| | |
| | | list Skills; //被动技能
|
| | | };
|
| | |
|
| | | //称号升星表
|
| | |
|
| | | struct tagTitleStarUp
|
| | | {
|
| | | DWORD _TitleID; //称号NPCID
|
| | | BYTE _TitleStar; //称号星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //创角表
|
| | |
|
| | | struct tagCreateRole
|
| | | {
|
| | | BYTE _RoleType; // 角色
|
| | | list BaseAttrIDList; // 角色基础属性ID
|
| | | list BaseAttrValueList; // 角色基础属性值
|
| | | list CreateRoleMap; // 创角地图坐标信息 [dataMapID,posX,posY]
|
| | | };
|
| | |
|
| | | //灵根表 #tagRolePoint
|
| | |
|
| | | struct tagRolePoint
|
| | |
| | | list LVAttrValueList; //每级额外属性值(非累积)
|
| | | };
|
| | |
|
| | | //任务表
|
| | |
|
| | | struct tagTask
|
| | | {
|
| | | WORD _TaskID; //任务ID
|
| | | BYTE TaskType; //任务类型
|
| | | list TaskConds; //任务条件[...]
|
| | | DWORD NeedValue; //所需任务值
|
| | | list AwardItemList; //奖励物品列表 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //境界修仙之路
|
| | |
|
| | | struct tagRealmXXZL
|
| | |
| | | WORD _Lv; //境界等级
|
| | | BYTE LvLarge; //大境界
|
| | | DWORD NeedLV; //需要等级
|
| | | DWORD NeedItemID; //需要道具ID
|
| | | WORD NeedItemCnt; //消耗的道具数量
|
| | | list NeedEquip; //需要8部位装备条件阶级|品质|是否套装
|
| | | list LVAwardItem; //等级奖励物品|个数
|
| | | list NeedPassMap; //所需过关地图|关卡线路
|
| | | list PassMapAwardItem; //过关地图奖励物品|个数
|
| | | DWORD NeedTreeLV; //需要仙树等级
|
| | | list TreeLVAwardItem; //仙树等级奖励物品|个数
|
| | | DWORD NeedCutTreeCnt; //所需砍树次数
|
| | | list CutTreeAwardItem; //砍树次数奖励物品|个数
|
| | | list AddAttrType; //境界加成属性类型
|
| | | list AddAttrNum; //境界加成属性值
|
| | | DWORD BossID; //渡劫bossid
|
| | |
| | | DWORD ExpLimit; //修为池经验上限
|
| | | dict LearnSkillIDInfo; //学习技能ID信息 {"职业":[技能ID, ...], ...}
|
| | | BYTE AddFreePoint; //增加自由属性点
|
| | | };
|
| | |
|
| | | //境界塔表
|
| | |
|
| | | struct tagRealmTower
|
| | | {
|
| | | DWORD _FloorID; //层
|
| | | WORD NeedRealmLV; //所需境界
|
| | | DWORD BossID; //BossID
|
| | | list RewardItemList; //奖励物品列表
|
| | | };
|
| | |
|
| | | //境界炼体属性表
|
| | |
| | | list AttrValue; //属性值
|
| | | };
|
| | |
|
| | | //装备传奇属性条数表
|
| | |
|
| | | struct tagEquipLegendAttrCount
|
| | | {
|
| | | 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, ...]], ...]
|
| | | };
|
| | |
|
| | | //装备传奇属性类型表
|
| | |
|
| | | struct tagEquipLegendAttrType
|
| | | {
|
| | | BYTE _ItemType; //物品类型
|
| | | 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
|
| | |
|
| | | struct tagEquipLegendAttrLib
|
| | | {
|
| | | BYTE _LegendAttrID; //传奇属性ID
|
| | | dict LegendAttrLib; //属性库信息 {库编号:[随机数值, ...], ...}
|
| | | };
|
| | |
|
| | | //装备传奇属性等级数值表
|
| | |
|
| | | struct tagEquipLegendAttrValue
|
| | | {
|
| | | BYTE _ItemType; //物品类型
|
| | | 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, ...}}
|
| | | };
|
| | |
|
| | | //神兽表
|
| | |
|
| | | struct tagDogz
|
| | |
| | | DWORD InitFightPower; //初始战力
|
| | | };
|
| | |
|
| | | //灵宠升星表
|
| | |
|
| | | struct tagPetStarUp
|
| | | {
|
| | | DWORD _PetNPCID; //灵兽NPCID
|
| | | BYTE _PetStar; //灵兽星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //灵宠培养表
|
| | |
|
| | | struct tagPetTrain
|
| | |
| | | WORD NeedEatCount; //升级所需个数(非累计)
|
| | | list LVAttrType; //每级额外属性类型(非累积)
|
| | | list LVAttrValue; //每级额外属性值(非累积)
|
| | | list UpItemAttrType; //每x个培养丹增加属性类型,x=UpEatItemPerCount
|
| | | list UpItemAttrValue; //每x个培养丹增加属性值,x=UpEatItemPerCount
|
| | | DWORD UpEatItemPerCount; //每次培养消耗x个
|
| | | };
|
| | |
|
| | | //坐骑培养表
|
| | |
| | | DWORD _HorseID; //坐骑ID
|
| | | DWORD HorseSkinID; //外观物品ID
|
| | | BYTE Quality; //坐骑品质
|
| | | };
|
| | |
|
| | | //坐骑升星表
|
| | |
|
| | | struct tagHorseStarUp
|
| | | {
|
| | | DWORD _HorseID; //坐骑ID
|
| | | BYTE _HorseStar; //坐骑星级
|
| | | list StarUpNeedItemList; //升下一星所需道具 [[物品ID,个数], ...]
