ClientPack/ClientToGameServer/CB9_Team/ChangeFuncTeam
ClientPack/ClientToGameServer/CB9_Team/ChangeFuncTeam.des
New file @@ -0,0 +1 @@ B9 21 修改功能队伍 #tagCGChangeFuncTeam ClientPack/ClientToGameServer/CB9_Team/ChangeFuncTeam.h
New file @@ -0,0 +1,13 @@ // B9 21 修改功能队伍 #tagCGChangeFuncTeam struct tagCGChangeFuncTeam { tagHead Head; DWORD TeamID; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID WORD MinLV; //最低等级限制 DWORD MinFightPower; //最低战力限制,求余亿 DWORD MinFightPowerEx; //最低战力限制,整除亿 BYTE ServerOnly; //是否仅本服玩家可加入,0-否,1-是 BYTE NeedCheck; //是否需要审核 }; ClientPack/ClientToGameServer/CB9_Team/CreateFuncTeam
ClientPack/ClientToGameServer/CB9_Team/CreateFuncTeam.des
New file @@ -0,0 +1 @@ B9 20 创建功能队伍 #tagCGCreateFuncTeam ClientPack/ClientToGameServer/CB9_Team/CreateFuncTeam.h
New file @@ -0,0 +1,15 @@ // B9 20 创建功能队伍 #tagCGCreateFuncTeam struct tagCGCreateFuncTeam { tagHead Head; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID DWORD FuncMapEx; // 功能地图扩展,如不同的层级 BYTE NameLen; char TeamName[NameLen]; // 队伍名称,可为空 WORD MinLV; //最低等级限制 DWORD MinFightPower; //最低战力限制,求余亿 DWORD MinFightPowerEx; //最低战力限制,整除亿 BYTE ServerOnly; //是否仅本服玩家可加入,0-否,1-是 BYTE NeedCheck; //是否需要审核 }; ClientPack/ClientToGameServer/CB9_Team/FuncTeamMemOP
ClientPack/ClientToGameServer/CB9_Team/FuncTeamMemOP.des
New file @@ -0,0 +1 @@ B9 22 功能队伍成员操作 #tagCGFuncTeamMemOP ClientPack/ClientToGameServer/CB9_Team/FuncTeamMemOP.h
New file @@ -0,0 +1,10 @@ // B9 22 功能队伍成员操作 #tagCGFuncTeamMemOP struct tagCGFuncTeamMemOP { tagHead Head; DWORD TeamID; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID BYTE OPType; // 1-申请加入;2-申请取消;3-同意入队;4-拒绝入队;5-退出队伍;6-踢出队伍;7-转让队长;8-解散队伍; DWORD OPData; // 可选 }; ClientPack/ClientToGameServer/CB9_Team/QueryFuncTeam
ClientPack/ClientToGameServer/CB9_Team/QueryFuncTeam.des
New file @@ -0,0 +1 @@ B9 23 查找功能队伍列表 #tagCGQueryFuncTeam ClientPack/ClientToGameServer/CB9_Team/QueryFuncTeam.h
New file @@ -0,0 +1,14 @@ // B9 23 查找功能队伍列表 #tagCGQueryFuncTeam struct tagCGQueryFuncTeam { tagHead Head; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID DWORD FuncMapEx; // 功能地图扩展,如不同的层级,0代表所有 DWORD StartIndex; // 查看的起始索引, 默认0 BYTE QueryCnt; // 查看条数,默认20,最大不超过100 BYTE HaveSpace; // 是否只查看有空位置的队伍 BYTE IDLimitType; // ID限制类型:1-同仙盟队长;2-同ServerGroupID队长;3-同ServerID队长 BYTE SearchLen; char SearchMsg[SearchLen]; // 指定搜索时有用,可搜索指定队伍ID或模糊搜索队伍名称,搜索时返回最多QueryCnt个数的队伍 }; ClientPack/ClientToGameServer/CB9_Team/QueryPlayerFuncTeam
ClientPack/ClientToGameServer/CB9_Team/QueryPlayerFuncTeam.des
New file @@ -0,0 +1 @@ B9 24 查找玩家功能队伍 #tagCGQueryPlayerFuncTeam ClientPack/ClientToGameServer/CB9_Team/QueryPlayerFuncTeam.h
New file @@ -0,0 +1,7 @@ // B9 24 查找玩家功能队伍 #tagCGQueryPlayerFuncTeam struct tagCGQueryPlayerFuncTeam { tagHead Head; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID }; ServerPack/GameServerPack/HB9_Team/FuncTeamDissolve
ServerPack/GameServerPack/HB9_Team/FuncTeamDissolve.des
New file @@ -0,0 +1 @@ B9 23 功能队伍解散 #tagGCFuncTeamDissolve ServerPack/GameServerPack/HB9_Team/FuncTeamDissolve.h
New file @@ -0,0 +1,7 @@ // B9 23 功能队伍解散 #tagGCFuncTeamDissolve struct tagGCFuncTeamDissolve { tagHead Head; DWORD TeamID; }; ServerPack/GameServerPack/HB9_Team/FuncTeamListBinary files differ
ServerPack/GameServerPack/HB9_Team/FuncTeamList.des
New file @@ -0,0 +1 @@ B9 22 功能队伍列表 #tagGCFuncTeamList ServerPack/GameServerPack/HB9_Team/FuncTeamList.h
