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xkm-server/center_server_900/resource/dr/ResMeta_battle.dr
2025-05-21 13:43:08 +08:00

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<metalib name="ResDef" version="2">
<macro name="RES_PATH_MAXLEN" value="256"/>
<macro name="RES_NAME_COMMON_LEN" value="256"/>
<macro name="MAX_ITEM_FUNC_PARAM" value="3"/>
<macro name="MAX_CANOT_USE_TIP_LENGTH" value="64"/>
<macro name="FASHION_MAX_PASSIVE_SKILL_COUNT" value="3"/>
<macro name="MAX_EQUIP_LV_FIX_ATTR_CNT" value="2"/>
<macro name="TRIGGER_PARAMS_COUNT" value="2"/>
<macro name="PLAYER_BORN_POS_MAX_COUNT" value="5"/>
<macro name="GridAreaMaxCount" value="4"/>
<macro name="SKILL_MAX_ATTR_COUNT" value="2"/>
<macro name="SKILL_MAX_BUFF_COUNT" value="4"/>
<macro name="MAX_MONSTER_BOOTY_COUNT" value="3"/>
<macro name="MAX_MONSTER_BORN_BUFF_COUNT" value="2"/>
<macro name="MAX_MONSTER_SKILL_COUNT" value="4"/>
<macro name="MAX_MONSTER_BUFF_COUNT" value="5"/>
<macro name="MAX_MONSTER_REMOVE_BUFF_COUNT" value="5"/>
<macro name="MAX_SUB_AI_NUM" value="10"/>
<macro name="RANDOM_SKILL_DEPEND_COUNT" value="2"/>
<macro name="BUFF_MAX_ATTR_IMPACT_NUM" value="4"/>
<macro name="BUFF_ATTR_CNF_MAX_ATTR_IMPACT_NUM" value="6"/>
<macro name="BUFF_FUNC_SKILL_ATTR_MAX_NUM" value="3"/>
<macro name="BUFF_FUNC_MAX_PARAM" value="4"/>
<macro name="MAX_WUXUE_ATTR_IMPACT_COUNT" value="4"/>
<macro name="MaxFuriousBuffNum" value="3"/>
<macro name="RES_MAX_BIAN_SHEN_SMELT_ATTR_CNT" value="4"/>
<macro name="MAX_GUARD_BILITZ_MONSTER_ATTR_IMPACT_COUNT" value="10"/>
<macro name="RES_MAX_SUMMON_AI_CNT" value="4"/>
<macro name="MAX_PPTT_MONSTER_ATTR_IMPACT_COUNT" value="10"/>
<macro name="MAX_XIANYUAN_RANK_ENHANCE_VAL_CNT" value="7"/>
<macro name="ISLAND_ADV_MAX_COL_COUNT" value="6"/>
<macro name="FUNC_GROUNP_MAX_NUM" value="10"/>
<macro name="GROUP_SKILL_BANK_PARAM_CNT" value="2"/>
<macro name="RES_GROTTO_MONSTER_ADDITION_ATTR_CNT" value="3"/>
<macro name="WUGUAN_MAX_WAVE_COUNT" value="6"/>
<macro name="RES_XIANDAO_MONSTER_ADDITION_ATTR_CNT" value="3"/>
<macro name="RES_MAX_RANGEPLAYER_BUFF_CNT" value="5"/>
<macro name="HP_RATIO_BY_PLAYER_COUNT" value="5"/>
<macro name="ROYAL_MAX_WAVE_COUNT" value="6"/>
<macro name="MAX_MEN_KE_SKILL_NUM" value="2"/>
<macro name="MAX_MEN_KE_ATTR_NUM" value="4"/>
<macro name="RES_MAX_PHASE_SKILL_CNT" value="5"/>
<macro name="MAX_BAIZHAN_ENHANCE_ID_COUNT" value="6"/>
<macro name="RES_MAX_BAI_ZHAN_MONSTER_ATTR_CNT" value="3"/>
<macro name="MAX_MYTHICAL_ANIMAL_SKILLID_CNT" value="6"/>
<macrosgroup name="CurrencyType">
<entry name="CURRENCY_STMA" value="1"/>
<entry name="CURRENCY_GOLD" value="2"/>
<entry name="CURRENCY_DIAMOND" value="3"/>
<entry name="CURRENCY_EXP" value="4"/>
<entry name="CURRENCY_FREERELIVE" value="5"/>
<entry name="CURRENCY_MENPAI_GONGXIAN" value="6"/>
<entry name="CURRENCY_XIUWEI" value="7"/>
<entry name="CURRENCY_EQUIP_CURRENCY" value="8"/>
<entry name="CURRENCY_SUIJIAOYIN" value="9"/>
<entry name="CURRENCY_FREE_RENAME_TIMES" value="10"/>
<entry name="CURRENCY_XIAKE_VALUE" value="11"/>
<entry name="CURRENCY_EXTRA_STMA" value="12"/>
<entry name="CURRENCY_REPUTATION" value="13"/>
<entry name="CURRENCY_CARDCHIP" value="14"/>
<entry name="CURRENCY_XIANJUN_BAOJIN" value="15"/>
<entry name="CURRENCY_ARCHERY_POINT" value="16"/>
<entry name="CURRENCY_TREASURE_SCORE" value="17"/>
<entry name="CURRENCY_SUPERMONTHCARD_SCORE" value="18"/>
<entry name="CURRENCY_THEME_MALL_SCORE" value="19"/>
<entry name="CURRENCY_MYSTICAL_GROTTO_STMA" value="20"/>
<entry name="CURRENCY_WUGUAN_SCORE" value="21"/>
<entry name="CURRENCY_MYSTICAL_GROTTO_CRYSTAL" value="22"/>
<entry name="CURRENCY_GREAT_ADVENTURE_REEL" value="23"/>
<entry name="CURRENCY_VOLUME_CHIP" value="24"/>
<entry name="CURRENCY_ROYAL_SCORE" value="25"/>
<entry name="CURRENCY_JIANGHU_SCORE" value="26"/>
<entry name="CURRENCY_POWER_COIN" value="27"/>
<entry name="CURRENCY_BAI_ZHAN_MI_JING" value="28"/>
<entry name="CURRENCY_STARRY_PRAY" value="29"/>
</macrosgroup>
<macrosgroup name="RoleBodyType">
<entry name="ROLE_BODY_NONE" value="0"/>
<entry name="ROLE_BODY_MALE" value="1"/>
<entry name="ROLE_BODY_FEMALE" value="2"/>
</macrosgroup>
<macrosgroup name="FuncIdDef">
<entry name="FuncIdStart" value="0"/>
<entry name="DayResetTime" value="1"/>
<entry name="WeekResetWDay" value="2"/>
<entry name="StmaRecoveryInterval" value="3"/>
<entry name="PlayerInitBooty" value="4"/>
<entry name="LearnTalentCostBootyID" value="5"/>
<entry name="EquipComposeItemBackRate" value="6"/>
<entry name="TalentLearnRandomSkipNum" value="7"/>
<entry name="GuaJiGoldAwardInterval" value="8"/>
<entry name="GuaJiXiuWeiAwardInterval" value="9"/>
<entry name="GuaJiFetchAwardInterval" value="10"/>
<entry name="GuaJiTalentID" value="11"/>
<entry name="GuaJiMaxTime" value="12"/>
<entry name="OpenBoxSystemLevel" value="13"/>
<entry name="MaleDefaultBodyID" value="14"/>
<entry name="FemaleDefaultBodyID" value="15"/>
<entry name="DefaultClothID" value="16"/>
<entry name="SelectSvrGroupSpan" value="17"/>
<entry name="QuickBuyGoldExchangeRate" value="18"/>
<entry name="GoldItemId" value="19"/>
<entry name="RecoverItemId" value="20"/>
<entry name="ExpItemId" value="21"/>
<entry name="DropItemRangeMin" value="22"/>
<entry name="DropItemRangeMax" value="23"/>
<entry name="RecoverItemWaitTime" value="24"/>
<entry name="DropDurationTime" value="25"/>
<entry name="FlyDurationTime" value="26"/>
<entry name="FlyArtShowTime" value="27"/>
<entry name="RecoverBuffId" value="28"/>
<entry name="DropGoldObjScale" value="29"/>
<entry name="DropRecoverObjScale" value="30"/>
<entry name="DamageMiniCheckRate" value="31"/>
<entry name="DropInterval" value="32"/>
<entry name="RoleNameMaxLen" value="33"/>
<entry name="ReliveMaxWaitTime" value="34"/>
<entry name="InitEquipID" value="35"/>
<entry name="BuyStmaNum" value="36"/>
<entry name="BuyStmaPrice" value="37"/>
<entry name="HeroCheckTargetInterval" value="38"/>
<entry name="UnDeadBuffId" value="39"/>
<entry name="RandomSkillFixAddExp" value="40"/>
<entry name="GuaJiGoodId" value="41"/>
<entry name="SkillReliveRecoveryHpPercent" value="42"/>
<entry name="OpenGateDelayTime" value="43"/>
<entry name="MaxEvilEventCount" value="44"/>
<entry name="DiamondItemId" value="45"/>
<entry name="StartCtrlLevelBootyObjCount" value="46"/>
<entry name="StartCtrlLevelBootyObjProb" value="47"/>
<entry name="DefaultItemCfgID" value="48"/>
<entry name="ShowSkillTipGap" value="49"/>
<entry name="PlayerAIID" value="50"/>
<entry name="MonkEventModelID" value="51"/>
<entry name="EvilEventModelID" value="52"/>
<entry name="ShopEventModelID" value="53"/>
<entry name="TaoistEventModelID" value="54"/>
<entry name="UnlockEliteNormalChapter" value="55"/>
<entry name="FriendDailyHelpBattleCount" value="56"/>
<entry name="FriendBattleLevelMaxDiff" value="57"/>
<entry name="StmaExchangeExpRate" value="58"/>
<entry name="StmaExchangeBootyMinNum" value="59"/>
<entry name="XyStartLevelSubBest" value="60"/>
<entry name="XyMaxLearnSkillCount" value="61"/>
<entry name="XyRandSkillLadderPriceID" value="62"/>
<entry name="XyRankBootyMailID" value="63"/>
<entry name="StoneCompoundNeedNum" value="64"/>
<entry name="MultiPlayerStartStageTime" value="65"/>
<entry name="LevelShowTimerTime" value="66"/>
<entry name="OfflineFinChapterMailID" value="67"/>
<entry name="DailyBuyStmaMaxCount" value="68"/>
<entry name="ShowLvUpSelectSkillDelay" value="69"/>
<entry name="GuildReviewLv" value="71"/>
<entry name="BuffStateBiggerChangeTime" value="96"/>
<entry name="FlockStatusDistScale" value="97"/>
<entry name="FlockSlowDurTime" value="98"/>
<entry name="FlockSlowScale" value="99"/>
<entry name="CheckWallDist" value="100"/>
<entry name="GroundHeight" value="101"/>
<entry name="MonkFixSkillID" value="102"/>
<entry name="EvilFixSkillID" value="103"/>
<entry name="MonsterWarningTime" value="104"/>
<entry name="CheckMonsterColliderDurTime" value="110"/>
<entry name="PlayerMinImpactDurTime" value="111"/>
<entry name="PlayerPushMonsterSpeedScale" value="112"/>
<entry name="MonsterPushPlayerSpeedScale" value="113"/>
<entry name="LevelTransitionAlpha" value="114"/>
<entry name="LevelTransitionSpeed" value="115"/>
<entry name="ReliveBuffId" value="116"/>
<entry name="ReduceHpCnt" value="117"/>
<entry name="ReduceHpRate" value="118"/>
<entry name="ReduceByBattleCnt" value="119"/>
<entry name="WeekResetTimeOffset" value="121"/>
<entry name="XiuWeiItemId" value="122"/>
<entry name="RankListMostCount" value="123"/>
<entry name="PetFightFirstSlotLvLimit" value="124"/>
<entry name="PetFightSecondSlotLvLimit" value="125"/>
<entry name="TeamInviteRespondTime" value="126"/>
<entry name="PetResetReturnRate" value="127"/>
<entry name="TeamUrgeCD" value="128"/>
<entry name="MenPaiEnterTipsTime" value="129"/>
<entry name="FuncOpenTipsTime" value="130"/>
<entry name="FuncOpenFlyTime" value="131"/>
<entry name="FuncOpenFlyScale" value="132"/>
<entry name="MaxReduceMonsterHpRate" value="133"/>
<entry name="BattleEmjioCD" value="134"/>
<entry name="BattleEmjioShowTime" value="135"/>
<entry name="ShowPingMinVal" value="136"/>
<entry name="EquipReforgeQiHunBackRate" value="137"/>
<entry name="SaoDangMaxCount" value="138"/>
<entry name="SaoDangQuanID" value="139"/>
<entry name="EquipDecomposeUIShowTipTime" value="140"/>
<entry name="PetSwallowRate" value="141"/>
<entry name="LeadStudentFightValDiff" value="142"/>
<entry name="LeadStudentDailyMaxCount" value="143"/>
<entry name="LeadStudentAwardCount" value="144"/>
<entry name="BulletMaxFlyHeight" value="145"/>
<entry name="BagFullSysMailNO" value="146"/>
<entry name="OnlinePlayerAutoRefreshTime" value="147"/>
<entry name="OnlinePlayerManualRefreshTime" value="148"/>
<entry name="XiangYangHuChengLingID" value="149"/>
<entry name="XiangYangHCLDailyMax" value="150"/>
<entry name="RefreshOnlineNum" value="151"/>
<entry name="CritSpeedScale" value="153"/>
<entry name="CritFontScale" value="154"/>
<entry name="WorldBossPrepareTime" value="155"/>
<entry name="WorldBossPrepareBroadInterval" value="156"/>
<entry name="WorldBossSendAwardAfterBattleInterval" value="157"/>
<entry name="WorldBossChapterID" value="158"/>
<entry name="WorldBossMonsterID" value="159"/>
<entry name="WorldBossLevelRankNum" value="160"/>
<entry name="WorldBossRankBootyMailID" value="161"/>
<entry name="WorldBossBattleBootyMailID" value="162"/>
<entry name="WorldBossBuyBattleCountMaxNum" value="163"/>
<entry name="WorldBossDailyBattleNum" value="164"/>
<entry name="WorldBossBuyBattleNumPriceID" value="165"/>
<entry name="WorldBossBattleMaxTime" value="166"/>
<entry name="GetRewardUIInBattleShowTime" value="167"/>
<entry name="XiongYingModelID" value="168"/>
<entry name="WorldBossInitSkillNum" value="169"/>
<entry name="GuideEventMapID" value="170"/>
<entry name="GuideEventBootyID" value="171"/>
<entry name="XiongYingBoxEffectDelay" value="172"/>
<entry name="AttackStepID" value="173"/>
<entry name="HorseMainUIModelRatationY" value="174"/>
<entry name="RenameCardItemID" value="175"/>
<entry name="RenameCardDailyUseNum" value="176"/>
<entry name="WorldBossReRandSkillPriceID" value="177"/>
<entry name="BlackedCheckTime" value="178"/>
<entry name="BlackedCheckPlayerNum" value="179"/>
<entry name="BlackedForbidenTime" value="180"/>
<entry name="WorldBossRankEventMaxRank" value="181"/>
<entry name="WorldBossDamageReduceRatio" value="182"/>
<entry name="NoDeathFuncBuffId" value="200"/>
<entry name="ShieldFuncBuffId" value="201"/>
<entry name="WorldBossAddPlayerBuff" value="202"/>
<entry name="WorldBossRandomSkill" value="203"/>
<entry name="XiangYangUIModelScale" value="204"/>
<entry name="RecallActTime" value="205"/>
<entry name="XYBuyPriceID" value="206"/>
<entry name="WorldBossMinHp" value="207"/>
<entry name="ShopRefreshItemNum" value="208"/>
<entry name="DefaultWeaponID" value="209"/>
<entry name="DecomposeTipQuality" value="210"/>
<entry name="ReliveUIDelayShow" value="211"/>
<entry name="LevelCollectTipsIntervalTime" value="212"/>
<entry name="TianFuMultipCnt" value="213"/>
