| | |
| | | list Skills; //被动技能
|
| | | };
|
| | |
|
| | | //称号升星表
|
| | |
|
| | | struct tagTitleStarUp
|
| | | {
|
| | | DWORD _TitleID; //称号NPCID
|
| | | BYTE _TitleStar; //称号星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //灵根表 #tagRolePoint
|
| | |
|
| | | struct tagRolePoint
|
| | |
| | | list LVAttrValueList; //每级额外属性值(非累积)
|
| | | };
|
| | |
|
| | | //境界修仙之路
|
| | |
|
| | | struct tagRealmXXZL
|
| | | {
|
| | | WORD _TaskID; //任务ID
|
| | | BYTE TaskType; //任务类型
|
| | | DWORD NeedValue; //所需任务值
|
| | | list AwardItemList; //奖励物品列表 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //境界表 #tagRealm
|
| | |
|
| | | struct tagRealm
|
| | |
| | | DWORD ExpLimit; //修为池经验上限
|
| | | dict LearnSkillIDInfo; //学习技能ID信息 {"职业":[技能ID, ...], ...}
|
| | | BYTE AddFreePoint; //增加自由属性点
|
| | | };
|
| | |
|
| | | //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
|
| | |
|
| | | struct tagLianTi
|
| | | {
|
| | | BYTE _LianTiLV; //炼体等级
|
| | | list FixedAttrType; //固定属性类型(非累积)
|
| | | list FixedAttrValue; //固定属性值(非累积)
|
| | | list PlusAttrType; //增强属性类型(非累积)
|
| | | list PlusAttrRate; //增强属性万分率(非累积)
|
| | | list EatItemAttrType; //每x个培养丹增加属性类型,x=UpEatItemPerCount
|
| | | list EatItemAttrValue; //每x个培养丹增加属性值,x=UpEatItemPerCount
|
| | | WORD NeedEatCount; //升级所需个数(非累计)
|
| | | 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
|
| | |
| | | DWORD InitFightPower; //初始战力
|
| | | };
|
| | |
|
| | | //灵宠升星表
|
| | |
|
| | | struct tagPetStarUp
|
| | | {
|
| | | DWORD _PetNPCID; //灵兽NPCID
|
| | | BYTE _PetStar; //灵兽星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //灵宠培养表
|
| | |
|
| | | struct tagPetTrain
|
| | |
| | | WORD NeedEatCount; //升级所需个数(非累计)
|
| | | list LVAttrType; //每级额外属性类型(非累积)
|
| | | list LVAttrValue; //每级额外属性值(非累积)
|
| | | list UpItemAttrType; //每x个培养丹增加属性类型,x=UpEatItemPerCount
|
| | | list UpItemAttrValue; //每x个培养丹增加属性值,x=UpEatItemPerCount
|
| | | DWORD UpEatItemPerCount; //每次培养消耗x个
|
| | | };
|
| | |
|
| | | //坐骑培养表
|
| | |
| | | list AttrType; //激活加成属性类型
|
| | | list AttrValue; //激活加成属性值
|
| | | DWORD InitFightPower; //皮肤额外战力
|
| | | DWORD HorseID; //对应坐骑ID
|
| | | DWORD SkinValidTime; //有效时长秒
|
| | | };
|
| | |
|
| | | //坐骑表
|
| | |
|
| | | struct tagHorse
|
| | | {
|
| | | DWORD _HorseID; //坐骑ID
|
| | | DWORD HorseSkinID; //外观物品ID
|
| | | BYTE Quality; //坐骑品质
|
| | | };
|
| | |
|
| | | //坐骑升星表
|
| | |
|
| | | struct tagHorseStarUp
|
| | | {
|
| | | DWORD _HorseID; //坐骑ID
|
| | | BYTE _HorseStar; //坐骑星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //古宝表
|
| | |
|
| | | struct tagGubao
|
| | | {
|
| | | WORD _GubaoID; //古宝ID
|
| | | BYTE GubaoType; //古宝分类
|
| | | BYTE GubaoQuality; //古宝品质
|
| | | DWORD UnlockItemID; //解锁所需物品ID
|
| | | BYTE UnlockItemCnt; //解锁所需物品数量
|
| | | };
|
| | |
|
| | | //古宝升星表
|
| | |
|
| | | struct tagGubaoStar
|
| | | {
|
| | | WORD _GubaoID; //古宝ID
|
| | | BYTE _GubaoStar; //古宝星级
|
| | | list StarUPNeedItemInfo; //升星所需物品 [[物品ID,个数], ...]
