public class PlayerBaseData
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{
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public string AccID; //_KEY_i_帐号名, 该角色所在的帐号的用户名
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public uint PlayerID; //_IDT_
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public string PlayerName; //size = 14
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public byte AccState; //0: 未创建, 1: 创建OK,正常登录 2:封号 3:已删除
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public byte GMLevel; //GM等级, 0:不是GM >=1 : GM的等级
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public byte Sex; //性别
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public byte Job; //职业,
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public ushort LV; //等级
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public ushort LVEx; //玩家等级副本,用于转生
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public ushort LV2; //大师等级
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public ushort ExpPoint; //扩充经验点数
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public uint TotalExp; //总经验
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public uint Family; //家族
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public string FamilyName; //家族名称
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public uint Gold; //仙玉
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public uint GoldPaper; //绑玉
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public uint Silver; //铜钱
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public uint SilverPaper; //银票
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public uint FightPoint; //战斗值
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public uint OffLineHangTime;//脱机外挂时间
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public ushort MapID; //角色所在地图
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public ushort PosX; //角色坐标
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public ushort PosY;
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public byte State; //角色状态 1.封存 2.死亡 3.正常 以后还有陆续添加
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public uint HP; //当前HP
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public uint XP; //当前XP
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public uint FreePoint; //未分配点数
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public uint FreeSkillPoint; //未分配的技能点
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public int STR; //力量
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public int PNE; //真元
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public int PHY; //筋骨
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public int CON; //体魄
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public string Setting; //设定
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public byte AttackMode; //攻击模式
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public byte FBID; //fb id
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public byte realmLevel; //旧服务端官阶,现项目用于境界
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public byte VIPLv; //VIP等级
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public uint ExAttr1; //扩展属性1,各项目专用
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public uint ExAttr2; //扩展属性2,各项目专用
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public int dungeonLineId; // 副本线路id
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public uint ExAttr4; //扩展属性4,各项目专用
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public uint ExAttr5; //扩展属性5,各项目专用
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public uint ExAttr6; //扩展属性6,各项目专用
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public uint ExAttr7; //扩展属性7,各项目专用
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public uint ExAttr8; //扩展属性8,各项目专用
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public uint ExAttr9; //扩展属性9,各项目专用
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public uint ExAttr10; //扩展属性10,各项目专用
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public uint ExAttr11; //预留的扩展属性字段,用来存放项目特定的属性
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public uint ExAttr12; //预留的扩展属性字段,用来存放项目特定的属性
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public uint ExAttr13; //预留的扩展属性字段,用来存放项目特定的属性
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public uint ExAttr14; //预留的扩展属性字段,用来存放项目特定的属性
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public uint HappyPoint;//现为脱机挂剩余时间 23
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public uint faction; //阵营 107
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public uint coinPointTotal;//已充值金额,单位分 112
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public int BasicsMinimum;//基础最小攻击
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public int BasicsMaxAttack;//基础最大攻击
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public int BasicsLife;//基础生命
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public int BasicsDefense;//基础防御
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public int BasicsScoreAHit;//基础命中
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public int BasicsDodge;//基础闪避
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public long treasurePotentialSp {
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get {
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return ExAttr8 * (long)100000000 + ExAttr7;
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}
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}
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public ulong allSliver { get { return (ulong)Silver + (ulong)ExAttr6 * 100000000; } }
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public void UpdateData(H0102_tagCDBPlayer _serverInfo)
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{
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AccID = _serverInfo.AccID;
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PlayerID = _serverInfo.PlayerID;
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PlayerName = _serverInfo.PlayerName.Trim().Replace(" ", "");
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AccState = _serverInfo.AccState;
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GMLevel = _serverInfo.GMLevel;
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Sex = _serverInfo.Sex;
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Job = _serverInfo.Job;
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LV = _serverInfo.LV;
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LVEx = _serverInfo.LVEx;
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LV2 = _serverInfo.LV2;
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ExpPoint = _serverInfo.ExpPoint;
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TotalExp = _serverInfo.TotalExp;
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Family = _serverInfo.Family;
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FamilyName = _serverInfo.FamilyName.Trim().Replace(" ", "");
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Gold = _serverInfo.Gold;
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GoldPaper = _serverInfo.GoldPaper;
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Silver = _serverInfo.Silver;
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SilverPaper = _serverInfo.SilverPaper;
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FightPoint = _serverInfo.FightPoint;
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MapID = _serverInfo.MapID;
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PosX = _serverInfo.PosX;
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PosY = _serverInfo.PosY;
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State = _serverInfo.State;
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HP = _serverInfo.HP;
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XP = _serverInfo.XP;
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FreePoint = _serverInfo.FreePoint;
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FreeSkillPoint = _serverInfo.FreeSkillPoint;
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STR = _serverInfo.STR;
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PNE = _serverInfo.PNE;
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PHY = _serverInfo.PHY;
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CON = _serverInfo.CON;
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Setting = _serverInfo.Setting;
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AttackMode = _serverInfo.AttackMode;
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FBID = _serverInfo.FBID;
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ExAttr1 = _serverInfo.ExAttr1;
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ExAttr2 = _serverInfo.ExAttr2;
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dungeonLineId = (int)_serverInfo.ExAttr3;
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ExAttr4 = _serverInfo.ExAttr4;
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ExAttr5 = _serverInfo.ExAttr5;
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realmLevel = _serverInfo.OfficialRank;
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VIPLv = _serverInfo.VIPLv;
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ExAttr6 = _serverInfo.ExAttr6;
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ExAttr7 = _serverInfo.ExAttr7;
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ExAttr8 = _serverInfo.ExAttr8;
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ExAttr9 = _serverInfo.ExAttr9;
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ExAttr10 = _serverInfo.ExAttr10;
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ExAttr11 = _serverInfo.ExAttr11;
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ExAttr12 = _serverInfo.ExAttr12;
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ExAttr13 = _serverInfo.ExAttr13;
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ExAttr14 = _serverInfo.ExAttr14;
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HappyPoint = _serverInfo.HappyPoint;
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faction = _serverInfo.Faction;
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coinPointTotal = _serverInfo.ChangeCoinPointTotal;
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}
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}
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