<entry name="ClearFirstChargeTime" value="214"/>
<entry name="JingMaiDaTongMulityCount" value="215"/>
<entry name="NewSvrTimeSpan" value="216"/>
<entry name="IsOpenConfirmUICostDiamond" value="218"/>
<entry name="ShadowPlayerAIID" value="219"/>
<entry name="IOSClickChargeBtnCD" value="220"/>
<entry name="UnLockHellChapterID" value="221"/>
<entry name="HellBossHpMinLimitToShowHpBarEffect" value="223"/>
<entry name="FiveElemDamageMiniCheckRate" value="224"/>
<entry name="GuardBlitzEndPosDist" value="225"/>
<entry name="GuardBlitzShowModelScale" value="226"/>
<entry name="HitEffectMaxNum" value="227"/>
<entry name="SkillEffectMaxNum" value="228"/>
<entry name="ShootPointEffectMaxNum" value="229"/>
<entry name="OpenYuanShenBoxSystemLevel" value="230"/>
<entry name="PengPengTuTengChapterID" value="231"/>
<entry name="PengPengTuTengFreeBattleNum" value="232"/>
<entry name="PengPengTuTengMaxBuyBattleNum" value="233"/>
<entry name="PengPengTuTengBuyBattleID" value="234"/>
<entry name="GuaJiBootyAwardInterval" value="235"/>
<entry name="MenPaiNpcAcquaintanceMoneyType" value="236"/>
<entry name="MenPaiNpcAcquaintanceHaoGD" value="237"/>
<entry name="IsExamine" value="238"/>
<entry name="OneInviteAll" value="239"/>
<entry name="RecordMaxDamage" value="240"/>
<entry name="BattleTimeoutMultipleLimit" value="241"/>
<entry name="DailyBattleTimeoutLimit" value="242"/>
<entry name="DailySerialBattleTimeoutLimit" value="243"/>
<entry name="ChannelGiftRoleLimitCnt" value="244"/>
<entry name="BuyBagSizeCnt" value="245"/>
<entry name="BuyBagSizePriceID" value="246"/>
<entry name="BaseBagSize" value="247"/>
<entry name="LevelLoadDelayTime" value="248"/>
<entry name="ModelLoadDelayTime" value="249"/>
<entry name="BattleBootyGoldID" value="250"/>
<entry name="H5BattleBootyGoldID" value="251"/>
<entry name="H5BattleLowFrameRuleType" value="252"/>
<entry name="AdVideoDailyMaxProgress" value="253"/>
<entry name="ModifyBodyTypeTime" value="254"/>
<entry name="AutoLoginParam" value="256"/>
<entry name="AutoCreateRoleParam" value="257"/>
<entry name="InitUnlockChapterID" value="258"/>
<entry name="VibrateTime" value="259"/>
<entry name="HitFullFlashTime" value="260"/>
<entry name="HitFlashTime" value="261"/>
<entry name="HitFlashVal" value="262"/>
<entry name="CouponItemID" value="263"/>
<entry name="ActorPickRange" value="264"/>
<entry name="OpenAndriodUIBlur" value="265"/>
<entry name="OpenIosUIBlur" value="266"/>
<entry name="EliteIconHeight" value="267"/>
<entry name="EndlessCountTime" value="268"/>
<entry name="GoldUiEffectFirst" value="269"/>
<entry name="GoldUiEffectSecond" value="270"/>
<entry name="GoldUiEffectThird" value="271"/>
<entry name="DiamondUiEffectFirst" value="272"/>
<entry name="DiamondUiEffectSecond" value="273"/>
<entry name="DiamondUiEffectThird" value="274"/>
<entry name="EndlessNewWaveTipTime" value="275"/>
<entry name="NormalChapterAbnormalReturnMailID" value="276"/>
<entry name="TourRedPointCanShowTime" value="277"/>
<entry name="CanJumpBattleTableLevel" value="278"/>
<entry name="MenpaiTalkShowInterval" value="279"/>
<entry name="DamageTipMaxCount" value="280"/>
<entry name="MergeMaxNum" value="281"/>
<entry name="MergeGridNum" value="282"/>
<entry name="RerandomSkillCostItemID" value="283"/>
<entry name="RerandomSkillLadderPriceID" value="284"/>
<entry name="WorldBossBattleOvertime" value="285"/>
<entry name="BossHpDisSigleBarMax" value="286"/>
<entry name="BossHpSigleBarDuringTime" value="287"/>
<entry name="BossHpSigleBarMaxMerger" value="288"/>
<entry name="BattleChestSkillCloseTime" value="289"/>
<entry name="BattleNewLevelSkillAutoSelec" value="290"/>
<entry name="ServerIsOpenCheckBooty" value="291"/>
<entry name="TotalDailySendGiftCnt" value="292"/>
<entry name="TeamBossExtraAwardRate" value="293"/>
<entry name="TeamBossExtraAwardGold" value="294"/>
<entry name="TeamBossBroadCastEquipQuality" value="295"/>
<entry name="TeamBossPlayerNum" value="296"/>
<entry name="TeamBossHighQualityEquipCntLimit" value="297"/>
<entry name="BossAppearsPlayerMovementSpeed" value="298"/>
<entry name="JueJiOriginalSpeed" value="299"/>
<entry name="JueJiAccelerateSpeed" value="300"/>
<entry name="JueJiStayInScreenTime" value="301"/>
<entry name="MainIconTopSpece" value="302"/>
<entry name="MainIconMidSpace" value="303"/>
<entry name="PopUpTipsInterval" value="304"/>
<entry name="PopUpTime" value="305"/>
<entry name="EarlyWarningTime" value="306"/>
<entry name="LimitTimeGiftEarlyEndTime" value="307"/>
<entry name="ModifyBodyTypeItemID" value="308"/>
<entry name="CrossSvrRankTodayLikeCnt" value="309"/>
<entry name="DamageReduceConst" value="310"/>
<entry name="CrossSvrRankLikeBootyID" value="311"/>
<entry name="WorldBossSaoDangLevel" value="312"/>
<entry name="AinicakeHpOffsetY" value="313"/>
<entry name="BattleVersion" value="500"/>
<entry name="BattleRetryNetPkgTimeout" value="501"/>
<entry name="GameClientHeatBeatDurTime" value="502"/>
<entry name="GameClientHeatBeatRetryCount" value="503"/>
<entry name="GameClientAutoReconnectCount" value="504"/>
<entry name="GameClientMsgTimeout" value="505"/>
<entry name="PlayerPPTTAIID" value="506"/>
<entry name="PPTTMonsterEndPosY" value="507"/>
<entry name="LogReportInterval" value="508"/>
<entry name="PlayerIslandAdvAIID" value="509"/>
<entry name="BattleEndTime" value="510"/>
<entry name="ColletPickEndDelayTime" value="511"/>
<entry name="ActorRelivePlaySkillID" value="512"/>
<entry name="ActorHatredUpdateTime" value="513"/>
<entry name="ActorBattleHPRecoveryBuffId" value="514"/>
<entry name="WorldBossPlayerWeaponSkillID" value="515"/>
<entry name="BattleFrameRate" value="516"/>
<entry name="OutBattleFrameRate" value="517"/>
<entry name="H5OrMiniFrameRate" value="518"/>
<entry name="MiniGameUnLockMinStage" value="519"/>
<entry name="MiniGameMinChargeRMB" value="520"/>
<entry name="MiniGameMinRoleLevel" value="521"/>
<entry name="BattleCameraMaxDisPerFrame" value="522"/>
<entry name="FuncIdMax" value="523"/>
</macrosgroup>
<struct desc="" version="1" tags="battle" name="FuncParamConfig">
<entry name="FuncID" desc="" type="int" bindmacrosgroup="FuncIdDef" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncVal" desc="" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<macrosgroup name="ActorAttrDataType">
<entry name="None" value="0"/>
<entry name="MaxHp" value="1"/>
<entry name="Damage" value="2"/>
<entry name="HurtThrough" value="3"/>
<entry name="JianDamage" value="4"/>
<entry name="NuDamage" value="5"/>
<entry name="ShanDamage" value="6"/>
<entry name="FeiBiaoDamage" value="7"/>
<entry name="CollisionDamageReduce" value="8"/>
<entry name="BulletDamageReduce" value="9"/>
<entry name="DamageReduce" value="10"/>
<entry name="RecoveryHpVal" value="11"/>
<entry name="CritAtkRatio" value="12"/>
<entry name="DodgeRatio" value="13"/>
<entry name="HitRatio" value="14"/>
<entry name="CritAtkMulti" value="15"/>
<entry name="HeadShotRatio" value="16"/>
<entry name="CollisionDamageReduceRatio" value="17"/>
<entry name="BulletDamageReduceRatio" value="18"/>
<entry name="DamageReduceRatio" value="19"/>
<entry name="HurtThroughRatio" value="20"/>
<entry name="RecoveryHpPercent" value="21"/>
<entry name="HurtAddRatio" value="22"/>
<entry name="BlockDamageRatio" value="23"/>
<entry name="BlockReduceRatio" value="24"/>
<entry name="EquipAttrRatio" value="25"/>
<entry name="GuaJiRewardRatio" value="26"/>
<entry name="AddExpRatio" value="27"/>
<entry name="AddGetMoneyRatio" value="28"/>
<entry name="MoveSpeed" value="29"/>
<entry name="InitSkillCount" value="30"/>
<entry name="ZhaoShiCD" value="31"/>
<entry name="MaxMp" value="32"/>
<entry name="PickUpRange" value="33"/>
<entry name="SkillAttckRangeEnhance" value="34"/>
<entry name="SkillCDReduceRatio" value="35"/>
<entry name="SkillKeepTime" value="36"/>
<entry name="BallisticVelocityEnhance" value="37"/>
<entry name="BulletThrough" value="38"/>
<entry name="PickUpRangeEnhance" value="39"/>
<entry name="DamageFrequencyReduce" value="40"/>
<entry name="RepelRatio" value="41"/>
<entry name="HpCount" value="42"/>
<entry name="StatusResistance" value="43"/>
<entry name="ExtraMpRatio" value="44"/>
<entry name="BattleRecoveryHpRatio" value="45"/>
<entry name="XiuLianXiuWeiRatio" value="46"/>
<entry name="PetFuShenSkillCDReduce" value="47"/>
<entry name="HuaShenSkillAddTime" value="48"/>
<entry name="SkillDamageRatio" value="49"/>
<entry name="ShenJiDamageRatio" value="50"/>
<entry name="ShenJiDamageReduceRatio" value="51"/>
<entry name="SelectTargetRangeIncrease" value="53"/>
<entry name="MeleeAttackDamageRatio" value="55"/>
<entry name="RemoteAttackDamageRatio" value="56"/>
<entry name="SpiritStoneDisCount" value="57"/>
<entry name="MetalAtk" value="58"/>
<entry name="WoodAtk" value="59"/>
<entry name="WaterAtk" value="60"/>
<entry name="FireAtk" value="61"/>
<entry name="MetalDef" value="62"/>
<entry name="WoodDef" value="63"/>
<entry name="WaterDef" value="64"/>
<entry name="FireDef" value="65"/>
<entry name="MetalAtkRate" value="66"/>
<entry name="WoodAtkRate" value="67"/>
<entry name="WaterAtkRate" value="68"/>
<entry name="FireAtkRate" value="69"/>
<entry name="MetalAtkTriggerRate" value="70"/>
<entry name="WoodAtkTriggerRate" value="71"/>
<entry name="WaterAtkTriggerRate" value="72"/>
<entry name="FireAtkTriggerRate" value="73"/>
<entry name="AllElementAtk" value="74"/>
<entry name="AllElementDef" value="75"/>
<entry name="AllElementRate" value="76"/>
<entry name="AllElementBreakRate" value="77"/>
<entry name="AllElementBreakResistRate" value="78"/>
<entry name="MetalToughnessRate" value="79"/>
<entry name="WoodToughnessRate" value="80"/>
<entry name="WaterToughnessRate" value="81"/>
<entry name="FireToughnessRate" value="82"/>
<entry name="MetalToughnessRecoverTime" value="83"/>
<entry name="WoodToughnessRecoverTime" value="84"/>
<entry name="WaterToughnessRecoverTime" value="85"/>
<entry name="FireToughnessRecoverTime" value="86"/>
<entry name="MythicalAnimalAddTime" value="87"/>
</macrosgroup>
<macrosgroup name="ActorAttrAddType">
<entry name="INVAL_VAL" value="0"/>
<entry name="ABSOLUTE_VAL" value="1"/>
<entry name="SUM_PERCENT_VAL" value="2"/>
<entry name="MUL_PERCENT_VAL" value="3"/>
</macrosgroup>
<struct desc="对玩家属性的影响" version="1" tags="battle" name="ResAttrImpactData">
<entry name="DataType" desc="" type="smallint" bindmacrosgroup="ActorAttrDataType" tags="battle" version="1" cname="ID"/>
<entry name="AddType" desc="" type="byte" bindmacrosgroup="ActorAttrAddType" tags="battle" version="1" cname="类型"/>
<entry name="Value" desc="基础数值" type="float" tags="battle" version="1" cname="数值"/>
</struct>
<struct desc="对玩家属性的影响" version="1" tags="battle" name="ResAttrLvImpactData">
<entry name="DataType" desc="" type="smallint" bindmacrosgroup="ActorAttrDataType" tags="battle" version="1" cname="ID"/>
<entry name="AddType" desc="" type="byte" bindmacrosgroup="ActorAttrAddType" tags="battle" version="1" cname="类型"/>
<entry name="Value" desc="基础数值" type="float" tags="battle" version="1" cname="数值"/>
<entry name="LvAddValue" desc="升级增加数值" type="float" tags="battle" version="1" cname="升级增加数值"/>
</struct>
<struct desc="对玩家招式属性的影响" version="1" tags="battle" name="ResZhaoShiAttrImpactData">
<entry name="ZhaoShiID" desc="招式ID" type="int" tags="battle" version="1" cname="招式ID"/>
<entry name="DataType" desc="" type="smallint" bindmacrosgroup="ActorAttrDataType" tags="battle" version="1" cname="ID"/>
<entry name="AddType" desc="" type="byte" bindmacrosgroup="ActorAttrAddType" tags="battle" version="1" cname="类型"/>
<entry name="Value" desc="基础数值" type="float" tags="battle" version="1" cname="数值"/>
</struct>
<struct desc="属性注册表" version="1" tags="battle" name="AttrDataConfig">
<entry name="AttrID" desc="属性ID" type="int" tags="battle" version="1" cname="属性ID"/>
<entry name="AttrName" desc="属性名称" type="string" tags="battle" size="256" version="1" cname="属性名称"/>
<entry name="IsBaseAttr" desc="" type="byte" tags="battle" version="1" cname="是否为基础属性"/>
<entry name="IsShow" desc="是否展示" type="byte" tags="battle" version="1" cname="是否展示"/>
