| | |
| | | list Skills; //被动技能
|
| | | };
|
| | |
|
| | | //灵根表 #tagDienstgrad
|
| | |
|
| | | struct tagRolePoint
|
| | | {
|
| | | BYTE _AttrID; //属性ID
|
| | | dict AddAttrInfoPerPoint; //每点增加属性信息
|
| | | 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
|
| | | list PointQualityIntervalList; //点数品质进阶属性点区间列表
|
| | | };
|
| | |
|
| | | //境界表 #tagRealm
|
| | |
|
| | | struct tagRealm
|
| | | {
|
| | | WORD _Lv; //境界等级
|
| | | BYTE IsBigRealm; //是否大境界
|
| | | DWORD NeedPoint; //开启渡劫需要修炼点
|
| | | DWORD NeedItemID; //开启渡劫需要道具ID
|
| | | WORD NeedItemCnt; //开启渡劫消耗的道具数量
|
| | | dict NeedActiveTreasure; //开启渡劫需要激活法宝条件
|
| | | DWORD NeedLV; //需要等级
|
| | | DWORD NeedItemID; //需要道具ID
|
| | | WORD NeedItemCnt; //消耗的道具数量
|
| | | list AddAttrType; //境界加成属性类型
|
| | | list AddAttrNum; //境界加成属性值
|
| | | DWORD BossID; //渡劫bossid
|
| | | dict SitTime; //打坐时间
|
| | | dict TeamAward; //组队帮打的人的奖励
|
| | | DWORD BuffID; //给全服在线玩家增加buff
|
| | | DWORD ExpRate; //修为池经验速率
|
| | | DWORD ExpLimit; //修为池经验上限
|
| | | };
|
| | |
|
| | | //神兵表 #tagGodWeapon
|
| | |
| | | };
|
| | |
|
| | |
|
| | | //装备全身强化属性
|
| | |
|
| | | struct tagItemPlusSumAttr
|
| | | {
|
| | | WORD _PlusCntNeed; //全身强化等级
|
| | | list AttrType; //全身强化激活属性类型
|
| | | list AttrValue; //全身强化激活属性值
|
| | | };
|
| | |
|
| | |
|
| | | //装备全身星数属性
|
| | |
|
| | | struct tagRoleEquipStars
|
| | |
| | | BYTE _ItemType; //物品类型
|
| | | BYTE _ItemColor; //物品颜色
|
| | | BYTE _IsSuit; //是否套装
|
| | | BYTE FixedLegendAttrCount; //固定传奇属性条数
|
| | | BYTE GoodLegendAttrCount; //追求传奇属性保底条数
|
| | | BYTE OtherLegendAttrCount; //其他随机传奇属性条数
|
| | | list LegendAttrCountInfo; //传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
|
| | | };
|
| | |
|
| | | //装备传奇属性类型表
|
| | |
| | | struct tagEquipLegendAttrType
|
| | | {
|
| | | BYTE _ItemType; //物品类型
|
| | | list FixedLegendAttrList; //固定传奇属性列表
|
| | | list GoodLegendAttrList; //追求传奇属性列表
|
| | | list CommLegendAttrList; //一般传奇属性列表
|
| | | dict LegendAttrTypeLib; //传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
|
| | | };
|
| | |
|
| | | //装备传奇属性值库表
|
| | |
| | | };
|
| | |
|
| | |
|
| | | //洗练特殊属性表 #tagEquipWashSpec
|
| | |
|
| | | struct tagEquipWashSpec
|
| | | {
|
| | | BYTE _WashTypeNeed; // 所需装备归组类型
|
| | | BYTE _WashLVNeed; // 所需洗练等级
|
| | | list AddAttrType; //激活加成属性类型
|
| | | list AddAttrValue; //激活加成属性值
|
| | | };
|
| | |
|
| | |
|
| | | //属性果实表
|
| | |
|
| | | struct tagAttrFruit
|
| | | {
|
| | | DWORD _ID; //物品ID
|
| | | BYTE FuncID; //所属功能ID
|
| | | WORD MaxUseCnt; //最大可使用数量
|
| | | dict MaxUseCnt; //境界对应最大可使用数量
|
| | | list AddItemInfo; //[增幅丹ID,单次物品数量,单次增加上限]
|
| | | WORD RecycleMoney; //回收货币值
|
| | | DWORD FightPowerEx; //附加战斗力
|
| | | };
|
| | |
| | | DWORD FightPowerCoefficient;//压制战斗力系数
|
| | | };
|
| | |
|
| | | //NPC时间掉血表
|
| | |
|
| | | struct tagNPCTimeLostHP
|
| | | {
|
| | | DWORD _NPCID; //NPCID
|
| | | DWORD LostHPPerSecond; //单人每秒掉血量
|
| | | BYTE MaxPlayerCount; //最大人数
|
| | | DWORD ReduceRate; //衰减万分率
|
| | | };
|
| | |
|
| | | //装备套装属性表
|
| | |
|
| | | struct tagEquipSuitAttr
|
| | |
| | | WORD MaxDropLV; //最大可掉落的玩家等级, 不影响世界等级
|
| | | BYTE CanDropRatePlus; //额外提升掉率的是否有效
|
| | | 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,部位集合key)),...]
