| | |
| | | list EffectValues3; //效果值列表3
|
| | | BYTE TriggerWay3; //触发方式
|
| | | BYTE TriggerSrc3; //有效来源
|
| | | WORD CoolDownInit; //初始冷却时间
|
| | | WORD CoolDownTime; //技能冷却时间
|
| | | WORD BuffStateLimit; //Buff状态限制组
|
| | | list BuffStateLimit; //Buff状态限制组
|
| | | BYTE CurBuffState; //Buff״ֵ̬
|
| | | WORD LastTime; //持续时间
|
| | | BYTE LayerCnt; //Buff层数
|
| | |
| | | DWORD BuffRepeat; //Buff叠加规则
|
| | | BYTE DispersedLimit; //驱散限制
|
| | | DWORD FightPower; //技能战斗力
|
| | | char SkillMotionName; //技能动作名
|
| | | };
|
| | |
|
| | | //武将表
|
| | |
| | | DWORD BookStarAddPer; // 图鉴每星级加成
|
| | | DWORD BookBreakLVAddPer; // 图鉴每突破等级加成
|
| | | list DismissReturnItems; // 遣散每星返还道具 [[物品ID,个数], ...]
|
| | | list RecommendAwardMoney; // 阵容推荐激活奖励货币 类型|值
|
| | | };
|
| | |
|
| | | //武将品质突破表
|
| | |
| | | DWORD _Quality; //品质
|
| | | DWORD _HeroLV; //武将等级
|
| | | list UPCostItem; // 升级到下级消耗道具
|
| | | };
|
| | |
|
| | | //推荐阵容表
|
| | | struct LineupRecommend
|
| | | {
|
| | | DWORD _RecommendID; //推荐ID
|
| | | list HeroIDList; // 推荐武将ID列表
|
| | | };
|
| | |
|
| | | //属性条目表
|
| | |
| | | DWORD PosNPCID4; //4号位NPCID
|
| | | DWORD PosNPCID5; //5号位NPCID
|
| | | DWORD PosNPCID6; //6号位NPCID
|
| | | DWORD PosNPCID7; //7号位NPCID
|
| | | DWORD BossID; // 本阵容的BossID,没有boss时为0
|
| | | BYTE BossPosView; //Boss֪ͨվλ
|
| | | list SkillIDExList; // boss附加技能列表
|
| | | BYTE SkillExCnt; //随机附加技能数,0为所有
|
| | | };
|
| | |
| | | WORD EatPerCount; //每次培养消耗x个
|
| | | list LVUpCostItemInfo; //突破等级道具ID|个数
|
| | | 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
|
| | |
| | | WORD OldPrice; //礼包原价
|
| | | };
|
| | |
|
| | | //拍卖物品表
|
| | |
|
| | | struct tagAuctionItem
|
| | | {
|
| | | DWORD _AuctionItemID;
|
| | | };
|
| | |
|
| | | //VIP特权表
|
| | |
|
| | | struct tagVipPrivilege
|
| | |
| | |
|
| | | //商城表
|
| | |
|
| | | struct tagStore
|
| | | struct Store
|
| | | {
|
| | | DWORD _ID; //ID
|
| | | DWORD ShopType; //商店类型
|
| | | BYTE OperationActionShop; //是否运营活动商店
|
| | | DWORD ItemID; //物品ID
|
| | | WORD ItemCnt; //物品数量
|
| | | BYTE IsBind; //是否绑定
|
| | | list ItemListEx; //扩展物品列表[[物品ID,个数,是否绑定],...]
|
| | | DWORD MainItemID; //标的物品ID
|
| | | list JobItem; //职业替换物品
|
| | | BYTE RefreshLimit; //是否限制刷新限购次数,即是否永久限购,包含活动也不重置
|
| | | BYTE RefreshType; //刷新类型 0-不重置,1-onWeek0点,2-onWeek5点,3-OnDay0点,4-OnDay5点
|
| | | list LimitVIPLV; //VIP限制
|
| | | DWORD LimitLV; //等级限制
|
| | | list LimitCnt; //个人限制数量
|
| | | DWORD ServerLimitCnt; //全服限制数量
|
| | | BYTE ResetType; //重置类型
|
| | | DWORD LimitCnt; //个人限制数量
|
| | | BYTE MoneyType; //金钱类型
|
| | | DWORD MoneyNum; //金钱数量
|
| | | DWORD MoneyOriginal; //原价
|
| | | DWORD LimitValue; //限制条件
|
| | | char NotifyMark; //广播提示
|
| | | char MailKey; //背包不足时邮件KEY
|
| | | BYTE UnlockType; //解锁类型
|
| | | DWORD UnlockValue; //解锁所需值
|
| | | };
|
| | |
|
| | | //限时特惠表
|
| | |
| | | BYTE CanBreakCollect; //被攻击是否打断采集
|
| | | };
|
| | |
|
| | | //宝箱怪表
|
| | |
|
| | | struct tagTreasureNPC
|
| | | {
|
| | | DWORD _NPCID; //宝箱怪NPCID
|
| | | dict AttackCountDropWeightInfo; //攻击次数对应掉落权重饼图 {次数:[[权重, [物品ID,个数,是否拍品]], ...], ...}
|