<entry name="IsShowPercent" desc="仅客户端显示用" type="byte" tags="battle" version="1" cname="是否展示百分比"/>
<entry name="FightValWeight" desc="战斗力系数" type="float" tags="battle" version="1" cname="战斗力系数"/>
<entry name="FightValType" desc="" type="int" tags="battle" version="1" cname="战力加成类型"/>
</struct>
<macrosgroup name="ResFightValType">
<entry name="FIGHTVAL_TYPE_A_BASE" value="1"/>
<entry name="FIGHTVAL_TYPE_B_COOPERATE_ADDITION" value="2"/>
<entry name="FIGHTVAL_TYPE_C_SEPARATE_ADDITION" value="3"/>
</macrosgroup>
<struct desc="默认属性配置表" version="1" tags="battle" name="DefaultAttConfig">
<entry name="MaxHP" desc="" type="int" tags="battle" version="1" cname="最大血量"/>
<entry name="MaxMP" desc="" type="int" tags="battle" version="1" cname="最大内力"/>
<entry name="Damage" desc="" type="int" tags="battle" version="1" cname="攻击力"/>
<entry name="CritAtkRatio" desc="" type="float" tags="battle" version="1" cname="暴击几率"/>
<entry name="CritAtkMulti" desc="" type="float" tags="battle" version="1" cname="暴击倍率"/>
<entry name="HpRecover" desc="" type="float" tags="battle" version="1" cname="血量恢复"/>
<entry name="MoveSpeed" desc="" type="float" tags="battle" version="1" cname="移动速度"/>
<entry name="HpCount" desc="" type="int" tags="battle" version="1" cname="血条"/>
<entry name="MetalAtkRate" desc="金攻击倍率" type="float" tags="battle" version="1" cname="金攻击倍率"/>
<entry name="WoodAtkRate" desc="木攻击倍率" type="float" tags="battle" version="1" cname="木攻击倍率"/>
<entry name="WaterAtkRate" desc="水攻击倍率" type="float" tags="battle" version="1" cname="水攻击倍率"/>
<entry name="FireAtkRate" desc="火攻击倍率" type="float" tags="battle" version="1" cname="火攻击倍率"/>
<entry name="MetalAtkTriggerRate" desc="金攻击触发概率" type="float" tags="battle" version="1" cname="金攻击触发概率"/>
<entry name="WoodAtkTriggerRate" desc="木攻击触发概率" type="float" tags="battle" version="1" cname="木攻击触发概率"/>
<entry name="WaterAtkTriggerRate" desc="水攻击触发概率" type="float" tags="battle" version="1" cname="水攻击触发概率"/>
<entry name="FireAtkTriggerRate" desc="火攻击触发概率" type="float" tags="battle" version="1" cname="火攻击触发概率"/>
<entry name="AllElementBreakRate" desc="元素击破率" type="float" tags="battle" version="1" cname="元素击破率"/>
</struct>
<macrosgroup name="ElementType">
<entry name="ELE_METAL" value="0"/>
<entry name="ELE_WOOD" value="1"/>
<entry name="ELE_WATER" value="2"/>
<entry name="ELE_FIRE" value="3"/>
<entry name="ELE_MAX" value="4"/>
</macrosgroup>
<macrosgroup name="ElementBreakTag">
<entry name="ELE_TAG_TO_NONE" value="0"/>
<entry name="ELE_TAG_TO_CASTER" value="1"/>
<entry name="ELE_TAG_TO_TARGET" value="2"/>
</macrosgroup>
<struct desc="元素击破" version="1" tags="battle" name="ElementBreakEntry">
<entry name="tag" desc="" type="byte" tags="battle" version="1" cname="作用方"/>
<entry name="skill" desc="" type="int" tags="battle" version="1" cname="技能ID"/>
<entry name="buff" desc="" type="int" tags="battle" version="1" cname="BuffID"/>
</struct>
<struct desc="元素击破配置表" version="1" tags="battle" name="ElementBreakConfig">
<entry name="Metal" desc="" type="ElementBreakEntry" tags="battle" version="1" cname="金"/>
<entry name="Wood" desc="" type="ElementBreakEntry" tags="battle" version="1" cname="木"/>
<entry name="Water" desc="" type="ElementBreakEntry" tags="battle" version="1" cname="水"/>
<entry name="Fire" desc="" type="ElementBreakEntry" tags="battle" version="1" cname="火"/>
</struct>
<macrosgroup name="GoodsFuncType">
<entry name="GOODS_FUNCTYPE_NONE" value="0"/>
<entry name="GOODS_FUNCTYPE_EXP" value="1"/>
<entry name="GOODS_FUNCTYPE_BOOTY" value="2"/>
<entry name="GOODS_FUNCTYPE_ITEM_PACKAGE" value="3"/>
<entry name="GOODS_FUNCTYPE_PET" value="4"/>
<entry name="GOODS_FUNCTYPE_CURRENCY" value="5"/>
<entry name="GOODS_FUNCTYPE_WUXUE" value="6"/>
<entry name="GOODS_FUNCTYPE_RENAME" value="7"/>
<entry name="GOODS_FUNCTYPE_WUJING_TICKET" value="8"/>
<entry name="GOODS_FUNCTYPE_PET_SUIPIAN" value="9"/>
<entry name="GOODS_FUNCTYPE_FASHION_CLIP" value="10"/>
<entry name="GOODS_FUNCTYPE_BIANSHEN" value="11"/>
<entry name="GOODS_FUNCTYPE_WORLD_BOSS_TICKET" value="12"/>
<entry name="GOODS_FUNCTYPE_FABAONEW" value="13"/>
<entry name="GOODS_FUNCTYPE_SHENJI" value="14"/>
<entry name="GOODS_FUNCTYPE_MYSTICAL_GROTTO_RESET_CNT" value="15"/>
<entry name="GOODS_FUNCTYPE_GOD_TREE_ACHIEVE_VAL" value="16"/>
<entry name="GOODS_FUNCTYPE_WUGUAN_TICKET" value="17"/>
<entry name="GOODS_FUNCTYPE_REDBAG" value="18"/>
<entry name="GOODS_FUNCTYPE_ITEM_MULTI_CHOICE" value="19"/>
<entry name="GOODS_FUNCTYPE_BODY_TYPE_CHANGE" value="20"/>
<entry name="GOODS_FUNCTYPE_ADD_XIANGUO_STEPS" value="21"/>
<entry name="GOODS_FUNCTYPE_ADD_STAR_MAP_BEAD" value="22"/>
<entry name="GOODS_FUNCTYPE_ROYAL_TICKET" value="23"/>
<entry name="GOODS_FUNCTYPE_MENKE" value="24"/>
<entry name="GOODS_FUNCTYPE_JH_REWARD_BOOTY" value="25"/>
<entry name="GOODS_FUNCTYPE_JH_BOSS_BATTLE" value="26"/>
<entry name="GOODS_FUNCTYPE_JH_MONSTER_BATTLE" value="27"/>
<entry name="GOODS_FUNCTYPE_ELEMENT_TOWER_BOOTY" value="28"/>
<entry name="GOODS_FUNCTYPE_ADD_NUMBER_MERGE_STEPS" value="29"/>
<entry name="GOODS_FUNCTYPE_SHENSHOU" value="30"/>
<entry name="GOODS_FUNCTYPE_ADD_XIANGUO_ITEMS" value="31"/>
<entry name="GOODS_FUNCTYPE_ADD_NUMBER_MERGE_ITEMS" value="32"/>
<entry name="GOODS_FUNCTYPE_BAI_ZHAN_TICKET" value="33"/>
<entry name="GOODS_FUNCTYPE_CAKEGAME_STMA" value="34"/>
<entry name="GOODS_FUNCTYPE_MAX" value="35"/>
</macrosgroup>
<macrosgroup name="GoodsQuality">
<entry name="GOODS_QUALITY_NONE" value="0"/>
<entry name="GOODS_QUALITY_WHITE" value="1"/>
<entry name="GOODS_QUALITY_GREEN" value="2"/>
<entry name="GOODS_QUALITY_BLUE" value="3"/>
<entry name="GOODS_QUALITY_PURPLE" value="4"/>
<entry name="GOODS_QUALITY_ORANGE" value="5"/>
<entry name="GOODS_QUALITY_RED" value="6"/>
<entry name="GOODS_QUALITY_MULTICOLOR" value="7"/>
<entry name="GOODS_QUALITY_MAX" value="8"/>
</macrosgroup>
<struct desc="物品功能描述" version="1" tags="battle" name="ItemFuncData">
<entry name="FuncValue" desc="GoodsFunType" type="byte" tags="battle" version="1" cname="类型"/>
<entry name="ArrFuncParam" desc="参数" type="int" tags="battle" count="3" version="1" cname="参数"/>
</struct>
<struct desc="道具配置表" version="1" tags="battle" name="GoodsConfig">
<entry name="ItemID" desc="道具ID" type="uint" tags="battle" version="1" cname="道具ID"/>
<entry name="UseLevel" desc="使用等级" type="uint" tags="battle" version="1" cname="使用等级"/>
<entry name="CanotUseTip" desc="不可使用提示" type="string" tags="battle" size="64" version="1" cname="不可使用提示"/>
<entry name="Func" desc="功能值" type="ItemFuncData" tags="battle" version="1" cname="功能值"/>
</struct>
<macrosgroup name="WeaponType">
<entry name="WeaponNone" value="0"/>
<entry name="WeaponJian" value="1"/>
<entry name="WeaponNu" value="2"/>
<entry name="WeaponShan" value="3"/>
<entry name="WeaponFeiDao" value="4"/>
</macrosgroup>
<struct desc="装备配置表" version="1" tags="battle" name="EquipConfig">
<entry name="ItemID" desc="道具ID" type="uint" tags="battle" version="1" cname="道具ID"/>
<entry name="EquipModelID" desc="装备模型" type="uint" tags="battle" version="1" cname="装备模型"/>
<entry name="WeaponType" desc="" type="byte" bindmacrosgroup="WeaponType" tags="battle" version="1" cname="武器类型"/>
<entry name="FashionID" desc="自动激活时装ID" type="int" tags="battle" version="1" cname="自动激活时装ID"/>
</struct>
<struct desc="装备升级固定属性" version="1" tags="battle" name="EquipLvFixAttrConfig">
<entry name="EquipType" desc="装备类型" type="int" tags="battle" version="1" cname="装备类型"/>
<entry name="EquipLevel" desc="装备升级等级" type="uint" tags="battle" version="1" cname="装备升级等级"/>
<entry name="ImpactData" desc="属性" type="ResAttrImpactData" tags="battle" count="2" version="1" cname="属性"/>
</struct>
<struct desc="武器技能配置表" version="1" tags="battle" name="WeaponSkillConfig">
<entry name="ModelID" desc="武器模型ID" type="uint" tags="battle" version="1" cname="武器模型ID"/>
<entry name="ActiveSkillID" desc="主动技能ID" type="uint" tags="battle" version="1" cname="攻击技能ID"/>
<entry name="AttackSkillID" desc="附身技能ID" type="uint" tags="battle" version="1" cname="附身技能ID"/>
<entry name="AttackSpeed" desc="" type="float" tags="battle" version="1" cname="攻速"/>
<entry name="PvpBulletDisappearTime" desc="pvp特有子弹消失时间" type="float" tags="battle" version="1" cname="PVP子弹飞行时间"/>
</struct>
<struct desc="时装升品" version="1" tags="battle" name="FashionUpQualityConfig">
<entry name="FashionID" desc="时装ID" type="uint" tags="battle" version="1" cname="时装ID"/>
<entry name="FashionStar" desc="时装星级" type="byte" tags="battle" version="1" cname="时装星级"/>
<entry name="PassiveSkillID" desc="被动技能ID" type="int" tags="battle" count="3" version="1" cname="被动技能ID"/>
</struct>
<macrosgroup name="BootyType">
<entry name="BOOTY_TYPE_RAND_ABSOLUTE" value="1"/>
<entry name="BOOTY_TYPE_RAND_REL" value="2"/>
<entry name="BOOTY_TYPE_NO_PUTBACK_REL" value="3"/>
</macrosgroup>
<macrosgroup name="BootyItemType">
<entry name="BOOTY_ITEM_TYPE_RESERVED" value="0"/>
<entry name="BOOTY_ITEM_TYPE_GOODS" value="1"/>
<entry name="BOOTY_ITEM_TYPE_GOLD" value="2"/>
<entry name="BOOTY_ITEM_TYPE_DIAMOND" value="3"/>
<entry name="BOOTY_ITEM_TYPE_EXP" value="4"/>
<entry name="BOOTY_ITEM_TYPE_STMA" value="5"/>
<entry name="BOOTY_ITEM_TYPE_FREE_RELIVE" value="6"/>
<entry name="BOOTY_ITEM_TYPE_EQUIP" value="7"/>
<entry name="BOOTY_ITEM_TYPE_FIX_ATTR_EQUIP" value="8"/>
<entry name="BOOTY_ITEM_TYPE_EQUIP_CURRENCY" value="9"/>
<entry name="BOOTY_ITEM_TYPE_MENPAI_GONGXIAN" value="10"/>
<entry name="BOOTY_ITEM_TYPE_FASHION" value="11"/>
<entry name="BOOTY_ITEM_TYPE_SUIJIAOYIN" value="12"/>
<entry name="BOOTY_ITEM_TYPE_XIUWEI" value="13"/>
<entry name="BOOTY_ITEM_TYPE_WUJING_TICKET" value="14"/>
<entry name="BOOTY_ITEM_TYPE_XIAKE" value="15"/>
<entry name="BOOTY_ITEM_TYPE_CARDCHIP" value="16"/>
<entry name="BOOTY_ITEM_TYPE_CARD" value="17"/>
<entry name="BOOTY_ITEM_TYPE_REPUTATION" value="18"/>
<entry name="BOOTY_ITEM_TYPE_XIANJUN_BAOJIN" value="19"/>
<entry name="BOOTY_ITEM_TYPE_ARCHERY_POINT" value="20"/>
<entry name="BOOTY_ITEM_TYPE_SPECIAL_CHIP" value="21"/>
<entry name="BOOTY_ITEM_TYPE_SUPERMONTH_SCORE" value="22"/>
<entry name="BOOTY_ITEM_TYPE_TREASURE_SCORE" value="23"/>
<entry name="BOOTY_ITEM_TYPE_MYSTICAL_GROTTO_STMA" value="24"/>
<entry name="BOOTY_ITEM_TYPE_WUGUAN_SCORE" value="25"/>
<entry name="BOOTY_ITEM_TYPE_FABAONEWCHIP" value="26"/>
<entry name="BOOTY_ITEM_TYPE_FABAONEW" value="27"/>
<entry name="BOOTY_ITEM_TYPE_MYSTICAL_GROTTO_CRYSTAL" value="28"/>
<entry name="BOOTY_ITEM_TYPE_GREAT_ADVENTURE_REEL" value="29"/>
<entry name="BOOTY_ITEM_TYPE_VOLUME" value="30"/>
<entry name="BOOTY_ITEM_TYPE_VOLUME_CHIP" value="31"/>
<entry name="BOOTY_ITEM_TYPE_GOD_TREE_ACHIEVE_VAL" value="32"/>
<entry name="BOOTY_ITEM_TYPE_ROYAL_BATTLE_SCORE" value="33"/>
<entry name="BOOTY_ITEM_TYPE_ADD_STAR_MAP_BEAD" value="34"/>
<entry name="BOOTY_ITEM_TYPE_JIANGHU_SCORE" value="35"/>
<entry name="BOOTY_ITEM_TYPE_POWER_COIN" value="36"/>
<entry name="BOOTY_ITEM_TYPE_BAI_ZHAN_MI_JING" value="37"/>
<entry name="BOOTY_ITEM_TYPE_STARRY_PRAY" value="38"/>
</macrosgroup>
<struct desc="掉落配置" version="1" tags="battle" name="BootyConfig">
<entry name="BootyID" desc="奖励编号" type="uint" tags="battle" version="1" cname="奖励ID"/>
<entry name="BootyType" desc="奖励类型,参考BootyType定义" type="int" bindmacrosgroup="BootyType" tags="battle" version="1" cname="奖励类型"/>
<entry name="AwardCnt" desc="" type="int" tags="battle" version="1" cname="奖励领取的个数"/>
<entry name="RandParam" desc="概率参数,更具BootyType来决定" type="int" tags="battle" version="1" cname="概率"/>
<entry name="MinLevel" desc="最低等级" type="int" tags="battle" version="1" cname="最低等级"/>
<entry name="MaxLevel" desc="最高等级" type="int" tags="battle" version="1" cname="最高等级"/>
<entry name="ItemType" desc="奖励物品类型,参考BootyItemType定义" type="int" bindmacrosgroup="BootyItemType" tags="battle" version="1" cname="奖励物品类型"/>
<entry name="ItemID" desc="奖励物品ID" type="int" tags="battle" version="1" cname="奖励物品ID"/>
<entry name="ItemCnt" desc="奖励物品个数" type="int" tags="battle" version="1" cname="奖励物品个数"/>
