| | |
| | | public int TitleID; |
| | | public uint ExpPoint; //扩充经验点数(亿) |
| | | public uint TotalExp; //总经验(小于亿部分) |
| | | public ulong curExp { get { return TotalExp + ExpPoint * Constants.ExpPointValue; } } |
| | | public long curExp { get { return TotalExp + ExpPoint * Constants.ExpPointValue; } } |
| | | public uint FamilyId; //家族 |
| | | public string FamilyName; //家族名称 |
| | | public uint diamond; //仙玉 |
| | | public uint bindDiamond; //灵石 |
| | | public uint copper; //铜钱 |
| | | public ulong allCopper { get { return (ulong)copper + (ulong)copperExtend * Constants.ExpPointValue; } } |
| | | public ulong FightPoint; //战斗值 |
| | | public long allCopper { get { return copper + copperExtend * Constants.ExpPointValue; } } |
| | | public long FightPoint; //战斗值 |
| | | public ushort MapID; //角色所在地图 地图规则:C/S一一对应的常规地图,C假地图(ExAttr14),多C一个S地图(ExAttr3) |
| | | public ushort PosX; //角色坐标 |
| | | public ushort PosY; |
| | | public ulong HP; //当前HP |
| | | public long HP; //当前HP |
| | | public uint FreePoint; //未分配点数 |
| | | public uint FreeSkillPoint; //未分配的技能点 |
| | | public int STR; //力量 |