|
| | | 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,部位集合key):概率,...}
|
| | | 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 IndepRateMaxDropCount; //独立概率装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | dict EquipStarInfo; //装备颜色对应星级产出规则 {颜色:[(概率, 星级),...], ...}
|
| | | list KillCountDropEquipEx; //第x次击杀附加必掉装备 [次数,阶,颜色,[(概率,星级),...],部位集合key]
|
| | | list KillCountDropEquipEx2; //前x次击杀附加必掉装备 [次数,阶,颜色,[(概率,星级),...],部位集合key]
|
| | | 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, ...}
|
| | | 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,...}
|
| | | 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, ...}
|
| | |
| | | WORD DropMoneyRate; //掉落金币概率
|
| | | WORD DropMoneyMin; //掉落金币最小值
|
| | | WORD DropMoneyMax; //掉落金币最大值
|
| | | list KillCountDrop; //击杀次数必掉,防止版本变更重复掉,只支持一次机会 [击杀次数,是否直接放入背包,[物品ID,...]]
|
| | | dict KillCountDropPub; //击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
|
| | | list KillCountDropPri; //击杀次数必掉(私有)[击杀次数,[物品ID,...],是否直接放入背包]
|
| | | list PriItemIDDrop; //所有归属者私有掉落物品ID列表,每人一份,默认绑定,没有职业区分[物品ID, ...]
|
| | | BYTE AucionItemCanSell; //掉落拍品可否上架集市
|
| | | };
|
| | |
|
| | | //符印塔表
|
| | |
| | | DWORD MapID; //场景地图ID
|
| | | WORD LVLimitMin; //最低等级限制, 0为不限制
|
| | | WORD LVLimitMax; //最高等级限制, 0为不限制
|
| | | BYTE JobRankLimit; //所需职业阶
|
| | | DWORD TicketID; //门票ID
|
| | | list TicketCostCnt; //门票消耗数信息
|
| | | WORD TicketPrice; //门票单价(不能用钱抵的配0)
|
| | |
| | | {
|
| | | DWORD _DailyID; //活动ID
|
| | | DWORD DayTimes; //每日次数, 0为不限制
|
| | | DWORD DayBuyTimes; //每日可购买次数
|
| | | DWORD 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 WeekTimes; //每周次数, 0为不限制
|
| | | BYTE WeekResetType; //每周次数重置类型; 0-不重置,1-0点,2-5点
|
| | |
| | | {
|
| | | BYTE _ClassLV; // 装备阶级
|
| | | BYTE _EquipColor; // 装备颜色
|
| | | BYTE _EquipQualityLV; // 装备星级
|
| | | DWORD AtkPerC; // 攻击百分比系数
|
| | | DWORD DamagePerC; // 增加伤害系数
|
| | | DWORD SuperHitRateC; // 暴击率系数
|
| | | BYTE _IsSuit; // 是否套装
|
| | | 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 SuperHitPerC; // 暴击值百分比系数
|
| | | DWORD DamReducePerC; // 减少伤害系数
|
| | | DWORD MaxHPPerC; // 生命上限百分比系数
|
| | | DWORD DefPerC; // 防御力百分比系数
|
| | | DWORD LuckyHitRateC; // 会心一击率系数
|
| | | DWORD PetDamPerC; // 灵宠伤害增加百分比系数
|
| | | DWORD LuckyHitRateReduceC; // 会心一击抗性系数
|
| | | DWORD LuckPerC; // 气运百分比系数
|
| | | DWORD PerLVAtkC; // 每级增加攻击力系数
|
| | | DWORD MissRateC; // 闪避值百分比系数
|
| | | DWORD HitRateC; // 命中力百分比系数
|
| | | DWORD DamBackPerC; // 伤害反射百分比系数