<entry name="ItemParam" desc="奖励参数" type="int" tags="battle" count="3" version="1" cname="奖励参数"/>
<entry name="BootyQuality" desc="奖励的品质,某些系统用于客户端展示" type="uint" tags="battle" version="1" cname="奖励品质"/>
</struct>
<struct desc="" version="1" tags="battle" name="ModelConfig">
<entry name="ModelID" desc="" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="AppearAnimaTime" desc="" type="float" tags="battle" version="1" cname="入场动画时长"/>
<entry name="BaseMoveSpeed" desc="" type="float" tags="battle" version="1" cname="参考移动速度"/>
<entry name="IsOverlapByAABB" desc="" type="byte" tags="battle" version="1" cname="是否矩形碰撞"/>
<entry name="CapsuleRadius" desc="" type="float" tags="battle" version="1" cname="碰撞半径"/>
<entry name="CapsuleHeight" desc="" type="float" tags="battle" version="1" cname="碰撞高度"/>
<entry name="WalkRadius" desc="" type="float" tags="battle" version="1" cname="行走半径"/>
<entry name="ShowEffTime" desc="" type="float" tags="battle" version="1" cname="出现特效持续时间"/>
<entry name="DeathFadeOutDurTime" desc="" type="float" tags="battle" version="1" cname="死亡渐变消失时间"/>
<entry name="MoveRotSpeed" desc="" type="float" tags="battle" version="1" cname="移动转身速度"/>
<entry name="ShootRotSpeed" desc="" type="float" tags="battle" version="1" cname="瞄准转身速度"/>
</struct>
<struct desc="衣服武器模型配置表" version="1" tags="battle" name="WeaponClothModelConfig">
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="WeaponBullet" desc="子弹路径" type="string" tags="battle" size="256" version="1" cname="子弹路径"/>
<entry name="WeaponHitPath" desc="受击特效" type="string" tags="battle" size="256" version="1" cname="受击特效"/>
</struct>
<struct desc="关卡坐标" version="1" tags="battle" name="LevelPos">
<entry name="X" desc="" type="float" tags="battle" version="1" cname="X"/>
<entry name="Y" desc="" type="float" tags="battle" version="1" cname="Y"/>
</struct>
<macrosgroup name="WaveType">
<entry name="WAVE_TYPE_NORMAL" value="1"/>
<entry name="WAVE_TYPE_BOSS" value="2"/>
<entry name="WAVE_TYPE_BOSS_PRE" value="3"/>
<entry name="WAVE_TYPE_REST_PLAYER_POS" value="4"/>
</macrosgroup>
<macrosgroup name="EndType">
<entry name="WAVE_END_TYPE_TIME" value="1"/>
<entry name="WAVE_END_TYPE_KILL_ALL" value="2"/>
<entry name="WAVE_END_TYPE_KILL_MONSTER_ID" value="3"/>
<entry name="WAVE_END_TYPE_SHOW_BUY_SKILL_SHOP" value="4"/>
<entry name="WAVE_END_TYPE_KILL_ALL_FINISHED_SELF" value="5"/>
</macrosgroup>
<macrosgroup name="WaveEventFuncType">
<entry name="WAVE_TIME_TRIGGER" value="1"/>
<entry name="WAVE_MONSTER_COUNT_PERCENT" value="2"/>
<entry name="WAVE_MONSTER_HP_PERCENT" value="3"/>
<entry name="WAVE_MONSTER_PLAY_SKILL" value="4"/>
<entry name="WAVE_TYPE_KILL_ALL_MONSTER_THISID" value="5"/>
<entry name="WAVE_TYPE_KILLALL_AND_TIMEOVER_THISID" value="6"/>
<entry name="WAVE_TYPE_OCCUPY_START" value="7"/>
<entry name="WAVE_TYPE_OCCUPY_END" value="8"/>
<entry name="WAVE_TYPE_OCCUPY_ALLEND" value="9"/>
</macrosgroup>
<struct desc="关卡波次配置" version="1" tags="battle" name="LevelWaveConfig">
<entry name="LevelID" desc="" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="StageID" desc="" type="uint" tags="battle" version="1" cname="阶段"/>
<entry name="WaveID" desc="" type="uint" tags="battle" version="1" cname="波次ID"/>
<entry name="WaveType" desc="" type="uint" tags="battle" version="1" cname="波次类型"/>
<entry name="WavePoolID" desc="" type="uint" tags="battle" version="1" cname="刷新库ID"/>
<entry name="TriggerType" desc="" type="byte" tags="battle" version="1" cname="触发类型"/>
<entry name="EndType" desc="" type="byte" tags="battle" version="1" cname="结束类型"/>
<entry name="EndWin" desc="" type="byte" tags="battle" version="1" cname="结束直接胜利"/>
<entry name="IsDeleteAllMonster" desc="" type="byte" tags="battle" version="1" cname="是否清除前序波次"/>
<entry name="TriggerTime" desc="" type="float" tags="battle" version="1" cname="触发时间"/>
<entry name="TriggerParams" desc="" type="int" tags="battle" count="2" version="1" cname="触发参数"/>
<entry name="EndParam" desc="" type="int" tags="battle" version="1" cname="结束参数"/>
<entry name="ViewChgID" desc="" type="uint" tags="battle" version="1" cname="视野变化ID"/>
<entry name="IsReposeWave" desc="" type="byte" tags="battle" version="1" cname="是否休息波次"/>
</struct>
<struct desc="波次刷新库配置" version="1" tags="battle" name="WavePoolConfig">
<entry name="WavePoolID" desc="" type="uint" tags="battle" version="1" cname="刷新库ID"/>
<entry name="Time" desc="" type="float" tags="battle" version="1" cname="生命周期"/>
<entry name="MonsterPoolID" desc="" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="MonsterNum" desc="" type="int" tags="battle" version="1" cname="怪物数量"/>
<entry name="SheerMonsterNum" desc="" type="int" tags="battle" version="1" cname="是否绝对怪物数量"/>
<entry name="MonsterBornPos" desc="" type="uint" tags="battle" version="1" cname="出生点固定位置"/>
<entry name="BornPosID" desc="" type="uint" tags="battle" version="1" cname="出生点ID"/>
<entry name="TeamDisX" desc="" type="float" tags="battle" version="1" cname="触发组队共用出生点距离X"/>
<entry name="TeamDisY" desc="" type="float" tags="battle" version="1" cname="触发组队共用出生点距离Y"/>
<entry name="TeamBornPosID" desc="" type="uint" tags="battle" version="1" cname="组队共用出生点ID"/>
<entry name="Interval" desc="" type="float" tags="battle" version="1" cname="刷新间隔"/>
<entry name="SingleNum" desc="" type="int" tags="battle" version="1" cname="单次刷新数量"/>
<entry name="DynamicMonsterTime" desc="动态补怪间隔时间" type="float" tags="battle" version="1" cname="动态补怪间隔时间"/>
<entry name="DynamicLoopNum" desc="动态补怪速度" type="float" tags="battle" version="1" cname="动态补怪速度"/>
<entry name="DynamicMonsterMaxNum" desc="补怪数量上限" type="int" tags="battle" version="1" cname="补怪数量上限"/>
<entry name="Isloop" desc="是否补怪" type="int" tags="battle" version="1" cname="是否补怪"/>
<entry name="MonsterLifeTime" desc="怪物存活时间" type="float" tags="battle" version="1" cname="怪物存活时间"/>
<entry name="OutPlayerByDis" desc="传送脱管距离" type="float" tags="battle" version="1" cname="传送脱管距离"/>
<entry name="MoveBornPosID" desc="" type="uint" tags="battle" version="1" cname="传送出生点ID"/>
<entry name="OutEyeOutTimeDestroy" desc="" type="byte" tags="battle" version="1" cname="视野外是否清怪"/>
<entry name="OutEyeOutDis" desc="" type="float" tags="battle" version="1" cname="视野清怪距离"/>
<entry name="AtkRatio" desc="" type="float" tags="battle" version="1" cname="攻击系数"/>
<entry name="DefRatio" desc="" type="float" tags="battle" version="1" cname="防御系数"/>
<entry name="HpRatio" desc="" type="float" tags="battle" version="1" cname="血量系数"/>
<entry name="DropItemPoolID" desc="" type="uint" tags="battle" version="1" cname="怪物掉落集合"/>
<entry name="DropItemCount" desc="" type="uint" tags="battle" version="1" cname="怪物掉落数量"/>
<entry name="DropItemRatio" desc="" type="float" tags="battle" version="1" cname="怪物掉落概率"/>
</struct>
<struct desc="波次怪物库" version="1" tags="battle" name="WaveMonsterConfig">
<entry name="PoolID" desc="" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="MonsterID" desc="" type="uint" tags="battle" version="1" cname="怪物ID"/>
<entry name="DropItemPoolID" desc="" type="uint" tags="battle" version="1" cname="怪物掉落集合"/>
<entry name="DropItemCount" desc="" type="uint" tags="battle" version="1" cname="怪物掉落数量"/>
<entry name="DropItemRatio" desc="" type="float" tags="battle" version="1" cname="怪物掉落概率"/>
</struct>
<macrosgroup name="BornDistributeByte">
<entry name="BORN_DISTRIBUTE_BY_RANDOM" value="1"/>
<entry name="BORN_DISTRIBUTE_BY_BLANCE" value="2"/>
<entry name="BORN_RANDOM_NOT_EXCLUDED" value="3"/>
</macrosgroup>
<macrosgroup name="BornAreaTyte">
<entry name="BORN_POS_POINT" value="1"/>
<entry name="BORN_POS_BOX" value="2"/>
<entry name="BORN_POS_CIRCLE" value="3"/>
<entry name="BORN_POS_RING" value="4"/>
<entry name="BORN_POS_FIXED_POINT" value="5"/>
</macrosgroup>
<struct desc="出生点库配置" version="1" tags="battle" name="BornPoolConfig">
<entry name="PoolID" desc="" type="uint" tags="battle" version="1" cname="库ID"/>
<entry name="IsFollowGetPlayerPos" desc="实时获取玩家位置" type="byte" tags="battle" version="1" cname="实时获取玩家位置"/>
<entry name="IsFollowGetPlayerEscortCarPos" desc="实时获取玩家镖车位置" type="byte" tags="battle" version="1" cname="实时获取玩家镖车位置"/>
<entry name="AreaType" desc="" type="byte" tags="battle" version="1" cname="区域类型"/>
<entry name="DistributeByte" desc="" type="uint" tags="battle" version="1" cname="分布方式"/>
<entry name="isBlock" desc="" type="byte" tags="battle" version="1" cname="是否阻挡物"/>
<entry name="CenterPos" desc="" type="LevelPos" tags="battle" version="1" cname="中心点偏移"/>
<entry name="InsideSize" desc="" type="LevelPos" tags="battle" version="1" cname="内半径"/>
<entry name="OutsideSize" desc="" type="LevelPos" tags="battle" version="1" cname="外半径"/>
<entry name="Gap" desc="" type="float" tags="battle" version="1" cname="间隙"/>
<entry name="isIgnoreView" desc="" type="byte" tags="battle" version="1" cname="无视视野"/>
</struct>
<struct desc="视野变化配置表" version="1" tags="battle" name="ViewChangeConfig">
<entry name="ViewChgID" desc="" type="uint" tags="battle" version="1" cname="视野变化ID"/>
<entry name="ViewChgValue" desc="视野变化倍率" type="float" tags="battle" version="1" cname="视野变化倍率"/>
<entry name="ChgTime" desc="变化时间" type="float" tags="battle" version="1" cname="变化时间"/>
<entry name="KeepTime" desc="保持时间" type="float" tags="battle" version="1" cname="保持时间"/>
<entry name="RevertTime" desc="恢复时间" type="float" tags="battle" version="1" cname="恢复时间"/>
</struct>
<macrosgroup name="LevelDifficultType">
<entry name="DifficultNormal" value="1"/>
<entry name="DifficultElite" value="2"/>
<entry name="DifficultHell" value="3"/>
<entry name="DifficultMax" value="4"/>
</macrosgroup>
<macrosgroup name="BattleLogicType">
<entry name="BaseType" value="0"/>
<entry name="NormalLevelType" value="1"/>
<entry name="PVPLevelType" value="2"/>
<entry name="WuJinLevelType" value="3"/>
<entry name="MysticalGrottoType" value="6"/>
<entry name="XianDaoXunDanLevelType" value="7"/>
<entry name="GodTreeLevelType" value="8"/>
<entry name="RoyalBattleLevelType" value="9"/>
<entry name="JiangHuBossNormalLevelType" value="10"/>
<entry name="JiangHuBossLevelType" value="11"/>
<entry name="JianghuEscortLevelType" value="12"/>
<entry name="MiniGameOneType" value="13"/>
<entry name="JiangHuDemonLevelType" value="14"/>
<entry name="ElementTowerType" value="15"/>
<entry name="BaizhanSecretLevelType" value="16"/>
<entry name="JianghuTaskLevelType" value="17"/>
<entry name="AnniCakeLevelType" value="18"/>
<entry name="SkillEditorType" value="99"/>
</macrosgroup>
<struct desc="关卡基础配置表" version="1" tags="battle" name="LevelBaseConfig">
<entry name="LevelID" desc="关卡ID" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="ChapterID" desc="所属章节" type="int" tags="battle" version="1" cname="所属章节"/>
<entry name="Sort" desc="排序" type="int" tags="battle" version="1" cname="排序"/>
<entry name="LogicType" desc="" type="byte" bindmacrosgroup="BattleLogicType" tags="battle" version="1" cname="玩法类型"/>
<entry name="MapGroupID" desc="地图集ID" type="uint" tags="battle" version="1" cname="地图集ID"/>
<entry name="MapJointType" desc="地图拼接类型" type="byte" tags="battle" version="1" cname="地图拼接类型"/>
<entry name="BaseMapWidth" desc="基础地图宽" type="float" tags="battle" version="1" cname="基础地图宽"/>
<entry name="BaseMapHeight" desc="基础地图高" type="float" tags="battle" version="1" cname="基础地图高"/>
<entry name="MapBorderParam" desc="地图边界参数" type="float" tags="battle" count="4" version="1" cname="地图边界参数"/>
<entry name="ViewBorderParam" desc="视野边界参数" type="float" tags="battle" count="4" version="1" cname="视野边界参数"/>
<entry name="HpAddRate" desc="生命加成" type="float" tags="battle" version="1" cname="生命加成"/>
<entry name="AttackAddRate" desc="攻击加成" type="float" tags="battle" version="1" cname="攻击加成"/>
<entry name="DamageReduceAddRate" desc="伤害减免加成" type="float" tags="battle" version="1" cname="伤害减免加成"/>
<entry name="TimeLimit" desc="挑战时间上限" type="int" tags="battle" version="1" cname="挑战时间上限"/>
<entry name="UpLevelID" desc="升级库ID" type="uint" tags="battle" version="1" cname="升级库ID"/>
<entry name="RandomSkiilPoolID" desc="随机技能库ID" type="uint" tags="battle" version="1" cname="随机技能库ID"/>
