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| | | #"""Version = 2013-10-30 15:20"""
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| | | #---------------------------------------------------------------------
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| | |
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| | | import IPY_GameWorld
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| | |
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| | | # 游戏默认编码
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| | | Def_Game_Character_Encoding = 'gbk'
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| | |
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| | |
| | | Def_MixServerDay = 'MixServerDay' #服务器已经合服多少天
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| | | Def_IsMixServerInitOK = 'IsMixServerInitOK' #服务器合服首次启动OK
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| | | Def_LastMixServerDay = 'LastMixServerDay' #上次合服时的开服天数
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| | | Def_CrossCenterEvent = 'CrossCenterEvent' # 跨服中心事件值
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| | | #首次开服时间,注意不要用该日期做开服天相关的功能逻辑,如果要用开服天,请用 Def_ServerDay
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| | | ''' 原因:
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| | | 因为目前开服天的逻辑大部分是用 Def_ServerDay,当出现服务器宕机超过24小时时,就会导致 Def_ServerDay 与 Def_InitOpenServerTime 不对应
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| | |
| | | Def_InitOpenServerTime = 'InitOpenServerTime'
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| | | Def_SetOpenServerTime = 'SetOpenServerTime' # GM工具预定的开服时间
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| | |
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| | |
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| | | Def_FamilyCrossState = 'FamilyCrossState' # 本服公会跨服状态, 0-未跨服;1-已跨服
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| | | Def_FamilyTransDataTime = 'FamilyTransDataTime' # 本服公会首次跨服互通数据开始传输时间戳,不为0代表传输数据中
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| | | Def_OSAAwardState = 'OSAAwardState' #开服冲榜活动结算状态
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| | | # ------------------------- WorldKey ------------------------- |
| | |
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| | | #---奇迹, 职业枚举定义---
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| | | (
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| | |
| | | Def_mitGatherSoulCompound,# 聚魂合成
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| | | Def_mitGatherSoulDecompose,# 聚魂分解
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| | | Def_mitMainDropItemOP,# 主线装备操作 25
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| | | ) = range(1, 1 + 25)
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| | | Def_mitMGTuiyan, # 命格推演 26
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| | | Def_mitMinggeEquip, # 命格装备 27
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| | | ) = range(1, 1 + 27)
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| | |
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| | | #---写死的技能ID---
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| | |
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| | |
| | | GameFuncID_OSA_MainLevel = 45 # 开服关卡榜
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| | | GameFuncID_OSA_HeroCall = 46 # 开服招募榜
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| | | GameFuncID_OSA_Celebration = 47 # 开服庆典
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| | | GameFuncID_Mingge = 54 # 命格
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| | |
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| | | # 以下为暂时无用的
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| | | GameFuncID_Pet = -1 # 宠物,灵宠 6
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| | |
| | | rptDogzEquip, # 神兽装备背包 33
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| | | rptGarbage, # 垃圾分类背包 34
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| | | rptHero, # 武将英雄背包 35
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| | | rptMGGuayu, # 命格卦玉背包 36
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| | | rptMGTuiyan, # 命格推演背包 37
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| | | rptMax, # 最大背包类型数量,放在最后一个
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| | | ) = range(28, 28 + 9) #C++定义的枚举到27
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| | | ) = range(28, 28 + 11) #C++定义的枚举到27
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| | |
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| | | #虚拟背包类型, 从255递减
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| | | Def_VPack_TypeList = (
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| | |
| | | rptRune, # 符印背包 255
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| | | ) = range(256 - 2, 256)
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| | |
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| | | NeedRecordRPType = [IPY_GameWorld.rptItem, rptTreasure, rptHero, IPY_GameWorld.rptIdentify, rptMGTuiyan]
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| | |
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| | | #武器的手持形式
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| | | (
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| | |
| | | Def_GameRecType_TalkCache, # 聊天缓存,频道 306
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| | | Def_GameRecType_PlayerOfflineUnprocessed, # 离线玩家待处理事件,playerID 307
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| | | Def_GameRecType_ArenaRecord, # 演武场玩家挑战记录,playerID 308
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| | | ) = range(300, 1 + 308)
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| | | Def_GameRecType_BatPreset, # 战斗方案预设额外存储信息,playerID 309
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| | | ) = range(300, 1 + 309)
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| | | #通用信息记录新 - 字典key配置,如果有配置,则可额外按对应记录Value值存储字典,方便快速取值,可配置Value编号 1~8,配空默认 Value1
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| | | Def_GameRecValueKeyDict = {
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| | | Def_GameRecType_Xiangong:[1],
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| | | }
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| | | #仅查看自己的记录
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| | | Def_ViewGameRecSelfList = [Def_GameRecType_ArenaRecord]
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| | | Def_ViewGameRecSelfList = [Def_GameRecType_ArenaRecord, Def_GameRecType_BatPreset]
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| | |
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| | | #UserData不使用json的记录类型
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| | | UserDataNOJsonRecTypeList = []
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| | |
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| | | #通用信息记录类型
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| | | Def_UniversalGameRecTypeList = (
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| | |