New file @@ -0,0 +1,53 @@ // B9 22 功能队伍列表 #tagGCFuncTeamList struct tagGCFuncTeamMem { DWORD ServerID; DWORD PlayerID; BYTE NameLen; char Name[NameLen]; // 玩家名,size = NameLen WORD LV; // 玩家等级 BYTE Job; // 玩家职业 WORD RealmLV; // 玩家境界 DWORD FightPower; // 战力,求余亿 DWORD FightPowerEx; // 战力,整除亿 DWORD Value1; //ֵ1 DWORD Value2; //ֵ2 }; struct tagGCFuncTeam { DWORD TeamID; DWORD CreateTime; //创建队伍时间戳 DWORD FuncMapEx; //功能地图扩展,如不同的层级 BYTE NameLen; char TeamName[NameLen]; //队伍名称 DWORD CaptainID; //队长ID,队伍ServerID直接取队长的ServerID WORD MinLV; //最低等级限制 DWORD MinFightPower; //最低战力限制,求余亿 DWORD MinFightPowerEx; //最低战力限制,整除亿 BYTE ServerOnly; //是否仅本服玩家可加入,0-否,1-是 BYTE NeedCheck; //是否需要审核 DWORD Value1; //ֵ1 DWORD Value2; //ֵ2 BYTE MemberCount; tagGCFuncTeamMem MemberList[MemberCount]; // 成员列表 WORD ApplyCount; DWORD ApplyIDList[ApplyCount]; // 申请玩家ID列表 }; struct tagGCFuncTeamList { tagHead Head; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID DWORD FuncMapEx; // 功能地图扩展,如不同的层级,0代表所有 DWORD StartIndex; // 查看的起始索引, 默认0 BYTE QueryCnt; // 查看条数,默认20,最大不超过100 BYTE HaveSpace; // 是否只查看有空位置的队伍 BYTE IDLimitType; // ID限制类型:1-同仙盟队长;2-同ServerGroupID队长;3-同ServerID队长 BYTE SearchLen; char SearchMsg[SearchLen]; // 指定搜索时有用,可搜索指定队伍ID或模糊搜索队伍名称,搜索时返回最多QueryCnt个数的队伍 DWORD LoopIndex; // 服务器检索到的索引,列表下拉时下一个查询包的StartIndex从这个LoopIndex开始 BYTE TeamCount; // 如果返回的队伍数小于QueryCnt,代表服务器已经没有满足条件的队伍了,列表再下拉时不再发查询包 tagGCFuncTeam TeamList[TeamCount]; }; ServerPack/GameServerPack/HB9_Team/FuncTeamRefresh
ServerPack/GameServerPack/HB9_Team/FuncTeamRefresh.des
New file @@ -0,0 +1 @@ B9 20 功能队伍刷新 #tagGCFuncTeamRefresh ServerPack/GameServerPack/HB9_Team/FuncTeamRefresh.h
New file @@ -0,0 +1,53 @@ // B9 20 功能队伍刷新 #tagGCFuncTeamRefresh struct tagGCFuncTeamRefreshApply { DWORD ServerID; DWORD PlayerID; BYTE NameLen; char Name[NameLen]; // 玩家名,size = NameLen WORD LV; // 玩家等级 BYTE Job; // 玩家职业 WORD RealmLV; // 玩家境界 DWORD FightPower; // 战力,求余亿 DWORD FightPowerEx; // 战力,整除亿 }; struct tagGCFuncTeamRefreshMem { DWORD ServerID; DWORD PlayerID; BYTE NameLen; char Name[NameLen]; // 玩家名,size = NameLen WORD LV; // 玩家等级 BYTE Job; // 玩家职业 WORD RealmLV; // 玩家境界 DWORD FightPower; // 战力,求余亿 DWORD FightPowerEx; // 战力,整除亿 DWORD Value1; //ֵ1 DWORD Value2; //ֵ2 }; struct tagGCFuncTeamRefresh { tagHead Head; DWORD TeamID; DWORD CreateTime; //创建队伍时间戳 DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID DWORD FuncMapEx; // 功能地图扩展,如不同的层级 BYTE NameLen; char TeamName[NameLen]; // 队伍名称 DWORD CaptainID; //队长ID,队伍ServerID直接取队长的ServerID WORD MinLV; //最低等级限制 DWORD MinFightPower; //最低战力限制,求余亿 DWORD MinFightPowerEx; //最低战力限制,整除亿 BYTE ServerOnly; //是否仅本服玩家可加入,0-否,1-是 BYTE NeedCheck; //是否需要审核 DWORD Value1; //ֵ1 DWORD Value2; //ֵ2 BYTE MemberCount; tagGCFuncTeamRefreshMem MemberList[MemberCount]; // 成员列表 WORD ApplyCount; DWORD ApplyIDList[ApplyCount]; // 申请玩家ID列表 tagGCFuncTeamRefreshApply ApplyInfoList[ApplyCount]; // 申请玩家明细列表 }; ServerPack/GameServerPack/HB9_Team/QueryPlayerFuncTeamRet
ServerPack/GameServerPack/HB9_Team/QueryPlayerFuncTeamRet.des
New file @@ -0,0 +1 @@ B9 21 查找玩家功能队伍结果 #tagGCQueryPlayerFuncTeamRet ServerPack/GameServerPack/HB9_Team/QueryPlayerFuncTeamRet.h
New file @@ -0,0 +1,8 @@ // B9 21 查找玩家功能队伍结果 #tagGCQueryPlayerFuncTeamRet struct tagGCQueryPlayerFuncTeamRet { tagHead Head; DWORD FuncMapID; // 功能地图ID或自定义的活动功能ID DWORD TeamID; // 玩家所属队伍ID,目前只同步0的情况,如果玩家有队伍统一B920封包同步处理 };