| | |
| | | //称号表 #tagDienstgrad
|
| | |
|
| | | struct tagDienstgrad
|
| | | //屏蔽词
|
| | | struct DirtyList
|
| | | {
|
| | | DWORD _ID; //头衔id
|
| | | WORD Type; //头衔类型
|
| | | DWORD ExpireTime; //有效时间
|
| | | list LightType; //点亮属性类型
|
| | | list LightAttribute; //点亮属性值
|
| | | list Skills; //被动技能
|
| | | DWORD InitFightPower; //初始战力
|
| | | WORD ID;
|
| | | char Word; //屏蔽词
|
| | | };
|
| | |
|
| | | //称号升星表
|
| | |
|
| | | struct tagTitleStarUp
|
| | | //玩家名屏蔽词
|
| | | struct DirtyName
|
| | | {
|
| | | DWORD _TitleID; //称号NPCID
|
| | | BYTE _TitleStar; //称号星级
|
| | | 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
|
| | | WORD ID;
|
| | | char Word; //屏蔽词
|
| | | };
|
| | |
|
| | | //功能队伍设定表
|
| | |
|
| | | struct tagFuncTeamSet
|
| | | {
|
| | | DWORD _FuncMapID; //功能地图ID
|
| | | BYTE NeedName; //需要队伍名
|
| | | BYTE MemberMax; //最大人员数
|
| | | BYTE ApplyMax; //最大接受申请数
|
| | | BYTE ReqApplyMax; //最大申请数
|
| | | BYTE SortType; //队伍列表排序方案
|
| | | BYTE SortReverse; //是否倒序
|
| | | BYTE OPLimitInAct; //活动期间限制队伍操作
|
| | | };
|
| | |
|
| | | //NPC表
|
| | |
|
| | | struct NPC
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | char NPCName; //名称
|
| | | DWORD RelatedHeroID; //关联武将ID
|
| | | WORD LV; //等级
|
| | | BYTE BossType; //Boss类型
|
| | | DWORD Atk; //攻击力
|
| | | DWORD Def; //防御值
|
| | | DWORD MaxHP; //最大生命值,可超过20E
|
| | | DWORD FinalDamPer; //最终增伤
|
| | | DWORD FinalDamPerDef; //最终减伤
|
| | | DWORD MissRate; //闪避概率
|
| | | DWORD MissRateDef; //抗闪避概率
|
| | | DWORD SuperHitRate; //暴击概率
|
| | | DWORD SuperHitRateDef; //抗暴击概率
|
| | | DWORD StunRate; //击晕概率
|
| | | DWORD StunRateDef; //抗击晕概率
|
| | | DWORD ComboRate; //连击概率
|
| | | DWORD ComboRateDef; //抗连击概率
|
| | | DWORD ParryRate; //格挡概率
|
| | | DWORD ParryRateDef; //抗格挡概率
|
| | | DWORD SuckHPPer; //吸血比率
|
| | | DWORD SuckHPPerDef; //抗吸血比率
|
| | | dict SpecAttrInfo; //特殊属性信息 {"属性ID":值, ...}
|
| | | };
|
| | |
|
| | | //NPC成长表
|
| | |
|
| | | struct NPCStronger |
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | float AtkRatio; //攻击系数
|
| | | float DefRatio; //防御系数
|
| | | float MaxHPRatio; //生命系数
|
| | | float StunRateRatio;
|
| | | float SuperHitRateRatio;
|
| | | float ComboRateRatio;
|
| | | float MissRateRatio;
|
| | | float ParryRateRatio;
|
| | | float SuckHPPerRatio;
|
| | | float StunRateDefRatio;
|
| | | float SuperHitRateDefRatio;
|
| | | float ComboRateDefRatio;
|
| | | float MissRateDefRatio;
|
| | | float ParryRateDefRatio;
|
| | | float SuckHPPerDefRatio;
|
| | | };
|
| | |
|
| | | //技能表
|
| | | struct Skill
|
| | | {
|
| | | DWORD _SkillID; //技能ID
|
| | | DWORD SkillTypeID; //技能TypeID
|
| | | WORD SkillLV; //当前等级
|
| | | WORD SkillMaxLV; //最高等级
|
| | | char SkillName; //技能名
|
| | | BYTE FuncType; //功能分类
|
| | | BYTE SkillType; //技能类型
|
| | | BYTE HurtType; //伤害类型
|
| | | BYTE AtkType; //释放方式
|
| | | BYTE TagAim; //瞄准位置
|
| | | BYTE TagFriendly; //敌我目标
|
| | | BYTE TagAffect; //目标细分
|
| | | BYTE TagCount; //目标个数
|
| | | BYTE CalcType; //计算方式
|
| | | WORD SkillPer; //技能万分比
|
| | | DWORD SkillValue; //技能固定值
|
| | | DWORD HurtAtkPerMax; //最大万分比,限制最终伤害不超过攻击力万分率
|
| | | WORD HappenRate; //释放或添加几率
|
| | | DWORD EffectID1; //效果ID1
|
| | | list EffectValues1; //效果值列表1
|
| | | BYTE TriggerWay1; //触发方式
|
| | | 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
|
| | | 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
|
| | | list TriggerSrc3; //有效来源
|
| | | WORD CoolDownInit; //初始冷却时间
|
| | | WORD CoolDownTime; //技能冷却时间
|
| | | 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
|
| | | };
|
| | |
|
| | | //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
|
| | | struct Hero
|
| | | {
|
| | | DWORD _HeroID; //英雄ID
|
| | | char Name; //名称
|
| | | BYTE PlayerCanUse; //玩家可用
|
| | | BYTE Country; // 国家
|
| | | BYTE Quality; // 品质
|
| | | BYTE AtkDistType; //远近类型;1-近战;2-远程
|
| | | BYTE Sex; //性别;1-男,2-女
|
| | | BYTE Job; //ְҵ
|
| | | list SkinIDList; // 皮肤ID列表
|
| | | DWORD NormalSkillID; //普攻技能ID
|
| | | DWORD AngerSkillID; //怒气技能ID
|
| | | WORD AtkInheritPer; //攻击继承
|
| | | WORD DefInheritPer; //防御继承
|
| | | WORD HPInheritPer; //生命继承
|
| | | dict BatAttrDict; //其他战斗属性字典 {"属性ID":值, ...}
|
| | | list FetterIDList; //羁绊ID列表
|
| | | BYTE RecruitBySelf; // 招募需要本体
|
| | | BYTE Specialty; // 武将特长
|
| | | };
|
| | |
|
| | | //武将星级天赋表
|
| | | struct HeroTalent
|
| | | {
|
| | | DWORD _TalentID; //天赋ID
|
| | | BYTE AttrID; // 属性ID
|
| | | DWORD AttrValue; // 属性值
|
| | | DWORD InitWeight; // 初始权重
|
| | | DWORD WashWeight; // 洗炼权重
|
| | | DWORD AweakWeight; // 觉醒权重
|
| | | };
|
| | |
|
| | | //武将突破潜能表
|
| | | struct HeroBreak
|
| | | {
|
| | | DWORD _HeroID; //英雄ID
|
| | | BYTE BreakLV; // 突破等级
|
| | | 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
|
| | | struct HeroAwake
|
| | | {
|
| | | DWORD _HeroID; //英雄ID
|
| | | BYTE AwakeLV; // 觉醒等级
|
| | | list AttrIDList; // 属性ID列表
|
| | | list AttrValueList; // 属性值列表
|
| | | DWORD SkillID; // 激活技能ID
|
| | | BYTE UnlockTalentSlot; // 解锁第x槽位
|
| | | BYTE AddStarUpper; // 增加星级上限
|
| | | };
|
| | |
|
| | | //武将羁绊表
|
| | | struct HeroFetter
|
| | | {
|
| | | WORD _FetterID; //羁绊ID
|
| | | list HeroIDList; // 武将ID组合列表
|
| | | list AttrIDList; // 属性ID列表
|
| | | list AttrValueList; // 属性值列表
|
| | | };
|
| | |
|
| | | //阵容光环表
|
| | | struct HeroLineupHalo
|
| | | {
|
| | | WORD _Country; //国家
|
| | | BYTE NeedHeroCount; // 所需武将数
|
| | | list AttrIDList; // 属性ID列表
|
| | | list AttrValueList; // 属性值列表
|
| | | };
|
| | |
|
| | | //皮肤表
|
| | | struct HeroSkin
|
| | | {
|
| | | DWORD _SkinID; //皮肤NPCID
|
| | | list WearAttrIDList; // 穿戴属性ID列表
|
| | | list WearAttrValueList; // 穿戴属性值列表
|
| | | list AllBatAttrIDList; // 全体上阵属性ID列表
|
| | | list AllBatAttrValueList; // 全体上阵属性值列表
|
| | | };
|
| | |
|
| | | //武将品质表
|
| | | struct HeroQuality
|
| | | {
|
| | | BYTE _Quality; //品质
|
| | | list InitTalentWeight; // 初始天赋数权重
|
| | | BYTE InitStarUpper; // 初始星级上限
|
| | | 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
|
| | | 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
|
| | | {
|
| | | BYTE _Quality; //品质
|
| | | DWORD _BreakLV; //突破等级
|
| | | 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
|
| | | {
|
| | | 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
|
| | | {
|
| | | 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
|
| | | struct PlayerAttr
|
| | | {
|
| | | DWORD _AttrID; //属性ID
|
| | | char Parameter; //属性名、参数名
|
| | | };
|
| | |
|
| | | //战力系数
|
| | | struct FightPowerRatio
|
| | | {
|
| | | DWORD _RealmLV; //境界等级
