| | |
| | | DWORD EffectID1; //效果ID1
|
| | | list EffectValues1; //效果值列表1
|
| | | BYTE TriggerWay1; //触发方式
|
| | | BYTE TriggerSrc1; //有效来源
|
| | | list TriggerSrc1; //有效来源
|
| | | DWORD EffectID2; //效果ID2
|
| | | list EffectValues2; //效果值列表2
|
| | | BYTE TriggerWay2; //触发方式
|
| | | BYTE TriggerSrc2; //有效来源
|
| | | list TriggerSrc2; //有效来源
|
| | | DWORD EffectID3; //效果ID3
|
| | | list EffectValues3; //效果值列表3
|
| | | BYTE TriggerWay3; //触发方式
|
| | | BYTE TriggerSrc3; //有效来源
|
| | | list 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 LastTimeType; //持续时间规则
|
| | | BYTE LayerCnt; //Buff层数
|
| | | BYTE LayerMax; //最大层数
|
| | | DWORD BuffRepeat; //Buff叠加规则
|
| | | BYTE DispersedLimit; //驱散限制
|
| | | BYTE BuffRetain; //Buff保留规则
|
| | | DWORD FightPower; //技能战斗力
|
| | | char SkillMotionName; //技能动作名
|
| | | };
|
| | |
|
| | | //预设解锁
|
| | | struct PresetUnlock
|
| | | {
|
| | | BYTE _PresetType; //预设类型
|
| | | BYTE UnlockType; // 解锁类型
|
| | | DWORD UnlockValue; // 解锁所需值
|
| | | };
|
| | |
|
| | | //武将表
|
| | |
| | | list AttrIDList; // 属性ID列表
|
| | | list AttrValueList; // 属性值列表
|
| | | DWORD SkillID; // 激活技能ID
|
| | | list SkillIDExList; // 激活的额外技能ID列表
|
| | | };
|
| | |
|
| | | //武将觉醒天赋表
|
| | |
| | | //武将品质表
|
| | | struct HeroQuality
|
| | | {
|
| | | DWORD _Quality; //品质
|
| | | BYTE _Quality; //品质
|
| | | list InitTalentWeight; // 初始天赋数权重
|
| | | BYTE InitStarUpper; // 初始星级上限
|
| | | DWORD InitAddPer; // 上阵初始加成万分率
|
| | | DWORD LVAddPer; // 上阵每等级加成
|
| | | DWORD BreakLVAddPer; // 上阵每突破等级加成
|
| | | DWORD StarAddPer; // 上阵每星级加成
|
| | | DWORD InitAddPer; // 卡牌初始加成万分率
|
| | | DWORD LVAddPer; // 卡牌每等级加成
|
| | | DWORD BreakLVAddPer; // 卡牌每突破等级加成
|
| | | DWORD StarAddPer; // 卡牌每星级加成
|
| | | list BookActAwardMoney; // 图鉴激活奖励货币 类型|值
|
| | | DWORD BookInitAddPer; // 图鉴初始加成
|
| | | 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
|
| | | struct HeroQualityBreak
|
| | | {
|
| | | DWORD _Quality; //品质
|
| | | BYTE _Quality; //品质
|
| | | DWORD _BreakLV; //突破等级
|
| | | WORD LVMax; // 等级上限
|
| | | list UPCostItem; // 突破到下级消耗道具
|
| | | WORD UPLVNeed; // 突破到下级需要等级
|
| | | list UPCostItemList; // 突破到下级消耗道具
|
| | | };
|
| | |
|
| | | //武将品质觉醒表
|
| | | struct HeroQualityAwake
|
| | | {
|
| | | DWORD _Quality; //品质
|
| | | BYTE _Quality; //品质
|
| | | DWORD _AwakeLV; //觉醒等级
|
| | | list UPCostItem; // 觉醒到下级消耗道具
|
| | | DWORD RebirthCostMoney; //重生消耗货币
|
| | |
| | | //品质武将升级表
|
| | | struct HeroQualityLV
|
| | | {
|
| | | DWORD _Quality; //品质
|
| | | BYTE _Quality; //品质
|
| | | DWORD _HeroLV; //武将等级
|
| | | list UPCostItem; // 升级到下级消耗道具
|
| | | list AttrIDList; // 武将属性ID列表
|
| | | list AttrValueList; // 累计总属性值列表
|
| | | };
|
| | |
|