| | |
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| | | #家族行为类型 在GameServer.ChConfig.ActionTypeSaveCnt 中配置最高存储条数
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| | | Def_ActionTypeList = (
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| | | Def_ActionType_FamilyData, #仙盟额外记录信息0
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| | | Def_ActionType_0,
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| | | Def_ActionType_1,
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| | | Def_ActionType_2,
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| | | Def_ActionType_FamilyAdd, #申请进入家族3
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| | |
| | | CampType_Evil, #邪恶(与 Def_ID2Win 一致)
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| | | ] = range(3)
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| | |
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| | | # json里的配表 服务器类型(0主服,1子服,2跨服,3战斗服)]
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| | | # serverJosn里配置索引 ServersConfig.json目前配置规则{SeverID:[GroupName,MapID,服务器类型(0主服,1子服,2跨服)], ...}
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| | | (
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| | | serverCfgIndex_GroupName, # 所属 GroupName
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| | | serverCfgIndex_MapID, # 服务器对应的地图ID
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| | | serverCfgIndex_ServerType, # 服务器类型
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| | | ) = range(3)
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| | |
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| | | # json里的配表 服务器类型(0主服,1子服,2跨服,3战斗服,4跨服中心)]
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| | | serverType_Main = 0 # 0主服
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| | | serverType_Child = 1 # 1子服
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| | | serverType_Cross = 2 # 2跨服
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| | | serverType_Battle = 3 # 3战斗服
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| | | serverType_CrossCenter = 4 # 4跨服中心,只允许最多1台
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| | |
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| | | # dirType //0全广播,1通知主服务器排除合服子服,2通知服务器包含合服子服, 3通知跨服服务器 ,4通知战斗服务器
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| | | dirType_All = 0 # 0全广播
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| | |
| | | dirType_Child = 2 # 2通知服务器包含合服子服
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| | | dirType_Cross = 3 # 3通知跨服服务器
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| | | dirType_Battle = 4 # 4通知战斗服务器
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| | | dirType_MainAndCross = 5 # 通知主服务器+跨服
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| | |
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| | | # 服务器间连接状态
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| | | (
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| | | ssConn_Unknown, # δ֪ 0
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| | | ssConn_Normal, # 正常连接 1
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| | | ssConn_Disconnected, # 断开 2
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| | | ) = range(3)
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| | |
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| | | # 服务器间的信息定义
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| | | SSMsg_BattleRequest = "SS_BattleRequest"
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| | | SSMsg_BattleResult = "SS_BattleResult"
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| | | # 服务器类型简写: C - 跨服/跨服中心; CC - 跨服中心;S - 游戏服; B - 战斗服
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| | |
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| | | # 跨服中心 -> 其他跨服
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| | | CC2C_FamilyCrossCfg = "CC2C_FamilyCrossCfg" # 公会分区配置
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| | |
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| | | # 跨服 -> 游戏服
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| | | #C2S_PlayerLoginOK = "C2S_PlayerLoginOK" # 跨服玩家处理登录成功
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| | | C2S_SendFakePack = "C2S_SendFakePack" # 给玩家发送封包
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| | | C2S_FamilyCrossInfo = "C2S_FamilyCrossInfo" # 跨服同步给游戏服的公会信息
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| | | C2S_FamilyDataRet = "C2S_FamilyDataRet" # 公会首次跨服互通时同步数据结果回复
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| | | C2S_FamilyMapPlayer = "C2S_FamilyMapPlayer" # 给公会玩家处理地图服务器逻辑
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| | | C2S_FamilyPyPackRet = "C2S_FamilyPyPackRet" # 公会功能玩家请求包处理结束回包,一般用于重置请求cd等
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| | | C2S_NotifyCode = "C2S_NotifyCode" # 给玩家发送信息提示
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| | | C2S_CostPlayerResources = "C2S_CostPlayerResources" # 扣除玩家资源,货币、物品等
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| | | C2S_GivePlayerResources = "C2S_GivePlayerResources" # 奖励玩家资源,货币、物品等
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| | | C2S_SetPlayerNomalDict = "C2S_SetPlayerNomalDict" # 设置玩家字典值
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| | | C2S_SendPlayerMail = "C2S_SendPlayerMail" # 发送玩家个人邮件
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| | |
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| | | # 游戏服 -> 跨服
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| | | S2C_OnlineState = "S2C_OnlineState" # 玩家在线状态同步
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| | | S2C_PlayerBaseInfo = "S2C_PlayerBaseInfo" # 玩家基础信息同步
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| | | S2C_FamilyData = "S2C_FamilyData" # 公会首次跨服互通时同步数据
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| | | S2C_FamilyPyPack = "S2C_FamilyPyPack" # 公会功能玩家请求包
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| | | S2C_GMCMD = "S2C_GMCMD" # GM命令
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| | |
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| | | # 其他
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| | | S2B_BattleRequest = "S2B_BattleRequest" # 战斗请求
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| | | B2S_BattleResult = "B2S_BattleResult" # 战斗结果
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| | | # Debug日志不输出通讯数据明细的类型,debug模式下看,一些纯数据类的可不输出通讯数据明细
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| | | NoLogDataSSMsgTypes = [S2B_BattleRequest, B2S_BattleResult, S2C_FamilyData, C2S_SendFakePack]
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| | | # 跨服服务器发送子服信息定义
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| | | CrossServerMsg_CrossServerState = "CrossServerState" # 跨服服务器状态变更
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| | | Def_IudetItemDecompound = 33 # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
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| | | Def_IudetLiantaiItemID = 35 # 合成该莲台的所有莲台ID [itemID, itemID, ...]