|
| | | float AtkRatio; //攻击系数
|
| | | float MaxHPRatio;
|
| | | float DefRatio;
|
| | | float AtkSpeedRatio;
|
| | | float StunRateRatio;
|
| | | float SuperHitRateRatio;
|
| | | float ComboRateRatio;
|
| | | float MissRateRatio;
|
| | | float ParryRateRatio;
|
| | | float SuckHPPerRatio;
|
| | | float StunRateDefRatio;
|
| | | float SuperHitRateDefRatio;
|
| | | float ComboRateDefRatio;
|
| | | float MissRateDefRatio;
|
| | | float ParryRateDefRatio;
|
| | | float SuckHPPerDefRatio;
|
| | | float FinalDamPerRatio;
|
| | | float FinalDamPerDefRatio;
|
| | | float PhyDamPerRatio;
|
| | | float PhyDamPerDefRatio;
|
| | | float MagDamPerRatio;
|
| | | float MagDamPerDefRatio;
|
| | | float NormalSkillPerRatio;
|
| | | float NormalSkillPerDefRatio;
|
| | | float AngerSkillPerRatio;
|
| | | float AngerSkillPerDefRatio;
|
| | | float SuperDamPerRatio;
|
| | | float SuperDamPerDefRatio;
|
| | | float CurePerRatio;
|
| | | float CurePerDefRatio;
|
| | | float ShieldPerRatio;
|
| | | float ShieldPerDefRatio;
|
| | | float DOTPerRatio;
|
| | | float DOTPerDefRatio;
|
| | | float WeiFinalDamPerRatio;
|
| | | float WeiFinalDamPerDefRatio;
|
| | | float ShuFinalDamPerRatio;
|
| | | float ShuFinalDamPerDefRatio;
|
| | | float WuFinalDamPerRatio;
|
| | | float WuFinalDamPerDefRatio;
|
| | | float QunFinalDamPerRatio;
|
| | | float QunFinalDamPerDefRatio;
|
| | | float PVPDamPerRatio;
|
| | | float PVPDamPerDefRatio;
|
| | | float GuanchuanRatio;
|
| | | float GuanchuanDefRatio;
|
| | | float ZhaojiaRatio;
|
| | | float ZhaojiaDefRatio;
|
| | | };
|
| | |
|
| | | //主线章节表
|
| | | struct MainChapter
|
| | | {
|
| | | BYTE _ChapterID; //章节ID
|
| | | list DailyBootyUpperList; // 每日战利品掉落上限,[[物品ID,每日上限], ...]
|
| | | };
|
| | |
|
| | | //主线关卡表
|
| | | struct MainLevel
|
| | | {
|
| | | BYTE _ChapterID; //章节ID
|
| | | BYTE _LevelNum; //章节关卡编号
|
| | | list WaveLineupIDList1; // 波1阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list WaveLineupIDList2; // 波2阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list WaveLineupIDList3; // 波3阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list WaveLineupIDList4; // 波4阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list WaveLineupIDList5; // 波5阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list WaveLineupIDList6; // 波6阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list BossLineupIDList; // Boss波阵容ID列表,小队1阵容ID|小队2阵容ID|...
|
| | | list AwardItemList; // 过关奖励列表,[[物品ID,个数], ...]
|
| | | WORD NPCLV; //NPC等级
|
| | | float Difficulty; //难度系数
|
| | | };
|
| | |
|
| | | //NPC阵容表
|
| | | struct NPCLineup
|
| | | {
|
| | | DWORD _LineupID; //阵容ID
|
| | | DWORD PosNPCID1; //1号位NPCID
|
| | | DWORD PosNPCID2; //2号位NPCID
|
| | | DWORD PosNPCID3; //3号位NPCID
|
| | | DWORD PosNPCID4; //4号位NPCID
|
| | | DWORD PosNPCID5; //5号位NPCID
|
| | | DWORD PosNPCID6; //6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
|
| | |
|
| | | struct Title
|
| | | {
|
| | | DWORD _TitleID; //称号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
|
| | | };
|
| | |
|
| | | //形象表
|
| | |
|
| | | struct Model
|
| | | {
|
| | | DWORD _ModelID; //形象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
|
| | | };
|
| | |
|
| | | //头像表
|
| | |
|
| | | struct tagPlayerFace
|
| | | struct PlayerFace
|
| | | {
|
| | | DWORD _FaceID; //头像ID
|
| | | BYTE UnlockDefault; //是否默认激活
|
| | | DWORD ExpireMinutes; //时效分钟,0永久
|
| | | DWORD CustomPlayerID; //定制玩家ID
|
| | | list LightAttrType; //点亮属性类型
|
| | | list LightAttrValue; //点亮属性值
|
| | | DWORD LightFightPower; //点亮附加战力
|
| | | };
|
| | |
|
| | | //头像升星表
|
| | |
|
| | | struct tagPlayerFaceStar
|
| | | {
|
| | | DWORD _FaceID; //头像ID
|
| | | BYTE _FaceStar; //头像星级
|
| | | list StarUpNeedItemList; //升该星所需物品 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | 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
|
| | | };
|
| | |
|
| | | //头像框表
|
| | |
|
| | | struct tagPlayerFacePic
|
| | | struct PlayerFacePic
|
| | | {
|
| | | DWORD _FacePicID; //头像框ID
|
| | | BYTE UnlockDefault; //是否默认激活
|
| | | DWORD ExpireMinutes; //时效分钟,0永久
|
| | | list LightAttrType; //点亮属性类型
|
| | | list LightAttrValue; //点亮属性值
|
| | | DWORD LightFightPower; //点亮附加战力
|
| | | 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
|
| | | };
|
| | |
|
| | | //头像框升星表
|
| | | //气泡表
|
| | |
|
| | | struct tagPlayerFacePicStar
|
| | | struct ChatBox
|
| | | {
|
| | | DWORD _FacePicID; //头像框ID
|
| | | BYTE _FacePicStar; //头像框星级
|
| | | list StarUpNeedItemList; //升该星所需物品 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //技能搭配表
|
| | |
|
| | | struct tagSkillMatch
|
| | | {
|
| | | BYTE _IDIndex;
|
| | | list Skills; //主动技能(职业1id|职业2id)
|
| | | BYTE _BoxID; //气泡框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
|
| | | };
|
| | |
|
| | | //灵根表 #tagRolePoint
|
| | |
| | | list LVAttrValueList; //每级额外属性值(非累积)
|
| | | };
|
| | |
|
| | | //任务表
|
| | |
|
| | | struct Task
|
| | | {
|
| | | WORD _TaskID; //任务ID
|
| | | BYTE TaskGroup; //任务组别 0-主线
|
| | | BYTE TaskType; //任务类型
|
| | | list TaskConds; //任务条件[...]
|
| | | DWORD NeedValue; //所需任务值
|
| | | list AwardItemList; //奖励物品列表 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //境界修仙之路
|
| | |
|
| | | struct tagRealmXXZL
|
| | |
| | | DWORD LVMax; //等级上限
|
| | | list AddAttrType; //境界加成属性类型
|
| | | list AddAttrNum; //境界加成属性值
|
| | | DWORD BuffID; //给全服在线玩家增加buff
|
| | | DWORD ExpRate; //修为池经验速率
|
| | | DWORD ExpLimit; //修为池经验上限
|
| | | dict LearnSkillIDInfo; //学习技能ID信息 {"职业":[技能ID, ...], ...}
|
| | | BYTE AddFreePoint; //增加自由属性点
|
| | | };
|
| | |
|
| | | //境界进阶任务表
|
| | |
| | | BYTE TaskType; //任务类型
|
| | | list NeedValueList; //所需值列表
|
| | | list AwardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //境界塔表
|
| | |
|
| | | struct tagRealmTower
|
| | | {
|
| | | DWORD _FloorID; //层
|
| | | WORD NeedRealmLV; //所需境界
|
| | | DWORD BossID; //BossID
|
| | | list RewardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //境界炼体属性表
|
| | |
| | | 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
|
| | |
| | | char Numerical5; //数据5
|
| | | };
|
| | |
|
| | | //等级开启功能 #tagFuncOpenLV
|
| | | //等级开启功能
|
| | |
|
| | | struct tagFuncOpenLV
|
| | | struct FuncOpenLV
|
| | | {
|
| | | DWORD _FuncId; //功能标识
|
| | | DWORD LimitLV; //开启等级
|
| | | DWORD LimitMagicWeapon; //需要解锁法宝ID
|
| | | WORD LimiRealmLV; //需要境界等级
|
| | | DWORD LimitMissionID; //需要完成的任务ID
|
| | | BYTE LimitVIPLV; //需要VIP等级
|
| | | 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], ...]
