61 lines
2.0 KiB
C
61 lines
2.0 KiB
C
#pragma once
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/****************************************************************************************/
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/* 宠物的数据结构
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/****************************************************************************************/
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#pragma pack(push,4)
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typedef struct tagPetDbData
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{
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unsigned int nBaseAttack; // 基础的攻击资质
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unsigned int nBaseDefence;// 基础的防御资质
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unsigned int nBaseAgility; //基础的敏捷资质
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unsigned int nBasePhysique; //基础的体魄资质
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unsigned int nSmithAttack; //洗出来的攻击资质
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unsigned int nSmithDefence; //洗出来的防御资质
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unsigned int nSmithAgility; //洗出来的敏捷资质
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unsigned int nSmithPhysique; //洗出来的体魄资质
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unsigned int nExp; //经验
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unsigned int nHp; //当前的血
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unsigned int nMp; //当前的蓝
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BYTE bQuality; //宠物的品质
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BYTE bStrong; //强化
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BYTE bCircle ; //转数
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BYTE bLevel; //等级
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BYTE bAattackType; //攻击类型
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BYTE bID; //在玩家身上的标记ID,标记玩家的宠物
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WORD wConfigId; //配置表里的ID
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BYTE bState; //该宠物的状态,休息的,出战的,合体的
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BYTE bIconId; //图标的ID,用于宠物换皮
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WORD wLoyalty ; //忠诚度
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WORD wSmithCount; //洗资质的数量
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WORD wWashMergeRate; //洗出来的附体资质
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char name[32]; //名字
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unsigned int nScore; //宠物的评分
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BYTE bSkillOpenSlot; //技能使用道具开孔的个数
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BYTE bReserver; //保留
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WORD wReserver; //保留
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tagPetDbData()
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{
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memset(this,0,sizeof(*this));
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}
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}PETDBDATA,*PPETDBDATA;
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//宠物的技能的数据
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typedef struct tagPetSkillData
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{
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int nPetID; //宠物在玩家身上的编号
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int nSkillID; //技能的id
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int nSlotId; //技能的槽位的ID
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int nLevel; //技能的等级
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}PETSKILLDATA,*PPETSKILLDATA;
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#pragma pack (pop) |