| | | //推荐阵容表
|
| | | struct LineupRecommend
|
| | | {
|
| | | DWORD _RecommendID; //推荐ID
|
| | | list HeroIDList; // 推荐武将ID列表
|
| | | };
|
| | |
|
| | | //武将宿缘表
|
| | | struct HeroFates
|
| | | {
|
| | | WORD _FatesID; //宿缘ID
|
| | | BYTE FatesQuality; //宿缘品质
|
| | | list HeroIDList; // 武将ID组合列表
|
| | | list AwardItemList; // 激活奖励物品列表
|
| | | list AttrIDList; // 属性ID列表
|
| | | list LVAttrValueList; // 每级属性值列表
|
| | | };
|
| | |
|
| | | //武将宿缘品质等级表
|
| | | struct HeroFatesQualityLV
|
| | | {
|
| | | BYTE _FatesQuality; //宿缘品质
|
| | | BYTE _FatesLV; //宿缘等级
|
| | | BYTE NeedStarTotal; // 升到该级所需总星数
|
| | | BYTE NeedHeroCnt; // 所需品质武将数
|
| | | BYTE NeedQuality; // 所需武将品质
|
| | | };
|
| | |
|
| | | //属性条目表
|
| | |
| | | float AtkRatio; //攻击系数
|
| | | float MaxHPRatio;
|
| | | float DefRatio;
|
| | | float AtkSpeedRatio;
|
| | | float StunRateRatio;
|
| | | float SuperHitRateRatio;
|
| | | float ComboRateRatio;
|
| | |
| | | float WuFinalDamPerDefRatio;
|
| | | float QunFinalDamPerRatio;
|
| | | float QunFinalDamPerDefRatio;
|
| | | float PVPDamPerRatio;
|
| | | float PVPDamPerDefRatio;
|
| | | float GuanchuanRatio;
|
| | | float GuanchuanDefRatio;
|
| | | float ZhaojiaRatio;
|
| | | float ZhaojiaDefRatio;
|
| | | };
|
| | |
|
| | | //主线章节表
|
| | |
| | | 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
|
| | | WORD ReModelID; //等级参考值模版
|
| | | };
|
| | |
|
| | | //称号表
|
| | |
| | | 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
|
| | | WORD LimitManLevel; //关卡进度波
|
| | | char MailKey; //邮件
|
| | | list AwardList; //奖励列表[[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | |
|
| | |
| | | list BaseAttrValue; //基础属性值
|
| | | list LegendAttrID; //传奇属性ID
|
| | | list LegendAttrValue; //传奇属性值
|
| | | };
|
| | |
|
| | | //感悟等级表
|
| | |
|
| | | struct MGGanwuLV
|
| | | {
|
| | | BYTE _GanwuLV; //感悟等级
|
| | | DWORD NextNeedExp; //升到下一级所需经验
|
| | | DWORD AtkBase; //攻击基础值
|
| | | DWORD DefBase; //防御基础值
|
| | | DWORD HPBase; //生命基础值
|
| | | DWORD AtkSpeedBase; //先攻基础值
|
| | | dict BatAttrBaseDict; //其他战斗属性基础值字典,{属性ID:基础值, ...}
|
| | | };
|
| | |
|
| | | //卦玉品质表
|
| | |
|
| | | struct MGGuayuQuality
|
| | | {
|
| | | BYTE _ItemColor; //品质
|
| | | float AtkPlus; //攻击加成
|
| | | float DefPlus; //防御加成
|
| | | float HPPlus; //生命加成
|
| | | float AtkSpeedPlus; //先攻加成
|
| | | list AttrRange; //其他属性通用加成范围,下限|上限
|
| | | dict AttrRangeDict; //其他指定属性加成范围字典,{指定属性ID:[范围下限, 上限], ...}
|
| | | };
|
| | |
|
| | | //卦玉类型表
|
| | |
|
| | | struct MGGuayuType
|
| | | {
|
| | | BYTE _ItemType; //类型
|
| | | BYTE EquipPlace; //装备位
|
| | | float BaseAttrProportion; //基础四维属性占比
|
| | | DWORD FixedAttrID; //固定属性ID
|
| | | list AttrIDLib; //随机属性ID库,[属性ID, ...]