<entry name="RandomSupplySkiilPoolID" desc="随机补给技能库ID" type="uint" tags="battle" version="1" cname="随机补给技能库ID"/>
<entry name="LearnAtkRandomSkillCount" desc="可学主动随机技能数量" type="int" tags="battle" version="1" cname="可学主动随机技能数量"/>
<entry name="LearnDefRandomSkillCount" desc="可学被动随机技能数量" type="int" tags="battle" version="1" cname="可学被动随机技能数量"/>
<entry name="LearnOtherRandomSkillCount" desc="可学被动随机技能数量" type="int" tags="battle" version="1" cname="其他可随机技能总数"/>
<entry name="ReflectWidth" desc="边界的宽度" type="int" tags="battle" version="1" cname="反弹宽度"/>
<entry name="ReflectHeight" desc="边界的高度" type="int" tags="battle" version="1" cname="反弹高度"/>
<entry name="PlayerBornPosId" desc="出生点ID" type="uint" tags="battle" version="1" cname="出生点ID"/>
<entry name="BornPosID" desc="" type="uint" tags="battle" version="1" cname="出生点ID"/>
<entry name="TeamDisX" desc="" type="float" tags="battle" version="1" cname="组队增益距离X"/>
<entry name="TeamDisY" desc="" type="float" tags="battle" version="1" cname="组队增益距离Y"/>
<entry name="AddBuff" desc="增益BUFF" type="uint" tags="battle" version="1" cname="增益BUFF"/>
<entry name="IsShieldShenShou" desc="是否屏蔽开局神兽" type="byte" tags="battle" version="1" cname="是否屏蔽开局神兽"/>
</struct>
<struct desc="玩家出生点配置" version="1" tags="battle" name="PlayerBornPosConfig">
<entry name="ID" desc="出生点ID" type="uint" tags="battle" version="1" cname="出生点ID"/>
<entry name="Num" desc="人数" type="int" tags="battle" version="1" cname="人数"/>
<entry name="BornPosList" desc="出生点" type="LevelPos" tags="battle" count="5" version="1" cname="出生点"/>
</struct>
<struct desc="地图集合配置表" version="1" tags="battle" name="MapGroupConfig">
<entry name="MapGroupId" desc="集合编号" type="uint" tags="battle" version="1" cname="集合编号"/>
<entry name="RandomWidth" desc="权重概率" type="uint" tags="battle" version="1" cname="权重概率"/>
<entry name="FixMapIndex" desc="固定地图序号" type="uint" tags="battle" version="1" cname="固定地图序号"/>
<entry name="FixMapPosX" desc="固定地图坐标X" type="float" tags="battle" version="1" cname="固定地图坐标X"/>
<entry name="FixMapPosY" desc="固定地图坐标Y" type="float" tags="battle" version="1" cname="固定地图坐标Y"/>
<entry name="MapId" desc="地图ID" type="uint" tags="battle" version="1" cname="地图ID"/>
</struct>
<struct desc="地图配置表" version="1" tags="battle" name="MapConfig">
<entry name="MapID" desc="" type="uint" tags="battle" version="1" cname="地图ID"/>
<entry name="LevelCfgPath" desc="" type="string" tags="battle" size="128" version="1" cname="地图分布配置"/>
<entry name="Width" desc="" type="uint" tags="battle" version="1" cname="宽度"/>
<entry name="Height" desc="" type="uint" tags="battle" version="1" cname="高度"/>
</struct>
<struct desc="战斗升级配置表" version="1" tags="battle" name="BattleLvUpConfig">
<entry name="UpLevelID" desc="升级库ID" type="uint" tags="battle" version="1" cname="升级库ID"/>
<entry name="Lv" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="Exp" desc="经验需求" type="int" tags="battle" version="1" cname="经验需求"/>
</struct>
<struct desc="地图路径区域配置表" version="1" tags="battle" name="MapPathAreaConfig">
<entry name="LevelID" desc="" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="GridID" desc="" type="uint" tags="battle" version="1" cname="格子ID"/>
<entry name="GirdWidth" desc="" type="float" tags="battle" version="1" cname="格子宽"/>
<entry name="GirdHeight" desc="" type="float" tags="battle" version="1" cname="格子高"/>
<entry name="CenterX" desc="中心坐标X" type="float" tags="battle" version="1" cname="中心坐标X"/>
<entry name="CenterY" desc="中心坐标Y" type="float" tags="battle" version="1" cname="中心坐标Y"/>
<entry name="AreaGroup" desc="所属区域" type="byte" tags="battle" count="4" version="1" cname="所属区域"/>
</struct>
<macrosgroup name="LevelEffectType">
<entry name="LEVEL_EFFECT_ENEMY_BUFF" value="1"/>
<entry name="LEVEL_EFFECT_OWNER_BUFF" value="2"/>
</macrosgroup>
<macrosgroup name="MapJointType">
<entry name="MAP_JOINT_RANDOMLOOP" value="0"/>
<entry name="MAP_JOINT_FIXPOS" value="1"/>
</macrosgroup>
<macrosgroup name="ImapctTargetType">
<entry name="IMPACT_TYPE_ENEMY" value="0"/>
<entry name="IMPACT_TYPE_MAXCOUNT" value="1"/>
</macrosgroup>
<macrosgroup name="SkillType">
<entry name="ACTIVE_SKILL" value="0"/>
<entry name="ATTACH_SKILL" value="1"/>
</macrosgroup>
<macrosgroup name="SkillAttrDamageType">
<entry name="ATTR_TYPE_NONE" value="0"/>
<entry name="ATTR_TYPE_DMG_WEAPON" value="1"/>
<entry name="ATTR_TYPE_DMG_NO_DEFEND" value="2"/>
<entry name="ATTR_TYPE_DMG_RATIO" value="3"/>
<entry name="ATTR_TYPE_HP_AS_ATK" value="4"/>
<entry name="ATTR_TYPE_HP_RATIO" value="5"/>
<entry name="ATTR_RELIVE_CNT" value="6"/>
<entry name="ATTR_TYPE_HP_RATIO_NO_ATTR_IMPACT" value="7"/>
<entry name="ATTR_TYPE_MP_RATIO" value="8"/>
<entry name="ATTR_NODEATH_COUNT" value="9"/>
<entry name="ATTR_SHIELD_MAX_HP" value="10"/>
<entry name="ATTR_TYPE_FIVE_DMG_DEFEND" value="11"/>
<entry name="ATTR_TYPE_FIVE_DMG_ATK" value="12"/>
<entry name="ATTR_TYPE_DMG_CONVERT_TO_FIVE_DMG" value="13"/>
<entry name="ATTR_TYPE_DMG_NO_DEFEND_BY_CASTER" value="14"/>
<entry name="ATTR_SHIELD_ATTACK" value="15"/>
<entry name="ATTR_TYPE_HP_NATURAL_RECOVERY" value="16"/>
<entry name="ATTR_TYPE_DEAD" value="17"/>
</macrosgroup>
<macrosgroup name="SkillMagicType">
<entry name="SKILL_MAGIC_NONE" value="0"/>
<entry name="SKILL_MAGIC_POISON" value="1"/>
<entry name="SKILL_MAGIC_THUNDER" value="2"/>
<entry name="SKILL_MAGIC_FIRE" value="3"/>
<entry name="SKILL_MAGIC_ICE" value="4"/>
<entry name="SKILL_MAGIC_MELEE" value="5"/>
<entry name="SKILL_MAGIC_REMOTE" value="6"/>
</macrosgroup>
<struct desc="配置buff的Dot效果数值" version="1" tags="battle" name="SkillAttrDamageData">
<entry name="MagicType" desc="技能元素类型" type="int" bindmacrosgroup="SkillMagicType" tags="battle" version="1" cname="元素类型"/>
<entry name="AttrType" desc="参考SkillAttrDamageType" type="int" bindmacrosgroup="SkillAttrDamageType" tags="battle" version="1" cname="类型"/>
<entry name="Param1" desc="根据不同的类型" type="float" tags="battle" version="1" cname="参数1"/>
<entry name="Param2" desc="根据不同的类型" type="float" tags="battle" version="1" cname="参数2"/>
<entry name="Param3" desc="根据不同的类型" type="float" tags="battle" version="1" cname="参数3"/>
</struct>
<struct desc="" version="1" tags="battle" name="SkillBaseConfg">
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="SkillType" desc="技能类型SkillType" type="byte" tags="battle" version="1" cname="技能类型"/>
<entry name="DisableMove" desc="屏蔽移动" type="byte" tags="battle" version="1" cname="屏蔽移动"/>
<entry name="NotAffectByAttr" desc="" type="byte" tags="battle" version="1" cname="不受属性影响"/>
<entry name="GCDID" desc="所属公CD组ID" type="uint" tags="battle" version="1" cname="所属公CD组ID"/>
<entry name="SkillDispID" desc="技能表现ID" type="uint" tags="battle" version="1" cname="技能表现ID"/>
<entry name="CostMP" desc="消耗内力值" type="uint" tags="battle" version="1" cname="消耗内力值"/>
<entry name="SkillCD" desc="技能CD" type="uint" tags="battle" version="1" cname="技能CD"/>
<entry name="AttrDamageData" desc="伤害参数" type="SkillAttrDamageData" tags="battle" count="2" version="1" cname="伤害"/>
<entry name="BuffID" desc="BuffID" type="int" tags="battle" count="4" version="1" cname="BuffID"/>
<entry name="SelectTargetType" desc="" type="int" bindmacrosgroup="SkillSelectTargetType" tags="battle" version="1" cname="选择目标方式"/>
</struct>
<macrosgroup name="SkillSelectTargetType">
<entry name="SelectTypeNone" value="0"/>
<entry name="SelectFrontType" value="1"/>
<entry name="SelectMinHpType" value="2"/>
<entry name="SelectRandomType" value="3"/>
</macrosgroup>
<struct desc="" version="1" tags="battle" name="SubSkillConfg">
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="SkillDispID" desc="技能表现ID" type="int" tags="battle" version="1" cname="技能表现ID"/>
</struct>
<struct desc="" version="1" tags="battle" name="SubSkillAttrConfig">
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="StackNum" desc="累计学习次数" type="int" tags="battle" version="1" cname="叠加次数"/>
<entry name="AddCount" desc="根据不同的类型,标识不同的意义" type="int" tags="battle" version="1" cname="增加的次数"/>
<entry name="DamageRatio" desc="伤害衰减系数" type="float" tags="battle" version="1" cname="伤害衰减系数"/>
<entry name="FiveEleDamageRatio" desc="五行伤害衰减系数" type="float" tags="battle" version="1" cname="五行伤害衰减系数"/>
</struct>
<struct desc="" version="1" tags="battle" name="GCDConfig">
<entry name="ID" desc="组ID" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="CD" desc="CD时间" type="float" tags="battle" version="1" cname="CD时间"/>
</struct>
<struct desc="" version="1" tags="battle" name="SkillEffectFuncConfg">
<entry name="EffectID" desc="效果ID" type="uint" tags="battle" version="1" cname="效果ID"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="BuffID" desc="BuffID" type="uint" tags="battle" version="1" cname="BuffID"/>
</struct>
<macrosgroup name="MapItemType">
<entry name="MapItemNormal" value="1"/>
<entry name="MapItemWater" value="2"/>
<entry name="MapItemObstacle" value="3"/>
<entry name="MapItemTrap" value="4"/>
<entry name="SpringBord" value="5"/>
<entry name="Wheel" value="6"/>
<entry name="Grass" value="7"/>
<entry name="Ice" value="8"/>
<entry name="TrapRealTime" value="9"/>
<entry name="TeleporterPos" value="10"/>
<entry name="DisplayItem" value="11"/>
<entry name="DestructibleItem" value="12"/>
<entry name="AirWall" value="13"/>
<entry name="MapItemBed" value="14"/>
<entry name="SpecialFence" value="15"/>
<entry name="EscortPoint" value="16"/>
<entry name="DemonPoint" value="17"/>
<entry name="Transdoor" value="18"/>
<entry name="Bubbles" value="19"/>
</macrosgroup>
<macrosgroup name="MonsterType">
<entry name="MonsterNoneType" value="0"/>
<entry name="MonsterNormalType" value="1"/>
<entry name="MonsterBossType" value="2"/>
<entry name="MonsterFenceType" value="3"/>
<entry name="MonsterDestructibleType" value="4"/>
<entry name="MonsterSpecialFenceType" value="5"/>
</macrosgroup>
<struct desc="场景物件配置表" version="1" tags="battle" name="MapItemCfg">
<entry name="ItemID" desc="" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="Width" desc="占格子列数" type="float" tags="battle" version="1" cname="宽度"/>
<entry name="Height" desc="占格子行数" type="float" tags="battle" version="1" cname="高度"/>
<entry name="Type" desc="" type="byte" bindmacrosgroup="MapItemType" tags="battle" version="1" cname="类型"/>
<entry name="BuffId" desc="陷阱伤害" type="uint" tags="battle" version="1" cname="buffID"/>
<entry name="ForMonsterBuffId" desc="对怪物buffID" type="uint" tags="battle" version="1" cname="对怪物buffID"/>
<entry name="DotTime" desc="陷阱伤害间隔" type="float" tags="battle" version="1" cname="间隔时间"/>
<entry name="DotEff" desc="伤害特效ID" type="int" tags="battle" version="1" cname="伤害特效ID"/>
<entry name="Atk" desc="陷阱基础伤害" type="float" tags="battle" version="1" cname="攻击力"/>
<entry name="AutoDestroy" desc="触发后销毁" type="uint" tags="battle" version="1" cname="自动销毁"/>
<entry name="AutoDestroyDelayTime" desc="自动销毁延迟时间" type="float" tags="battle" version="1" cname="自动销毁延迟时间"/>
<entry name="param" desc="参数" type="float" tags="battle" count="6" version="1" cname="参数"/>
</struct>
<struct desc="怪物配置表" version="1" tags="battle" name="MonsterCfg">
<entry name="MonsterID" desc="" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="ModelID" desc="" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="Type" desc="" type="byte" bindmacrosgroup="MonsterType" tags="battle" version="1" cname="类型"/>
<entry name="IsPlaySkill" desc="" type="byte" tags="battle" version="1" cname="是否放技能"/>
<entry name="IsMelee" desc="" type="byte" tags="battle" version="1" cname="是否为近战"/>
<entry name="NoMove" desc="" type="byte" tags="battle" version="1" cname="是否不能移动"/>
<entry name="NoPushMoved" desc="" type="byte" tags="battle" version="1" cname="是否不能被推动"/>
<entry name="CanPushPlayer" desc="" type="byte" tags="battle" version="1" cname="是否可以推动玩家"/>
<entry name="IsFly" desc="" type="byte" tags="battle" version="1" cname="飞行类"/>
<entry name="NeedFlock" desc="" type="byte" tags="battle" version="1" cname="怪物之间碰撞"/>
<entry name="NoRecover" desc="" type="byte" tags="battle" version="1" cname="屏蔽受击动作"/>
