = 0 OR
@RefEarringID IS NULL OR @RefEarringID = 0 OR
@RefNecklaceID IS NULL OR @RefNecklaceID = 0 OR
@RefRingID IS NULL OR @RefRingID = 0 OR
@RefWeaponID IS NULL OR @RefWeaponID = 0 OR
@RefShieldID IS NULL OR @RefShieldID = 0
)
BEGIN
RAISERROR('Invalid item reference ID, check item codename (degree parameter or item suffix setting). Sequence canceled!', 1, 16)
RETURN -5
END
IF (
@RefHelmLinkID IS NULL OR @RefHelmLinkID = 0 OR
@RefMailLinkID IS NULL OR @RefMailLinkID = 0 OR
@RefShoulderLinkID IS NULL OR @RefShoulderLinkID = 0 OR
@RefGauntletLinkID IS NULL OR @RefGauntletLinkID = 0 OR
@RefPantsLinkID IS NULL OR @RefPantsLinkID = 0 OR
@RefBootsLinkID IS NULL OR @RefBootsLinkID = 0 OR
@RefEarringLinkID IS NULL OR @RefEarringLinkID = 0 OR
@RefNecklaceLinkID IS NULL OR @RefNecklaceLinkID = 0 OR
@RefRingLinkID IS NULL OR @RefRingLinkID = 0 OR
@RefWeaponLinkID IS NULL OR @RefWeaponLinkID = 0 OR
@RefShieldLinkID IS NULL OR @RefShieldLinkID = 0
)
BEGIN
RAISERROR('Invalid link reference ID, check item codename (degree parameter or item suffix setting). Sequence canceled!', 1, 16)
RETURN -6
END
-- Get durability for 'Data'
PRINT 'Getting items durability information...'
DECLARE @DuraHelm INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefHelmLinkID)
DECLARE @DuraMail INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefMailLinkID)
DECLARE @DuraShoulder INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefShoulderLinkID)
DECLARE @DuraGauntlet INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefGauntletLinkID)
DECLARE @DuraPants INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefPantsLinkID)
DECLARE @DuraBoots INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefBootsLinkID)
DECLARE @DuraWeapon INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefWeaponLinkID)
DECLARE @DuraShield INT = (SELECT Dur_L from [_RefObjItem] WHERE ID = @RefShieldLinkID)
/* Update 2013/11/05 */
-- Clear inventory (Just equipped items) ;)
PRINT 'Removing equipped items...'
DECLARE @TSlots INT
DECLARE @CharSlot INT
SET @CharSlot = 0
SELECT @TSlots = COUNT(Slot) from _Inventory WHERE CharID = @CharID
WHILE @CharSlot <= @TSlots
BEGIN
-- IF (@CharSlot < 6 OR (@CharSlot > 7 AND @CharSlot < 13))
-- BEGIN
IF (@CharSlot < 13)
BEGIN
EXEC [_STRG_DEL_ITEM_NoTX] 1, @CharID, @CharSlot
END
SET @CharSlot = @CharSlot + 1
END
-- Sequence begin
BEGIN TRANSACTION
PRINT 'Adding new items...'
-- Add other stuff (make sure they\'re exist in database and Media)
EXEC [_ADD_ITEM_EXTERN] @CharName, 'ITEM_MALL_REVERSE_RETURN_SCROLL', 10, 0
EXEC [_ADD_ITEM_EXTERN] @CharName, 'ITEM_MALL_RETURN_SCROLL_HIGH_SPEED', 10, 0
EXEC [_ADD_ITEM_EXTERN] @CharName, 'ITEM_MALL_CHAR_SKIN_CHANGE_SCROLL', 1, 0
PRINT '- Cool stuff added to inventory.'