|
| | | DWORD PerLVMaxHPC; // 每级增加生命值系数
|
| | | DWORD DropEquipPerC; // 增加装备掉落几率系数
|
| | | DWORD DropMoneyPerC; // 增加掉落金币量百分比系数
|
| | | DWORD IgnoreDefRateReduceC; // 无视防御抗性百分比系数
|
| | | DWORD DamChanceDefC; // 抵御百分比系数
|
| | | DWORD SuperHitReduceC; // 暴击抗性百分比系数
|
| | | DWORD SkillAtkRateC; // 技能伤害百分比系数
|
| | | DWORD SpeedPerC; // 移动速度百分比系数
|
| | | DWORD AtkSpeedC; // 攻击速度系数
|
| | | DWORD SkillAtkRateReduceC; // 技能减伤百分比系数
|
| | | DWORD HitC; // 命中系数
|
| | | DWORD MissC; // 闪避系数
|
| | | DWORD SkillAddPer1C; // 技能伤害增强1系数
|
| | | DWORD SkillAddPer2C; // 技能伤害增强2系数
|
| | | DWORD SkillAddPer3C; // 技能伤害增强3系数
|
| | | DWORD SkillAddPer4C; // 技能伤害增强4系数
|
| | | DWORD SkillAddPer5C; // 技能伤害增强5系数
|
| | | DWORD SkillAddPer6C; // 技能伤害增强6系数
|
| | | DWORD SkillAddPer7C; // 技能伤害增强7系数
|
| | | DWORD SkillReducePer1C; // 受到技能伤害减少1系数
|
| | | DWORD SkillReducePer2C; // 受到技能伤害减少2系数
|
| | | DWORD SkillReducePer3C; // 受到技能伤害减少3系数
|
| | | DWORD SkillReducePer4C; // 受到技能伤害减少4系数
|
| | | DWORD SkillReducePer5C; // 受到技能伤害减少5系数
|
| | | DWORD SkillReducePer6C; // 受到技能伤害减少6系数
|
| | | DWORD SkillReducePer7C; // 受到技能伤害减少7系数
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
| | | DWORD _ID; //ID
|
| | | BYTE TreasureType; //法宝类型
|
| | | DWORD PreTreasure; //前置法宝
|
| | | list SuccID; //成就ID
|
| | | list Potentials; //技能潜力升级
|
| | | list SkillPower; //技能解锁战力
|
| | | DWORD FBMapID; //副本ID
|
| | | DWORD FBLineID; //副本线路ID
|
| | | DWORD NeedLV; //需要等级
|
| | | dict NeedItem; //需要消耗物品
|
| | | };
|
| | |
|
| | |
| | | DWORD NeedExp; //需要经验
|
| | | dict AddAttr; //属性
|
| | | list UnLockSkill; //解锁的技能
|
| | | DWORD ActiveMWID; //激活法宝ID
|
| | | list ItemAward; //物品奖励[itemID,cnt,isbind]
|
| | | DWORD ActiveSoulID; //激活魂ID
|
| | | DWORD PowerEx; //额外固定战力
|
| | | };
|
| | |
|
| | | //法宝特权表
|
| | |
|
| | | struct tagTreasurePrivilege
|
| | | {
|
| | | DWORD _PrivilegeID; //特权ID
|
| | | eval EffectValue; //特殊效果
|
| | | DWORD SingleValue; //进度
|
| | | DWORD MaxValue; //最大进度
|
| | | dict AddAttr; //属性
|
| | | list ItemAward; //物品奖励
|
| | | list SuccessList; //需要完成成就
|
| | | };
|
| | |
|
| | | //连续签到奖励表
|
| | |
|
| | |
| | | {
|
| | | BYTE _StoveLV; //炼丹炉等级
|
| | | DWORD UpNeedExp; //升下一级所需经验
|
| | | list AddAttrType; //等级加成属性类型 |
| | | list AddAttrNum; //等级加成属性值
|
| | | };
|
| | |
|
| | | //炼丹表
|
| | |
|
| | | struct tagAlchemy
|
| | | {
|
| | | WORD _AlchemyID; //炼丹编号
|
| | | dict Material; //所需所有材料和数量
|
| | | DWORD _ID; //秘方唯一ID不可变更
|
| | | DWORD AlchemItemID; //丹药物品ID
