| | |
| | | list Skills; //被动技能
|
| | | };
|
| | |
|
| | | //灵根表 #tagDienstgrad
|
| | | //灵根表 #tagRolePoint
|
| | |
|
| | | struct tagRolePoint
|
| | | {
|
| | | BYTE _AttrID; //属性ID
|
| | | dict AddAttrInfoPerPoint; //每点增加属性信息 {"职业":[[每X点,属性ID,值], ...], ..}
|
| | | BYTE FightPowerPerPoint; //每点附加战斗力
|
| | | dict PointQualityAttrIDDict; //点数品质进阶增加属性ID, 根据职业区分
|
| | | dict PointQualityAttrValueDict; //点数品质进阶增加属性值列表, 根据职业区分
|
| | | dict PointQualityAttrDict; //点数品质进阶增加属性, {职业:{属性ID:[阶段属性,..],..},..}
|
| | | list PointQualityIntervalList; //点数品质进阶属性点区间列表
|
| | | };
|
| | |
|
| | | //灵器属性表 #tagLingQiAttr
|
| | |
|
| | | struct tagLingQiAttr
|
| | | {
|
| | | BYTE _ItemID; //属性ID
|
| | | 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
|
| | |
| | | WORD LimiRealmLV; //需要境界等级
|
| | | DWORD LimitMissionID; //需要完成的任务ID
|
| | | BYTE LimitVIPLV; //需要VIP等级
|
| | | char MailKey; //邮件
|
| | | };
|
| | |
|
| | |
|
| | |
| | | BYTE _ItemType; //物品类型
|
| | | BYTE _ItemColor; //物品颜色
|
| | | BYTE _IsSuit; //是否套装
|
| | | BYTE _ItemQuality; //物品星级
|
| | | list LegendAttrCountInfo; //传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
|
| | | };
|
| | |
|
| | |
| | | BYTE _ItemClassLV; //物品阶级
|
| | | BYTE _ItemColor; //物品颜色
|
| | | BYTE _IsSuit; //是否套装
|
| | | BYTE _ItemQuality; //物品星级
|
| | | dict LVLegendAttrLibNumInfo; //属性ID等级段对应数值库编号 {属性ID:{等级:库编号, ...}}
|
| | | };
|
| | |
|
| | |
| | | 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
|
| | |
| | | WORD _LV; //等级
|
| | | DWORD CftHit; //命中系数
|
| | | DWORD CftMiss; //闪避系数
|
| | | DWORD CftDamagePer; //增加伤害系数
|
| | | DWORD CftDamReduce; //减少伤害系数
|
| | | DWORD CftIgnoreDefRate; //无视防御系数
|
| | | DWORD CftDamChanceDef; //抵御系数
|
| | | DWORD CftBleedDamage; //流血伤害系数
|
| | | DWORD CftFaintRate; //击晕系数
|
| | | DWORD CftSuperHitReduce; //暴击抗性系数
|
| | | DWORD CftSuperHitRateReduce; //暴击率抗性系数
|
| | | DWORD CftSuperHitRate; //暴击率系数
|
| | | DWORD CftLuckyHitRate; //会心一击率系数
|
| | | DWORD CftLuckyHitRateReduce; //会心一击抗性系数
|
| | | DWORD CftSkillAtkRate; //技能伤害系数
|
| | | DWORD CftSkillAtkRateReduce; //技能减伤系数
|
| | | DWORD CftDamagePerPVP; //PVP伤害增肌系数
|
| | | DWORD CftFinalHurtPer; //最终伤害加成系数
|
| | | DWORD CftFinalHurtReducePer; //最终伤害减免系数
|
| | | DWORD CftDamagePerPVP; //PVP伤害增加系数
|
| | | DWORD CftDamagePerPVPReduce; //PVP伤害减少系数
|
| | | DWORD CftNPCHurtAddPer; //PVE技能加成系数
|
| | | DWORD CftNormalHurtPer; //普通附加伤害加成系数
|
| | | DWORD CftFabaoHurtPer; //法宝附加伤害加成系数
|
| | | DWORD CftDamBackPer; //伤害反射系数
|
| | | DWORD CftIgnoreDefRateReduce; //无视防御抗性系数
|
| | | DWORD CftFaintDefRate; //控制抵抗系数
|
| | | DWORD CftAtkSpeed; //攻速系数
|
| | | DWORD CftLuckyHit; //会心一击系数
|
| | | DWORD CftSpeedPer; //移动速度百分比系数
|
| | | DWORD CftAtkPer; //攻击百分比系数
|
| | | DWORD CftMaxHPPer; //生命百分比系数
|
| | | DWORD CftJobAHurtAddPer; //对目标战士伤害加成
|
| | | DWORD CftJobBHurtAddPer; //对目标法师伤害加成
|
| | | DWORD CftJobCHurtAddPer; //对目标弓箭伤害加成
|
| | |
| | | dict EquipColorMaxDropCount; //装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | 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 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,...}
|
| | |
| | | DWORD SweepRunePoint; //扫荡符印精华
|
| | | DWORD SweepYsog; //扫荡魔精
|
| | | dict SweepGoodDrop; //扫荡珍稀符印
|
| | | };
|
| | |
|
| | | //地图表格
|
| | |
|
| | | struct tagChinMap
|
| | | {
|
| | | DWORD _MapID; //地图ID
|
| | | BYTE CanRide; //可否骑乘
|
| | | BYTE CanOutPet; //可否召唤宠物