|
| | | list StarAttrType; //累计总属性类型
|
| | | list StarAttrValue; //累计总属性值
|
| | | };
|
| | |
|
| | | //古宝表
|
| | |
| | | DWORD _NPCID; //NPCID
|
| | | BYTE FightPowerLackAtkLimit; //战力不足限制攻击
|
| | | DWORD SuppressFightPower; //推荐/压制战力
|
| | | DWORD MinAtk; //最小攻击力
|
| | | DWORD MaxAtk; //最大攻击力
|
| | | DWORD Def; //防御值
|
| | | DWORD MaxHP; //最大生命值,可超过20E
|
| | | DWORD AtkSpeed; //攻击速度
|
| | | DWORD MissRate; //闪避概率
|
| | | DWORD MissDefRate; //抗闪避概率
|
| | | DWORD SuperHitRate; //暴击概率
|
| | | DWORD SuperHitRateReduce; //抗暴击概率
|
| | | DWORD FaintRate; //击晕概率
|
| | | DWORD FaintDefRate; //抗击晕概率
|
| | | DWORD ComboRate; //连击概率
|
| | | DWORD ComboDefRate; //抗连击概率
|
| | | DWORD AtkBackRate; //反击概率
|
| | | DWORD AtkBackDefRate; //抗反击概率
|
| | | DWORD SuckHPPer; //吸血比率
|
| | | DWORD SuckHPDefPer; //抗吸血比率
|
| | | };
|
| | |
|
| | | //成长型境界怪物表
|
| | |
| | | DWORD CftJobAAtkReducePer; //战士攻击伤害减免
|
| | | DWORD CftJobBAtkReducePer; //法师攻击伤害减免
|
| | | DWORD CftJobCAtkReducePer; //弓箭攻击伤害减免
|
| | | DWORD CftAffairSpeedPer; //仙盟事务速度加成
|
| | | DWORD CftFamilyBossHurtPer; //仙盟BOSS伤害加成
|
| | | DWORD CftFamilyWarHPPer; //仙盟联赛生命加成
|
| | | DWORD CftFamilyWarAtkPer; //仙盟联赛攻击加成
|
| | | DWORD CftFamilySitExpPer; //仙盟打坐经验加成
|
| | | };
|
| | |
|
| | | //NPC掉落表
|
| | |
| | | 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 EquipColorMaxDropCount; //装备颜色最大掉落物品数 {颜色:上限数量,...}
|
| | | list TianxuanEquipRateList; //天玄丹装备掉落饼图 [[概率,(阶,品质)], ...]
|
| | | 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 TianxuanItemIDRate; //天玄丹指定ID概率 {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, ...}
|
| | | dict ItemKeyDropRateJob; //物品ID集合Key概率, 自身职业, 优先级高 {物品ID集合key:概率, ...}
|
| | | dict TianxuanItemKeyRate; //天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
|
| | | dict ItemKeyMaxDropCount; //物品ID集合Key随机次数,没配默认1次 {物品ID集合key:随机次数,...}
|
| | | BYTE DropMoneyDoCnt; //掉落金币执行次数
|
| | | WORD DropMoneyRate; //掉落金币概率
|
| | |
| | | DWORD _MapID; //地图ID
|
| | | BYTE CanRide; //可否骑乘
|
| | | BYTE CanOutPet; //可否召唤宠物
|
| | | DWORD SightType; //视野类型
|
| | | };
|
| | |
|
| | | //副本总表
|
| | |
| | | eval RefreshNPC; //标试点刷怪配置
|
| | | eval GradeInfo; //评级规则
|
| | | eval RewardInfo; //奖励信息
|
| | | };
|
| | |
|
| | | //副本回合制表
|
| | |
|
| | | struct tagFBTurn
|
| | | {
|
| | | DWORD _DataMapID; //数据地图ID
|
| | | WORD _LineID; //功能线路ID
|
| | | DWORD NPCID; //NPCID
|
| | | list PetNPCIDList; //灵宠NPCID列表
|
| | | list ElfSkillIDList; //精怪技能ID列表
|
| | | list STSkillIDList; //神通技能ID列表
|
| | | list AwardItemListFirst; //首次过关奖励列表[[物品ID,个数,是否拍品], ...]
