| | |
| | | };
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| | |
|
| | |
|
| | | //合成表 #tagItemCompound
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| | | //合成表
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| | |
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| | | struct tagItemCompound
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| | | struct ItemCompound
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| | | {
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| | | WORD _ID; //合成配置编号ID
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| | | BYTE ComposeGroup; //合成归组类型
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| | | list MakeID; //可合成的道具ID,多个则随机一个
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| | | BYTE IsFirstSuccMakeJobItem; //首次成功是否必出本职业
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| | | list UnfixedItemID; //不固定道具ID, 多个ID时则任意一种均可
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| | | BYTE UnfixedItemCount; //不固定道具消耗数量
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| | | list FixedItemID; //消耗固定道具ID, 多个ID时代表每个ID均需消耗
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| | |
| | | WORD SuccessRate; // 成功率万分率
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| | | WORD SuccessRateMax; // 最大成功率万分率
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| | | list SuccessRateIncrease; //提高成功率道具, 道具ID|个数|提高的概率
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| | | 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
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| | | char SysMark; //提示mark
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| | | BYTE SysMarkParamType; //系统提示参数组合类型
|
| | | };
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| | |
| | |
|
| | | //宝箱表开启
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| | |
|
| | | struct tagChests
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| | | struct Chests
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| | | {
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| | | DWORD _ChestsItemID; //宝箱物品ID
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| | | DWORD CostItemID; //消耗物品ID
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| | |
| | |
|
| | | //宝箱表产出表
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| | |
|
| | | struct tagChestsAward
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| | | struct ChestsAward
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| | | {
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| | | DWORD _ChestsItemID; //宝箱物品ID
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| | | WORD RealmLV; //境界等级
|