-- Add new equipment to equipment slots
DECLARE @HelmItemID64 BIGINT
DECLARE @MailItemID64 BIGINT
DECLARE @ShoulderItemID64 BIGINT
DECLARE @GauntletItemID64 BIGINT
DECLARE @PantsItemID64 BIGINT
DECLARE @BootsItemID64 BIGINT
DECLARE @EarringItemID64 BIGINT
DECLARE @NecklaceItemID64 BIGINT
DECLARE @RingLItemID64 BIGINT
DECLARE @RingRItemID64 BIGINT
DECLARE @WeaponItemID64 BIGINT
DECLARE @ShieldItemID64 BIGINT
SET @HelmItemID64 = 0
SET @MailItemID64 = 0
SET @ShoulderItemID64 = 0
SET @GauntletItemID64 = 0
SET @PantsItemID64 = 0
SET @BootsItemID64 = 0
SET @EarringItemID64 = 0
SET @NecklaceItemID64 = 0
SET @RingLItemID64 = 0
SET @RingRItemID64 = 0
SET @WeaponItemID64 = 0
SET @ShieldItemID64 = 0
-- Helm
EXEC @HelmItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 0, @RefHelmID, @DuraHelm
IF (@HelmItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -7
END
PRINT '- Helm equipped.'
-- Chest
EXEC @MailItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 1, @RefMailID, @DuraMail
IF (@MailItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -8
END
PRINT '- Chest equipped.'
-- Shoulder
EXEC @ShoulderItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 2, @RefShoulderID, @DuraShoulder
IF (@ShoulderItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -9
END
PRINT '- Shoulder equipped.'
-- Gauntlet
EXEC @GauntletItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 3, @RefGauntletID, @DuraGauntlet
IF (@GauntletItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -10
END
PRINT '- Gauntlet equipped.'
-- Pants
EXEC @PantsItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 4, @RefPantsID, @DuraPants
IF (@PantsItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -11
END
PRINT '- Pants equipped.'
-- Boots
EXEC @BootsItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 5, @RefBootsID, @DuraBoots
IF (@BootsItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -12
END
PRINT '- Boots equipped.'
-- Earring
EXEC @EarringItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 9, @RefEarringID, 0
IF (@EarringItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -13
END
PRINT '- Earring equipped.'
-- Necklace
EXEC @NecklaceItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 10, @RefNecklaceID, 0
IF (@NecklaceItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -14
END
PRINT '- Necklace equipped.'
-- Left Ring
EXEC @RingLItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 11, @RefRingID, 0
IF (@RingLItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -15
END
PRINT '- Left Ring equipped.'
-- Right Ring
EXEC @RingRItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 12, @RefRingID, 0
IF (@RingRItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -16
END
PRINT '- Right Ring equipped.'
-- Weapon
EXEC @WeaponItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 6, @RefWeaponID, @DuraWeapon
IF (@WeaponItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -17
END
PRINT '- Weapon equipped.'
-- Shield
IF (@useShield = 1)
BEGIN
EXEC @ShieldItemID64 = [_FN_ADD_INITIAL_EQUIP] @CharID, 7, @RefShieldID, @DuraShield
IF (@ShieldItemID64 <= 0)
BEGIN
PRINT 'Problem when executing [_FN_ADD_INITIAL_EQUIP], canceling sequence and rolling back data...'
ROLLBACK TRANSACTION
RETURN -18
END
PRINT '- Shield equipped.'