<entry name="IsBoss" desc="" type="byte" tags="battle" version="1" cname="是否为Boss"/>
<entry name="NoBackOff" desc="" type="byte" tags="battle" version="1" cname="屏蔽击退"/>
<entry name="CanColliderDamage" desc="" type="byte" tags="battle" version="1" cname="是否有碰撞伤害"/>
<entry name="NoTurn" desc="" type="byte" tags="battle" version="1" cname="屏蔽转向"/>
<entry name="IgnoreBox" desc="" type="byte" tags="battle" version="1" cname="忽略物件阻挡"/>
<entry name="IgnoreMapItemObstacle" desc="忽略场景物件阻挡(只针对场景障碍物类型3)" type="byte" tags="battle" version="1" cname="忽略场景物件阻挡"/>
<entry name="IgnoreWater" desc="" type="byte" tags="battle" version="1" cname="忽略水阻挡"/>
<entry name="IsWorldBoss" desc="是否世界boss" type="byte" tags="battle" version="1" cname="是否世界boss"/>
<entry name="MonsterKind" desc="" type="byte" tags="battle" version="1" cname="怪物种类"/>
<entry name="IsRoyal" desc="是否为城主" type="byte" tags="battle" version="1" cname="是否为城主"/>
<entry name="CantBeSelect" desc="不可被选为目标" type="byte" tags="battle" version="1" cname="不可被选为目标"/>
<entry name="IsCheckSpecialFence" desc="是否跟特殊围栏碰撞" type="byte" tags="battle" version="1" cname="是否跟特殊围栏碰撞"/>
<entry name="Hp" desc="" type="int" tags="battle" version="1" cname="血量"/>
<entry name="HpCount" desc="" type="int" tags="battle" version="1" cname="血条"/>
<entry name="DiedDestroyTime" desc="" type="float" tags="battle" version="1" cname="死亡消失时间"/>
<entry name="Atk" desc="" type="int" tags="battle" version="1" cname="攻击"/>
<entry name="MoveSpeed" desc="" type="float" tags="battle" version="1" cname="移动速度"/>
<entry name="Skills" desc="" type="uint" tags="battle" count="4" version="1" cname="技能"/>
<entry name="AttachSkill" desc="" type="uint" tags="battle" version="1" cname="附身技能"/>
<entry name="AITaskID" desc="" type="uint" tags="battle" version="1" cname="AI行为ID"/>
<entry name="DefaultAttr" desc="初始属性" type="ResAttrImpactData" tags="battle" count="4" version="1" cname="初始属性"/>
<entry name="AddAttr" desc="加成属性" type="ResAttrImpactData" tags="battle" count="6" version="1" cname="加成属性"/>
<entry name="BootyId" desc="物品掉落" type="uint" tags="battle" count="3" version="1" cname="物品掉落"/>
<entry name="GoldNum" desc="元宝掉落" type="uint" tags="battle" version="1" cname="元宝掉落"/>
<entry name="ModelScale" desc="模型缩放倍率" type="float" tags="battle" version="1" cname="模型缩放倍率"/>
<entry name="RecoverNum" desc="草药掉落" type="uint" tags="battle" version="1" cname="草药掉落"/>
<entry name="ColliderDamage" desc="伤害参数" type="SkillAttrDamageData" tags="battle" version="1" cname="碰撞玩家伤害"/>
<entry name="AddMP" desc="击杀获取内力" type="float" tags="battle" version="1" cname="击杀获取内力"/>
<entry name="BornBuffID" desc="" type="uint" tags="battle" count="2" version="1" cname="出生BuffID"/>
<entry name="HatredId" desc="仇恨ID" type="int" tags="battle" version="1" cname="仇恨ID"/>
<entry name="EarlyWarningTime" desc="预警时长" type="float" tags="battle" version="1" cname="预警时长"/>
<entry name="skillScore" desc="百战积分" type="uint" tags="battle" version="1" cname="百战积分"/>
<entry name="IsImpactByBaizhan" desc="是否受百战增益影响" type="byte" tags="battle" version="1" cname="是否受百战增益影响"/>
</struct>
<struct desc="怪物战斗变化配置" version="1" tags="battle" name="MonsterTransformConfig">
<entry name="MonsterID" desc="" type="uint" tags="battle" version="1" cname="怪物ID"/>
<entry name="MinHPPercent" desc="生命下限百分比" type="float" tags="battle" version="1" cname="生命下限百分比"/>
<entry name="MaxHPPercent" desc="生命上限百分比" type="float" tags="battle" version="1" cname="生命上限百分比"/>
<entry name="MonsterAI" desc="怪物AI" type="uint" tags="battle" version="1" cname="怪物AI"/>
<entry name="ModelID" desc="怪物模型ID" type="uint" tags="battle" version="1" cname="怪物模型ID"/>
<entry name="Skills" desc="怪物技能id" type="uint" tags="battle" count="4" version="1" cname="怪物技能id"/>
<entry name="Buffs" desc="怪物buffId" type="uint" tags="battle" count="5" version="1" cname="怪物buffId"/>
<entry name="RmvBuffs" desc="怪物移除buffId" type="uint" tags="battle" count="5" version="1" cname="怪物移除buffId"/>
</struct>
<macrosgroup name="AITaskType">
<entry name="MoveToPosType" value="1"/>
<entry name="AttackType" value="2"/>
<entry name="WaitType" value="3"/>
<entry name="MoveFollowType" value="4"/>
<entry name="AttackSelectPos" value="5"/>
<entry name="AttackLockDir" value="6"/>
<entry name="PetAttackTask" value="7"/>
<entry name="PetFollowTask" value="8"/>
<entry name="MoveByDir" value="9"/>
<entry name="MoveReoundDir" value="10"/>
<entry name="PlayerAttackTask" value="11"/>
<entry name="SelectTargetTask" value="12"/>
<entry name="ShadowPlayerTask" value="13"/>
<entry name="MoveFixDirDistance" value="14"/>
<entry name="CheckBattleIsEnd" value="15"/>
<entry name="PlayerNoTargetAttackTask" value="16"/>
<entry name="ChargeToPlayerAI" value="17"/>
<entry name="BasedPlayerDistance" value="18"/>
<entry name="PlaySkillByDistance" value="19"/>
<entry name="MoveByAreaPath" value="20"/>
<entry name="MenKeFollowTask" value="21"/>
<entry name="MoveRangeDriveToEscortPoint" value="22"/>
<entry name="ReturnBirthPosAI" value="23"/>
<entry name="SequeneceType" value="101"/>
<entry name="RandomSelectType" value="102"/>
</macrosgroup>
<struct desc="AI配置表" version="1" tags="battle" name="AITaskConfig">
<entry name="ID" desc="" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="Type" desc="" type="uint" bindmacrosgroup="AITaskType" tags="battle" version="1" cname="类型"/>
<entry name="SubAIList" desc="" type="uint" tags="battle" count="10" version="1" cname="子AI"/>
<entry name="Param" desc="" type="float" tags="battle" count="10" version="1" cname="参数"/>
</struct>
<struct desc="水配置表" version="1" tags="battle" name="WaterConfig">
<entry name="WaterKey" desc="" type="string" tags="battle" size="32" version="1" cname="索引序列"/>
</struct>
<macrosgroup name="HatredHelpType">
<entry name="HATRED_NONE" value="0"/>
</macrosgroup>
<struct desc="呼救条件参数" version="1" tags="battle" name="HatredHelpParam">
<entry name="HelpType" desc="" type="byte" bindmacrosgroup="HatredHelpType" tags="battle" version="1" cname="类型"/>
<entry name="Param" desc="" type="int" tags="battle" count="3" version="1" cname="参数"/>
<entry name="HelpRange" desc="呼救范围" type="float" tags="battle" version="1" cname="范围"/>
</struct>
<struct desc="仇恨配置表" version="1" tags="battle" name="HatredConfig">
<entry name="HatredId" desc="" type="int" tags="battle" version="1" cname="仇恨ID"/>
<entry name="IsCanBeHelp" desc="" type="byte" tags="battle" version="1" cname="是否可被呼救"/>
<entry name="IsCanHelp" desc="" type="byte" tags="battle" version="1" cname="是否可呼救"/>
<entry name="HelpParam" desc="" type="HatredHelpParam" tags="battle" version="1" cname="呼救条件"/>
</struct>
<struct desc="仇恨距离配置表" version="1" tags="battle" name="HatredDistanceConfig">
<entry name="ID" desc="" type="int" tags="battle" version="1" cname="ID"/>
<entry name="DistanceMinVal" desc="" type="float" tags="battle" version="1" cname="距离下限"/>
<entry name="DistanceMaxVal" desc="" type="float" tags="battle" version="1" cname="距离上限"/>
<entry name="DistanceParam" desc="" type="float" tags="battle" version="1" cname="距离系数"/>
</struct>
<macrosgroup name="RandomSkillEventType">
<entry name="RandomSkillNormal" value="1"/>
<entry name="RandomSkillBox" value="2"/>
<entry name="RandomSkillShop" value="3"/>
</macrosgroup>
<macrosgroup name="RandomSkillType">
<entry name="AttachSkillIDType" value="1"/>
<entry name="SubSkillIDType" value="2"/>
<entry name="BuffIDType" value="3"/>
<entry name="RewardIDType" value="4"/>
<entry name="EffectIDType" value="5"/>
</macrosgroup>
<macrosgroup name="RandomSkillClasifyType">
<entry name="RandomSkillFuncNoneType" value="0"/>
<entry name="RandomSkillFuncATKType" value="1"/>
<entry name="RandomSkillFuncDefType" value="2"/>
<entry name="RandomSkillFuncSupplyType" value="3"/>
</macrosgroup>
<struct desc="随机技能权重配置表" version="1" tags="battle" name="RandomSkillConfig">
<entry name="RandomSkiilPoolID" desc="随机库ID" type="uint" tags="battle" version="1" cname="随机库ID"/>
<entry name="ID" desc="ID" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="RandomSkillLibraryId" desc="对应随机技能ID" type="int" tags="battle" version="1" cname="对应随机技能ID"/>
<entry name="LevelUpRandomWeight" desc="升级随机权重" type="int" tags="battle" version="1" cname="升级随机权重"/>
<entry name="FirstLevelRandomSkillWeight" desc="初始随机技能权重" type="int" tags="battle" version="1" cname="初始随机技能权重"/>
<entry name="CanRepeatSelect" desc="能否重复选取" type="byte" tags="battle" version="1" cname="能否重复选取"/>
<entry name="IsDependHandbook" desc="是否依赖图鉴" type="byte" tags="battle" version="1" cname="是否依赖图鉴"/>
</struct>
<struct desc="随机技能依赖技能数据" version="1" tags="battle" name="RandomSkillDependEntry">
<entry name="ID" desc="ID" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="Lv" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="IsRemove" desc="是否移除" type="byte" tags="battle" version="1" cname="是否移除"/>
</struct>
<struct desc="随机技能库" version="1" tags="battle" name="RandomSkillLibraryConfig">
<entry name="ID" desc="唯一ID" type="uint" tags="battle" version="1" cname="唯一ID"/>
<entry name="Level" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="IsMaxLevel" desc="是否满级" type="byte" tags="battle" version="1" cname="是否满级"/>
<entry name="FuncType" desc="功能类型" type="byte" tags="battle" version="1" cname="功能类型"/>
<entry name="ClasifyType" desc="攻击与防御技能" type="byte" tags="battle" version="1" cname="技能分类"/>
<entry name="IsPetUse" desc="" type="byte" tags="battle" version="1" cname="宠物使用"/>
<entry name="DependSkills" desc="依赖技能" type="RandomSkillDependEntry" tags="battle" count="2" version="1" cname="依赖技能"/>
<entry name="SkillID" desc="技能ID" type="int" tags="battle" version="1" cname="技能ID"/>
<entry name="RewardID" desc="奖励ID" type="int" tags="battle" version="1" cname="奖励ID"/>
<entry name="BuffID" desc="BuffID" type="int" tags="battle" version="1" cname="BuffID"/>
<entry name="IsSuperWeapon" desc="是否是超武" type="int" tags="battle" version="1" cname="是否是超武"/>
<entry name="EffectID" desc="效果ID" type="int" tags="battle" version="1" cname="效果ID"/>
</struct>
<macrosgroup name="BuffTimeType">
<entry name="BUFF_TIME_DURING" value="0"/>
<entry name="BUFF_TIME_INFINIT" value="1"/>
</macrosgroup>
<macrosgroup name="BuffReplaceType">
<entry name="BUFF_REPLACE_INSTEAD" value="0"/>
<entry name="BUFF_REPLACE_FORBIT" value="1"/>
<entry name="BUFF_REPLACE_ADD_TIME" value="2"/>
<entry name="BUFF_REPLACE_ADD_ATTR" value="3"/>
<entry name="BUFF_REPLACE_TYPE_COUNT" value="4"/>
</macrosgroup>
<struct desc="配置buff的Dot效果数值" version="1" tags="battle" name="BuffDotTickConfig">
<entry name="TickTime" desc="触发间隔,如果为0, 则只加一次" type="float" tags="battle" version="1" cname="触发间隔"/>
<entry name="TickWhenAdd" desc="1增加buff的时候立刻触发否则等待TickTime后再触发" type="byte" tags="battle" version="1" cname="是否立刻触发"/>
<entry name="RemoveAfterDot" desc="触发后是否移除Buff" type="byte" tags="battle" version="1" cname="触发后是否移除Buff"/>
</struct>
<macrosgroup name="BuffStateID">
<entry name="BUFF_STATE_NONE" value="0"/>
<entry name="BUFF_STATE_STUN" value="1"/>
<entry name="BUFF_STATE_UNDEAD" value="2"/>
<entry name="BUFF_STATE_INVISIBLE" value="3"/>
<entry name="BUFF_STATE_BIGGER" value="4"/>
<entry name="BUFF_STATE_NO_MOVE" value="5"/>
<entry name="BUFF_STATE_NO_SKILL" value="6"/>
<entry name="BUFF_STATE_SLEEP" value="7"/>
<entry name="BUFF_STATE_WALK_WATER" value="8"/>
<entry name="BUFF_STATE_WALK_BOX" value="9"/>
<entry name="BUFF_STATE_FORCE_COLLIDER" value="10"/>
<entry name="BUFF_STATE_NO_TRAP_DAMAGE" value="11"/>
<entry name="BUFF_STATE_TRAP_MONSTER" value="12"/>
<entry name="BUFF_STATE_FULL_INVISIBLE" value="13"/>
<entry name="BUFF_STATE_BIANSHENS" value="14"/>
<entry name="BUFF_STATE_PLAYER_SHADOW" value="15"/>
<entry name="BUFF_STATE_GET_UPSPEED" value="16"/>
<entry name="BUFF_STATE_MONSTER_NO_MOVE" value="17"/>
<entry name="BUFF_STATE_MONSTER_AOE" value="18"/>
<entry name="BUFF_STATE_CONFUSION" value="19"/>
<entry name="BUFF_STATE_MAX" value="20"/>
</macrosgroup>
<struct desc="buff触发状态" version="1" tags="battle" name="BuffTriggleState">
<entry name="StateID" desc="状态ID" type="smalluint" bindmacrosgroup="BuffStateID" tags="battle" version="1" cname="ID"/>