|
| | | };
|
| | |
|
| | |
|
| | | //合成表 #tagItemCompound
|
| | | //合成表
|
| | |
|
| | | struct tagItemCompound
|
| | | struct ItemCompound
|
| | | {
|
| | | WORD _ID; //合成配置编号ID
|
| | | BYTE ComposeGroup; //合成归组类型
|
| | | list MakeID; //可合成的道具ID,多个则随机一个
|
| | | BYTE IsFirstSuccMakeJobItem; //首次成功是否必出本职业
|
| | | list UnfixedItemID; //不固定道具ID, 多个ID时则任意一种均可
|
| | | BYTE UnfixedItemCount; //不固定道具消耗数量
|
| | | list FixedItemID; //消耗固定道具ID, 多个ID时代表每个ID均需消耗
|
| | |
| | | WORD SuccessRate; // 成功率万分率
|
| | | WORD SuccessRateMax; // 最大成功率万分率
|
| | | list SuccessRateIncrease; //提高成功率道具, 道具ID|个数|提高的概率
|
| | | BYTE AddonsCountMax; //最大可附加材料数, 增加概率用, 非必须, 0代表不可附加材料
|
| | | char SysMark; //提示mark
|
| | | BYTE SysMarkParamType; //系统提示参数组合类型
|
| | | };
|
| | |
| | | BYTE _StarsNeed; //全身星数
|
| | | list AttrType; //属性类型
|
| | | list AttrValue; //属性值
|
| | | };
|
| | |
|
| | | //装备品质表
|
| | |
|
| | | struct EquipColor
|
| | | {
|
| | | BYTE _ItemColor; //装备品质
|
| | | DWORD AtkStep; //攻击步长
|
| | | DWORD DefStep; //防御步长
|
| | | DWORD HPStep; //生命步长
|
| | | list AttrLibCntList; //库属性条数列表
|
| | | list AttrRange; //通用属性范围,下限|上限
|
| | | dict AttrRangeDict; //指定属性范围字典,{指定属性ID:[范围下限, 上限], ...}
|
| | | };
|
| | |
|
| | | //装备部位表
|
| | |
|
| | | struct EquipPlace
|
| | | {
|
| | | BYTE _EquipPlace; //装备部位
|
| | | float BaseAttrProportion; //基础属性占比
|
| | | list AttrLib1; //随机属性ID库1,[属性ID, ...]
|
| | | list AttrLib2; //随机属性ID库2,[属性ID, ...]
|
| | | list AttrLib3; //随机属性ID库3,[属性ID, ...]
|
| | | };
|
| | |
|
| | | //定制属性表
|
| | |
|
| | | struct AppointItem
|
| | | {
|
| | | DWORD _ID; //定制ID
|
| | | BYTE CancelUseLimit; //穿戴限制(除职业)
|
| | | WORD ItemLV; //物品等级
|
| | | list BaseAttrID; //基础属性ID
|
| | | 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
|
| | |
|
| | | struct tagGubao
|
| | | struct Gubao
|
| | | {
|
| | | WORD _GubaoID; //古宝ID
|
| | | BYTE GubaoType; //古宝分类
|
| | | BYTE GubaoQuality; //古宝品质
|
| | | DWORD UnlockItemID; //解锁所需物品ID
|
| | | BYTE UnlockItemCnt; //解锁所需物品数量
|
| | | list BaseAttrIDList; //基础属性ID列表
|
| | | list BaseAttrValueList; //基础属性初始值
|
| | | list BaseAttrPerStarAddList; //基础属性每星成长
|
| | | BYTE SpecEffType; //特殊效果类型
|
| | | 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 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
|
| | |
|
| | | struct tagGubaoResonanceAttr
|
| | | struct GubaoResonanceAttr
|
| | | {
|
| | | WORD _ResonanceID; //共鸣ID
|
| | | BYTE ResonanceStar; //共鸣星级
|
| | |
| | |
|
| | | //古宝共鸣组合表
|
| | |
|
| | | struct tagGubaoResonance
|
| | | struct GubaoResonance
|
| | | {
|
| | | WORD _ResonanceID; //共鸣ID
|
| | | list GubaoIDList; //古宝ID列表
|
| | | };
|
| | |
|
| | | //古宝升星表
|
| | | //古宝品质升星表
|
| | |
|
| | | struct tagGubaoStar
|
| | | struct GubaoStar
|
| | | {
|
| | | WORD _GubaoID; //古宝ID
|
| | | BYTE _GubaoStar; //古宝星级
|
| | | list StarUPNeedItemInfo; //升星所需物品 [[物品ID,个数], ...]
|
| | | list StarUPNeedQualityPiece; //升下一星额外所需品质碎片 [[品质,个数], ...]
|
| | | list StarAttrIDList; //累计总属性ID列表
|
| | | list StarAttrValueList; //累计总属性值列表
|
| | | list StarEffIDList; //星级特殊效果ID列表
|
| | | };
|
| | |
|
| | | //古宝特殊效果表
|
| | |
|
| | | struct tagGubaoEffAttr
|
| | | {
|
| | | DWORD _GubaoEffID; //古宝特殊效果ID
|
| | | BYTE GubaoEffType; //效果类型
|
| | | DWORD EffCond; //条件
|
| | | DWORD EffCond2; //条件2
|
| | | DWORD EffCond3; //条件3
|
| | | BYTE IsPer; //是否百分比提升
|
| | | list EffFuncAttrIDList; //提升指定功能属性ID列表
|
| | | DWORD EffAttrID; //直接增加属性类型
|
| | | DWORD EffAttrValue; //提升属性值
|
| | | list EffItemAwardList; //领取物品列表
|
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //古宝品质升级表
|
| | |
|
| | | struct tagGubaoLV
|
| | | struct GubaoLV
|
| | | {
|
| | | BYTE _GubaoType; //古宝分类
|
| | | BYTE _GubaoQuality; //古宝品质
|
| | | BYTE LessEqualLV; //小于等于等级
|
| | | list LVUPNeedItemInfo; //升级所需物品 [[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //品质升级属性表
|
| | |
|
| | | struct GubaoLVAttr
|
| | | {
|
| | | BYTE _GubaoQuality; //古宝品质
|
| | | BYTE _GubaoLV; //古宝等级
|
| | | list LVUPNeedItemInfo; //升级所需物品 [[物品ID,个数], ...]
|
| | | list LVAttrTypeList; //等级属性类型列表
|
| | | list LVAttrValueList; //等级属性值列表
|
| | | list SpecAttrIDList; //特殊属性ID列表
|
| | | list SpecAttrValueList; //特殊总属性值列表
|
| | | };
|
| | |
|
| | | //神通表
|
| | | //红颜表
|
| | |
|
| | | struct tagShentong
|
| | | struct Beauty
|
| | | {
|
| | | BYTE _ShentongID; //神通ID
|
| | | WORD NeedGubaoID; //解锁所需古宝ID
|
| | | 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
|
| | | };
|
| | |
|
| | | //神通升级表
|
| | | //红颜品质升级表
|
| | |
|
| | | struct tagShentongLV
|
| | | struct BeautyQualityLV
|
| | | {
|
| | | 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
|
| | | 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
|
| | |
|
| | | struct tagPlayerLV
|
| | | struct PlayerLV
|
| | | {
|
| | | WORD _LV; //玩家等级
|
| | | DWORD ExpPoint; //升级所需经验点,每个经验点代表的经验由项目决定
|
| | | DWORD Exp; //除经验点总经验外升级还需的经验
|
| | | BYTE TalentPoint; //等级获得的天赋点
|
| | | DWORD ReExp; //等级经验效率(second)
|
| | | DWORD ReMaxHP; //生命
|
| | | DWORD ReAtk; //攻击
|
| | | DWORD Exp; //升级所需经验
|
| | | 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
|
| | | DWORD ReDef; //防御
|
| | | DWORD ReHit; //命中
|
| | | DWORD ReMiss; //闪避
|
| | | DWORD ReAtkSpeed; //攻速
|
| | | DWORD ReSkillAtkRate; //技能伤害比例
|
| | | DWORD ReDamagePer; //增加伤害
|
| | | DWORD ReDamReduce; //减少伤害
|
| | | DWORD ReIgnoreDefRate; //无视防御比例
|
| | | DWORD ReLuckyHitRate; //会心一击率
|
| | | DWORD ReLuckyHit; //会心一击伤害
|
| | | DWORD ReBleedDamage; //流血伤害增加
|
| | | DWORD ReIceAtk; //真实伤害
|
| | | DWORD ReIceDef; //真实抵御
|
| | | DWORD RePetAtk; //灵宠攻击
|
| | | DWORD RePetSkillAtkRate; //灵宠技能
|
| | | DWORD RePetDamPer; //灵宠伤害增加
|
| | | DWORD ReFinalHurt; //固定伤害增加
|
| | | DWORD ReFinalHurtReduce; //固定伤害减少
|
| | | DWORD RePotionReply; //血瓶恢复量
|
| | | DWORD RePotionCD; //ѪƿCD
|
| | | DWORD AttackEff; //挂机效率
|
| | | DWORD ReFightPower; //战斗力
|
| | | DWORD IceLodeFightPower; //冰晶矿脉扫荡战斗力
|
| | | DWORD ReMaxHP; //生命
|
| | | DWORD ReStunRate;
