| | |
| | | DWORD StoneNPCID; //墓碑NPCID
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| | | };
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| | |
|
| | | //Boss首杀
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| | |
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| | | struct tagBOSSFirstKill
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| | | {
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| | | DWORD _NPCID; //ID
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| | | WORD PerPlayerMoneyAward; // 首杀全服玩家奖励灵石额度/人
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| | | list PersonFirstKillAward; // 个人首次击杀奖励 [[物品ID,个数,是否拍品], ...]
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| | | };
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| | |
|
| | | //古神禁地表
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| | |
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| | | struct tagElderGodArea
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| | |
| | | BYTE IsJobLimit; //是否只用本职业装备材料
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| | | list CostEquipColor; //可用装备品质
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| | | BYTE CostEquipCnt; //装备数量
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| | | BYTE SuitTotalRate; //全套装加成概率(非套50%)
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| | | BYTE UnSuitRate; //单件非套装加成概率
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| | | BYTE SuitRate; //单件套装加成概率
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| | | dict CostItemDict; //特殊材料
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| | | dict StarAttrInfo; //星级属性
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| | | dict BaseAttrInfo; //基础属性增加
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| | |
| | | BYTE SkinIndex; //外观
|
| | | };
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| | |
|
| | | //骑宠幻化表
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| | |
|
| | | struct tagEquipStarUpRate
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| | | //累计充值奖励表
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| | |
|
| | | struct tagHistoryRechargeAward
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| | | {
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| | | DWORD _ClassLV; //装备阶级
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| | | DWORD _EquipColor; //品质
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| | | DWORD _EquipPlace; //部位
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| | | DWORD _IsSuite; //是否套装
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| | | DWORD Rate; //概率
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| | | BYTE _ID; //id
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| | | DWORD Recharge; //所需充值元
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| | | dict Reward; //职业对应的奖励内容,每个职业4组数据,物品ID和物品数量(1.枪豪2.道师3.剑修)
|
| | | }; |