| | |
| | | list EffectValues3; //效果值列表3
|
| | | BYTE TriggerWay3; //触发方式
|
| | | BYTE TriggerSrc3; //有效来源
|
| | | WORD CoolDownInit; //初始冷却时间
|
| | | WORD CoolDownTime; //技能冷却时间
|
| | | WORD BuffStateLimit; //Buff状态限制组
|
| | | list BuffStateLimit; //Buff状态限制组
|
| | | BYTE CurBuffState; //Buff״ֵ̬
|
| | | WORD LastTime; //持续时间
|
| | | BYTE LayerCnt; //Buff层数
|
| | |
| | | DWORD BuffRepeat; //Buff叠加规则
|
| | | BYTE DispersedLimit; //驱散限制
|
| | | DWORD FightPower; //技能战斗力
|
| | | char SkillMotionName; //技能动作名
|
| | | };
|
| | |
|
| | | //武将表
|
| | |
| | | DWORD BookStarAddPer; // 图鉴每星级加成
|
| | | DWORD BookBreakLVAddPer; // 图鉴每突破等级加成
|
| | | list DismissReturnItems; // 遣散每星返还道具 [[物品ID,个数], ...]
|
| | | list RecommendAwardMoney; // 阵容推荐激活奖励货币 类型|值
|
| | | };
|
| | |
|
| | | //武将品质突破表
|
| | |
| | | DWORD _Quality; //品质
|
| | | DWORD _HeroLV; //武将等级
|
| | | list UPCostItem; // 升级到下级消耗道具
|
| | | };
|
| | |
|
| | | //推荐阵容表
|
| | | struct LineupRecommend
|
| | | {
|
| | | DWORD _RecommendID; //推荐ID
|
| | | list HeroIDList; // 推荐武将ID列表
|
| | | };
|
| | |
|
| | | //属性条目表
|
| | |
| | | DWORD PosNPCID4; //4号位NPCID
|
| | | DWORD PosNPCID5; //5号位NPCID
|
| | | DWORD PosNPCID6; //6号位NPCID
|
| | | DWORD PosNPCID7; //7号位NPCID
|
| | | DWORD BossID; // 本阵容的BossID,没有boss时为0
|
| | | BYTE BossPosView; //Boss֪ͨվλ
|
| | | list SkillIDExList; // boss附加技能列表
|
| | | BYTE SkillExCnt; //随机附加技能数,0为所有
|
| | | };
|
| | |
| | | list AttrIDList; //属性ID列表
|
| | | list InitAttrValueList; //初始属性值列表
|
| | | list AttrPerStarAddList; //每星加成值列表
|
| | | };
|
| | |
|
| | | //技能搭配表
|
| | |
|
| | | struct tagSkillMatch
|
| | | {
|
| | | BYTE _IDIndex;
|
| | | list Skills; //主动技能(职业1id|职业2id)
|
| | | };
|
| | |
|
| | | //灵根表 #tagRolePoint
|
| | |
| | | DWORD ActivateSkillID; //激活技能ID
|
| | | };
|
| | |
|
| | | //神兵表 #tagGodWeapon
|
| | |
|
| | | struct tagGodWeapon
|
| | | {
|
| | | WORD _Type; //神兵类型
|
| | | WORD _LV; //等级
|
| | | DWORD Exp;
|
| | | list AttrType; //属性类型
|
| | | list AttrNum; //属性值
|
| | | DWORD SkillID; //激活技能ID
|
| | | char SysMark; //系统提示
|
| | | };
|
| | |
|
| | | //功能配置表格 #tagFuncConfig
|
| | |
|
| | | struct tagFuncConfig
|
| | |
| | | DWORD LimitLV; //开启等级
|
| | | WORD LimiRealmLV; //需要境界等级
|
| | | DWORD LimitMissionID; //需要完成的任务ID
|
| | | WORD LimitOpenDay; //开服第几天开启
|
| | | char MailKey; //邮件
|
| | | };
|
| | |
|
| | |
| | | DWORD UpEatItemPerCount; //每次培养消耗x个
|
| | | };
|
| | |
|
| | | //坐骑升级表
|
| | | //坐骑阶级表
|
| | |
|
| | | struct tagHorseLVUp
|