|
| | | };
|
| | |
|
| | | //灵应品质表
|
| | |
|
| | | struct MGLingyingQuality
|
| | | {
|
| | | DWORD _Lingying; //灵应段值
|
| | | list ItemColorWeightList; //品质权重列表
|
| | | };
|
| | |
|
| | | //装备传奇属性条数表
|
| | |
| | | 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
|
| | |
| | | BYTE SpecEffLayerMax; //特殊效果最大层数
|
| | | BYTE SpecAttrID; //特殊属性ID
|
| | | DWORD SpecAttrValue; //特殊属性初始值
|
| | | DWORD SpecAttrPerLVAdd; //特殊属性每级成长
|
| | | DWORD SpecAttrPerStarAdd; //特殊属性每星成长
|
| | | BYTE PowerType; //特权效果类型
|
| | | DWORD PowerTypeValue; //特权类型值
|
| | | DWORD PowerValue; //特权初始值
|
| | | DWORD PowerPerStarAdd; //特权每星值成长
|
| | | };
|
| | |
|
| | | //古宝共鸣属性表
|
| | |
| | | {
|
| | | BYTE _GubaoQuality; //古宝品质
|
| | | BYTE GubaoStar; //古宝星级
|
| | | list QualityStarCond; //需同品质X个X星
|
| | | BYTE StarUPNeedSelfCnt; //升到本星消耗本体碎片数量
|
| | | list StarUPNeedItemList; //消耗其他物品列表 [[物品ID,个数], ...]
|
| | | };
|
| | |
| | | list LVUPNeedItemInfo; //升级所需物品 [[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //神通表
|
| | | //品质升级属性表
|
| | |
|
| | | struct tagShentong
|
| | | struct GubaoLVAttr
|
| | | {
|
| | | BYTE _ShentongID; //神通ID
|
| | | WORD NeedGubaoID; //解锁所需古宝ID
|
| | | BYTE _GubaoQuality; //古宝品质
|
| | | BYTE _GubaoLV; //古宝等级
|
| | | list SpecAttrIDList; //特殊属性ID列表
|
| | | list SpecAttrValueList; //特殊总属性值列表
|
| | | };
|
| | |
|
| | | //神通升级表
|
| | | //红颜表
|
| | |
|
| | | struct tagShentongLV
|
| | | struct Beauty
|
| | | {
|
| | | BYTE _ShentongID; //神通ID
|
| | | BYTE _ShentongClassLV; //神通阶级
|
| | | BYTE _ShentongLV; //神通等级
|
| | | list LVLightNeedItem; //点亮该级所需物品 [[物品ID,个数], ...]