|
| | | DWORD ReSuperHitRate;
|
| | | DWORD ReComboRate;
|
| | | DWORD ReMissRate;
|
| | | DWORD ReParryRate;
|
| | | DWORD ReSuckHPPer;
|
| | | DWORD ReStunRateDef;
|
| | | DWORD ReSuperHitRateDef;
|
| | | DWORD ReComboRateDef;
|
| | | DWORD ReMissRateDef;
|
| | | DWORD ReParryRateDef;
|
| | | DWORD ReSuckHPPerDef;
|
| | | };
|
| | |
|
| | | //特殊地图玩家属性公式表
|
| | |
| | | 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, ...}
|
| | | };
|
| | |
|
| | | //NPC表扩展
|
| | |
|
| | | struct tagNPCEx
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | BYTE FightPowerLackAtkLimit; //战力不足限制攻击
|
| | | DWORD SuppressFightPower; //推荐/压制战力
|
| | | };
|
| | |
|
| | | //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
|
| | | };
|
| | |
|
| | | //成长型怪物参数公式表
|
| | |
|
| | | struct tagNPCStrengthen
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | BYTE IsStrengthenByPlayerCount;//是否根据人数成长
|
| | | BYTE LVStrengthenMark;//等级成长属性公式标记
|
| | | BYTE LVStrengthenType;//等级成长类型, 0-不按等级成长;1-按玩家平均等级;2-按玩家最大等级;3-按世界等级;
|
| | | BYTE CmpNPCBaseLV;//是否比较NPC表等级, 是的话取NPC表配置等级与成长等级中较大等级
|
| | | DWORD HitTime;//受击次数
|
| | | DWORD DefCoefficient;//人物防御系数
|
| | | DWORD AtkCoefficient;//人物攻击系数
|
| | | DWORD AdjustCoefficient;//调整系数比例
|
| | | DWORD AtkInterval;//怪物攻击间隔
|
| | | DWORD HitRate;//对人物的命中率
|
| | | DWORD MissRate;//对人物的闪避率
|
| | | DWORD MonterNum;//怪物数
|
| | | DWORD IceAtkCoefficient;//元素攻击比例
|
| | | DWORD IceDefCoefficient;//元素抗性比例
|
| | | DWORD MaxEnduranceTime;//玩家最大承受伤害时间
|
| | | DWORD FightPowerCoefficient;//压制战斗力系数
|
| | | };
|
| | |
|
| | | //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
|
| | | };
|
| | |
|
| | | //仙盟科技表
|
| | |
|
| | | struct tagFamilyTech
|
| | | {
|
| | | DWORD _TechID; //科技ID*1000+等级
|
| | | BYTE AttrType; //属性类型
|
| | | DWORD AttrValue; //属性值
|
| | | DWORD Contribution; //需要贡献度
|
| | | DWORD PowerEx; //额外战力
|
| | | };
|
| | |
|
| | | //战斗力参数等级系数表
|
| | |
|
| | | struct tagFightPowerParam
|
| | | {
|
| | | WORD _LV; //等级
|
| | | DWORD CftHit; //命中系数
|
| | | DWORD CftMiss; //闪避系数
|
| | | DWORD CftIgnoreDefRate; //无视防御系数
|
| | | DWORD CftDamChanceDef; //抵御系数
|
| | | DWORD CftFaintRate; //击晕系数
|
| | | DWORD CftSuperHitRateReduce; //暴击率抗性系数
|
| | | DWORD CftSuperHitRate; //暴击率系数
|
| | | DWORD CftLuckyHitRate; //会心一击率系数
|
| | | DWORD CftLuckyHitRateReduce; //会心一击抗性系数
|
| | | DWORD CftSkillAtkRate; //技能伤害系数
|
| | | DWORD CftSkillAtkRateReduce; //技能减伤系数
|
| | | DWORD CftFinalHurtPer; //最终伤害加成系数
|
| | | DWORD CftFinalHurtReducePer; //最终伤害减免系数
|
| | | DWORD CftDamagePerPVP; //PVP伤害增加系数
|
| | | DWORD CftDamagePerPVPReduce; //PVP伤害减少系数
|
| | | DWORD CftNPCHurtAddPer; //PVE技能加成系数
|
| | | DWORD CftNormalHurtPer; //普通附加伤害加成系数
|
| | | DWORD CftFabaoHurtPer; //法宝附加伤害加成系数
|
| | | DWORD CftDamBackPer; //伤害反射系数
|
| | | DWORD CftIgnoreDefRateReduce; //无视防御抗性系数
|
| | | DWORD CftFaintDefRate; //控制抵抗系数
|
| | | DWORD CftAtkSpeed; //攻速系数
|
| | | DWORD CftJobAHurtAddPer; //对目标战士伤害加成
|
| | | DWORD CftJobBHurtAddPer; //对目标法师伤害加成
|
| | | DWORD CftJobCHurtAddPer; //对目标弓箭伤害加成
|
| | | DWORD CftJobAAtkReducePer; //战士攻击伤害减免
|
| | | DWORD CftJobBAtkReducePer; //法师攻击伤害减免
|
| | | DWORD CftJobCAtkReducePer; //弓箭攻击伤害减免
|
| | | DWORD CftAffairSpeedPer; //仙盟事务速度加成
|
| | | DWORD CftFamilyBossHurtPer; //仙盟BOSS伤害加成
|
| | | DWORD CftFamilyWarHPPer; //仙盟联赛生命加成
|
| | | DWORD CftFamilyWarAtkPer; //仙盟联赛攻击加成
|
| | | DWORD CftFamilySitExpPer; //仙盟打坐经验加成
|
| | | DWORD CftBossFinalHurtPer; //Boss最终伤害加成系数
|
| | | };
|
| | |
|
| | | //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
|
| | |
| | |
|
| | | //副本总表
|
| | |
|
| | | struct tagFBFunc
|
| | | struct FBFunc
|
| | | {
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | BYTE DayTimes; //每日可挑战次数, 0为不限制
|
| | | BYTE DayResetType; //每日次数重置类型; 0-不重置,1-0点,2-5点
|
| | | BYTE WeekTimes; //每周可挑战次数, 0为不限制
|
| | | BYTE WeekResetType; //每周次数重置类型; 0-不重置,1-0点,2-5点
|
| | | list RewardRate; //评级奖励比例
|
| | | DWORD BuyTimesVIPPriID; //购买次数VIP权限ID
|
| | | DWORD ExtraTimesVIPPriID; //额外次数VIP权限ID
|
| | | DWORD ExtraTimesMWPriID; //额外次数法宝权限ID
|
| | | BYTE GuardPick; //该地图守护是否能拾取
|
| | | WORD OfflineTime; //离线多久退出副本(秒)
|
| | | WORD FBPoint; //副本过关仙缘币
|
| | | WORD HelpPoint; //助战仙缘币(0代表不可助战)
|
| | | BYTE DayHelpCountMax; //每日手动助战获得仙缘币次数(非镜像)
|
| | | BYTE DayTimes; //每日免费次数, 0为不限制
|
| | | BYTE PayCntMax; //额外付费次数
|
| | | BYTE PayMoneyType; //消耗货币类型
|
| | | list PayMoneyValues; //消耗货币值列表
|
| | |
|
| | | };
|
| | |
|
| | | //副本功能线路表
|
| | | //副本表
|
| | |
|
| | | struct tagFBLine
|
| | | struct FBLine
|
| | | {
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | BYTE _LineID; //功能线路ID
|
| | | DWORD MapID; //场景地图ID
|
| | | WORD LVLimitMin; //最低等级限制, 0为不限制
|
| | | WORD LVLimitMax; //最高等级限制, 0为不限制
|
| | | DWORD TicketID; //门票ID
|
| | | list TicketCostCnt; //门票消耗数信息
|
| | | WORD TicketPrice; //门票单价(不能用钱抵的配0)
|
| | | WORD SweepLVLimit; //扫荡等级限制, 0为不限制
|
| | | DWORD SweepItemID; //扫荡所需道具ID
|
| | | BYTE SweepCostCnt; //扫荡所需道具个数
|
| | | eval EnterPosInfo; //进入坐标信息
|
| | | eval StepTime; //阶段时间
|
| | | eval RefreshNPC; //标试点刷怪配置
|
| | | eval GradeInfo; //评级规则
|
| | | eval RewardInfo; //奖励信息
|
| | | list PassAwardList; //过关奖励
|
| | | list SweepAwardList; //扫荡奖励
|
| | | list LineupIDList; //阵容ID列表
|
| | | WORD NPCLV; //NPC等级
|
| | | float Difficulty; //难度系数
|
| | | };
|
| | |
|
| | | //副本通用养成表
|
| | | //天子考验
|
| | |
|
| | | struct tagFBGeneralTrain
|
| | | struct Tianzi
|
| | | {
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | BYTE _LineID; //功能线路ID
|
| | | WORD LVLimit; //多少级可挑战, 0为不限制
|
| | | WORD RealmLimit; //多少境界可挑战, 0为不限制
|
| | | DWORD BossNPCID; //过关bossID
|
| | | list OtherNPCIDList; //其他NPCIDList
|
| | | list PassAwardItemList; //过关奖励列表
|
| | | DWORD _BossID;
|
| | | BYTE HPNum;
|
| | | DWORD Atk;
|
| | | DWORD Def;
|
| | | DWORD MaxHP;
|
| | | dict OtherAttrDict; //其他属性 {attrID:attrValue, ...}
|
| | | list RandWeightItemList; //宝箱随机物品权重列表,[[权重,物品ID,数量], ...]