| | | struct HorseClass
|
| | | {
|
| | | BYTE _HorseLV; //坐骑等级
|
| | | DWORD HorseSkinID; //外观物品ID
|
| | | WORD NeedEatCount; //升级所需个数(非累计)
|
| | | list LVAttrType; //每级额外属性类型(非累积)
|
| | | list LVAttrValue; //每级额外属性值(非累积)
|
| | | list UpItemAttrType; //每x个培养丹增加属性类型,x=UpEatItemPerCount
|
| | | list UpItemAttrValue; //每x个培养丹增加属性值,x=UpEatItemPerCount
|
| | | DWORD UpEatItemPerCount; //每次培养消耗x个
|
| | | BYTE _ClassLV; //阶级
|
| | | WORD MaxHorseLV; //最高等级
|
| | | WORD LVUPItemCnt; //升级道具数
|
| | | WORD ClassUPItemCnt; //进阶道具数
|
| | | list ClassSpecAttrIDList; //本阶特殊属性ID列表
|
| | | list ClassSpecAttrValueList; //本阶特殊属性值列表
|
| | | list AttrIDList; //基础属性ID列表
|
| | | list ClassAttrValueList; //本阶基础属性值列表
|
| | | list PerLVAttrValueList; //本阶每级基础属性值列表
|
| | | };
|
| | |
|
| | | //坐骑培养表
|
| | | //坐骑外观表
|
| | |
|
| | | struct tagHorseTrain
|
| | | struct HorseSkin
|
| | | {
|
| | | BYTE _TrainType; //培养类型
|
| | | BYTE _TrainLV; //培养等阶
|
| | | WORD NeedRealmLV; //培养所需境界
|
| | | DWORD EatCntTotal; //升阶所需个数(非累计)
|
| | | DWORD EatCntEverytime; //每次培养消耗x个
|
| | | list EatItemAttrTypeList; //每X个培养丹增加属性类型=EatCntEverytime
|
| | | list EatItemAttrValueList; //每X个培养丹增加属性值=EatCntEverytime
|
| | | list LVAttrTypeList; //每级额外属性类(非累积)
|
| | | list LVAttrValueList; //每级额外属性值(非累积)
|
| | | };
|
| | |
|
| | | //坐骑幻化表
|
| | |
|
| | | struct tagHorseSkinPlus
|
| | | {
|
| | | BYTE _ID; //幻化编号ID
|
| | | DWORD HorseSkinPlusID; //外观物品ID
|
| | | DWORD UnlockItemID; //解锁坐骑物品编号
|
| | | BYTE UnlockItemCnt; //解锁所需物品数量
|
| | | list AttrType; //激活加成属性类型
|
| | | list AttrValue; //激活加成属性值
|
| | | DWORD InitFightPower; //皮肤额外战力
|
| | | DWORD HorseID; //对应坐骑ID
|
| | | DWORD SkinValidTime; //有效时长秒
|
| | | };
|
| | |
|
| | | //坐骑表
|
| | |
|
| | | struct tagHorse
|
| | | {
|
| | | DWORD _HorseID; //坐骑ID
|
| | | DWORD HorseSkinID; //外观物品ID
|
| | | BYTE Quality; //坐骑品质
|
| | | };
|
| | |
|
| | | //坐骑升星表
|
| | |
|
| | | struct tagHorseStarUp
|
| | | {
|
| | | DWORD _HorseID; //坐骑ID
|
| | | BYTE _HorseStar; //坐骑星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | DWORD _SkinID; //外观ID
|
| | | DWORD ExpireMinutes; //时效分钟,0永久
|
| | | BYTE UnlockWay; //解锁方式
|
| | | DWORD UnlockValue; //解锁方式值
|
| | | BYTE UnlockNeedCnt; //解锁所需个数
|
| | | BYTE UpNeedCnt; //升级所需个数
|
| | | BYTE StarMax; //最高星级
|
| | | list AttrIDList; //属性ID列表
|
| | | list InitAttrValueList; //初始属性值列表
|
| | | list AttrPerStarAddList; //每星加成值列表
|
| | | };
|
| | |
|
| | | //古宝表
|
| | |
| | | dict AttrExDict; //特殊属性值字典 {attrKey:value, ...}