|
| | | BYTE AlchemType; //秘方类型1-灵丹 2-仙丹
|
| | | BYTE AlchemyQuality; //秘方品级
|
| | | DWORD LearnNeedItemID; //丹方物品ID
|
| | | BYTE LearnNeedAlchemLV; //丹方需要炼丹等级
|
| | | WORD LearnNeedLuck; //丹方需要慧根
|
| | | WORD NeedTime; //炼丹时间(秒)
|
| | | WORD AlchemyExp; //炼丹获得经验值
|
| | | list AlchemyItem; //产出物品及数量及权重
|
| | | list SpecAlchemyID; //特殊炼丹ID组
|
| | | list AlchemyUp; //产出包含的进阶丹药
|
| | | BYTE NeedAlchemyLV; //所需炼丹等级
|
| | | dict Material; //炼丹材料
|
| | | };
|
| | |
|
| | | //炼丹特殊产出表
|
| | | //炼丹数量表
|
| | |
|
| | | struct tagAlchemySpec
|
| | | struct tagAlchemyResult
|
| | | {
|
| | | WORD _SpecAlchemyID; //特殊炼丹ID
|
| | | DWORD MaterialID; //特殊材料ID
|
| | | BYTE MaterialCnt; //特殊材料ID消耗个数
|
| | | WORD AlchemyExp; //特殊材料经验
|
| | | list AlchemyItem; //产出物品及数量及权重
|
| | | BYTE NeedAlchemyLV; //所需炼丹等级
|
| | | BYTE _AlchemyQuality; //丹方等级
|
| | | DWORD LuckValue; //慧根
|
| | | list CntRateList; //数量饼图 |
| | | };
|
| | |
|
| | |
|
| | | //BOSS信息表
|
| | |
|
| | |
| | | char MoneyCount; //单次消耗金钱数量
|
| | | };
|
| | |
|
| | | //地图标试点NPC刷新
|
| | |
|
| | | struct tagMapRefreshNPC
|
| | | {
|
| | | DWORD _MapID; //地图ID
|
| | | BYTE RefreshNum; //刷怪规则编号
|
| | | list NPCIDList; //NPCID列表
|
| | | list RefreshMarkList; //标试点列表
|
| | | BYTE PointMaxCount; //单个点最大存在怪物数
|
| | | BYTE TotalMaxCount; //所有点总怪物数
|
| | | BYTE RefreshSeconds; //刷怪间隔秒
|
| | | BYTE RefreshPerMinutes; //每整X分刷怪
|
| | | };
|
| | |
|
| | | //符印合成表
|
| | |
|
| | | struct tagRuneCompound
|
| | |
| | | DWORD _NPCID; //ID
|
| | | BYTE PrepareTime; //采集耗时,秒
|
| | | list LostHPPer; //采集掉血,[每X秒,掉血百分比]
|
| | | BYTE MaxCollectCount; //每日可采集次数,0限制
|
| | | BYTE MaxCollectCount; //可采集次数,0无限制
|
| | | BYTE CollectResetType; //采集次数重置类型,0-不重置,1-每日5点重置
|
| | | char CollectCountLimitNotify; //无采集次数采集提示
|
| | | list CollectAward; //采集奖励物品, [物品ID,个数,是否绑定]
|
| | | list CollectAward; //采集奖励物品,权重列表 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | dict CollectAppointAward; //采集次数定制产出 {次数:[物品ID,个数,是否拍品], ...}
|
| | | BYTE AlchemyDiffLV; //过滤炼丹等级差,0-不过滤,>0过滤大于自身炼丹等级X级的物品
|
| | | BYTE NotifyCollectResult; //是否通知采集结果
|
| | | };
|
| | |
|
| | | //宝箱怪表
|
| | |
|
| | | struct tagTreasureNPC
|
| | | {
|
| | | DWORD _NPCID; //宝箱怪NPCID
|
| | | dict AttackCountDropWeightInfo; //攻击次数对应掉落权重饼图 {次数:[[权重, [物品ID,个数,是否拍品]], ...], ...}
|
| | | list AttackDropWeightList; //常规攻击权重饼图 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | list AttackDropWeightListEx; //额外掉落权重饼图库,每次攻击都会掉落 [[权重, [物品ID,个数,是否拍品]], ...]