|
| | | };
|
| | |
|
| | | //副本助战表
|
| | |
|
| | | struct tagFBHelpBattle
|
| | | //定军阁关卡表
|
| | | struct FBDJGLevel
|
| | | {
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | BYTE _LineID; //功能线路ID
|
| | | DWORD FightPowerMin; //助战最低战力,也是副本保底战力
|
| | | DWORD RobotFightPower; //助战NPC战力
|
| | | WORD RobotLV; //助战NPC等级
|
| | | DWORD RobotBaseHurt; //助战NPC保底伤害
|
| | | WORD RobotHPCoefficient; //助战NPC生命系数
|
| | | dict RobotSkillsDict; //助战NPC技能, {"职业":[技能列表], ...}
|
| | | 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
|
| | | };
|
| | |
|
| | | //副本刷怪标识点表
|
| | |
|
| | | struct tagNPCCustomRefresh
|
| | | //定军阁速战奖励表
|
| | | struct FBDJGQuick
|
| | | {
|
| | | DWORD _ID; //刷怪规则ID
|
| | | list RefreshMarkInfo; //标试点, 当配置多个时为随机标试点, 不重复
|
| | | DWORD RefreshNPCID; //指定NPCID
|
| | | list RandNPCIDList; //单次随机刷怪NPCID
|
| | | list NPCIDCountList; //单次指定刷怪NPC
|
| | | WORD MaxCount; //单个点最大存在怪物数
|
| | | WORD TotalMaxCount; //相同标试点总刷怪物数
|
| | | BYTE IsLineOneOnly; //是否仅在1线刷怪
|
| | | DWORD RefreshTick; //刷怪间隔秒
|
| | | BYTE IsRepeat; //是否循环刷怪
|
| | | WORD _NeedLayer; //所需层数
|
| | | list QuickAwardList; // 速战奖励列表,[[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //日常活动表
|
| | |
|
| | | struct tagDailyAction
|
| | | //定军阁效果表
|
| | | struct FBDJGEffect
|
| | | {
|
| | | DWORD _DailyID; //活动ID
|
| | | dict OpenTimeDict; //开启时间
|
| | | DWORD Duration; //持续时间, 0为不限制
|
| | | DWORD DayTimes; //每日次数, 0为不限制
|
| | | DWORD DayBuyTimes; //每日可购买次数
|
| | | BYTE BuyTimesPrivilegeID; //购买次数VIP权限ID
|
| | | BYTE MoneyType; //货币类型
|
| | | list BuyNeedMoney; //购买次数需要仙玉
|
| | | DWORD DayItemAddTimes; //每日可用物品增加次数
|
| | | DWORD DayItemID; //增加次数的物品ID
|
| | | BYTE DayResetType; //每日次数重置类型; 0-不重置,1-0点,2-5点
|
| | | DWORD WeekTimes; //每周次数, 0为不限制
|
| | | BYTE WeekResetType; //每周次数重置类型; 0-不重置,1-0点,2-5点
|
| | | 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
|
| | | };
|
| | |
|
| | | //装备评分属性系数表
|
| | | //广告奖励表
|
| | |
|
| | | struct tagEquipGSParam
|
| | | struct ADAward
|
| | | {
|
| | | 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
|
| | | DWORD _ADID;
|
| | | BYTE ADCntMax; //每日次数
|
| | | list ADAwardItemList; //广告奖励物品列表
|
| | | BYTE ADAwardType; //奖励类型
|
| | | DWORD ADAwardValue; //类型对应值
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
|
| | | struct tagSuccess
|
| | | struct Success
|
| | | {
|
| | | DWORD _ID; //成就ID
|
| | | WORD Type; //成就类型
|
| | | DWORD SuccID; //成就ID
|
| | | WORD _SuccType; //成就类型
|
| | | DWORD NeedCnt; //需要数量
|
| | | list Condition; //辅助条件
|
| | | list PreSuccess; //需要达成前置成就
|
| | | dict AwardItem; //奖励物品列表
|
| | | dict AwardItem2; //通行证奖励物品列表
|
| | | dict Money; //金钱
|
| | | DWORD Exp; //经验
|
| | | dict AwardAttr; //奖励属性
|
| | | DWORD RedPacketID; //红包ID
|
| | | DWORD MagicWeaponID; //法宝ID
|
| | | DWORD MagicWeaponExp; //法宝升级经验
|
| | | list AwardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //通天令等级表
|
| | |
| | | DWORD PowerEx; //额外固定战力
|
| | | };
|
| | |
|
| | |
|
| | | //连续签到奖励表
|
| | |
|
| | | struct tagContineSignAward
|
| | | {
|
| | | BYTE _ContineDay; //连续签到天数
|
| | | list ItemID; //奖励物品ID |
| | | BYTE IsBind; //物品是否绑定 |
| | | list ItemNum; //物品奖励最小值
|
| | | list JobItemList; //职业物品列表
|
| | | };
|
| | |
|
| | | //签到奖励表
|
| | |
|
| | | struct tagSignAward
|
| | | struct SignIn
|
| | | {
|
| | | BYTE _RewardID; //奖励ID
|
| | | list ItemID; //奖励物品ID
|
| | | BYTE IsBind; //物品是否绑定 |
| | | BYTE VipLv; //vip等级
|
| | | list OrdinaryNum; //奖励物品数量
|
| | | BYTE VipMultiple; //奖励倍率 |
| | | BYTE _SignDay; //签到天
|
| | | list AwardItemList; //奖励列表
|
| | | };
|
| | |
|
| | | //VIP礼包表
|
| | |
| | | dict ItemID; //奖励物品信息
|
| | | WORD Price; //礼包现价
|
| | | WORD OldPrice; //礼包原价
|
| | | };
|
| | |
|
| | | //定制物品表
|
| | |
|
| | | struct tagAppointItem
|
| | | {
|
| | | DWORD _ID; //定制物品ID
|
| | | BYTE CancelUseLimit; //穿戴限制(除职业)
|
| | | list LegendAttrID; //传奇属性ID
|
| | | list LegendAttrValue; //传奇属性值
|
| | | };
|
| | |
|
| | | //拍卖物品表
|
| | |
|
| | | struct tagAuctionItem
|
| | | {
|
| | | DWORD _AuctionItemID;
|
| | | };
|
| | |
|
| | | //VIP特权表
|
| | |
| | |
|
| | | //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
|
| | |
| | | list MailItemPrize; //活动更新时发送邮件奖励物品
|
| | | };
|
| | |
|
| | | //任务列表
|
| | | //每日任务表
|
| | |
|
| | | struct tagTaskList
|
| | | struct DailyTask
|
| | | {
|
| | | DWORD _TaskID; //任务ID
|
| | | WORD TaskID; //任务ID
|
| | | BYTE _TaskType; //任务类型
|
| | | list TaskConds; //任务条件[...]
|
| | | DWORD NeedValue; //所需任务值
|
| | | list AwardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //日常任务表
|
| | | //每日活跃奖励表
|
| | |
|
| | | struct tagDailyQuest
|
| | | struct DailyLivenessReward
|
| | | {
|
| | | DWORD _ID; //ID
|
| | | BYTE RelatedType; //关联类型
|
| | | DWORD RelatedID; //关联ID
|
| | | WORD UnLockFuncID; //解锁功能ID
|
| | | BYTE OnceActivityTime; //增加活跃所需次数
|
| | | BYTE OnceActivity; //单次活跃值
|
| | | WORD TotalActiveValue; //总活跃
|
| | | BYTE _AwardID; //奖励ID
|
| | | WORD NeedLiveness; //所需活跃度
|
| | | list AwardItemList; //奖励物品列表 [[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //日常活跃奖励表
|
| | |
|
| | | struct tagDailyLivenessReward
|
| | | {
|
| | | BYTE _ID; //ID
|
| | | WORD Liveness; //所需活跃度
|
| | | list StageLV; //阶段等级
|
| | | list ItemID; //物品ID
|
| | | list ItemCount; //物品数量
|
| | | list ItemBind; //是否绑定
|
| | | };
|
| | |
|
| | | //日常活跃放置表
|
| | |
|
| | | struct tagActivityPlaceReward
|
| | | {
|
| | | BYTE _ID; //ID
|
| | | BYTE PlaceCount; //放置定制次数
|
| | | WORD PlaceMaxLV; //最大等级
|
| | | list FixedItemRewardList; //固定奖励 [[物品ID, 个数], ...]