|
| | | };
|
| | |
|
| | | //成长型境界怪物表
|
| | |
|
| | | struct tagNPCRealmStrengthen
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | BYTE _RealmDifficulty; //境界难度
|
| | | DWORD MapID;
|
| | | DWORD LV; //NPC等级
|
| | | DWORD Exp;//基础经验
|
| | | WORD MaxDrapLV;//玩家最大可掉落等级
|
| | | BYTE EquipClassLV; //掉落装备阶
|
| | | DWORD DropMoneyMin;//最小金币
|
| | | DWORD DropMoneyMax;//最大金币
|
| | | WORD LowLV; // 推荐最低等级
|
| | | WORD HighestLV; // 推荐最高等级
|
| | | DWORD Defense; // 推荐防御
|
| | | DWORD MDef; // 标准击杀时间/毫秒
|
| | | DWORD FireDef; // 脱机挂经验计算战力
|
| | | DWORD SP; // SP
|
| | | };
|
| | |
|
| | | //NPC时间掉血表
|
| | |
|
| | | struct tagNPCTimeLostHP
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | DWORD LostHPPerSecond; //单人每秒掉血量
|
| | | BYTE MaxPlayerCount; //最大人数
|
| | | DWORD LostHPPerSecondEx; //每增加一人附加掉血量
|
| | | BYTE FightPowerMinByLV; //标准战力是否取等级表
|
| | | DWORD FightPowerMin; //标准战力
|
| | | DWORD FightPowerMax; //上限战力
|
| | | DWORD EveryFightPower; //每x点战力
|
| | | DWORD EveryFightPowerLostHPEx; //每x点战力附加伤害
|
| | | };
|
| | |
|
| | | //装备套装属性表
|
| | |
|
| | | struct tagEquipSuitAttr
|
| | | {
|
| | | WORD _SuiteID; //套装ID
|
| | | BYTE SuiteCnt; //套装件数
|
| | | BYTE Star; //星数
|
| | | dict AttrInfo; //属性
|
| | | DWORD SkillID; //技能ID
|
| | | BYTE IsNotify; //是否广播
|
| | | WORD ActivateIndex; //激活索引
|
| | | };
|
| | |
|
| | |
|
| | | //羽翼精炼属性表
|
| | |
|
| | | struct tagWingRefineAttr
|
| | | {
|
| | | BYTE _WingClassLV; //翅膀阶级
|
| | | dict AttrInfo; //精炼属性信息
|
| | | dict ItemColorInfo; //精炼经验对应颜色信息
|
| | | DWORD MaxRefineExp; //本阶最大精炼值
|
| | | };
|
| | |
|
| | | //羽翼精炼经验表
|
| | |
|
| | | struct tagWingRefineExp
|
| | | {
|
| | | DWORD _ItemID; //精炼物品ID
|
| | | DWORD RandExpMin; //最小随机精炼值
|
| | | DWORD RandExpMax; //最大随机精炼值
|
| | | dict ExpMaterial; //翅膀代数对应精炼值
|
| | | };
|
| | |
|
| | | //NPC掉落表
|
| | |
|
| | | struct tagNPCDropItem
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | WORD MaxWorldLV; //最大世界等级,0为不限制,不受最大掉落等级影响
|
| | | WORD MaxDropLV; //最大可掉落的玩家等级, 不影响世界等级
|
| | | BYTE CanDropRatePlus; //额外提升掉率的是否有效
|
| | | BYTE IsDropJobSelf; //是否只掉落本职业
|
| | | list PieRateDrop; //饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
|
| | | BYTE PieRateDoCnt; //饼图概率执行次数
|
| | | dict IndepRateDrop; //独立概率掉落信息 {(阶,颜色):概率,...}
|
| | | BYTE IndepRateDoCnt; //独立概率执行次数
|
| | | dict EquipColorMaxDropCount; //装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | list TianxuanEquipRateList; //天玄丹装备掉落饼图 [[概率,(阶,品质)], ...]