|
| | | list StarEffIDList; //星级特殊效果ID列表
|
| | | };
|
| | |
|
| | | //古宝特殊效果表
|
| | |
|
| | | struct tagGubaoEffAttr
|
| | | {
|
| | | DWORD _GubaoEffID; //古宝特殊效果ID
|
| | | BYTE GubaoEffType; //效果类型
|
| | | DWORD EffCond; //条件
|
| | | DWORD EffCond2; //条件2
|
| | | DWORD EffCond3; //条件3
|
| | | BYTE IsPer; //是否百分比提升
|
| | | list EffFuncAttrIDList; //提升指定功能属性ID列表
|
| | | DWORD EffAttrID; //直接增加属性类型
|
| | | DWORD EffAttrValue; //提升属性值
|
| | | list EffItemAwardList; //领取物品列表
|
| | | };
|
| | |
|
| | | //古宝品质升级表
|
| | |
|
| | | struct tagGubaoLV
|
| | | {
|
| | | BYTE _GubaoType; //古宝分类
|
| | | BYTE _GubaoQuality; //古宝品质
|
| | | BYTE _GubaoLV; //古宝等级
|
| | | list LVUPNeedItemInfo; //升级所需物品 [[物品ID,个数], ...]
|
| | | list LVAttrTypeList; //等级属性类型列表
|
| | | list LVAttrValueList; //等级属性值列表
|
| | | };
|
| | |
|
| | | //神通表
|
| | |
|
| | | struct tagShentong
|
| | | {
|
| | | BYTE _ShentongID; //神通ID
|
| | | WORD NeedGubaoID; //解锁所需古宝ID
|
| | | };
|
| | |
|
| | | //神通升级表
|
| | |
|
| | | struct tagShentongLV
|
| | | {
|
| | | BYTE _ShentongID; //神通ID
|
| | | BYTE _ShentongClassLV; //神通阶级
|
| | | BYTE _ShentongLV; //神通等级
|
| | | list LVLightNeedItem; //点亮该级所需物品 [[物品ID,个数], ...]
|
| | | list LVAttrTypeList; //该级属性类型列表
|
| | | list LVAttrValueList; //该级属性值列表
|
| | | DWORD LVSkillID; //该级职业通用技能ID
|
| | | DWORD FightPowerEx; //附加战力
|
| | | };
|
| | |
|
| | | //玩家等级表
|
| | |
| | | DWORD IceLodeFightPower; //冰晶矿脉扫荡战斗力
|
| | | };
|
| | |
|
| | | //特殊地图玩家属性公式表
|
| | |
|
| | | struct tagSpecMapPlayerAttrFormat
|
| | | {
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | char AttrName; //属性名
|
| | | char AttrValueFormat; //最终属性值公式(可用参数属性名)
|
| | | };
|
| | |
|
| | | //GM测试属性表
|
| | |
|
| | | struct tagGMAttr
|
| | |
| | | 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 _NPCID; //NPCID
|
| | | BYTE _RealmDifficulty; //境界难度
|
| | | DWORD MapID;
|
| | | DWORD LV; //NPC等级
|
| | | DWORD Exp;//基础经验
|
| | | WORD MaxDrapLV;//玩家最大可掉落等级
|
| | | BYTE EquipClassLV; //掉落装备阶
|
| | | DWORD DropMoneyMin;//最小金币
|
| | | DWORD DropMoneyMax;//最大金币
|
| | | WORD LowLV; // 推荐最低等级
|
| | | WORD HighestLV; // 推荐最高等级
|
| | | DWORD Defense; // 推荐防御
|
| | | 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
|
| | |
| | | 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
|
| | | };
|
| | |
|
| | | //NPC掉落表
|
| | |
| | | dict IndepRateDrop; //独立概率掉落信息 {(阶,颜色):概率,...}
|
| | | BYTE IndepRateDoCnt; //独立概率执行次数
|
| | | dict EquipColorMaxDropCount; //装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | list TianxuanEquipRateList; //天玄丹装备掉落饼图 [[概率,(阶,品质)], ...]