|
| | | list LVAttrTypeList; //该级属性类型列表
|
| | | list LVAttrValueList; //该级属性值列表
|
| | | DWORD LVSkillID; //该级职业通用技能ID
|
| | | DWORD FightPowerEx; //附加战力
|
| | | WORD _BeautyID; //红颜ID
|
| | | BYTE BeautyQuality; //品质
|
| | | BYTE UnlockWay; //解锁方式
|
| | | DWORD UnlockValue; //解锁方式值
|
| | | BYTE UnlockNeedCnt; //解锁所需个数
|
| | | DWORD ExclusiveItemID; //专属信物ID
|
| | | list TalentAttrIDList; //天赋属性ID列表
|
| | | list TalentAttrValueList; //天赋属性初始值
|
| | | list TalentPerLVAddList; //天赋属性每级成长
|
| | | BYTE EffType; //天赋效果类型
|
| | | BYTE EffTypeValue; //效果类型值
|
| | | BYTE EffValue; //效果初始值
|
| | | DWORD EffPerLVAdd; //天赋效果每级成长
|
| | | };
|
| | |
|
| | | //红颜品质升级表
|
| | |
|
| | | struct BeautyQualityLV
|
| | | {
|
| | | BYTE _BeautyQuality;
|
| | | WORD _BeautyLV;
|
| | | WORD LVNeedExp; //升到本级所需经验
|
| | | list AttrIDList; //本级属性ID列表
|
| | | list AttrValueList; //本级属性值列表
|
| | | list AwardItemList; //本级奖励
|
| | | };
|
| | |
|
| | | //红颜时装表
|
| | |
|
| | | struct BeautySkin
|
| | | {
|
| | | WORD SkinID; //ʱװID
|
| | | WORD _BeautyID;
|
| | | 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
|
| | | };
|
| | |
|
| | | //游历事件表
|
| | |
|
| | | struct TravelEvent
|
| | | {
|
| | | WORD _EventID;
|
| | | DWORD EventWeight; //事件权重
|
| | | DWORD AwardItemID; //奖励物品ID
|
| | | DWORD AwardItemCnt; //奖励物品数量
|
| | | };
|
| | |
|
| | | //游历景观奖励表
|
| | |
|
| | | struct TravelScenery
|
| | | {
|
| | | BYTE _SceneryType; //景观类型
|
| | | BYTE AwardQuality; //景观品质
|
| | | DWORD UpRate; //升下个品质概率
|
| | | list AwardItemRandCntList; //奖励物品随机个数列表 [[物品ID, 随机数量A, 到B], ...]
|
| | | list AwardItemExWeightList; //额外奖励物品权重 [[权重,物品ID,个数], ...]
|
| | | BYTE AwardItemExCnt; //额外奖励物品数
|
| | | };
|
| | |
|
| | | //玩家等级表
|
| | |
| | | DWORD MaxHP; //生命
|
| | | DWORD Atk; //攻击
|
| | | DWORD Def; //防御
|
| | | };
|
| | |
|
| | | //等级参考值
|
| | |
|
| | | struct LVReValue
|
| | | {
|
| | | WORD _ModelID; //模版ID
|
| | | WORD _LV; //玩家等级
|
| | | BYTE ReHeroStar; //参考星级
|
| | | BYTE ReHeroBreakLV; //参考突破等级
|
| | | BYTE ReHeroAwakeLV; //参考觉醒等级
|
| | | DWORD ReAtk; //参考攻击
|
| | |
| | | float AttrPer; //对应等级表中的比例
|
| | | dict AttrSpecDict; //特殊属性值字典 {attrKey:value, ...}
|
| | | 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
|
| | |
| | | list RandWeightItemList; //宝箱随机物品权重列表,[[权重,物品ID,数量], ...]
|
| | | };
|
| | |
|
| | | //定军阁关卡表
|
| | | struct FBDJGLevel
|
| | | {
|
| | | WORD _LayerNum; //层数
|
| | | BYTE _LevelNum; //关卡编号
|
| | | list PassAwardList; // 过关奖励列表,[[物品ID,个数], ...]
|
| | | list AwardList; // 挑战奖励,[[物品ID,个数], ...]
|
| | | list LineupIDList; // 阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | WORD NPCLV; //NPC等级
|
| | | float Difficulty; //难度系数
|
| | | };
|
| | |
|
| | | //定军阁速战奖励表
|
| | | struct FBDJGQuick
|
| | | {
|
| | | WORD _NeedLayer; //所需层数
|
| | | list QuickAwardList; // 速战奖励列表,[[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //定军阁效果表
|
| | | struct FBDJGEffect
|
| | | {
|
| | | DWORD _EffID; //效果ID
|
| | | BYTE EffQuality; // 效果品质
|
| | | BYTE AttrID; // 属性ID
|
| | | DWORD AttrValue; // 属性值
|
| | | DWORD RandWeight; // 随机权重
|
| | | };
|
| | |
|
| | | //广告奖励表
|
| | |
|
| | | struct ADAward
|
| | |
| | | DWORD _ADID;
|
| | | 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
|
| | | BYTE ADAwardType; //奖励类型
|
| | | DWORD ADAwardValue; //类型对应值
|
| | | };
|
| | |
|
| | | //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 _TaskType; //任务类型
|
| | | list TaskConds; //任务条件[...]
