| | |
| | | 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
|
| | | BYTE 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
|
| | | 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
|
| | | WORD CoolDownTime; //技能冷却时间
|
| | | list IgnoreStates; //无视限制列表
|
| | | BYTE CurBuffState; //Buff״ֵ̬
|
| | | WORD LastTime; //持续时间
|
| | | BYTE LayerCnt; //Buff层数
|
| | | BYTE LayerMax; //最大层数
|
| | | DWORD BuffRepeat; //Buff叠加规则
|
| | | DWORD DieContinue; //Buff死亡存在
|
| | | DWORD FightPower; //技能战斗力
|
| | | char SkillMotionName; //技能动作名
|
| | | };
|
| | |
|
| | | //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
|
| | | 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
|
| | | };
|
| | |
|
| | | //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
|
| | | {
|
| | | DWORD _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
|
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //武将品质突破表
|
| | | struct HeroQualityBreak
|
| | | {
|
| | | DWORD _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
|
| | | };
|
| | |
|
| | | //武将品质觉醒表
|
| | | struct HeroQualityAwake
|
| | | {
|
| | | DWORD _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
|
| | | DWORD _HeroLV; //武将等级
|
| | | list UPCostItem; // 升级到下级消耗道具
|
| | | };
|
| | |
|
| | | //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 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;
|
| | | };
|
| | |
|
| | | //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 PosNPCID7; //7号位NPCID
|
| | | DWORD BossID; // 本阵容的BossID,没有boss时为0
|
| | | list SkillIDExList; // boss附加技能列表
|
| | | BYTE SkillExCnt; //随机附加技能数,0为所有
|
| | | };
|
| | |
|
| | | //称号表 #tagDienstgrad
|
| | |
|
| | | struct tagDienstgrad
|
| | |
| | |
|
| | | //任务表
|
| | |
|
| | | struct tagTask
|
| | | struct Task
|
| | | {
|
| | | WORD _TaskID; //任务ID
|
| | | BYTE TaskGroup; //任务组别 0-主线
|
| | |
| | | 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
|
| | |
| | | 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
|
| | | char MailKey; //邮件
|
| | | };
|
| | |
|
| | |
|
| | | //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
|
| | | };
|
| | |
|
| | | //装备传奇属性条数表
|
| | |
| | |
|
| | | //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
|
| | | 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
|
| | |
| | | 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 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
|
| | |
| | | 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
|
| | |
| | | DWORD BossNPCID; //过关bossID
|
| | | list OtherNPCIDList; //其他NPCIDList
|
| | | list PassAwardItemList; //过关奖励列表
|
| | | };
|
| | |
|
| | | //副本助战表
|
| | |
|
| | | struct tagFBHelpBattle
|
| | | {
|
| | | 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], ...}
|
| | | };
|
| | |
|
| | | //副本刷怪标识点表
|
| | |
|
| | | struct tagNPCCustomRefresh
|
| | | {
|
| | | 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
|
| | | };
|
| | |
|
| | | //日常活动表
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
|
| | | struct tagBOSSInfo
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | |
|
| | | //宝箱表开启
|
| | |
|
| | | struct tagChests
|
| | | struct Chests
|
| | | {
|
| | | DWORD _ChestsItemID; //宝箱物品ID
|
| | | DWORD CostItemID; //消耗物品ID
|
| | |
| | |
|
| | | //宝箱表产出表
|
| | |
|
| | | struct tagChestsAward
|
| | | struct ChestsAward
|
| | | {
|
| | | DWORD _ChestsItemID; //宝箱物品ID
|
| | | WORD RealmLV; //境界等级
|
| | |
| | | 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 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], ...]
|
| | | dict LuckyItemRateInfo; //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
|
| | | };
|
| | |
|
| | | //寻宝物品库
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | dict Attr; //属性
|
| | | };
|
| | |
|
| | | //仙盟Boss奖励表
|
| | |
|
| | | struct tagFamilyBossAward
|
| | | {
|
| | | 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]),..]}
|
| | | };
|
| | |
|
| | | //仙盟试炼伤血奖励表
|
| | |
|
| | | struct tagFamilyBossHurtAward
|
| | | {
|
| | | 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], ...]
|
| | | };
|
| | |
|
| | | //仙盟等级表
|
| | | struct Family
|
| | | {
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | list AwardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //仙树等级表
|
| | | //祝福树
|
| | |
|
| | | struct tagTreeLV
|
| | | {
|
| | | 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; //产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
|
| | | list ExAwardItemRateList; //每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...]
|
| | | 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, ...]
|
| | | };
|
| | |
|
| | | //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 ViewCache; //机器人缓存
|
| | | };
|