| | |
| | | list Money; //金钱
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| | | };
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| | |
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| | | //寻宝设定表
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| | |
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| | | struct tagTreasureSet
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| | | {
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| | | BYTE _TreasureType; //寻宝类型
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| | | BYTE PackType; //放入背包
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| | | BYTE DailyFreeCount; //每日免费次数
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| | | list TreasureCountList; //抽奖次数列表
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| | | DWORD CostItemID; //消耗道具ID
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| | | list CostItemCountList; //消耗个数列表
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| | | BYTE CostMoneyType; //消耗货币类型
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| | | list CostMoneyList; //消耗货币列表
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| | | WORD EnsureCount; //每x次必出
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| | | BYTE OnceLucky; //单次幸运值
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| | | WORD FullLucky; //满幸运值
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| | | char LuckyRateFormat; //幸运格子概率公式
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| | | BYTE LuckyGridNum; //幸运格子编号
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| | | list NotifyGridNumList; //需要额外广播的格子
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| | | BYTE AwardMoneyType; //额外奖励货币类型
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| | | WORD AwardMoneyValue; //单次奖励货币数
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| | | };
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| | |
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| | | //寻宝产出库表
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| | |
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| | | struct tagTreasureHouse
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| | |
| | | dict GridLibInfo; //格子编号对应库ID {"编号":物品库ID, ...}
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| | | list JobItemList; //职业物品组列表 [[职业1物品, 职业2物品, ...], ...]
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| | | list GridItemRateListFree; //免费产出格子编号饼图 [[概率, 格子编号], ...]
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| | | list FreeGridItemRateList2; //免费每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
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| | | dict FreeGridItemRateList3; //免费第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
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| | | list GridItemRateList1; //常规产出格子编号饼图 [[概率, 格子编号], ...]
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| | | list GridItemRateList2; //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
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| | | dict GridItemRateList3; //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
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| | | BYTE LuckyGridNum; //幸运加成格子编号
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| | | };
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| | |
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| | | //寻宝物品库
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