<entry name="StateParam" desc="状态参数" type="float" tags="battle" version="1" cname="参数"/>
</struct>
<macrosgroup name="BuffFuncType">
<entry name="FuncNone" value="0"/>
<entry name="FuncTargetHpBelowAddAtkPercent" value="1"/>
<entry name="FuncHittdAddBuff" value="2"/>
<entry name="FuncHpBelowTriggeAddBuff" value="3"/>
<entry name="FuncDecMonsterBulletSpeed" value="4"/>
<entry name="FuncKeepNoDeath" value="5"/>
<entry name="FuncShieldDamage" value="6"/>
<entry name="FuncMissAntiJury" value="7"/>
<entry name="FuncTargetHpBelowAddCript" value="8"/>
<entry name="FuncIdleAddBuf" value="9"/>
<entry name="FuncMpRangeActiveBuff" value="10"/>
<entry name="FuncAddBianShenNum" value="11"/>
<entry name="BuffUseSkillAddMpFunc" value="12"/>
<entry name="BuffFuncSkillAttrAdd" value="13"/>
<entry name="BuffFuncSkillReplace" value="14"/>
<entry name="BuffFuncSkillAdditional" value="15"/>
<entry name="BuffFuncKillEnemyAddBuff" value="16"/>
<entry name="FuncWindEffectBuff" value="17"/>
<entry name="FuncPlayWuXueReplaceSkill" value="18"/>
<entry name="FuncAddNoDieNumAndEffectID" value="19"/>
<entry name="FuncCountMoveDistance" value="20"/>
</macrosgroup>
<struct desc="buff触发状态" version="1" tags="battle" name="BuffFuncData">
<entry name="FuncId" desc="功能Id" type="int" tags="battle" version="1" cname="Id"/>
<entry name="FuncParam" desc="功能参数" type="uint" tags="battle" count="4" version="1" cname="参数"/>
</struct>
<struct desc="" version="1" tags="battle" name="BuffConfig">
<entry name="BuffID" desc="BuffID" type="int" tags="battle" version="1" cname="BuffID"/>
<entry name="TimeType" desc="持续类型" type="byte" bindmacrosgroup="BuffTimeType" tags="battle" version="1" cname="持续类型"/>
<entry name="ReplaceType" desc="叠加类型" type="byte" bindmacrosgroup="BuffReplaceType" tags="battle" version="1" cname="叠加类型"/>
<entry name="State" desc="触发状态" type="BuffTriggleState" tags="battle" version="1" cname="触发状态"/>
</struct>
<struct desc="Buff数值配置" version="1" tags="battle" name="BuffAttrConfig">
<entry name="BuffID" desc="BuffID" type="int" tags="battle" version="1" cname="BuffID"/>
<entry name="StackNum" desc="叠加次数" type="int" tags="battle" version="1" cname="叠加次数"/>
<entry name="DurTime" desc="持续时间" type="float" tags="battle" version="1" cname="持续时间"/>
<entry name="RemoveWhenDie" desc="死亡消失" type="byte" tags="battle" version="1" cname="死亡消失"/>
<entry name="EffectID" desc="特效显示ID" type="int" tags="battle" version="1" cname="特效显示ID"/>
<entry name="DotDamageData" desc="伤害参数" type="SkillAttrDamageData" tags="battle" version="1" cname="Dot伤害"/>
<entry name="DotTickConfig" desc="Dot间隔" type="BuffDotTickConfig" tags="battle" version="1" cname="Dot"/>
<entry name="AttrData" desc="数值配置" type="ResAttrImpactData" tags="battle" count="6" version="1" cname="数值"/>
<entry name="FuncData" desc="附加效果" type="BuffFuncData" tags="battle" version="1" cname="附加效果"/>
</struct>
<struct desc="" version="1" tags="battle" name="BuffStateForbidRule">
<entry name="StateID" desc="" type="int" tags="battle" version="1" cname="Buff状态ID"/>
<entry name="AffectedByResistance" desc="是否受抗性影响" type="byte" tags="battle" version="1" cname="是否受抗性影响"/>
<entry name="MoveForbid" desc="是否限制移动" type="byte" tags="battle" version="1" cname="禁止移动"/>
<entry name="SkillForbid" desc="是否限制移动" type="byte" tags="battle" version="1" cname="禁止技能"/>
<entry name="DamageForbid" desc="无敌不收伤害" type="byte" tags="battle" version="1" cname="无敌"/>
<entry name="WalkOnWater" desc="水上行走" type="byte" tags="battle" version="1" cname="水上行走"/>
<entry name="WalkOnBox" desc="无视物件阻挡" type="byte" tags="battle" version="1" cname="无视物件阻挡"/>
<entry name="WalkOnMapItemObstacle" desc="无视场景物件障碍物" type="byte" tags="battle" version="1" cname="无视场景物件障碍物"/>
<entry name="NoCollider" desc="本身阻挡消失" type="byte" tags="battle" version="1" cname="本身阻挡消失"/>
<entry name="ForceCollider" desc="强制开启本身阻挡" type="byte" tags="battle" version="1" cname="强制开启本身阻挡"/>
</struct>
<struct desc="Buff叠加层数配置表" version="1" tags="battle" name="BuffStackConfig">
<entry name="BuffID" desc="BuffID" type="int" tags="battle" version="1" cname="BuffID"/>
<entry name="MaxStackNum" desc="叠加最大层数" type="int" tags="battle" version="1" cname="最大层数"/>
<entry name="AddAttrData" desc="叠加数值配置" type="ResAttrImpactData" tags="battle" count="4" version="1" cname="数值"/>
</struct>
<struct desc="Buff附加效果技能属性表" version="1" tags="battle" name="BuffFuncSkillAttrConfig">
<entry name="ID" desc="库ID" type="uint" tags="battle" version="1" cname="库ID"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="AttrData" desc="配置数量" type="ResAttrImpactData" tags="battle" count="3" version="1" cname="技能属性"/>
</struct>
<struct desc="武学升级表" version="1" tags="battle" name="WuXueLevelUpConfig">
<entry name="ID" desc="武学编号" type="int" tags="battle" version="1" cname="武学编号"/>
<entry name="Level" desc="武学等级" type="int" tags="battle" version="1" cname="武学等级"/>
<entry name="ImpactData" desc="属性" type="ResAttrImpactData" tags="battle" count="4" version="1" cname="属性"/>
<entry name="SkillID" desc="技能ID" type="int" tags="battle" version="1" cname="技能ID"/>
</struct>
<struct desc="宠物基础配置表" version="1" tags="battle" name="PetBaseConfig">
<entry name="PetID" desc="" type="uint" tags="battle" version="1" cname="宠物ID"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="AITaskID" desc="AI行为ID" type="uint" tags="battle" version="1" cname="AI行为ID"/>
<entry name="MoveSpeed" desc="移动速度" type="float" tags="battle" version="1" cname="移动速度"/>
</struct>
<struct desc="宠物升品配置表" version="1" tags="battle" name="PetUpQualityConfig">
<entry name="PetID" desc="宠物ID" type="uint" tags="battle" version="1" cname="宠物ID"/>
<entry name="QualityLevel" desc="品质等级" type="uint" tags="battle" version="1" cname="品质等级"/>
<entry name="Quality" desc="品质" type="uint" tags="battle" version="1" cname="品质"/>
</struct>
<struct desc="宠物技能解锁表" version="1" tags="battle" name="PetSkillUnlockConfig">
<entry name="PetID" desc="宠物ID" type="uint" tags="battle" version="1" cname="宠物ID"/>
<entry name="NeedQuality" desc="最低解锁品质" type="uint" tags="battle" version="1" cname="最低解锁品质"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
</struct>
<struct desc="宠物幻化配置表" version="1" tags="battle" name="PetHuanHuaConfig">
<entry name="PetID" desc="宠物ID" type="uint" tags="battle" version="1" cname="宠物ID"/>
<entry name="HuanHuaID" desc="幻化ID" type="uint" tags="battle" version="1" cname="幻化ID"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
</struct>
<macrosgroup name="PvpFuncID">
<entry name="PvpMatchLevelInterval" value="1"/>
<entry name="PvpMatchPlayerCount" value="2"/>
<entry name="MatchConfirmMaxTime" value="3"/>
<entry name="PvpMatchExpandSetTime" value="4"/>
<entry name="PvpMatchExpandLevelMaxCount" value="5"/>
<entry name="PvpMatchExpandDivisionMax" value="6"/>
<entry name="FirstSeasonInitScore" value="7"/>
<entry name="PvpReliveLadderPriceID" value="8"/>
<entry name="PvpHpPromoteRatio" value="9"/>
<entry name="CalcDivisionByRankMinScore" value="10"/>
<entry name="PvpLvProtect" value="11"/>
<entry name="PvpBattleMaxKill" value="12"/>
<entry name="PvpBattleBeginCountdown" value="13"/>
<entry name="PvpBattleEndCountdown" value="14"/>
<entry name="PvpExpItemID" value="15"/>
<entry name="PvpBattleMaxTime" value="16"/>
<entry name="PvpSeasonTime" value="17"/>
<entry name="PvpAreaSvrCount" value="18"/>
<entry name="PvpCancelTeamPunish" value="19"/>
<entry name="PvpReliveTime" value="20"/>
<entry name="PvpCumuWinMaxRank" value="21"/>
<entry name="PvpHisBattleDataMaxCnt" value="22"/>
<entry name="PvpChapterID" value="23"/>
<entry name="PvpMapGroupID" value="24"/>
<entry name="PvpQuitMatchPunish" value="25"/>
<entry name="PvpChampionFashionID" value="26"/>
<entry name="PvpLikeDailyLimit" value="27"/>
<entry name="PvpLikeDailyBootyID" value="28"/>
</macrosgroup>
<struct desc="pvp参数配置" version="1" tags="battle" name="PvpParamConfig">
<entry name="PvpFuncID" desc="" type="int" bindmacrosgroup="FuncIdDef" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncVal" desc="" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="pvp出生点配置" version="1" tags="battle" name="PvpBornPosConfig">
<entry name="PosId" desc="位置ID" type="uint" tags="battle" version="1" cname="位置ID"/>
<entry name="PosX" desc="x轴坐标" type="float" tags="battle" version="1" cname="x轴坐标"/>
<entry name="PosY" desc="y轴坐标" type="float" tags="battle" version="1" cname="y轴坐标"/>
</struct>
<struct desc="pvp升级配置" version="1" tags="battle" name="PvpLevelUpConfig">
<entry name="Lv" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="Exp" desc="龙珠需求" type="int" tags="battle" version="1" cname="龙珠需求"/>
</struct>
<struct desc="pvp连续死亡buff配置表" version="1" tags="battle" name="PvpDieBuffConfig">
<entry name="dieCnt" desc="" type="int" tags="battle" version="1" cname="连续死亡次数"/>
<entry name="buffID" desc="" type="int" tags="battle" version="1" cname="buffID"/>
<entry name="buffStackNum" desc="" type="int" tags="battle" version="1" cname="buff层数"/>
</struct>
<macrosgroup name="MiJingBornPosType">
<entry name="PlayerPosType" value="1"/>
<entry name="MonsterPosType" value="2"/>
<entry name="BossPosType" value="3"/>
<entry name="BuffPosType" value="4"/>
<entry name="ZhaoShiPosType" value="5"/>
</macrosgroup>
<macrosgroup name="MiJingTipsType">
<entry name="ShowBossTipsType" value="1"/>
<entry name="ShowEliteTipsType" value="2"/>
<entry name="ShowBossFuriousTipsType" value="3"/>
<entry name="ShowZhaoShiTipsType" value="4"/>
<entry name="ShowCollectItemTipsType" value="5"/>
</macrosgroup>
<macrosgroup name="MiJingMonsterType">
<entry name="Normal" value="1"/>
<entry name="Elite" value="2"/>
<entry name="Boss" value="3"/>
</macrosgroup>
<struct desc="秘境刷新点配置" version="1" tags="battle" name="MiJingBornPosConfig">
<entry name="PosType" desc="参考MiJingBornPosType" type="int" tags="battle" version="1" cname="位置类型"/>
<entry name="Row" desc="行" type="float" tags="battle" version="1" cname="行"/>
<entry name="Column" desc="列" type="float" tags="battle" version="1" cname="列"/>
</struct>
<struct desc="秘境怪物刷新配置" version="1" tags="battle" name="MiJingMonsterConfig">
<entry name="WaveID" desc="刷新波次" type="uint" tags="battle" version="1" cname="刷新波次"/>
<entry name="IsBoss" desc="刷新波次" type="byte" tags="battle" version="1" cname="是否BOSS"/>
<entry name="WaveTime" desc="波次时间(秒)" type="int" tags="battle" version="1" cname="波次时间(秒)"/>
<entry name="RefreshPointNum" desc="刷新点数量" type="int" tags="battle" version="1" cname="刷新点数量"/>
<entry name="RefreshMoneterNum" desc="刷新怪物数量" type="int" tags="battle" version="1" cname="刷新怪物数量"/>
<entry name="MonsterLibraryID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="HpRate" desc="生命系数" type="float" tags="battle" version="1" cname="生命系数"/>
<entry name="AtkRate" desc="攻击系数" type="float" tags="battle" version="1" cname="攻击系数"/>
<entry name="DamageReduce" desc="伤害减免系数" type="float" tags="battle" version="1" cname="伤害减免系数"/>
<entry name="FiveEleAtkRate" desc="五行伤害系数" type="float" tags="battle" version="1" cname="五行伤害系数"/>
<entry name="FuriousStartTime" desc="狂暴时间" type="float" tags="battle" version="1" cname="狂暴开始时间"/>
<entry name="FuriousBuffID" desc="狂暴buffId" type="int" tags="battle" count="3" version="1" cname="狂暴buff"/>
<entry name="FuriousBuffGap" desc="buff叠加间隔(秒)" type="int" tags="battle" count="3" version="1" cname="buff叠加间隔"/>
<entry name="KillScoreRate" desc="积分系数" type="float" tags="battle" version="1" cname="积分系数"/>
</struct>
<struct desc="秘境怪物库" version="1" tags="battle" name="MiJingMonsterLibraryConfig">
<entry name="MonsterLibraryID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="RefreshNum" desc="刷新数量" type="uint" tags="battle" version="1" cname="刷新数量"/>
<entry name="MonsterID" desc="怪物ID" type="uint" tags="battle" version="1" cname="怪物ID"/>
<entry name="MonsterType" desc="怪物类型MiJingMonsterType" type="byte" tags="battle" version="1" cname="怪物类型"/>
<entry name="KillScore" desc="击杀积分" type="int" tags="battle" version="1" cname="击杀积分"/>
</struct>
<macrosgroup name="MiJingFuncID">