|
| | | dict EquipColorSuitInfo; //装备颜色对应套装概率 {颜色:套装概率, ...}
|
| | | dict EquipPartKeyRateInfo; //装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
|
| | | BYTE ColorSuitPartOptimization; //部位颜色套评分优选掉落,十位代表颜色,个位代表套装
|
| | | dict KillCountDropEquipPub; //第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
|
| | | dict ItemIDDropRate; //指定物品ID掉率信息 {物品ID:概率, ...}
|
| | | dict TianxuanItemIDRate; //天玄丹指定ID概率 {物品ID:概率, ...}
|
| | | dict ItemIDMaxDropCount; //指定物品ID最大掉落个数,没配默认1次 {物品ID:随机次数,...}
|
| | | dict ItemKeyDropRate; //物品ID集合Key概率, 随机一个, 优先级低 {物品ID集合key:概率, ...} |
| | | dict ItemKeyDropRateJob; //物品ID集合Key概率, 自身职业, 优先级高 {物品ID集合key:概率, ...}
|
| | | dict TianxuanItemKeyRate; //天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
|
| | | dict ItemKeyMaxDropCount; //物品ID集合Key随机次数,没配默认1次 {物品ID集合key:随机次数,...}
|
| | | BYTE DropMoneyDoCnt; //掉落金币执行次数
|
| | | WORD DropMoneyRate; //掉落金币概率
|
| | | WORD DropMoneyMin; //掉落金币最小值
|
| | | WORD DropMoneyMax; //掉落金币最大值
|
| | | dict KillCountDropPub; //击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
|
| | | list KillCountDropPri; //击杀次数必掉(私有)[击杀次数,[物品ID,...],是否直接放入背包]
|
| | | list PriItemIDDrop; //所有归属者私有掉落物品ID列表,每人一份,默认绑定,没有职业区分[物品ID, ...]
|
| | | BYTE AucionItemCanSell; //掉落拍品可否上架集市
|
| | | };
|
| | |
|
| | | //符印塔表
|
| | |
|
| | | struct tagRuneTower
|
| | |
| | | BYTE ADCntMax; //每日次数
|
| | | list ADAwardItemList; //广告奖励物品列表
|
| | | DWORD ADMapID; //对应副本ID,默认给该副本1次次数
|
| | | };
|
| | |
|
| | | //装备评分属性系数表
|
| | |
|
| | | struct tagEquipGSParam
|
| | | {
|
| | | BYTE _ClassLV; // 装备阶级
|
| | | BYTE _EquipColor; // 装备颜色
|
| | | BYTE _IsSuit; // 是否套装
|
| | | BYTE _ItemQuality; //物品星级
|
| | | DWORD BaseEquipMaxHPAddPerC; // 基础防具生命百分比系数
|
| | | DWORD BaseEquipAtkAddPerC; // 基础武器攻击百分比系数
|
| | | DWORD SuperHitC; // 暴击值系数
|
| | | DWORD SuperHitPerC; // 暴击值百分比系数
|
| | | DWORD LuckyHitRateC; // 会心一击率系数
|
| | | DWORD LuckyHitRateReduceC; // 会心一击抗性系数
|
| | | DWORD LuckPerC; // 气运百分比系数
|
| | | DWORD PerLVAtkC; // 每级增加攻击力系数
|
| | | DWORD PerLVMaxHPC; // 每级增加生命值系数
|
| | | DWORD DropMoneyPerC; // 增加掉落金币量百分比系数
|
| | | DWORD SuperHitReduceC; // 暴击减伤百分比系数
|
| | | DWORD SuperHitRateReduceC; // 暴击抗性系数
|
| | | DWORD HitC; // 命中系数
|
| | | DWORD MissC; // 闪避系数
|
| | | DWORD PetDamPerC; // 灵宠增伤百分比系数
|
| | | DWORD MaxHPPerC; // 生命加成系数
|
| | | DWORD AtkPerC; // 攻击加成系数
|
| | | DWORD SkillAtkRateC; // 技能加成系数
|
| | | DWORD SkillAtkRateReduceC; // 技能减免系数
|
| | | DWORD SkillAddPer1C; // 技能伤害增强1系数
|
| | | DWORD SkillAddPer2C; // 技能伤害增强2系数
|
| | | DWORD SkillAddPer3C; // 技能伤害增强3系数
|
| | | DWORD SkillAddPer4C; // 技能伤害增强4系数
|
| | | DWORD SkillAddPer5C; // 技能伤害增强5系数
|
| | | DWORD SkillAddPer6C; // 技能伤害增强6系数
|
| | | DWORD SkillAddPer7C; // 技能伤害增强7系数
|
| | | DWORD SkillReducePer1C; // 受到技能伤害减少1系数
|
| | | DWORD SkillReducePer2C; // 受到技能伤害减少2系数
|
| | | DWORD SkillReducePer3C; // 受到技能伤害减少3系数