|
| | | };
|
| | |
|
| | | //副本总表
|
| | |
| | | BYTE _ClassLV; // 装备阶级
|
| | | BYTE _EquipColor; // 装备颜色
|
| | | BYTE _IsSuit; // 是否套装
|
| | | BYTE _ItemQuality; //物品星级
|
| | | DWORD BaseEquipMaxHPAddPerC; // 基础防具生命百分比系数
|
| | | DWORD BaseEquipAtkAddPerC; // 基础武器攻击百分比系数
|
| | | DWORD SuperHitC; // 暴击值系数
|
| | |
| | | DWORD PerLVAtkC; // 每级增加攻击力系数
|
| | | DWORD PerLVMaxHPC; // 每级增加生命值系数
|
| | | DWORD DropMoneyPerC; // 增加掉落金币量百分比系数
|
| | | DWORD SuperHitReduceC; // 暴击抗性百分比系数
|
| | | DWORD SuperHitReduceC; // 暴击减伤百分比系数
|
| | | DWORD SuperHitRateReduceC; // 暴击抗性系数
|
| | | DWORD HitC; // 命中系数
|
| | | DWORD MissC; // 闪避系数
|
| | | DWORD PetDamPerC; // 灵宠增伤百分比系数
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
| | | struct tagAppointItem
|
| | | {
|
| | | DWORD _ID; //定制物品ID
|
| | | BYTE SuiteLV; //套装等级
|
| | | BYTE CancelUseLimit; //穿戴限制(除职业)
|
| | | list LegendAttrID; //传奇属性ID
|
| | | list LegendAttrValue; //传奇属性值
|
| | | list OutOfPrintAttr; //绝版属性ID
|
| | | list OutOfPrintAttrValue; //绝版属性最大值
|
| | | };
|
| | |
|
| | | //拍卖物品表
|
| | |
| | | {
|
| | | DWORD _NPCID; //ID
|
| | | BYTE LineID;
|
| | | WORD KillTime; //击杀总时间秒
|
| | | list OwnerAwardItemEx; //第一名额外奖励物品[[itemID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //副本鼓舞表
|
| | |
| | | BYTE MoneyType; //货币类型
|
| | | DWORD MoneyCount; //货币数量
|
| | | list NeedNotifyItemList; //需要广播的物品ID列表
|
| | | BYTE IsDropJobSelf; //是否只掉落本职业
|
| | | list PieRateDrop; //饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
|
| | | BYTE PieRateDoCnt; //饼图概率执行次数
|
| | | dict IndepRateDrop; //独立概率掉落信息 {(阶,颜色):概率,...}
|
| | | 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, ...}
|
| | | };
|
| | |
|
| | | //VIP杀怪加攻击表
|
| | |
| | | struct tagCTG
|
| | | {
|
| | | BYTE _RecordID; //记录ID
|
| | | 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
|
| | | WORD GainGold; //获得仙玉数
|
| | | WORD GainGoldPrize; //赠送仙玉数
|
| | |
| | | char Reward; //奖励物品
|
| | | };
|
| | |
|
| | | //诛仙装备套装属性表
|
| | |
|
| | | struct tagZhuXianSuitAttr
|
| | | {
|
| | | BYTE _SuitType; //套装类型
|
| | | BYTE _SuitLV; //套装等级
|
| | | list SuitAttrIDList; //属性ID列表
|
| | | list SuitAttrValueList; //属性值列表
|
| | | };
|
| | |
|
| | | //诛仙BOSS表
|
| | |
|
| | | struct tagZhuXianBoss
|
| | | {
|
| | | DWORD NPCID; //ID
|
| | | BYTE _LineID;
|
| | | WORD KillTime; //击杀总时间秒
|
| | | WORD RealmLV; //需要境界
|
| | | DWORD ZhuXianScore; //需要诛仙总评分
|
| | | };
|
| | |
|
| | |
|
| | | //诛仙装备分解表
|
| | |
|
| | | struct tagZhuXianEquipDecompose
|
| | | {
|
| | | BYTE _ClassLV; //阶级
|
| | | dict DecomposeInfo; //{(产出物品ID,..):饼图,..}
|
| | | };
|
| | |
|
| | | //节日巡礼活动时间表
|
| | |
| | | DWORD _Index; //索引
|
| | | DWORD NeedPoint; //需要点数
|
| | | dict Award; //奖励 {"职业":[[物品ID,个数,是否绑定],...], ...}
|
| | | };
|
| | |
|
| | | //诛仙宝石共鸣属性表
|
| | |
|
| | | struct tagZhuXianStoneAttr
|
| | | {
|
| | | BYTE _SuitType; //套装类型
|
| | | BYTE _ShareSoneLV; //共鸣等级
|
| | | list AttrIDList; //属性ID列表
|
| | | list AttrValueList; //属性值列表
|
| | | };
|
| | |
|
| | | //幸运鉴宝活动时间表
|
| | |
| | | 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]],..]
|
| | |
| | | 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]],..]
|
| | | dict Award2; //饼图奖励{随机次数:[(概率,[物品ID,数量,是否拍品]),..]}
|
| | | list Award2; //饼图奖励 [[(概率,[物品ID,数量,是否拍品]),..]]
|
| | | };
|
| | |
|
| | | //缥缈仙域表
|
| | |
| | | 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)
|
| | | }; |