|
| | | BYTE RandItemCountA; //饼图奖励次数A
|
| | | list RandItemRewardListA; //饼图奖励库A [[饼图概率,物品ID], ...] 物品ID支持0
|
| | | BYTE RandItemCountB; //饼图奖励次数B
|
| | | list RandItemRewardListB; //饼图奖励库B [[饼图概率,物品ID], ...] 物品ID支持0
|
| | | };
|
| | |
|
| | | //炼丹炉等级表
|
| | |
|
| | | struct tagRefineStove
|
| | | {
|
| | | BYTE _StoveLV; //炼丹炉等级
|
| | | DWORD UpNeedExp; //升下一级所需经验
|
| | | };
|
| | |
|
| | | //炼丹表
|
| | |
|
| | | struct tagAlchemy
|
| | | {
|
| | | DWORD _ID; //秘方唯一ID不可变更
|
| | | DWORD AlchemItemID; //丹药物品ID
|
| | | BYTE AlchemType; //秘方类型1-灵丹 2-仙丹
|
| | | BYTE AlchemyQuality; //秘方品级
|
| | | DWORD LearnNeedItemID; //丹方物品ID
|
| | | BYTE LearnNeedAlchemLV; //丹方需要炼丹等级
|
| | | WORD LearnNeedLingGenPoint; //丹方需要总灵根点数
|
| | | WORD NeedTime; //炼丹时间(秒)
|
| | | WORD AlchemyExp; //炼丹获得经验值
|
| | | dict Material; //炼丹材料
|
| | | };
|
| | |
|
| | | //炼丹数量表
|
| | |
|
| | | struct tagAlchemyResult
|
| | | {
|
| | | BYTE _AlchemyQuality; //丹方等级
|
| | | DWORD LuckValue; //慧根
|
| | | list CntRateList; //数量饼图 |
| | | };
|
| | |
|
| | |
|
| | | //BOSS信息表
|
| | |
|
| | |
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //古神禁地表
|
| | |
|
| | | struct tagElderGodArea
|
| | | {
|
| | | DWORD _NPCID; //ID
|
| | | BYTE MonsterAnger; //怪物怒气值
|
| | | };
|
| | |
|
| | | //个人BOSS表
|
| | |
|
| | | struct tagPersonalBoss
|
| | | {
|
| | | DWORD NPCID; //ID
|
| | | DWORD _FuncLineID; //可挑战等级
|
| | | };
|
| | |
|
| | | //仙盟活跃表
|
| | |
|
| | | struct tagFamilyActivity
|
| | | {
|
| | | DWORD _ID; //ID
|
| | | WORD UnLockFuncID; //解锁功能ID
|
| | | BYTE TotalActivityTime; //总次数
|
| | | WORD SingleTimes; //增加活跃需要次数
|
| | | WORD SingleActiveValue; //每轮增加活跃积分
|
| | | };
|
| | |
|
| | | //仙盟红包表
|
| | |
|
| | | struct tagFamilyRedPack
|
| | | {
|
| | | WORD _ID; //ID
|
| | | WORD GetType; //获得途径
|
| | | WORD MoneyNum; //红包额度
|
| | | BYTE MoneyType; //金钱类型
|
| | | BYTE PacketCnt; //红包个数
|
| | | };
|
| | |
|
| | | //节日红包每日成就表
|
| | |
|
| | | struct tagActFeastRedPacketSucc
|
| | | {
|
| | | BYTE _FeastDay; //节日第几天
|
| | | list FeastSuccIDList; //节日成就ID列表
|
| | | };
|
| | |
|
| | | //NPC秀表
|
| | |
|
| | | struct tagNPCShow
|
| | |
| | | DWORD ProtectTime; //保护时间, 毫秒
|
| | | DWORD BindMissionID; //绑定的任务ID
|
| | | BYTE ShowType; //0-服务端通知,>0前端处理
|
| | | };
|
| | |
|
| | |
|
| | | //封魔坛BOSS表
|
| | |
|
| | | struct tagSealDemon
|
| | | {
|
| | | DWORD _NPCID; //ID
|
| | | BYTE LineID;
|
| | | list OwnerAwardItemEx; //第一名额外奖励物品[[itemID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //副本鼓舞表
|
| | |
|
| | | struct tagFbEncourage
|
| | | {
|
| | | DWORD _DataMapID; //地图ID
|
| | | BYTE _InspireType; //鼓舞类型
|
| | | WORD InspireMaxLV; //鼓舞等级限制
|
| | | char MoneyCount; //单次消耗金钱数量
|
| | | };
|
| | |
|
| | | //地图标试点NPC刷新
|
| | |
| | | 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 tagChests
|
| | | 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
|
| | |
|
| | | struct tagChestsAward
|
| | | struct ChestsAward
|
| | | {
|
| | | DWORD _ChestsItemID; //宝箱物品ID
|
| | | WORD RealmLV; //境界等级
|
| | |
| | | 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
|
| | |
| | | dict Reward; //奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | };
|
| | |
|
| | | //七天在线奖励表新
|
| | |
|
| | | struct tagOnlineAwardNew
|
| | | {
|
| | | BYTE _DayID; //天数
|
| | | list StageTime; //阶段所需时间(分钟)
|
| | | dict Reward; //奖励 {"索引":[[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
|
| | |
|
| | | struct tagOrderInfo
|
| | | struct OrderInfo
|
| | | {
|
| | | char _OrderInfo; //商品编号
|
| | | char _AppID; //appID
|
| | |
| | |
|
| | | //充值表
|
| | |
|
| | | struct tagCTG
|
| | | struct CTG
|
| | | {
|
| | | BYTE _RecordID; //记录ID
|
| | | BYTE CanResetBuyCount; //是否允许重置次数
|
| | |
| | |
|
| | | //充值自选物品表
|
| | |
|
| | | struct tagCTGSelectItem
|
| | | struct CTGSelectItem
|
| | | {
|
| | | WORD _SelectID; //自选ID
|
| | | DWORD ItemID; //物品ID
|
| | |
| | |
|
| | | //首充表
|
| | |
|
| | | struct tagFirstGold
|
| | | struct FirstCharge
|
| | | {
|
| | | BYTE _Day; //首充第几天
|
| | | dict JobItemInfo; //职业物品奖励 {"职业":[[物品ID,个数], ...], ...}
|
| | | list CommItemList; //通用物品奖励 [[物品ID,个数], ...]
|
| | | BYTE _FirstID; //首充ID
|
| | | WORD NeedCTGID; //所需充值ID
|
| | | list AwardListDay1; //第1天奖励 [[物品ID,个数,装备定制ID], ...]
|
| | | list AwardListDay2; //第2天奖励 [[物品ID,个数,装备定制ID], ...]
|
| | | list AwardListDay3; //第3天奖励 [[物品ID,个数,装备定制ID], ...]
|
| | | };
|
| | |
|
| | | //等级奖励表
|
| | |
| | | dict Reward; //奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | BYTE VIPLimit; //需要VIP几
|
| | | 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
|
| | |
| | | list CostMoneyList; //消耗货币列表
|
| | | WORD EnsureCount; //每x次必出
|
| | | BYTE OnceLucky; //单次幸运值
|
| | | WORD FullLucky; //满幸运值
|
| | | char LuckyRateFormat; //幸运格子概率公式
|
| | | 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 LuckyItemRateList; //满幸运产出概率饼图 [[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], ...], ...}
|
| | | };
|
| | |
|
| | | //寻宝物品库
|
| | |
|
| | | 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
|
| | |
| | | BYTE NeedNotify; //是否需要广播
|
| | | };
|
| | |
|
| | | //垃圾分类活动时间表
|
| | |
|
| | | struct tagActGarbageSorting
|
| | | {
|
| | | 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 CTGTypeEffValue; //充值有效类型值
|
| | | };
|
| | |
|
| | | //垃圾分类任务产出表
|
| | |
|
| | | struct tagActGarbageTask
|
| | | {
|
| | | DWORD _GarbageTasklD; //垃圾任务ID
|
| | | DWORD FinishNeedValue; //完成所需进度值
|
| | | DWORD FinishTimeMax; //总可完成次数,0不限
|
| | | BYTE AutoProduce; //自动产生垃圾
|
| | | list ProduceGarbageRateList; //随机产生垃圾概率饼图
|
| | | };
|
| | |
|
| | | //Boss历练活动表
|
| | |
|
| | | struct tagActBossTrial
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | char JoinStartTime; //参与开始时间点
|
| | | char JoinEndTime; //参与结束时间点
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | BYTE ResetType; //重置类型,0-0点重置;1-5点重置
|
| | | dict SubmitItemAwardInfo; //提交凭证个数对应奖励
|
| | | BYTE SubmitAwardResetType; //提交凭证每日重置类型,0-跟随活动; 1-0点重置;2-5点重置
|
| | | WORD ActShopType; //开放商店类型,为0时不开放
|
| | | list TemplateIDList; //榜单模板编号列表
|
| | | list FamilyTemplateIDList; //仙盟榜单模板编号列表
|
| | | };
|
| | |
|
| | | //Boss历练榜单模版表
|
| | |
|
| | | struct tagActBossTrialTemplate
|
| | | {
|
| | | DWORD _TemplateID; //模板编号
|
| | | BYTE Rank; //名次
|
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...] 仙盟榜时为盟主奖励,如果没有配置,则统一取成员奖励
|
| | | list MemAwardItemList; //仙盟榜成员奖励物品信息列表[[物品ID,个数,是否拍品], ...]