|
| | | BYTE DropCountEx; //额外库执行次数
|
| | | BYTE AlchemyDiffLV; //过滤炼丹等级差,0-不过滤,>0过滤大于自身炼丹等级X级的物品
|
| | | char NotDropNotify; //没有掉落时提示信息
|
| | | };
|
| | |
|
| | | //宝箱表开启
|
| | |
| | | };
|
| | |
|
| | |
|
| | | //神兵特效表
|
| | |
|
| | | struct tagGodWeaponEffect
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| | | {
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| | | BYTE GWType; //神兵类型
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| | | WORD Level; //神兵等级
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| | | char NotifyCode; //广播
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| | | DWORD FightPower; //增加战力
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| | | dict Attr; //属性加成
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| | | };
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| | |
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| | | //跨服竞技场段位表
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| | |
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| | | struct tagCrossRealmPKDan
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| | |
| | | {
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| | | list WorldLV; //世界等级
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| | | list Rank; //排名
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| | | list Award; //奖励 [[独立概率万分率,[物品ID,数量,拍品分组]],..]
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| | | list Award1; //奖励 [[独立概率万分率,[物品ID,数量,是否拍品]],..]
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| | | dict Award2; //饼图奖励{随机次数:[(概率,[物品ID,数量,是否拍品]),..]}
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| | | };
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| | |
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| | | //装备洗练等级上限
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| | |
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| | | struct tagItemWashMax
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| | | {
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| | | BYTE _Type; //按装备位对应类型查找
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| | | BYTE _Star; // 装备星数
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| | | WORD LevelMax; //洗练等级上限
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| | | };
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| | |
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| | | //骑宠Boss奖励表
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| | |
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| | | struct tagHorsePetBossAward
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| | | {
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| | | BYTE _LineID; // 线路ID
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| | | list WorldLV; //世界等级
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| | | list Rank; //排名
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| | | list Award1; //奖励 [[独立概率万分率,[物品ID,数量,是否拍品]],..]
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| | | dict Award2; //饼图奖励{随机次数:[(概率,[物品ID,数量,是否拍品]),..]}
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| | | };
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| | |
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| | | //缥缈仙域表
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| | |
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| | | struct tagFairyDomain
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| | | {
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| | | WORD _ID; //事件编号
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| | | BYTE EventType; //事件类型
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| | | DWORD MapID; //副本id
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| | | BYTE LineID; //副本线路id
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| | | DWORD BossID; //副本BossID
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| | | BYTE CostEnergy; //消耗体力
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| | | BYTE NeedAlchemyLV; //出现的炼丹等级要求
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| | | list NeedLV; //出现的玩家等级要求
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| | | DWORD Weight; //权重
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| | | };
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| | |
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| | | //缥缈奇遇表
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| | |
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| | | struct tagFairyAdventures
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| | | {
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| | | WORD _ID; //ΨһID
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| | | DWORD OpenServerDay; //开服天
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| | | BYTE EventID; //事件编号
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| | | list Condition; //条件
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| | | list GearAward; //档位奖励
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| | | list BasicAward; //保底奖励
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| | | };
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| | |
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| | | //缥缈仙域定制表
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| | |
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| | | struct tagFairyDomainAppoint
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| | | {
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| | | WORD _Cnt; //次数
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| | | DWORD EventID; //事件编号
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| | | list Award; //定制奖励(没配走正常奖励规则)[[物品ID,数量,是否拍品],..]
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| | | };
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| | |
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| | | //副本Buff表
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| | |
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| | | struct tagFBBuyBuff
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| | | {
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| | | DWORD _MapId; //
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| | | WORD _MoneyCnt; //仙玉数量
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| | | DWORD BuffID; //BuffID
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| | | WORD BuffCD; //间隔时间s
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| | | }; |