|
| | | dict EquipColorSuitInfo; //装备颜色对应套装概率 {颜色:套装概率, ...}
|
| | | dict EquipPartKeyRateInfo; //装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
|
| | | BYTE ColorSuitPartOptimization; //部位颜色套评分优选掉落,十位代表颜色,个位代表套装
|
| | | dict KillCountDropEquipPub; //第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
|
| | | dict ItemIDDropRate; //指定物品ID掉率信息 {物品ID:概率, ...}
|
| | | dict TianxuanItemIDRate; //天玄丹指定ID概率 {物品ID:概率, ...}
|
| | | dict ItemIDMaxDropCount; //指定物品ID最大掉落个数,没配默认1次 {物品ID:随机次数,...}
|
| | | dict ItemKeyDropRate; //物品ID集合Key概率, 随机一个, 优先级低 {物品ID集合key:概率, ...}
|
| | | dict ItemKeyDropRateJob; //物品ID集合Key概率, 自身职业, 优先级高 {物品ID集合key:概率, ...}
|
| | | dict TianxuanItemKeyRate; //天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
|
| | | dict ItemKeyMaxDropCount; //物品ID集合Key随机次数,没配默认1次 {物品ID集合key:随机次数,...}
|
| | | BYTE DropMoneyDoCnt; //掉落金币执行次数
|
| | | WORD DropMoneyRate; //掉落金币概率
|
| | |
| | | DWORD DayTimes; //每日次数, 0为不限制
|
| | | DWORD DayBuyTimes; //每日可购买次数
|
| | | BYTE BuyTimesPrivilegeID; //购买次数VIP权限ID
|
| | | DWORD BuyNeedMoney; //购买次数需要仙玉
|
| | | BYTE MoneyType; //货币类型
|
| | | list BuyNeedMoney; //购买次数需要仙玉
|
| | | DWORD DayItemAddTimes; //每日可用物品增加次数
|
| | | DWORD DayItemID; //增加次数的物品ID
|
| | | BYTE DayResetType; //每日次数重置类型; 0-不重置,1-0点,2-5点
|
| | |
| | | DWORD LuckyHitPerC; // 会心伤害加成系数
|
| | | DWORD FaintDefRateC; // 控制抵抗系数
|
| | | DWORD SuperHitRateC; // 暴击率加成系数
|
| | | DWORD IgnoreDefRateC; // 无视防御系数
|
| | | DWORD IgnoreDefRateReduceC; // 无视防御减免系数
|
| | | DWORD ProDefPerC; // 防护百分比系数
|
| | | DWORD FinalHurtPerC; // 最终伤害加成系数
|
| | | DWORD FinalHurtReducePerC; // 最终伤害减免系数
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
| | | DWORD RedPacketID; //红包ID
|
| | | DWORD MagicWeaponID; //法宝ID
|
| | | DWORD MagicWeaponExp; //法宝升级经验
|
| | | };
|
| | |
|
| | | //通天令等级表
|
| | |
|
| | | struct tagTongTianLV
|
| | | {
|
| | | WORD _TTLV; //通天令等级
|
| | | WORD LVUPPoint; //升级所需积分(0不可升级)
|
| | | list CommAwardItemList; //常规奖励物品列表 [[物品ID,个数,是否拍品], ...]
|
| | | list XianAwardItemList; //仙品奖励物品列表 [[物品ID,个数,是否拍品], ...]
|
| | | list NotifyItemIDList; //需要广播的物品ID列表
|
| | | };
|
| | |
|
| | | //通天令任务表
|
| | |
|
| | | struct tagTongTianTask
|
| | | {
|
| | | WORD _TTTaskID; //通天任务ID(确定后不可修改)
|
| | | BYTE TTTaskType; //通天任务类型
|
| | | BYTE IsDailyTask; //是否每日任务
|
| | | DWORD FinishNeedValue; //任务完成所需值
|
| | | DWORD TaskPoint; //任务积分点奖励
|
| | | };
|
| | |
|
| | | //法宝表
|
| | |
| | | BYTE CanResetBuyCount; //是否允许重置次数
|
| | | BYTE TotalBuyCount; //总限购次数
|
| | | BYTE DailyBuyCount; //每日限购次数
|
| | | BYTE WeekBuyCount; //每周限购次数
|
| | | BYTE MonthBuyCount; //每月限购次数
|
| | | WORD GainGold; //获得仙玉数
|
| | | WORD GainGoldPrize; //赠送仙玉数
|
| | | WORD FirstGoldPrize; //首次充值该档位赠送仙玉
|
| | |
| | | char NotifyKey; //全服广播key,默认两个参数(玩家名, 档位额度)
|
| | | };
|
| | |
|
| | | //买一送多活动表
|
| | |
|
| | | struct tagActBuyOne
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | list TemplateIDList; //模板ID列表
|
| | | };
|
| | |
|
| | | //买一送多模板表
|
| | |
|
| | | struct tagActBuyOneTemplate
|
| | | {
|
| | | DWORD _TemplateID; //模板ID
|
| | | DWORD NeedCTGID; //需要充值ID
|
| | | BYTE RecordIndex; //记录索引
|