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| | | Def_IudetAddSkillID = 37 # 可添加的技能ID列表 [skillID, skillID, ...]
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| | | Def_IudetLegendAttrIDShen = 51 # 物品传奇属性ID列表 - 神
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| | | Def_IudetLegendAttrValueShen = 61 # 物品传奇属性值列表 - 神
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| | | Def_IudetLegendAttrIDXian = 53 # 物品传奇属性ID列表 - 仙
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| | | Def_IudetLegendAttrValueXian = 63 # 物品传奇属性值列表 - 仙
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| | | Def_IudetLegendAttrIDJi = 55 # 物品传奇属性ID列表 - 极
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| | | Def_IudetLegendAttrValueJi = 65 # 物品传奇属性值列表 - 极
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| | | Def_IudetHeroTalentID = 71 # 英雄天赋ID列表
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| | | Def_IudetHeroTalentIDLV = 73 # 英雄天赋ID等级列表
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| | | Def_IudetHeroTalentWashLock = 75 # 英雄天赋洗炼锁定索引列表
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| | | Def_IudetHeroTalentWashID = 77 # 英雄天赋洗炼随机ID列表
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| | | Def_IudetHeroTalentIDAwakeRand = 79 # 英雄觉醒时随机天赋选项ID列表
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| | | Def_IudetHeroLineup = 81 # 所在阵容信息列表 [阵容类型*10000+阵型类型*100+位置编号, ...]
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| | | Def_IudetHeroEffPresetID = 83 # 卡牌有生效的预设ID [预设ID, ...]
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| | | Def_IudetItemColor = 16 # 物品颜色,如果该值没有就取物品
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| | | #Def_IudetItemCount = 18 # 物品个数,支持20亿,目前仅特殊转化物品会用到
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| | | Def_IudetHeroBreakLV = 74 # 英雄突破等级
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| | | Def_IudetHeroAwakeLV = 76 # 英雄觉醒等级
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| | | Def_IudetHeroSkin = 78 # 英雄使用的皮肤索引
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| | | Def_IudetHeroCardEffective = 80 # 卡牌加成是否生效的,每个武将仅有一张卡牌生效
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| | | Def_IudetHeroCardEffective = 80 # 卡牌在主线预设中生效标识,每个武将在某一阵容预设中仅有一张卡牌生效,废弃,使用 Def_IudetHeroEffPresetID 代替
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| | | # 200~300 宠物数据用
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| | | Def_IudetPet_NPCID = 200 # npcID
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| | | LineupObjMax = 6 # 阵容最大上阵武将数
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| | |
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| | | # 阵容定义
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| | | LineupList = (
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| | | Lineup_Main, # 主阵容 1
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| | | Lineup_ArenaAtk, # 竞技场进攻阵容 2
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| | | Lineup_ArenaDef, # 竞技场防守阵容 3
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| | | # 战斗功能预设定义
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| | | BatPresetList = (
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| | | BatPreset_Main, # 主线战斗 1
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| | | BatPreset_ArenaDef, # 演武场防守 2
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| | | ) = range(1, 1 + 2)
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| | | # 需要缓存的战斗功能预设,一般只要主线+防守功能预设,主动攻击的PVE功能可以不用,如某个副本的主动攻击预设
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| | | NeedCacheBatPresetList = [BatPreset_Main, BatPreset_ArenaDef]
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| | | BatPresetName = {BatPreset_Main:"主线", BatPreset_ArenaDef:"演武场防守"}
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| | | # 功能预设定义
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| | | FuncPresetList = (
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| | | FuncPreset_Battle, # 全局战斗预设 1
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| | | FuncPreset_Hero, # 武将预设 2
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| | | FuncPreset_Mingge, # 命格预设 3
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| | | ) = range(1, 1 + 3)
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| | | # 宠物物品数据状态
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