ClientPack/CB2_NewFunction/HeroAwake
ClientPack/CB2_NewFunction/HeroAwake.des
New file @@ -0,0 +1 @@ B2 33 武将觉醒 #tagCSHeroAwake ClientPack/CB2_NewFunction/HeroAwake.h
New file @@ -0,0 +1,7 @@ // B2 33 武将觉醒 #tagCSHeroAwake struct tagCSHeroAwake { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 }; ClientPack/CB2_NewFunction/HeroAwakeSelectTalent
ClientPack/CB2_NewFunction/HeroAwakeSelectTalent.des
New file @@ -0,0 +1 @@ B2 34 武将觉醒选择天赋 #tagCSHeroAwakeSelectTalent ClientPack/CB2_NewFunction/HeroAwakeSelectTalent.h
New file @@ -0,0 +1,8 @@ // B2 34 武将觉醒选择天赋 #tagCSHeroAwakeSelectTalent struct tagCSHeroAwakeSelectTalent { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 BYTE SelectIndex; //选择新解锁槽位的天赋索引 }; ClientPack/CB2_NewFunction/HeroBreak
ClientPack/CB2_NewFunction/HeroBreak.des
New file @@ -0,0 +1 @@ B2 32 武将突破 #tagCSHeroBreak ClientPack/CB2_NewFunction/HeroBreak.h
New file @@ -0,0 +1,7 @@ // B2 32 武将突破 #tagCSHeroBreak struct tagCSHeroBreak { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 }; ClientPack/CB2_NewFunction/HeroLVUP
ClientPack/CB2_NewFunction/HeroLVUP.des
New file @@ -0,0 +1 @@ B2 30 武将升级 #tagCSHeroLVUP ClientPack/CB2_NewFunction/HeroLVUP.h
New file @@ -0,0 +1,7 @@ // B2 30 武将升级 #tagCSHeroLVUP struct tagCSHeroLVUP { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 }; ClientPack/CB2_NewFunction/HeroStarUP
ClientPack/CB2_NewFunction/HeroStarUP.des
New file @@ -0,0 +1 @@ B2 31 武将升星 #tagCSHeroStarUP ClientPack/CB2_NewFunction/HeroStarUP.h
New file @@ -0,0 +1,8 @@ // B2 31 武将升星 #tagCSHeroStarUP struct tagCSHeroStarUP { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 WORD UseItemIndex; //使用武将材料物品所在武将背包位置索引 }; ClientPack/CB2_NewFunction/HeroWash
ClientPack/CB2_NewFunction/HeroWash.des
New file @@ -0,0 +1 @@ B2 35 武将洗炼 #tagCSHeroWash ClientPack/CB2_NewFunction/HeroWash.h
New file @@ -0,0 +1,10 @@ // B2 35 武将洗炼 #tagCSHeroWash struct tagCSHeroWash { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 BYTE LockCnt; BYTE LockTalentIndexs[LockCnt]; //锁定天赋索引列表 BYTE OPType; // 操作类型:0-执行洗炼;1-替换原天赋;2-保留原天赋 }; ClientPack/CB2_NewFunction/HeroWearSkin
ClientPack/CB2_NewFunction/HeroWearSkin.des
New file @@ -0,0 +1 @@ B2 36 武将换肤 #tagCSHeroWearSkin ClientPack/CB2_NewFunction/HeroWearSkin.h
New file @@ -0,0 +1,8 @@ // B2 36 武将换肤 #tagCSHeroWearSkin struct tagCSHeroWearSkin { tagHead Head; WORD ItemIndex; //武将物品所在武将背包位置索引 BYTE SkinIndex; //皮肤索引 }; ClientPack/CB4_FightDefine/HeroBattlePosSave
ClientPack/CB4_FightDefine/HeroBattlePosSave.des
New file @@ -0,0 +1 @@ B4 12 战斗阵型保存 #tagCSHeroBattlePosSave ClientPack/CB4_FightDefine/HeroBattlePosSave.h
New file @@ -0,0 +1,15 @@ // B4 12 战斗阵型保存 #tagCSHeroBattlePosSave struct tagCSHeroBattlePos { WORD ItemIndex; //武将物品所在武将背包位置索引 BYTE PosNum; //1~n上阵位置编号 }; struct tagCSHeroBattlePosSave { tagHead Head; BYTE FuncType; //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型 BYTE PosCnt; tagCSHeroBattlePos HeroPosList[PosCnt]; // 保存的阵型,只要发送最终的阵型武将位置即可 }; ServerPack/HB1_Role/HeroInfo
ServerPack/HB1_Role/HeroInfo.des
New file @@ -0,0 +1 @@ B1 22 武将信息 #tagSCHeroInfo ServerPack/HB1_Role/HeroInfo.h
New file @@ -0,0 +1,15 @@ // B1 22 武将信息 #tagSCHeroInfo struct tagSCHero { DWORD HeroID; // 武将ID BYTE IsActive; // 是否已激活 DWORD SkinState; // 武将皮肤已解锁状态信息,按皮肤所在索引二进制位运算判断是否解锁,0索引位默认皮肤,不用验证 }; struct tagSCHeroInfo { tagHead Head; WORD HeroCnt; tagSCHero HeroInfoList[HeroCnt]; };