|
| | | DWORD SkillReducePer4C; // 受到技能伤害减少4系数
|
| | | DWORD SkillReducePer5C; // 受到技能伤害减少5系数
|
| | | DWORD SkillReducePer6C; // 受到技能伤害减少6系数
|
| | | DWORD SkillReducePer7C; // 受到技能伤害减少7系数
|
| | | DWORD ReduceSkillCDPerC; // 减少所有技能CD系数
|
| | | DWORD LuckyHitPerC; // 会心伤害加成系数
|
| | | DWORD FaintDefRateC; // 控制抵抗系数
|
| | | DWORD SuperHitRateC; // 暴击率加成系数
|
| | | DWORD IgnoreDefRateC; // 无视防御系数
|
| | | DWORD IgnoreDefRateReduceC; // 无视防御减免系数
|
| | | DWORD ProDefPerC; // 防护百分比系数
|
| | | DWORD FinalHurtPerC; // 最终伤害加成系数
|
| | | DWORD FinalHurtReducePerC; // 最终伤害减免系数
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
| | | WORD OldPrice; //礼包原价
|
| | | };
|
| | |
|
| | | //拍卖物品表
|
| | |
|
| | | struct tagAuctionItem
|
| | | {
|
| | | DWORD _AuctionItemID;
|
| | | };
|
| | |
|
| | | //VIP特权表
|
| | |
|
| | | struct tagVipPrivilege
|
| | |
| | |
|
| | | //商城表
|
| | |
|
| | | struct tagStore
|
| | | struct Store
|
| | | {
|
| | | DWORD _ID; //ID
|
| | | DWORD ShopType; //商店类型
|
| | | BYTE OperationActionShop; //是否运营活动商店
|
| | | DWORD ItemID; //物品ID
|
| | | WORD ItemCnt; //物品数量
|
| | | BYTE IsBind; //是否绑定
|
| | | list ItemListEx; //扩展物品列表[[物品ID,个数,是否绑定],...]
|
| | | DWORD MainItemID; //标的物品ID
|
| | | list JobItem; //职业替换物品
|
| | | BYTE RefreshLimit; //是否限制刷新限购次数,即是否永久限购,包含活动也不重置
|
| | | BYTE RefreshType; //刷新类型 0-不重置,1-onWeek0点,2-onWeek5点,3-OnDay0点,4-OnDay5点
|
| | | list LimitVIPLV; //VIP限制
|
| | | DWORD LimitLV; //等级限制
|
| | | list LimitCnt; //个人限制数量
|
| | | DWORD ServerLimitCnt; //全服限制数量
|
| | | BYTE ResetType; //重置类型
|
| | | DWORD LimitCnt; //个人限制数量
|
| | | BYTE MoneyType; //金钱类型
|
| | | DWORD MoneyNum; //金钱数量
|
| | | DWORD MoneyOriginal; //原价
|
| | | DWORD LimitValue; //限制条件
|
| | | char NotifyMark; //广播提示
|
| | | char MailKey; //背包不足时邮件KEY
|
| | | BYTE UnlockType; //解锁类型
|
| | | DWORD UnlockValue; //解锁所需值
|
| | | };
|
| | |
|
| | | //限时特惠表
|
| | |
| | | BYTE CanBreakCollect; //被攻击是否打断采集
|
| | | };
|
| | |
|
| | | //宝箱怪表
|
| | |
|
| | | struct tagTreasureNPC
|
| | | {
|
| | | DWORD _NPCID; //宝箱怪NPCID
|
| | | dict AttackCountDropWeightInfo; //攻击次数对应掉落权重饼图 {次数:[[权重, [物品ID,个数,是否拍品]], ...], ...}
|
| | | list AttackDropWeightList; //常规攻击权重饼图 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | list AttackDropWeightListEx; //额外掉落权重饼图库,每次攻击都会掉落 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | BYTE DropCountEx; //额外库执行次数
|
| | | BYTE AlchemyDiffLV; //过滤炼丹等级差,0-不过滤,>0过滤大于自身炼丹等级X级的物品
|
| | | char NotDropNotify; //没有掉落时提示信息
|
| | | };
|
| | |
|
| | | //宝箱表开启
|
| | |
|
| | | struct Chests
|
| | |
| | | DWORD _ChestsItemID; //宝箱物品ID
|
| | | DWORD CostItemID; //消耗物品ID
|
| | | BYTE CostItemCount; //消耗物品个数
|
| | | WORD CostGold; //消耗仙玉
|
| | | BYTE ShowType; //前端表现类型0-无表现, >0有表现需同步结果,具体类型前端自定义
|
| | | BYTE IsBind; //开出物品是否绑定
|
| | | BYTE AucionItemCanSell; //开出拍品可否上架集市
|