|
| | | DWORD NeedScore; //上榜所需积分
|
| | | dict ScoreAwardEx; //达标积分额外奖励 {积分:[[物品ID,个数,是否拍品], ...], ...}
|
| | | };
|
| | |
|
| | | //骑宠养成活动时间表
|
| | |
|
| | | struct tagActHorsePetTrain
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | char JoinStartTime; //参与开始时间点
|
| | | char JoinEndTime; //参与结束时间点
|
| | | WORD LVLimit; //限制等级
|
| | | WORD ActShopType; //开放商店类型,为0时不开放
|
| | | WORD PersonalTemplateID; //个人排行模板编号
|
| | | BYTE IsRelationCrossAct; //是否关联跨服活动
|
| | | };
|
| | |
|
| | | //骑宠养成榜单模版表
|
| | |
|
| | | struct tagActHorsePetTrainBillTemp
|
| | | {
|
| | | DWORD _TemplateID; //模板编号
|
| | | BYTE Rank; //名次
|
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | DWORD NeedScore; //上榜所需积分
|
| | | dict ScoreAwardEx; //达标积分额外奖励 {积分:[[物品ID,个数,是否拍品], ...], ...}
|
| | | };
|
| | |
|
| | | //古宝养成活动时间表
|
| | |
|
| | | struct tagActGubao
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | char JoinStartTime; //参与开始时间点
|
| | | char JoinEndTime; //参与结束时间点
|
| | | WORD LVLimit; //限制等级
|
| | | WORD ActShopType; //开放商店类型,为0时不开放
|
| | | WORD PersonalTemplateID; //个人排行模板编号
|
| | | BYTE IsRelationCrossAct; //是否关联跨服活动
|
| | | };
|
| | |
|
| | | //古宝养成榜单模版表
|
| | |
|
| | | struct tagActGubaoBillTemp
|
| | | {
|
| | | DWORD _TemplateID; //模板编号
|
| | | BYTE Rank; //名次
|
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | DWORD NeedScore; //上榜所需积分
|
| | | dict ScoreAwardEx; //达标积分额外奖励 {积分:[[物品ID,个数,是否拍品], ...], ...}
|
| | | };
|
| | |
|
| | | //炼器榜单模版表
|
| | |
|
| | | struct tagActLianqiBillTemp
|
| | |
| | | list GridWeightItemList; //格子物品权重随机库 [[权重,物品ID,个数], ...]
|
| | | list LayerAwardItemList; //通关该层固定奖励 [[物品ID,个数,是否拍品], ...]
|
| | | list LayerWeightItemList; //通关该层额外随机奖励 [[权重,物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //仙匣秘境活动时间表
|
| | |
|
| | | struct tagActXianXiaMJ
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | char JoinStartTime; //参与开始时间点
|
| | | char JoinEndTime; //参与结束时间点
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | WORD LVLimit; //限制等级
|
| | | DWORD UseItemID; //消耗物品ID
|
| | | list UseMoneyInfo; //消耗货币信息
|
| | | BYTE TemplateID; //模板ID
|
| | | WORD PersonalTemplateID; //个人排行模板编号
|
| | | WORD LotteryAddScore; //每次抽奖加积分
|
| | | WORD LayerAddScore; //每次跨层加积分
|
| | | BYTE IsRelationCrossAct; //是否关联跨服活动
|
| | | };
|
| | |
|
| | | //仙匣秘境榜单模版表
|
| | |
|
| | | struct tagActXianXiaMJBillTemp
|
| | | {
|
| | | DWORD _TemplateID; //模板编号
|
| | | BYTE Rank; //名次
|
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | DWORD NeedScore; //上榜所需积分
|
| | | dict ScoreAwardEx; //达标积分额外奖励 {积分:[[物品ID,个数,是否拍品], ...], ...}
|
| | | };
|
| | |
|
| | | //仙匣秘境奖池表
|
| | |
|
| | | struct tagActXianXiaMJAward
|
| | | {
|
| | | DWORD _TemplateID; //奖池模板编号
|
| | | BYTE AwardLibType; //奖励库类型
|
| | | list AwardItemCountList; //层选择个数列表 层1物品数|层2|…
|
| | | list UnlockAwardLimitTimesList; //层抽X次后可产出(本层) 层1限制|层2|…
|
| | | list AwardLibWeightList; //产出该库外权重
|
| | | dict LibItemInfo; //本库物品随机库内权重(先随机库外权重,若产出再随机库内权重)
|
| | | dict ItemLayerLimitInfo; //物品产出奖池层限制 {物品ID:大于等于X层可产出, ...}
|
| | | dict ItemAwardTimesTotalInfo; //物品产出次数限制(所有层){物品ID:总产出次数, ...}
|
| | | };
|
| | |
|
| | | //天帝礼包活动时间表
|
| | |
| | | BYTE ChooseItemCount; //选择个数
|
| | | dict LibItemInfo; //物品编号对应物品信息 {物品编号:[物品ID,个数,是否拍品,可选次数], ...} 0不限次数
|
| | | list NotifyItemNumList; //需要广播的编号列表
|
| | | };
|
| | |
|
| | | //骑宠盛宴活动
|
| | |
|
| | | struct tagActHorsePetFeast
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | list StartTimeList; //开启时间列表, 支持多个时段
|
| | | list EndTimeList; //结束时间列表, 支持多个时段
|
| | | WORD LVLimit; //限制等级
|
| | | };
|
| | |
|
| | | //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
|
| | |
| | | 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
|
| | | };
|
| | |
|
| | | //聊天气泡表
|
| | |
|
| | | struct tagChatBubbleBox
|
| | | {
|
| | | BYTE _BoxID; //气泡框ID
|
| | | WORD NeedLV; //所需等级
|
| | | BYTE NeedVIPLVGift; //所需购买VIP等级礼包
|
| | | BYTE UnlockDefault; //是否默认激活
|
| | | DWORD ExpireMinutes; //时效分钟,0永久
|
| | | list LightAttrType; //点亮属性类型
|
| | | list LightAttrValue; //点亮属性值
|
| | | DWORD LightFightPower; //点亮附加战力
|
| | | };
|
| | |
|
| | | //聊天气泡升星表
|
| | |
|
| | | struct tagChatBubbleBoxStar
|
| | | {
|
| | | BYTE _BoxID; //气泡框ID
|
| | | BYTE _BoxStar; //气泡框星级
|
| | | list StarUpNeedItemList; //升该星所需物品 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //表情包表
|
| | |
| | | char NotifyKey; //全服广播key,默认两个参数(玩家名, 档位额度)
|
| | | };
|
| | |
|
| | | //法宝副本表
|
| | |
|
| | | struct tagMagicWeaponFB
|
| | | {
|
| | | DWORD _MWID; //法宝ID
|
| | | BYTE LineID; //副本功能线路ID
|
| | | BYTE _Level; //关卡
|
| | | list RefreshNPC; //刷怪配置
|
| | | dict AttrDict; //属性
|
| | | };
|
| | |
|
| | | //冰晶矿脉星级奖励表
|
| | |
|
| | | struct tagIceLodeStarAward
|
| | |
| | | BYTE _CopyMapID; //虚拟线路ID
|
| | | WORD PosX; //坐标X
|
| | | WORD PosY; //坐标Y
|
| | | };
|
| | |
|
| | | //聚魂新表
|
| | |
|
| | | struct tagGatherTheSoul
|
| | | {
|
| | | DWORD _SoulID; //聚魂ID
|
| | | DWORD PieceItemID; //碎片物品ID
|
| | | BYTE HoleNum; //孔编号
|
| | | BYTE SoulColor; //品质
|
| | | DWORD SoulSkillTypeID; //技能TypeID
|
| | | list SoulSkillLVList; //技能等级所需魂等级列表
|
| | | };
|
| | |
|
| | | //聚魂新升级表
|
| | |
|
| | | struct tagGatherTheSoulLV
|
| | | {
|
| | | DWORD _SoulID; //聚魂ID
|
| | | WORD _SoulLV; //魂等级
|
| | | WORD NeedPiece; //该级所需碎片
|
| | | DWORD NeedSoulValue; //所需聚魂精华
|
| | | list LVAttrTypeList; //累计总属性类型
|
| | | list LVAttrValueList; //累计总属性值
|
| | | };
|
| | |
|
| | | //聚魂表
|
| | |
|
| | | struct tagGatherSoul
|
| | | {
|
| | | DWORD _ItemID; //物品ID
|
| | | list AttrType; //属性类型
|
| | | BYTE SoulGrade; //魂阶段
|
| | | };
|
| | |
|
| | | //聚魂合成表
|
| | |
|
| | | struct tagGatherSoulCompound
|
| | | {
|
| | | DWORD _TagItemID; //合成的物品ID
|
| | | WORD NeedLV; //需要的玩家等级
|
| | | list NeedItem; //需要的物品ID
|
| | | WORD NeedSoulSplinters; //需要的聚魂碎片
|
| | | WORD NeedSoulCore; //需要的核心环
|
| | | };
|
| | |
|
| | | //聚魂属性表
|
| | |
|
| | | struct tagGatherSoulAttr
|
| | | {
|
| | | WORD _AttrType; //属性类型
|
| | | char AttrInfo1; //基础属性-参数聚魂等级level
|
| | | dict AttrInfo2; //品质系数(品质_系数|…)
|
| | | dict AttrInfo3; //多属性系数
|
| | | dict AttrInfo4; //初始属性(品质_属性值|…)
|
| | | dict AttrInfo5; //阶段系数
|
| | | };
|
| | |
|
| | | //王者法宝表
|
| | |
|
| | | struct tagMagicWeaponOfKing
|
| | | {
|
| | | DWORD _MWID; //法宝ID
|
| | | BYTE _AwardMark; //赛季奖励等级
|
| | | dict AddAttr; //属性
|
| | | };
|
| | |
|
| | | //时装表
|
| | |
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //诛仙BOSS表
|
| | |
|
| | | struct tagZhuXianBoss
|
| | | {
|
| | | DWORD NPCID; //ID
|
| | | BYTE _LineID;
|
| | | WORD RealmLV; //需要境界
|
| | | DWORD ZhuXianScore; //需要诛仙总评分
|
| | | };
|
| | |
|
| | | //节日巡礼活动时间表
|
| | |
|
| | | struct tagActFeastWeekParty
|
| | |
| | | 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
|
| | |
| | | dict Attr; //属性
|
| | | };
|
| | |
|
| | | //仙盟Boss奖励表
|
| | |
|
| | | struct tagFamilyBossAward
|
| | | //仙盟等级表
|
| | | struct Family
|
| | | {
|
| | | DWORD _BossID; //BossID
|
| | | list WorldLV; //世界等级
|
| | | list Rank; //排名
|
| | | list Award1; //奖励 [[独立概率万分率,[物品ID,数量,是否拍品]],..]