|
| | | list AwardItemList; //再次过关奖励列表[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //副本助战表
|
| | |
| | | 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
|
| | | };
|
| | |
|
| | | //装备品质表
|
| | |
|
| | | struct tagEquipColor
|
| | | {
|
| | | BYTE _EquipColor; // 装备颜色
|
| | | list RangeLV; // 等级范围
|
| | | list RangeRand; // 随机上下限范围
|
| | | BYTE BattleAttrCount; // 战斗属性条数
|
| | | BYTE BattleDefAttrCount; // 战斗抗性条数
|
| | | list RangeFaintRate; // 击晕范围
|
| | | list RangeFaintDefRate; // 抗击晕范围
|
| | | list RangeSuperHitRate; // 暴击范围
|
| | | list RangeSuperHitRateReduce; // 抗暴击范围
|
| | | list RangeComboRate; // 连击范围
|
| | | list RangeComboDefRate; // 抗连击范围
|
| | | list RangeMissRate; // 闪避范围
|
| | | list RangeMissDefRate; // 抗闪避范围
|
| | | list RangeAtkBackRate; // 反击范围
|
| | | list RangeAtkBackDefRate; // 抗反击范围
|
| | | list RangeSuckHPPer; // 吸血范围
|
| | | list RangeSuckHPDefPer; // 抗吸血范围
|
| | | DWORD MoneyBase; // 分解基础货币值
|
| | | };
|
| | |
|
| | | //装备品质部位表
|
| | |
|
| | | struct tagEquipColorPlace
|
| | | {
|
| | | BYTE _EquipColor; // 装备颜色
|
| | | BYTE _EquipPlace; // 装备部位
|
| | | list RangeAtk; // 攻击范围
|
| | | list RangeHP; // 生命范围
|
| | | list RangeDef; // 防御范围
|
| | | list RangeAtkSpeed; // 攻速范围
|
| | | };
|
| | |
|
| | | //装备评分属性系数表
|
| | |
| | | DWORD ProDefPerC; // 防护百分比系数
|
| | | DWORD FinalHurtPerC; // 最终伤害加成系数
|
| | | DWORD FinalHurtReducePerC; // 最终伤害减免系数
|
| | | DWORD AtkSpeedC; // 攻速系数
|
| | | DWORD FaintRateC; // 击晕率系数
|
| | | DWORD ComboRateC; // 连击率系数
|
| | | DWORD ComboDefRateC; // 抗连击系数
|
| | | DWORD AtkBackRateC; // 反击率系数
|
| | | DWORD AtkBackDefRateC; // 抗反击系数
|
| | | DWORD SuckHPPerC; // 吸血率系数
|
| | | DWORD SuckHPDefPerC; // 抗吸血系数
|
| | | };
|
| | |
|
| | | //成就表
|
| | |
| | |
|
| | | struct tagAppointItem
|
| | | {
|
| | | DWORD _ID; //定制物品ID
|
| | | DWORD _ID; //定制ID
|
| | | BYTE CancelUseLimit; //穿戴限制(除职业)
|
| | | WORD ItemLV; //物品等级
|
| | | list BaseAttrID; //基础属性ID
|
| | | list BaseAttrValue; //基础属性值
|
| | | list LegendAttrID; //传奇属性ID
|
| | | list LegendAttrValue; //传奇属性值
|
| | | };
|
| | |
| | | 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
|
| | | BYTE WeekBuyCount; //每周限购次数
|
| | | BYTE MonthBuyCount; //每月限购次数
|
| | | BYTE MoneyType; //获得货币类型
|
| | | WORD GainGold; //获得货币数
|
| | | WORD GainGoldPrize; //赠送货币数
|
| | | WORD FirstGoldPrize; //首次充值该档位赠送仙玉
|
| | | list GainItemList; //获得物品列表[[物品ID,个数,是否绑定], ...]
