public class PlayerBaseData { public string AccID; //_KEY_i_帐号名, 该角色所在的帐号的用户名 public uint PlayerID; //_IDT_ public string PlayerName; //size = 14 public byte AccState; //0: 未创建, 1: 创建OK,正常登录 2:封号 3:已删除 public byte GMLevel; //GM等级, 0:不是GM >=1 : GM的等级 public byte Sex; //性别 public byte Job; //职业, public ushort LV; //等级 public ushort LVEx; //玩家等级副本,用于转生 public ushort LV2; //大师等级 public ushort ExpPoint; //扩充经验点数 public uint TotalExp; //总经验 public uint Family; //家族 public string FamilyName; //家族名称 public uint Gold; //仙玉 public uint GoldPaper; //绑玉 public uint Silver; //铜钱 public uint SilverPaper; //银票 public uint FightPoint; //战斗值 public uint OffLineHangTime;//脱机外挂时间 public ushort MapID; //角色所在地图 public ushort PosX; //角色坐标 public ushort PosY; public byte State; //角色状态 1.封存 2.死亡 3.正常 以后还有陆续添加 public uint HP; //当前HP public uint XP; //当前XP public uint FreePoint; //未分配点数 public uint FreeSkillPoint; //未分配的技能点 public int STR; //力量 public int PNE; //真元 public int PHY; //筋骨 public int CON; //体魄 public string Setting; //设定 public byte AttackMode; //攻击模式 public byte FBID; //fb id public byte realmLevel; //旧服务端官阶,现项目用于境界 public byte VIPLv; //VIP等级 public uint ExAttr1; //扩展属性1,各项目专用 public uint ExAttr2; //扩展属性2,各项目专用 public int dungeonLineId; // 副本线路id public uint ExAttr4; //扩展属性4,各项目专用 public uint ExAttr5; //扩展属性5,各项目专用 public uint ExAttr6; //扩展属性6,各项目专用 public uint ExAttr7; //扩展属性7,各项目专用 public uint ExAttr8; //扩展属性8,各项目专用 public uint ExAttr9; //扩展属性9,各项目专用 public uint ExAttr10; //扩展属性10,各项目专用 public uint ExAttr11; //预留的扩展属性字段,用来存放项目特定的属性 public uint ExAttr12; //预留的扩展属性字段,用来存放项目特定的属性 public uint ExAttr13; //预留的扩展属性字段,用来存放项目特定的属性 public uint ExAttr14; //预留的扩展属性字段,用来存放项目特定的属性 public uint HappyPoint;//现为脱机挂剩余时间 23 public uint faction; //阵营 107 public uint coinPointTotal;//已充值金额,单位分 112 public int BasicsMinimum;//基础最小攻击 public int BasicsMaxAttack;//基础最大攻击 public int BasicsLife;//基础生命 public int BasicsDefense;//基础防御 public int BasicsScoreAHit;//基础命中 public int BasicsDodge;//基础闪避 public long treasurePotentialSp { get { return ExAttr8 * (long)100000000 + ExAttr7; } } public ulong allSliver { get { return (ulong)Silver + (ulong)ExAttr6 * 100000000; } } public void UpdateData(H0102_tagCDBPlayer _serverInfo) { AccID = _serverInfo.AccID; PlayerID = _serverInfo.PlayerID; PlayerName = _serverInfo.PlayerName; AccState = _serverInfo.AccState; GMLevel = _serverInfo.GMLevel; Sex = _serverInfo.Sex; Job = _serverInfo.Job; LV = _serverInfo.LV; LVEx = _serverInfo.LVEx; LV2 = _serverInfo.LV2; ExpPoint = _serverInfo.ExpPoint; TotalExp = _serverInfo.TotalExp; Family = _serverInfo.Family; FamilyName = _serverInfo.FamilyName; Gold = _serverInfo.Gold; GoldPaper = _serverInfo.GoldPaper; Silver = _serverInfo.Silver; SilverPaper = _serverInfo.SilverPaper; FightPoint = _serverInfo.FightPoint; MapID = _serverInfo.MapID; PosX = _serverInfo.PosX; PosY = _serverInfo.PosY; State = _serverInfo.State; HP = _serverInfo.HP; XP = _serverInfo.XP; FreePoint = _serverInfo.FreePoint; FreeSkillPoint = _serverInfo.FreeSkillPoint; STR = _serverInfo.STR; PNE = _serverInfo.PNE; PHY = _serverInfo.PHY; CON = _serverInfo.CON; Setting = _serverInfo.Setting; AttackMode = _serverInfo.AttackMode; FBID = _serverInfo.FBID; ExAttr1 = _serverInfo.ExAttr1; ExAttr2 = _serverInfo.ExAttr2; dungeonLineId = (int)_serverInfo.ExAttr3; ExAttr4 = _serverInfo.ExAttr4; ExAttr5 = _serverInfo.ExAttr5; realmLevel = _serverInfo.OfficialRank; VIPLv = _serverInfo.VIPLv; ExAttr6 = _serverInfo.ExAttr6; ExAttr7 = _serverInfo.ExAttr7; ExAttr8 = _serverInfo.ExAttr8; ExAttr9 = _serverInfo.ExAttr9; ExAttr10 = _serverInfo.ExAttr10; ExAttr11 = _serverInfo.ExAttr11; ExAttr12 = _serverInfo.ExAttr12; ExAttr13 = _serverInfo.ExAttr13; ExAttr14 = _serverInfo.ExAttr14; HappyPoint = _serverInfo.HappyPoint; faction = _serverInfo.Faction; coinPointTotal = _serverInfo.ChangeCoinPointTotal; } }