| | | dict FreeItemInfo; //免费领取的物品信息列表{领取记录索引:[[物品ID,个数,是否拍品]], ...}
|
| | | };
|
| | |
|
| | | //集字活动时间表
|
| | |
|
| | | struct tagActCollectWords
|
| | |
| | | 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
|
| | | 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
|
| | | list TemplateIDList; //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; //奖励物品信息列表 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //仙匣秘境活动时间表
|
| | |
|
| | | struct tagActXianXiaMJ
|
| | |
| | | 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
|
| | |
|
| | | struct tagActGodGift
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE UseMoneyType; //消耗货币类型
|
| | | list UseGoldList; //抽奖消耗货币列表
|
| | | BYTE PrizeMoneyType; //奖励货币类型
|
| | | list PrizeMoneyList; //奖励货币列表
|
| | | BYTE ResetLimitTimes; //至少抽几次可重置
|
| | | BYTE ResetCountMax; //可重置次数
|
| | | dict TemplateIDInfo; //奖池模板信息 {(世界等级A,B):[模板编号列表, ...], ...}
|
| | | };
|
| | |
|
| | | //天帝礼包奖池表
|
| | |
|
| | | struct tagActGodGiftAward
|
| | | {
|
| | | DWORD _TemplateID; //奖池模板编号
|
| | | BYTE AwardLibType; //奖励库类型
|
| | | BYTE UnlockAwardLimitTimes; //抽X次后可产出本库
|
| | | 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
|
| | |
| | | char EndDate; //结束日期
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | BYTE CTGTypeEffValue; //充值有效类型值
|
| | | BYTE IsOfflineAct; //是否线下活动
|
| | | list TemplateIDList; //模板ID列表
|
| | | };
|
| | |
|
| | |
| | | {
|
| | | DWORD _TemplateID; //模板ID
|
| | | float SingleRechargeValue; //单笔充值额度
|
| | | BYTE AwardIndex; //返利奖励索引0~31,同个模板中不重复
|
| | | BYTE AwardIndex; //同个模板中不重复
|
| | | WORD AwardCountMax; //最大领奖次数,最大999次
|
| | | dict AwardItem; //返利物品信息列表 {职业:[(物品ID,个数,是否绑定),...]}
|
| | | char NotifyKey; //全服广播key,默认两个参数(玩家名, 档位额度)
|
| | | };
|
| | |
| | | WORD PosY; //坐标Y
|
| | | };
|
| | |
|
| | | //跨服Boss魔化之地分区地图表
|
| | |
|
| | | struct tagCrossDemonLandZoneMap
|
| | | {
|
| | | BYTE ZoneID; //分区ID
|
| | | DWORD _MapID; //场景地图ID
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | BYTE _CopyMapID; //虚拟线路ID
|
| | | WORD PosX; //坐标X
|
| | | WORD PosY; //坐标Y
|
| | | };
|
| | |
|
| | | //聚魂表
|
| | |
|
| | | struct tagGatherSoul
|
| | |
| | | struct tagCoat
|
| | | {
|
| | | DWORD _CoatID; //时装编号
|
| | | BYTE CostQuality; //时装品质 0-普通;1-稀有;2-传说
|
| | | list EquipItemID; //装备物品ID(按职业顺序)
|
| | | DWORD UnlockItemID; //材料物品ID
|
| | | DWORD MaxLV; //最大星级
|
| | |
| | | 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
|
| | |
|
| | | struct tagItemWashMax
|
| | |
| | | struct tagSkyTowerServerChallenge
|
| | | {
|
| | | DWORD _FloorID; //层
|
| | | BYTE RewardRecordIndex; //奖励记录位索引
|
| | | dict Reward; //奖励
|
| | | 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 LVAwardItemInfo; //等级物品奖励[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //骑宠幻化表
|
| | | //骑宠觉醒表
|
| | |
|
| | | struct tagHorsePetSkin
|
| | | {
|
| | |
| | | float NeedRMB; //所需充值元
|
| | | 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)
|
| | | };
|
| | |
|
| | | //奖励表
|
| | |
|
| | | struct tagCustomAward
|
| | | {
|
| | | BYTE _AwardID; //奖励ID 1~n
|
| | | list AwardItemList; //物品奖励[[物品ID,个数,是否拍品], ...]
|
| | | };
|