|
| | | DWORD NeedValue; //所需任务值
|
| | | BYTE AwardLiveness; //奖励活跃度
|
| | | list AwardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //每日活跃奖励表
|
| | |
| | | DWORD StoneNPCID; //墓碑NPCID
|
| | | BYTE CanAssist; //是否可协助
|
| | | BYTE SkillResist; //是否技能抵抗
|
| | | };
|
| | |
|
| | | //Boss首杀
|
| | |
|
| | | struct tagBOSSFirstKill
|
| | | {
|
| | | DWORD _NPCID; //ID
|
| | | WORD PerPlayerMoneyAward; // 首杀全服玩家奖励灵石额度/人
|
| | | list PersonFirstKillAward; // 个人首次击杀奖励 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //NPC秀表
|
| | |
| | | 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 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
|
| | |
|
| | | struct tagLoginDayAward
|
| | | {
|
| | | BYTE _DayID; //天数
|
| | | dict Reward; //奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | };
|
| | |
|
| | | //七天限时特惠表
|
| | |
|
| | | struct tagSpringSale
|
| | | {
|
| | | BYTE _GiftID; //礼包ID
|
| | | BYTE SellDay; //创角第几天上架
|
| | | BYTE BuyNumLimit; //每人限购数量
|
| | | WORD GiftPrice; //礼包价格,仙玉
|
| | | list GiftItemList; //礼包物品信息列表[[物品ID,个数,是否绑定], ...]
|
| | | };
|
| | |
|
| | | //充值商品编号表
|
| | |
| | | list VIPAward; //vip奖励[[物品ID,个数],...]
|
| | | };
|
| | |
|
| | | //投资表
|
| | |
|
| | | struct tagInvest
|
| | | {
|
| | | WORD _ID; //ID
|
| | | BYTE Type; //投资类型
|
| | | BYTE NeedDay; //需要天数
|
| | | WORD NeedLV; //需要等级
|
| | | DWORD NeedNPCID; //需要NPCID
|
| | | dict Reward; //奖励 {"key":[[物品ID,个数,是否绑定],...], ...}
|
| | | };
|
| | |
|
| | | //仙宝寻主表
|
| | |
|
| | | struct tagXBXZ
|
| | | {
|
| | | DWORD _ID; //ID
|
| | | BYTE Type; //类型
|
| | | DWORD NeedCnt; //需要数量
|
| | | list Condition; //条件
|
| | | WORD MWID; //法宝ID
|
| | | list AwardItem; //奖励物品列表
|
| | | list Money; //金钱
|
| | | };
|
| | |
|
| | | //寻宝设定表
|
| | |
|
| | | struct tagTreasureSet
|
| | |
| | | BYTE LuckyGridNum; //幸运格子编号
|
| | | dict GridNumMaxLimitInfo; //格子最大产出次数限制,{"格子":最大可产出次数, ...}
|
| | | list NotifyGridNumList; //需要额外广播的格子
|
| | | char NotifyKey; //广播key
|
| | | dict NotifyKeyDict; //广播key
|
| | | BYTE AwardMoneyType; //额外奖励货币类型
|
| | | WORD AwardMoneyValue; //单次奖励货币数
|
| | | BYTE WishReset; //心愿重置规则
|
| | | dict WishLibSelect; //心愿库选择数
|
| | | dict WishLibPubFreeCnt; //心愿库公共免费次数
|
| | | dict WishLibCard; //心愿库心愿卡
|
| | | };
|
| | |
|
| | | //寻宝产出库表
|
| | |
| | | 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], ...], ...}
|
| | | };
|
| | |
|
| | |
| | |
|
| | | struct tagTreasureItemLib
|
| | | {
|
| | | WORD ID; //ID
|
| | | WORD _LibID; //库ID
|
| | | DWORD ItemID; //物品ID
|
| | | DWORD ItemCount; //物品个数
|
| | | DWORD ItemWeight; //物品权重
|
| | | BYTE IsWishItem; //心愿可选
|
| | | BYTE WishOutCnt; //心愿独立产出次数
|
| | | };
|
| | |
|
| | | //寻宝累计次数奖励表
|
| | |
| | | list NotifyItemNumList; //需要广播的编号列表
|
| | | };
|
| | |
|
| | | //BOSS复活活动时间表
|
| | |
|
| | | struct tagActBossReborn
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | BYTE ResetType; //重置类型,0-0点重置;1-5点重置