| | | list AucionItemDiffSellIDList; //可否上架差异拍品ID列表,即可上架代表不可上架的拍品ID列表,不可上架代表可上架的拍品ID列表
|
| | | BYTE CostMoneyType; //开启消耗货币类型
|
| | | WORD CostMoneyValue; //消耗货币
|
| | | };
|
| | |
|
| | | //宝箱表产出表
|
| | |
| | | DWORD LVExp; //除经验点总经验外升级还需的经验
|
| | | DWORD AddMinAtk; //增加最小攻击
|
| | | DWORD AddMaxAtk; //增加最大攻击
|
| | | };
|
| | |
|
| | |
|
| | | //全民冲榜排行奖励表
|
| | |
|
| | | struct tagOSCBillRankAward
|
| | | {
|
| | | BYTE _OSCBillType; //冲榜类型
|
| | | BYTE RankA; //排名A
|
| | | BYTE RankB; //至排名B
|
| | | dict RankAward; //排名奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | };
|
| | |
|
| | |
|
| | | //全民冲榜达成奖励表
|
| | |
|
| | | struct tagOSCBillTagAward
|
| | | {
|
| | | BYTE _OSCBillType; //冲榜类型
|
| | | WORD TagCondition; //目标条件值
|
| | | dict TagAward; //目标奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | };
|
| | |
|
| | | //七天登录奖励表
|
| | |
| | | list GridItemRateList1; //常规产出格子编号饼图 [[概率, 格子编号], ...]
|
| | | list GridItemRateList2; //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
|
| | | dict GridItemRateList3; //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
|
| | | list GridItemRateList4; //第x次x抽必出
|
| | | dict LuckyItemRateInfo; //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
|
| | | };
|
| | |
|
| | |
| | | WORD LowLV; // 推荐最低等级
|
| | | WORD HighestLV; // 推荐最高等级
|
| | | DWORD Defense; // 推荐防御
|
| | | };
|
| | |
|
| | | //天赋技能表
|
| | |
|
| | | struct tagTalentSkill
|
| | | {
|
| | | DWORD _SkillID; //技能ID
|
| | | BYTE TalentType; //天赋类型
|
| | | BYTE Series; //天赋系别
|
| | | };
|
| | |
|
| | | //限时抢购表
|
| | |
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //神秘商店表
|
| | |
|
| | | struct tagMysteryShop
|
| | | {
|
| | | list LVRange; //等级范围
|
| | | DWORD GoodsID; //商城表ID
|
| | | };
|
| | |
|
| | | //装备位背包索引映射表
|
| | |
|
| | | struct tagEquipPlaceIndexMap
|
| | |
| | | BYTE _ItemGroupNum; //物品组编号
|
| | | DWORD ItemWeight; //随机权重
|
| | | list ItemList; //物品列表[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //仙盟阵法表
|
| | |
|
| | | struct tagFamilyZhenfa
|
| | | {
|
| | | BYTE _ZhenfaType; // 阵法类型
|
| | | WORD _ZhenfaLV; // 阵法等级
|
| | | DWORD LVUpNeedExp; //升下一级所需经验
|
| | | list LVAttrType; //累计总属性类型
|
| | | list LVAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //装备洗练等级上限
|
| | |
| | |
|
| | | //祝福树
|
| | |
|
| | | struct tagTreeLV
|
| | | struct TreeLV
|
| | | {
|
| | | BYTE _TreeLV; //仙树等级
|
| | | DWORD LVUPNeedMoney; //升到下一级所需货币数
|
| | |
| | | list EquipColorRateList2; //boss产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
|
| | | };
|
| | |
|
| | | //历练秘笈
|
| | |
|
| | | struct LLMJ
|
| | | {
|
| | | BYTE _MJLV; //秘笈等级
|
| | | DWORD CostWarhammer; //消耗战锤
|
| | | BYTE ExpAddPer; //经验加成比例,百分比
|
| | | DWORD ExpExUpper; //经验加成每日上限
|
| | | BYTE DecomposeAddPer; //分解加成比例,百分比
|
| | | DWORD DecomposeExUpper; //结晶加成每日上限
|
| | | };
|
| | |
|
| | | //淘金营地表
|
| | |
|
| | | struct GoldRushCamp
|