|
| | | dict Award2; //饼图奖励{随机次数:[(概率,[物品ID,数量,是否拍品]),..]}
|
| | | BYTE _FamilyLV; //仙盟等级
|
| | | BYTE MemberMax; //成员数上限
|
| | | BYTE DeputyLeaderMax; //副盟主数上限
|
| | | BYTE EliteMax; //精英数上限
|
| | | DWORD NeedExp; //升级所需经验
|
| | | DWORD ZhenbaogeWeights; //珍宝阁总权重
|
| | | };
|
| | |
|
| | | //仙盟试炼伤血奖励表
|
| | |
|
| | | struct tagFamilyBossHurtAward
|
| | | //仙盟徽章表
|
| | | struct FamilyEmblem
|
| | | {
|
| | | BYTE _AwardType; //奖励类型 1-个人;2-仙盟
|
| | | BYTE _RecordIndex; //奖励记录索引,同奖励类型时记录索引不可重复
|
| | | DWORD NeedHurtTotal; //所需总伤血
|
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | BYTE _EmblemID; //徽章ID
|
| | | BYTE UnlockFamilyLV; //解锁仙盟等级,为0时代表其他方式解锁
|
| | | DWORD ExpireMinutes; //有效时长,分钟
|
| | | DWORD CustomFamilyID; //定制仙盟ID
|
| | | };
|
| | |
|
| | | //仙盟阵法表
|
| | |
|
| | | struct tagFamilyZhenfa
|
| | | //仙盟捐献表
|
| | | struct FamilyDonate
|
| | | {
|
| | | 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
|
| | | BYTE _DonateType; //捐献类型
|
| | | BYTE DailyCnt; //每日次数
|
| | | BYTE MoneyType; //消耗货币类型
|
| | | DWORD MoneyValue; //消耗货币值
|
| | | list AwardItemList; //获得奖励列表[[物品ID,个数], ...]
|
| | | };
|
| | |
|
| | | //仙盟珍宝阁砍价表
|
| | | struct FamilyZhenbaogeCut
|
| | | {
|
| | | BYTE _CutNum; //砍价人次
|
| | | DWORD CutWeight; //砍价权重
|
| | | float MinRatio; //保底比值
|
| | | float RandRatio; //随机比值
|
| | | };
|
| | |
|
| | | //仙盟珍宝阁物品表
|
| | | struct FamilyZhenbaogeItem
|
| | | {
|
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //装备洗练等级上限
|
| | |
| | | WORD LevelMax; //洗练等级上限
|
| | | };
|
| | |
|
| | | //骑宠Boss奖励表
|
| | |
|
| | | struct tagHorsePetBossAward
|
| | | {
|
| | | BYTE _LineID; // 线路ID
|
| | | list WorldLV; //世界等级
|
| | | list Rank; //排名
|
| | | list Award1; //奖励 [[独立概率万分率,[物品ID,数量,是否拍品]],..]
|
| | | list Award2; //饼图奖励 [[(概率,[物品ID,数量,是否拍品]),..]]
|
| | | };
|
| | |
|
| | | //缥缈仙域表
|
| | |
|
| | | struct tagFairyDomain
|
| | | {
|
| | | WORD _ID; //事件编号
|
| | | BYTE EventType; //事件类型
|
| | | DWORD MapID; //副本id
|
| | | BYTE LineID; //副本线路id
|
| | | DWORD BossID; //副本BossID
|
| | | BYTE EventFBType; //事件副本类型,0-前端,1-本服,2-跨服
|
| | | BYTE CostEnergy; //消耗体力
|
| | | BYTE NeedAlchemyLV; //出现的炼丹等级要求
|
| | | list NeedLV; //出现的玩家等级要求
|
| | | DWORD Weight; //权重
|
| | | DWORD HourCntPriLimit; //个人每小时次数限制
|
| | | DWORD DayCntPriLimit; //个人每天次数限制
|
| | | };
|
| | |
|
| | | //缥缈奇遇表
|
| | |
|
| | | struct tagFairyAdventures
|
| | | {
|
| | | WORD _ID; //ΨһID
|
| | | DWORD OpenServerDay; //开服天
|
| | | BYTE EventID; //事件编号
|
| | | list Condition; //条件
|
| | | list GearAward; //档位奖励
|
| | | list BasicAward; //保底奖励
|
| | | };
|
| | |
|
| | | //缥缈仙域定制表
|
| | |
|
| | | struct tagFairyDomainAppoint
|
| | | {
|
| | | WORD _Cnt; //次数
|
| | | DWORD EventID; //事件编号
|
| | | list Award; //定制奖励(没配走正常奖励规则)[[物品ID,数量,是否拍品],..]
|
| | | list RandomAward; //随机奖励 [[(权重,[物品ID,数量,是否拍品]),..],..]
|
| | | };
|
| | |
|
| | | //副本Buff表
|
| | |
|
| | | struct tagFBBuyBuff
|
| | | {
|
| | | DWORD _MapId; //
|
| | | WORD _MoneyCnt; //仙玉数量
|
| | | DWORD BuffID; //BuffID
|
| | | WORD BuffCD; //间隔时间s
|
| | | };
|
| | |
|
| | | //技能升级表
|
| | |
|
| | | struct tagSkillElement
|
| | |
| | | BYTE ElementSkillNum; //专精技能编号
|
| | | DWORD MainSkillID; //主技能ID
|
| | | DWORD NeedLV; //选择需要等级
|
| | | };
|
| | |
|
| | | //天星塔表
|
| | |
|
| | | struct tagSkyTower
|
| | | {
|
| | | DWORD _FloorID; //层
|
| | | DWORD BossID; //bossID
|
| | | dict Reward; //奖励
|
| | | WORD NeedLV; //要求等级
|
| | | DWORD FightPower; //推荐战力
|
| | | BYTE IsNotify; //是否广播
|
| | | };
|
| | |
|
| | | //天星塔全服挑战表
|
| | |
|
| | | struct tagSkyTowerServerChallenge
|
| | | {
|
| | | DWORD _FloorID; //层
|
| | | dict PassRankRewardInfo; //通关排名奖励 {"名次":[[物品ID,个数,是否拍品],...], ...}
|
| | | dict ServerRewardInfo; //通关排名奖励 {"所需过关人数":[[物品ID,个数,是否拍品],...], ...}
|
| | | };
|
| | |
|
| | | //灵根特效表
|
| | |
| | | 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
|
| | |
| | | list AwardItemList; //物品奖励[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //战令表
|
| | | //战令表/基金
|
| | |
|
| | | struct tagZhanling
|
| | | struct Zhanling
|
| | | {
|
| | | BYTE _ZhanlingType; //战令类型
|
| | | DWORD _NeedValue; //所需值
|
| | |
| | | DWORD NeedQiyun; //所需气运值
|
| | | list AwardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //祝福树
|
| | |
|
| | | struct TreeLV
|
| | | {
|
| | | BYTE _TreeLV; //仙树等级
|
| | | DWORD LVUPNeedMoney; //升到下一级所需货币数
|
| | | DWORD LVUPNeedTime; //升级下一级所需所需秒
|
| | | 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 GoldRushCamp
|
| | | {
|
| | | BYTE _CampID;
|
| | | WORD PanningUnlock; //淘金次数解锁
|
| | | list MoneyUnlock; //货币解锁,货币类型|货币值
|
| | | };
|
| | |
|
| | | //淘金监工表
|
| | |
|
| | | struct GoldRushWorker
|
| | | {
|
| | | BYTE _WorkerID;
|
| | | WORD PlayerLVUnlock; //主公等级解锁
|
| | | list MoneyUnlock; //货币解锁,货币类型|货币值
|
| | | };
|
| | |
|
| | | //淘金物品表
|
| | |
|
| | | struct GoldRushItem
|
| | | {
|
| | | BYTE _GoldID; //淘金ID
|
| | | DWORD ItemID; //物品ID
|
| | | BYTE ItemLV; //物品等级
|
| | | DWORD ItemCount; //物品个数
|
| | | DWORD RefreshWeight; //常规刷新权重
|
| | | BYTE WorkerMax; //监工上限
|
| | | BYTE NeedSeconds; //耗时秒
|
| | | };
|
| | |
|
| | |
|
| | | //机器人
|
| | | struct Robot
|
| | | {
|
| | | DWORD _ID; //机器人ID,同玩家ID
|
| | | char RobotName;
|
| | | char ViewCache; //机器人缓存
|
| | | };
|