END
-- Make 100% and FB
-- Gears
PRINT 'Updating gear attributes to +' + CAST(@EQPlus AS VARCHAR(2)) + ' FB (Str/Int 7, Parry 60%, Durability 200%)'
UPDATE _Items SET OptLevel = @EQPlus, Variance = 34359738336, MagParamNum = 4, MagParam1 = 30064771144, MagParam2 = 30064771150, MagParam3 = 858993459290, MagParam4 = 257698037898, MagParam5 = NULL, MagParam6 = NULL, MagParam7 = NULL, MagParam8 = NULL, MagParam9 = NULL, MagParam10 = NULL, MagParam11 = NULL, MagParam12 = NULL WHERE ID64 = @HelmItemID64 OR ID64 = @MailItemID64 OR ID64 = @ShoulderItemID64 OR ID64 = @GauntletItemID64 OR ID64 = @PantsItemID64 OR ID64 = @BootsItemID64
-- Accessories
PRINT 'Updating accessory attributes to +' + CAST(@EQPlus AS VARCHAR(2)) + ' FB (Str/Int 7, Freeze 20%, Electric Shock 20%, Burn 20%, Poison 20%, Zombie 20%)'
UPDATE _Items SET OptLevel = @EQPlus, Variance = 1073741823, MagParamNum = 7, MagParam1 = 30064771144, MagParam2 = 30064771150, MagParam3 = 85899346100, MagParam4 = 85899346094, MagParam5 = 85899346088, MagParam6 = 85899346106, MagParam7 = 85899346112, MagParam8 = NULL, MagParam9 = NULL, MagParam10 = NULL, MagParam11 = NULL, MagParam12 = NULL WHERE ID64 = @EarringItemID64 OR ID64 = @NecklaceItemID64 OR ID64 = @RingLItemID64 OR ID64 = @RingRItemID64
-- Weapon
PRINT 'Updating weapon attributes to +' + CAST(@EQPlus AS VARCHAR(2)) + ' FB (Str/Int 7, Block 100, Attack Rate 60%, Durability 200%)'
UPDATE _Items SET OptLevel = @EQPlus, Variance = 34359738336, MagParamNum = 5, MagParam1 = 30064771144, MagParam2 = 30064771150, MagParam3 = 858993459290, MagParam4 = 429496729714, MagParam5 = 257698037862, MagParam6 = NULL, MagParam7 = NULL, MagParam8 = NULL, MagParam9 = NULL, MagParam10 = NULL, MagParam11 = NULL, MagParam12 = NULL WHERE ID64 = @WeaponItemID64
-- Shield
IF (@ShieldItemID64 IS NOT NULL OR @ShieldItemID64 > 0)
BEGIN
PRINT 'Updating shield attributes to +' + CAST(@EQPlus AS VARCHAR(2)) + ' FB (Str/Int 7, Critical 100, Durability 200%)'
UPDATE _Items SET OptLevel = @EQPlus, Variance = 34359738336, MagParamNum = 4, MagParam1 = 30064771144, MagParam2 = 30064771150, MagParam3 = 858993459290, MagParam4 = 429496729726, MagParam5 = NULL, MagParam6 = NULL, MagParam7 = NULL, MagParam8 = NULL, MagParam9 = NULL, MagParam10 = NULL, MagParam11 = NULL, MagParam12 = NULL WHERE ID64 = @ShieldItemID64
END
-- Set other attributes
PRINT 'Adding Gold, SP, Inventory size...'
UPDATE _Char SET RemainGold = 1000000000, RemainSkillPoint = 10000000, InventorySize = 109 WHERE _Char.CharID = @CharID
COMMIT TRANSACTION
PRINT 'Sequence complete.'
RETURN 1
-- EOF
Code:
EXEC [SRO_VT_SHARD].[dbo].[_ADD_GM_GEAR] '<character_name>', '<gear_type>', <equipment_degree>, <plus>
Usage example:
Code:
EXEC [SRO_VT_SHARD].[_ADD_GM_GEAR] 'Mulan', 'CLOTHES', 11, 12
Parameters:
- <character_name>: duh?
- <equipment_type>: HEAVY, LIGHT, or CLOTHES
- <equipment_degree>: duh?
- <plus>: duh?
- Feel free to change anything
- GM levels determined by "sec_primary" group in TB_User table in [SRO_VT_ACCOUNT] database. I use default GM levels of 1-6 and 10. (GM level check section)
- I put SOSUN item suffix as default. (@itemSuffix settings, change it if you want)
- Dependecies SP (make sure they are exist): _FN_ADD_INITIAL_EQUIP, _ADD_ITEM_EXTERN, _IsExistingCharName, _STRG_DEL_ITEM_NoTX
- This will put new equipment to equipment slots, even if they're empty.
- The character MUST wear a weapon (no need others, just weapon) (to trigger detection)
- Shield will automatically added if the character is using 1H weapon. (No shield for 2H)
- Remove weapon type execution parameter
- Added detection feature for weapon and shield
- Added spam messages to SQL output window
Before:
Last edited: