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mir_server/sdk/commonLib/def/PetData.h
aixianling 5c9f1dae4a init
2025-01-09 17:45:40 +08:00

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