| | |
| | | ("BYTE", "PieRateDoCnt", 0),
|
| | | ("dict", "IndepRateDrop", 0),
|
| | | ("BYTE", "IndepRateDoCnt", 0),
|
| | | ("dict", "IndepRateMaxDropCount", 0),
|
| | | ("dict", "EquipStarInfo", 0),
|
| | | ("list", "KillCountDropEquipEx", 0),
|
| | | ("list", "KillCountDropEquipEx2", 0),
|
| | | ("dict", "EquipColorMaxDropCount", 0),
|
| | | ("dict", "EquipColorSuitInfo", 0),
|
| | | ("dict", "EquipPartKeyRateInfo", 0),
|
| | | ("dict", "KillCountDropEquipPub", 0),
|
| | | ("dict", "ItemIDDropRate", 0),
|
| | | ("dict", "ItemIDMaxDropCount", 0),
|
| | | ("dict", "ItemKeyDropRate", 0),
|
| | |
| | | ("WORD", "DropMoneyRate", 0),
|
| | | ("WORD", "DropMoneyMin", 0),
|
| | | ("WORD", "DropMoneyMax", 0),
|
| | | ("list", "KillCountDrop", 0),
|
| | | ("dict", "KillCountDropPub", 0),
|
| | | ("list", "KillCountDropPri", 0),
|
| | | ("list", "PriItemIDDrop", 0),
|
| | | ("BYTE", "AucionItemCanSell", 0),
|
| | | ),
|
| | |
|
| | | "RuneTower":(
|
| | |
| | | self.PieRateDoCnt = 0
|
| | | self.IndepRateDrop = {}
|
| | | self.IndepRateDoCnt = 0
|
| | | self.IndepRateMaxDropCount = {}
|
| | | self.EquipStarInfo = {}
|
| | | self.KillCountDropEquipEx = []
|
| | | self.KillCountDropEquipEx2 = []
|
| | | self.EquipColorMaxDropCount = {}
|
| | | self.EquipColorSuitInfo = {}
|
| | | self.EquipPartKeyRateInfo = {}
|
| | | self.KillCountDropEquipPub = {}
|
| | | self.ItemIDDropRate = {}
|
| | | self.ItemIDMaxDropCount = {}
|
| | | self.ItemKeyDropRate = {}
|
| | |
| | | self.DropMoneyRate = 0
|
| | | self.DropMoneyMin = 0
|
| | | self.DropMoneyMax = 0
|
| | | self.KillCountDrop = []
|
| | | self.PriItemIDDrop = [] |
| | | self.KillCountDropPub = {}
|
| | | self.KillCountDropPri = []
|
| | | self.PriItemIDDrop = []
|
| | | self.AucionItemCanSell = 0 |
| | | return |
| | | |
| | | def GetNPCID(self): return self.NPCID # NPCID
|
| | |
| | | def GetMaxDropLV(self): return self.MaxDropLV # 最大可掉落的玩家等级, 不影响世界等级
|
| | | def GetCanDropRatePlus(self): return self.CanDropRatePlus # 额外提升掉率的是否有效
|
| | | def GetIsDropJobSelf(self): return self.IsDropJobSelf # 是否只掉落本职业
|
| | | def GetPieRateDrop(self): return self.PieRateDrop # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色,部位集合key)),...]
|
| | | def GetPieRateDrop(self): return self.PieRateDrop # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
|
| | | def GetPieRateDoCnt(self): return self.PieRateDoCnt # 饼图概率执行次数
|
| | | def GetIndepRateDrop(self): return self.IndepRateDrop # 独立概率掉落信息 {(阶,颜色,部位集合key):概率,...}
|
| | | def GetIndepRateDrop(self): return self.IndepRateDrop # 独立概率掉落信息 {(阶,颜色):概率,...}
|
| | | def GetIndepRateDoCnt(self): return self.IndepRateDoCnt # 独立概率执行次数
|
| | | def GetIndepRateMaxDropCount(self): return self.IndepRateMaxDropCount # 独立概率装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | def GetEquipStarInfo(self): return self.EquipStarInfo # 装备颜色对应星级产出规则 {颜色:[(概率, 星级),...], ...}
|
| | | def GetKillCountDropEquipEx(self): return self.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]
|
| | | def GetKillCountDropEquipEx2(self): return self.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]
|
| | | def GetEquipColorMaxDropCount(self): return self.EquipColorMaxDropCount # 装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | def GetEquipColorSuitInfo(self): return self.EquipColorSuitInfo # 装备颜色对应套装概率 {颜色:套装概率, ...}
|
| | | def GetEquipPartKeyRateInfo(self): return self.EquipPartKeyRateInfo # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
|
| | | def GetKillCountDropEquipPub(self): return self.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], ...}
|
| | | def GetItemIDDropRate(self): return self.ItemIDDropRate # 指定物品ID掉率信息 {物品ID:概率, ...}
|
| | | def GetItemIDMaxDropCount(self): return self.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,...}
|
| | | def GetItemKeyDropRate(self): return self.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, ...}
|
| | |
| | | def GetDropMoneyRate(self): return self.DropMoneyRate # 掉落金币概率
|
| | | def GetDropMoneyMin(self): return self.DropMoneyMin # 掉落金币最小值
|
| | | def GetDropMoneyMax(self): return self.DropMoneyMax # 掉落金币最大值
|
| | | def GetKillCountDrop(self): return self.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,...]]
|
| | | def GetPriItemIDDrop(self): return self.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, ...] |
| | | def GetKillCountDropPub(self): return self.KillCountDropPub # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
|
| | | def GetKillCountDropPri(self): return self.KillCountDropPri # 击杀次数必掉(私有)[击杀次数,[物品ID,...],是否直接放入背包]
|
| | | def GetPriItemIDDrop(self): return self.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, ...]
|
| | | def GetAucionItemCanSell(self): return self.AucionItemCanSell # 掉落拍品可否上架集市 |
| | | |
| | | # 符印塔表 |
| | | class IPY_RuneTower(): |