| | |
| | | list LingQiAttrID; //灵器属性ID
|
| | | list LingQiAttrValue; //灵器属性数值
|
| | | DWORD LingQiAttrScore; //灵器属性评分
|
| | | dict UpCostItem; //突破需要材料
|
| | | DWORD NextItemID; //突破后物品ID
|
| | | };
|
| | |
|
| | | //境界表 #tagRealm
|
| | |
| | | DWORD LostHPPerSecond; //单人每秒掉血量
|
| | | BYTE MaxPlayerCount; //最大人数
|
| | | DWORD LostHPPerSecondEx; //每增加一人附加掉血量
|
| | | BYTE FightPowerMinByLV; //标准战力是否取等级表
|
| | | DWORD FightPowerMin; //标准战力
|
| | | DWORD FightPowerMax; //上限战力
|
| | | DWORD EveryFightPower; //每x点战力
|
| | |
| | | BYTE IsJobLimit; //是否只用本职业装备材料
|
| | | list CostEquipColor; //可用装备品质
|
| | | BYTE CostEquipCnt; //装备数量
|
| | | BYTE SuitTotalRate; //全套装加成概率(非套50%)
|
| | | BYTE UnSuitRate; //单件非套装加成概率
|
| | | BYTE SuitRate; //单件套装加成概率
|
| | | dict CostItemDict; //特殊材料
|
| | | dict StarAttrInfo; //星级属性
|
| | | dict BaseAttrInfo; //基础属性增加
|
| | |
| | |
|
| | | struct tagFamilyBossAward
|
| | | {
|
| | | DWORD _BossID; //BossID
|
| | | list WorldLV; //世界等级
|
| | | list Rank; //排名
|
| | | list Award1; //奖励 [[独立概率万分率,[物品ID,数量,是否拍品]],..]
|
| | |
| | | WORD NeedLV; //要求等级
|
| | | DWORD FightPower; //推荐战力
|
| | | BYTE IsNotify; //是否广播
|
| | | };
|
| | |
|
| | | //灵根特效表
|
| | |
|
| | | struct tagLingGenEffect
|
| | | {
|
| | | DWORD ID; //ΨһID
|
| | | DWORD _PointID; //灵根ID
|
| | | BYTE _QualityLV; //品级
|
| | | };
|
| | |
|
| | | //骑宠幻化表
|
| | |
|
| | | struct tagHorsePetSkin
|
| | | {
|
| | | BYTE _Type; //1坐骑2灵宠
|
| | | DWORD _ID; //关联ID(坐骑表和灵宠表ID)
|
| | | BYTE _SkinLV; //幻化等级
|
| | | DWORD NeedExp; //升级需要经验
|
| | | dict AttrInfo; //属性
|
| | | BYTE SkinIndex; //外观
|
| | | };
|
| | |
|
| | |
|
| | | //累计充值奖励表
|
| | |
|
| | | struct tagHistoryRechargeAward
|
| | | {
|
| | | BYTE _ID; //id
|
| | | DWORD Recharge; //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)
|
| | | }; |