| | | list AttackDropWeightList; //常规攻击权重饼图 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | list AttackDropWeightListEx; //额外掉落权重饼图库,每次攻击都会掉落 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | BYTE DropCountEx; //额外库执行次数
|
| | | BYTE AlchemyDiffLV; //过滤炼丹等级差,0-不过滤,>0过滤大于自身炼丹等级X级的物品
|
| | | char NotDropNotify; //没有掉落时提示信息
|
| | | };
|
| | |
|
| | | //宝箱表开启
|
| | |
|
| | | struct Chests
|
| | |
| | | DWORD _ChestsItemID; //宝箱物品ID
|
| | | DWORD CostItemID; //消耗物品ID
|
| | | BYTE CostItemCount; //消耗物品个数
|
| | | WORD CostGold; //消耗仙玉
|
| | | BYTE ShowType; //前端表现类型0-无表现, >0有表现需同步结果,具体类型前端自定义
|
| | | BYTE IsBind; //开出物品是否绑定
|
| | | BYTE AucionItemCanSell; //开出拍品可否上架集市
|
| | | list AucionItemDiffSellIDList; //可否上架差异拍品ID列表,即可上架代表不可上架的拍品ID列表,不可上架代表可上架的拍品ID列表
|
| | | BYTE CostMoneyType; //开启消耗货币类型
|
| | | WORD CostMoneyValue; //消耗货币
|
| | | };
|
| | |
|
| | | //宝箱表产出表
|
| | |
| | | DWORD LVExp; //除经验点总经验外升级还需的经验
|
| | | DWORD AddMinAtk; //增加最小攻击
|
| | | DWORD AddMaxAtk; //增加最大攻击
|
| | | };
|
| | |
|
| | |
|
| | | //全民冲榜排行奖励表
|
| | |
|
| | | struct tagOSCBillRankAward
|
| | | {
|
| | | BYTE _OSCBillType; //冲榜类型
|
| | | BYTE RankA; //排名A
|
| | | BYTE RankB; //至排名B
|
| | | dict RankAward; //排名奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | };
|
| | |
|
| | |
|
| | | //全民冲榜达成奖励表
|
| | |
|
| | | struct tagOSCBillTagAward
|
| | | {
|
| | | BYTE _OSCBillType; //冲榜类型
|
| | | WORD TagCondition; //目标条件值
|
| | | dict TagAward; //目标奖励 {"职业":[[物品ID,个数],...], ...}
|
| | | };
|
| | |
|
| | | //七天登录奖励表
|
| | |
| | | list GridItemRateList1; //常规产出格子编号饼图 [[概率, 格子编号], ...]
|
| | | list GridItemRateList2; //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
|
| | | dict GridItemRateList3; //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
|
| | | list GridItemRateList4; //第x次x抽必出
|
| | | dict LuckyItemRateInfo; //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
|
| | | };
|
| | |
|
| | |
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //神秘商店表
|
| | |
|
| | | struct tagMysteryShop
|
| | | {
|
| | | list LVRange; //等级范围
|
| | | DWORD GoodsID; //商城表ID
|
| | | };
|
| | |
|
| | | //装备位背包索引映射表
|
| | |
|
| | | struct tagEquipPlaceIndexMap
|
| | |
| | | BYTE _ItemGroupNum; //物品组编号
|
| | | DWORD ItemWeight; //随机权重
|
| | | list ItemList; //物品列表[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //仙盟阵法表
|
| | |
|
| | | struct tagFamilyZhenfa
|
| | | {
|
| | | BYTE _ZhenfaType; // 阵法类型
|
| | | WORD _ZhenfaLV; // 阵法等级
|
| | | DWORD LVUpNeedExp; //升下一级所需经验
|
| | | list LVAttrType; //累计总属性类型
|
| | | list LVAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //装备洗练等级上限
|
| | |
| | |
|
| | | //祝福树
|
| | |
|
| | | struct tagTreeLV
|
| | | struct TreeLV
|
| | | {
|
| | | BYTE _TreeLV; //仙树等级
|
| | | DWORD LVUPNeedMoney; //升到下一级所需货币数
|
| | |
| | | list EquipColorRateList2; //boss产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
|
| | | };
|
| | |
|
| | | //历练秘笈
|
| | |
|
| | | struct LLMJ
|
| | | {
|
| | | BYTE _MJLV; //秘笈等级
|
| | | DWORD CostWarhammer; //消耗战锤
|
| | | BYTE ExpAddPer; //经验加成比例,百分比
|
| | | DWORD ExpExUpper; //经验加成每日上限
|
| | | BYTE DecomposeAddPer; //分解加成比例,百分比
|
| | | DWORD DecomposeExUpper; //结晶加成每日上限
|
| | | };
|
| | |
|
| | | //淘金营地表
|
| | |
|
| | | struct GoldRushCamp
|