| | |
| | | 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
|
| | | 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
|
| | |
| | | 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
|
| | |
| | | {
|
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | | BYTE ADAwardType; //奖励类型
|
| | | DWORD ADAwardValue; //类型对应值
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //NPC秀表
|
| | |
|
| | | struct tagNPCShow
|
| | |
| | | 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
|
| | |
|
| | | struct OrderInfo
|
| | |
| | | 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
|
| | |
| | |
|
| | | 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 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
|
| | |
| | | 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 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 Robot
|
| | | {
|
| | | DWORD _ID; //机器人ID,同玩家ID
|
| | | char RobotName;
|
| | | char ViewCache; //机器人缓存
|
| | | };
|