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE TemplateID; //模板编号
|
| | | };
|
| | |
|
| | | //BOSS复活表
|
| | |
|
| | | struct tagBossReborn
|
| | | {
|
| | | BYTE _TemplateID; //模板ID
|
| | | BYTE _ID; //活动条目ID
|
| | | DWORD TotalTimes; //可完成的总次数,0表示不限次数
|
| | | WORD SingleTimes; //单次领奖需要的次数
|
| | | dict Reward; //奖励物品ID1
|
| | | };
|
| | |
|
| | | //多倍修行点活动时间表
|
| | |
|
| | | struct tagActRealmPoint
|
| | |
| | | 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
|
| | |
|
| | | struct tagActFlashSale
|
| | |
| | | DWORD Weight; //权重
|
| | | DWORD Mark; //排序用标识
|
| | | BYTE Rare; //珍稀值
|
| | | };
|
| | |
|
| | | //功能预告表
|
| | |
|
| | | struct tagFunctionForecast
|
| | | {
|
| | | DWORD _FuncID; //功能ID
|
| | | dict Award; //属性类型
|
| | | };
|
| | |
|
| | | //表情包表
|
| | |
| | | char WorldNotifyKey; //全服广播key,参数(玩家名, 物品ID, 物品数据, 个数,)
|
| | | };
|
| | |
|
| | | //节日游历时间表
|
| | |
|
| | | struct tagActFeastTravel
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE ResetType; //重置类型,0-0点重置;1-5点重置
|
| | | dict TemplateIDInfo; //模板信息 {(世界等级A,B):模板编号, ...}
|
| | | };
|
| | |
|
| | | //节日游历任务表
|
| | |
|
| | | struct tagActFeastTravelTask
|
| | | {
|
| | | BYTE _TraveTasklD; //游历ID
|
| | | WORD FinishNeedValue; //完成所需进度值
|
| | | WORD FinishTimeMax; //总可完成次数,0不限
|
| | | BYTE AddTravelPoint; //完成次数获得游历值
|
| | | };
|
| | |
|
| | | //节日游历奖励表
|
| | |
|
| | | struct tagActFeastTravelAward
|
| | | {
|
| | | BYTE _TemplatelD; //奖励模板ID
|
| | | BYTE RecordIndex; //奖励记录索引
|
| | | WORD NeedTravelPoint; //领奖所需游历值
|
| | | BYTE AwardCountMax; //可领取次数,0代表不限
|
| | | list TravelAwardInfo; //游历奖励 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //节日巡礼活动时间表
|
| | |
|
| | | struct tagActFeastWeekParty
|
| | |
| | | WORD OrderB; //至名次B
|
| | | float CTGAtleast; //至少充值RMB
|
| | | 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
|
| | |
| | | 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
|
| | |
|
| | | struct tagItemWashMax
|
| | |
| | | BYTE SkinIndex; //外观
|
| | | };
|
| | |
|
| | | //协助感谢礼盒表
|
| | |
|
| | | struct tagAssistThanksGift
|
| | | {
|
| | | DWORD _GiftID; //礼盒物品ID
|
| | | list RequestPlayerAward; // 发布奖励物品 物品ID|个数
|
| | | list AssistPlayerAward; // 协助奖励物品 物品ID|个数
|
| | | };
|
| | |
|
| | | //功能特权奖励表
|
| | |
|
| | | struct tagFuncSysPrivilege
|
| | |
| | |
|
| | | //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 EquipColorRateList; //小怪产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
|
| | | list EquipColorRateList1; //精英产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
|
| | | 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, ...]
|
| | | DWORD LastSureOutNeed; //最后一档保底必出
|
| | | };
|
| | |
|
| | | //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 Robot
|
| | | {
|
| | | DWORD _ID; //机器人ID,同玩家ID
|
| | | char RobotName;
|
| | | char ViewCache; //机器人缓存
|
| | | };
|