|
| | | dict ActWorldLVGainItemInfo; //根据活动世界等级获得物品信息,活动专用 {"世界等级":[[物品ID,个数,是否绑定], ...], ...}
|
| | |
| | | DWORD FinishTimeMax; //总可完成次数,0不限
|
| | | BYTE AutoProduce; //自动产生垃圾
|
| | | list ProduceGarbageRateList; //随机产生垃圾概率饼图
|
| | | };
|
| | |
|
| | | //Boss历练活动表
|
| | |
|
| | | struct tagActBossTrial
|
| | | {
|
| | | DWORD _CfgID; //配置ID
|
| | | char StartDate; //开启日期
|
| | | char EndDate; //结束日期
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | BYTE ResetType; //重置类型,0-0点重置;1-5点重置
|
| | | dict SubmitItemAwardInfo; //提交凭证个数对应奖励
|
| | | list TemplateIDList; //榜单模板编号列表
|
| | | };
|
| | |
|
| | | //Boss历练榜单模版表
|
| | |
|
| | | struct tagActBossTrialTemplate
|
| | | {
|
| | | DWORD _TemplateID; //模板编号
|
| | | BYTE Rank; //名次
|
| | | list AwardItemList; //奖励物品信息列表 [[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //仙匣秘境活动时间表
|
| | |
| | | char EndDate; //结束日期
|
| | | WORD LVLimit; //限制等级
|
| | | BYTE IsDayReset; //是否每天重置
|
| | | BYTE CTGTypeEffValue; //充值有效类型值
|
| | | BYTE IsOfflineAct; //是否线下活动
|
| | | list TemplateIDList; //模板ID列表
|
| | | };
|
| | |
|
| | |
| | | {
|
| | | DWORD _TemplateID; //模板ID
|
| | | float SingleRechargeValue; //单笔充值额度
|
| | | BYTE AwardIndex; //返利奖励索引0~31,同个模板中不重复
|
| | | BYTE AwardIndex; //同个模板中不重复
|
| | | WORD AwardCountMax; //最大领奖次数,最大999次
|
| | | dict AwardItem; //返利物品信息列表 {职业:[(物品ID,个数,是否绑定),...]}
|
| | | char NotifyKey; //全服广播key,默认两个参数(玩家名, 档位额度)
|
| | | };
|
| | |
| | | dict Award2; //饼图奖励{随机次数:[(概率,[物品ID,数量,是否拍品]),..]}
|
| | | };
|
| | |
|
| | | //仙盟试炼伤血奖励表
|
| | |
|
| | | struct tagFamilyBossHurtAward
|
| | | {
|
| | | BYTE _AwardType; //奖励类型 1-个人;2-仙盟
|
| | | BYTE _RecordIndex; //奖励记录索引,同奖励类型时记录索引不可重复
|
| | | DWORD NeedHurtTotal; //所需总伤血
|
| | | list AwardItemList; //奖励物品列表[[物品ID,个数,是否拍品], ...]
|
| | | };
|
| | |
|
| | | //仙盟阵法表
|
| | |
|
| | | struct tagFamilyZhenfa
|
| | | {
|
| | | BYTE _ZhenfaType; // 阵法类型
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| | | WORD _ZhenfaLV; // 阵法等级
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| | | DWORD LVUpNeedExp; //升下一级所需经验
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| | | list LVAttrType; //累计总属性类型
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| | | list LVAttrValue; //累计总属性值
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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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| | |
| | | struct tagSkyTowerServerChallenge
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| | | {
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| | | DWORD _FloorID; //层
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| | | BYTE RewardRecordIndex; //奖励记录位索引
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| | | dict Reward; //奖励
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| | | dict PassRankRewardInfo; //通关排名奖励 {"名次":[[物品ID,个数,是否拍品],...], ...}
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| | | dict ServerRewardInfo; //通关排名奖励 {"所需过关人数":[[物品ID,个数,是否拍品],...], ...}
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| | | };
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| | |
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| | | //灵根特效表
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| | |
| | | BYTE _AwardID; //奖励ID 1~n
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| | | list AwardItemList; //物品奖励[[物品ID,个数,是否拍品], ...]
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| | | };
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| | |
|
| | | //战令表
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| | |
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| | | struct tagZhanling
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| | | {
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| | | BYTE _ZhanlingType; //战令类型
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| | | DWORD _NeedValue; //所需值
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| | | BYTE RewardIndex; //奖励记录索引,0~n,同个战令类型不可重复
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| | | list FreeRewardItemList; //免费奖励物品列表 [[物品ID,个数,是否拍品],...]
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| | | list ZLRewardItemList; //战令奖励物品列表 [[物品ID,个数,是否拍品],...]
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| | | };
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| | |
|
| | | //仙树等级表
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| | |
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| | | struct tagTreeLV
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| | | {
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| | | BYTE _TreeLV; //仙树等级
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| | | DWORD LVUPNeedMoney; //升到下一级所需货币数
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| | | DWORD LVUPNeedTime; //升级下一级所需所需秒
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| | | list EquipColorRateList; //产出装备品质概率列表,[0品质万分率, 1品质万分率, ...]
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| | | list ExAwardItemRateList; //每次砍树概率额外产出道具饼图,[[万分率,[物品ID,个数]], ...]
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| | | };
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