<entry name="MiJingFreeCount" value="1"/>
<entry name="MiJingChallengeItemID" value="2"/>
<entry name="MiJingChallengeItemCount" value="3"/>
<entry name="MiJingChallengeMaxCount" value="4"/>
<entry name="MiJingPrepareTime" value="5"/>
<entry name="MiJingMonsterRefreshTime" value="6"/>
<entry name="MiJingMaxReliveTime" value="7"/>
<entry name="MiJingReliveDiamond" value="8"/>
<entry name="MiJingChallengeTime" value="9"/>
<entry name="MiJingChapterID" value="10"/>
<entry name="BossTipsShowTime" value="11"/>
<entry name="OtherTipsShowTime" value="12"/>
<entry name="AwardScoreMailID" value="13"/>
<entry name="MaxMiJingScoreLimit" value="14"/>
<entry name="MiJingBattleEndCountdown" value="15"/>
<entry name="MiJingMaxTipsNum" value="16"/>
<entry name="ModelScaleFactor" value="17"/>
</macrosgroup>
<struct desc="秘境参数配置" version="1" tags="battle" name="MiJingParamConfig">
<entry name="MiJingFuncID" desc="" type="int" bindmacrosgroup="MiJingFuncID" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncVal" desc="" type="float" tags="battle" version="1" cname="功能参数"/>
</struct>
<struct desc="秘境升级配置" version="1" tags="battle" name="MiJingLevelUpConfig">
<entry name="Lv" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="Score" desc="需要积分" type="int" tags="battle" version="1" cname="需要积分"/>
</struct>
<macrosgroup name="BianShenFuncID">
<entry name="FightBianShenCnt" value="1"/>
<entry name="BianShenUnDeadBuffID" value="2"/>
<entry name="ModelScaleID" value="3"/>
</macrosgroup>
<struct desc="变身参数配置" version="1" tags="battle" name="BianShenParamConfig">
<entry name="BianShenFuncID" desc="" type="int" bindmacrosgroup="BianShenFuncID" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncVal" desc="" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="变身基础配置" version="1" tags="battle" name="BianShenBaseConfig">
<entry name="BianShenType" desc="变身类型" type="uint" tags="battle" version="1" cname="变身类型"/>
<entry name="BianShenName" desc="变身名称" type="string" tags="battle" size="256" version="1" cname="变身名称"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="BianShenTime" desc="变身时间" type="float" tags="battle" version="1" cname="变身时间"/>
<entry name="SkillID" desc="主动技能ID" type="uint" tags="battle" version="1" cname="主动技能ID"/>
<entry name="LibrarySkillID" desc="自带随机技能库ID" type="uint" tags="battle" version="1" cname="自带随机技能库ID"/>
</struct>
<struct desc="变身进阶配置表" version="1" tags="battle" name="BianShenUpStarLvConfig">
<entry name="BianShenType" desc="变身类型" type="uint" tags="battle" version="1" cname="变身类型"/>
<entry name="StarLv" desc="阶级" type="uint" tags="battle" version="1" cname="阶级"/>
<entry name="BianShenAddTime" desc="增加变身时间" type="float" tags="battle" version="1" cname="增加变身时间"/>
<entry name="BuffID" desc="变身BuffID" type="int" tags="battle" version="1" cname="变身BuffID"/>
</struct>
<struct desc="变身技能ID配置" version="1" tags="battle" name="BianShenSkillIDConfig">
<entry name="BianShenSkillID" desc="变身技能ID" type="uint" tags="battle" version="1" cname="变身技能ID"/>
<entry name="BianShenSkillTriggerType" desc="变身技能触发类型" type="byte" bindmacrosgroup="BianShenSkillTriggerType" tags="battle" version="1" cname="变身技能触发类型"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="BuffID" desc="BuffID" type="uint" tags="battle" version="1" cname="BuffID"/>
<entry name="ActiveSkillID" desc="主动技能ID" type="uint" tags="battle" version="1" cname="主动技能ID"/>
</struct>
<macrosgroup name="BianShenSkillTriggerType">
<entry name="InvalidTrigger" value="0"/>
<entry name="FightingTrigger" value="1"/>
<entry name="ActiveTrigger" value="2"/>
<entry name="BianShenEndTrigger" value="3"/>
<entry name="BianShenStartTrigger" value="4"/>
<entry name="BianShenDuringTrigger" value="5"/>
</macrosgroup>
<struct desc="熔炼属性单元" version="1" tags="battle" name="BianShemSmeltAttrEntry">
<entry name="DataType" desc="" type="smallint" bindmacrosgroup="ActorAttrDataType" tags="battle" version="1" cname="ID"/>
<entry name="AddType" desc="" type="byte" bindmacrosgroup="ActorAttrAddType" tags="battle" version="1" cname="类型"/>
<entry name="Value" desc="基础数值" type="float" tags="battle" version="1" cname="数值"/>
<entry name="MaxValue" desc="最大数值" type="int" tags="battle" version="1" cname="最大数值"/>
</struct>
<struct desc="变身熔炼配置表" version="1" tags="battle" name="BianShenSmeltConfig">
<entry name="BianShenType" desc="变身类型" type="uint" tags="battle" version="1" cname="变身类型"/>
<entry name="SmeltLevel" desc="熔炼等级" type="int" tags="battle" version="1" cname="熔炼等级"/>
<entry name="SmeltAttr" desc="熔炼属性" type="BianShemSmeltAttrEntry" tags="battle" count="4" version="1" cname="属性"/>
</struct>
<macrosgroup name="SpiritFuncID">
<entry name="FightSpiritCnt" value="1"/>
</macrosgroup>
<struct desc="附灵参数配置" version="1" tags="battle" name="SpiritParamConfig">
<entry name="SpiritFuncID" desc="" type="int" bindmacrosgroup="SpiritFuncID" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncVal" desc="" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="附灵基础配置表" version="1" tags="battle" name="SpiritBaseConfig">
<entry name="SpiritID" desc="附灵ID" type="uint" tags="battle" version="1" cname="附灵ID"/>
<entry name="OriginalModelSize" desc="初始模型大小" type="float" tags="battle" version="1" cname="初始模型大小"/>
<entry name="UpStarLvModelChangeBattle" desc="升阶模型大小提升(战斗)" type="float" tags="battle" version="1" cname="升阶模型大小提升(战斗)"/>
<entry name="ColorID" desc="配色方案ID" type="uint" tags="battle" version="1" cname="配色方案ID"/>
<entry name="EffectID" desc="特效ID" type="uint" tags="battle" version="1" cname="特效ID"/>
</struct>
<struct desc="附灵进阶配置表" version="1" tags="battle" name="SpiritUpStarLvConfig">
<entry name="SpiritID" desc="附灵ID" type="uint" tags="battle" version="1" cname="附灵ID"/>
<entry name="StarLv" desc="阶级" type="uint" tags="battle" version="1" cname="阶级"/>
<entry name="SkillID" desc="技能ID" type="int" tags="battle" version="1" cname="技能ID"/>
<entry name="SpecialBuffID" desc="特殊BuffID" type="int" tags="battle" version="1" cname="特殊BuffID"/>
</struct>
<struct desc="附灵技能升级配置" version="1" tags="battle" name="SpiritSkillLvUpConfig">
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="SkillLv" desc="技能等级" type="uint" tags="battle" version="1" cname="技能等级"/>
<entry name="EffectID" desc="效果ID" type="int" tags="battle" version="1" cname="效果ID"/>
<entry name="ReferSkillID" desc="依赖技能ID" type="uint" tags="battle" version="1" cname="依赖技能ID"/>
</struct>
<struct desc="附灵技能效果配置" version="1" tags="battle" name="SpiritSkillEffectConfig">
<entry name="EffectID" desc="效果ID" type="int" tags="battle" version="1" cname="效果ID"/>
<entry name="SkillLibraryID" desc="随身技能库ID" type="uint" tags="battle" version="1" cname="随身技能库ID"/>
<entry name="BuffID" desc="BuffID" type="uint" tags="battle" version="1" cname="BuffID"/>
</struct>
<struct desc="五行技能激活配置表" version="1" tags="battle" name="WuXingSkillActiveAddAttrConfig">
<entry name="RandomSkillLibGroupID" desc="随机技能库库组ID" type="int" tags="battle" version="1" cname="随机技能库库组ID"/>
<entry name="AddSkillLibID" desc="加成技能库ID" type="uint" tags="battle" version="1" cname="加成技能库ID"/>
<entry name="ActiveNeedNum" desc="激活所需数量" type="int" tags="battle" version="1" cname="激活所需数量"/>
</struct>
<struct desc="随机技能库库组配置表" version="1" tags="battle" name="RandomSkillLibGroupConfig">
<entry name="RandomSkillLibGroupID" desc="随机技能库库组ID" type="int" tags="battle" version="1" cname="随机技能库库组ID"/>
<entry name="RandomSkillLibID" desc="随机技能库ID" type="int" tags="battle" version="1" cname="随机技能库ID"/>
</struct>
<struct desc="怪物五行属性加成配置表" version="1" tags="battle" name="MonsterWuXingAddAttrConfig">
<entry name="LevelID" desc="关卡编号" type="uint" tags="battle" version="1" cname="关卡编号"/>
<entry name="WuXingType" desc="五行类型" type="uint" tags="battle" version="1" cname="五行类型"/>
<entry name="ImpactData" desc="属性" type="ResAttrImpactData" tags="battle" version="1" cname="属性"/>
</struct>
<macrosgroup name="GuardBlitzParam">
<entry name="GUARD_BLITZ_PARAM_UNLOCK_SENIOR_TREASURY_GOODID" value="100"/>
<entry name="GUARD_BLITZ_PARAM_TOKEN_ITEMID" value="101"/>
<entry name="GUARD_BLITZ_PARAM_MONSTER_REFRESH_TIME" value="102"/>
<entry name="GUARD_BLITZ_PARAM_CHAPTER_ID" value="103"/>
</macrosgroup>
<struct desc="闪击参数配置" version="1" tags="battle" name="GuardBlitzParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncValue" desc="功能值" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="闪击怪物刷新" version="1" tags="battle" name="GuardBlitzMonsterConfig">
<entry name="Difficult" desc="难度" type="int" tags="battle" version="1" cname="难度"/>
<entry name="WaveID" desc="刷新波次" type="uint" tags="battle" version="1" cname="刷新波次"/>
<entry name="WaveTime" desc="波次时间(秒)" type="int" tags="battle" version="1" cname="波次时间(秒)"/>
<entry name="RefreshMoneterNum" desc="刷新怪物数量" type="int" tags="battle" version="1" cname="刷新怪物数量"/>
<entry name="MonsterLibraryID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="MonsterAttrLibraryID" desc="怪物属性库ID" type="uint" tags="battle" version="1" cname="怪物属性库ID"/>
<entry name="KillScoreRate" desc="积分系数" type="float" tags="battle" version="1" cname="积分系数"/>
</struct>
<struct desc="闪击怪物库" version="1" tags="battle" name="GuardBlitzMonsterLibraryConfig">
<entry name="MonsterLibraryID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="MonsterID" desc="怪物ID" type="uint" tags="battle" version="1" cname="怪物ID"/>
<entry name="RefreshWeight" desc="刷新权重" type="uint" tags="battle" version="1" cname="刷新权重"/>
<entry name="KillScore" desc="击杀积分" type="int" tags="battle" version="1" cname="击杀积分"/>
</struct>
<struct desc="闪击怪物属性库" version="1" tags="battle" name="GuardBlitzMonsterAttrLibraryConfig">
<entry name="MonsterAttrLibraryID" desc="怪物属性库ID" type="uint" tags="battle" version="1" cname="怪物属性库ID"/>
<entry name="ImpactData" desc="怪物加成属性" type="ResAttrImpactData" tags="battle" count="10" version="1" cname="怪物加成属性"/>
</struct>
<struct desc="闪击怪物刷新位置" version="1" tags="battle" name="GuardBlitzBornPosConfig">
<entry name="PosType" desc="参考GuardBlitzBornPosType" type="int" tags="battle" version="1" cname="位置类型"/>
<entry name="Row" desc="行" type="float" tags="battle" version="1" cname="行"/>
<entry name="Column" desc="列" type="float" tags="battle" version="1" cname="列"/>
<entry name="EffectID" desc="出生特效ID" type="int" tags="battle" version="1" cname="出生特效ID"/>
</struct>
<macrosgroup name="GuardBlitzBornPosType">
<entry name="GuardBlitzPlayerPosType" value="1"/>
<entry name="GuardBlitzMonsterPosType" value="2"/>
</macrosgroup>
<struct desc="闪击升级配置" version="1" tags="battle" name="GuardBlitzLevelUpConfig">
<entry name="Difficult" desc="难度" type="int" tags="battle" version="1" cname="难度"/>
<entry name="Lv" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="Score" desc="需要积分" type="int" tags="battle" version="1" cname="需要积分"/>
</struct>
<struct desc="召唤系统基础配置表" version="1" tags="battle" name="SummonBaseConfig">
<entry name="SummonID" desc="召唤ID" type="uint" tags="battle" version="1" cname="召唤ID"/>
<entry name="SummonQuality" desc="召唤品质" type="uint" tags="battle" version="1" cname="召唤品质"/>
<entry name="Speed" desc="召唤移速" type="float" tags="battle" version="1" cname="召唤移速"/>
<entry name="ModelID" desc="基础模型ID" type="uint" tags="battle" version="1" cname="基础模型ID"/>
<entry name="SummonAI" desc="召唤AI" type="uint" tags="battle" count="4" version="1" cname="召唤AI"/>
<entry name="FightTime" desc="召唤出战时间" type="uint" tags="battle" version="1" cname="召唤出战时间"/>
</struct>
<struct desc="召唤觉醒配置" version="1" tags="battle" name="SummonAwakeConfig">
<entry name="SummonID" desc="召唤ID" type="uint" tags="battle" version="1" cname="召唤ID"/>
<entry name="SummonAwakeType" desc="召唤觉醒类型" type="uint" tags="battle" version="1" cname="召唤觉醒类型"/>
<entry name="AwakeUpQuality" desc="觉醒品质" type="uint" tags="battle" version="1" cname="觉醒品质"/>
<entry name="Level" desc="召唤觉醒等级" type="uint" tags="battle" version="1" cname="召唤觉醒等级"/>
<entry name="ModelID" desc="觉醒模型ID" type="uint" tags="battle" version="1" cname="觉醒模型ID"/>
</struct>
<struct desc="召唤技能配置" version="1" tags="battle" name="SummonSkillConfig">
<entry name="SummonID" desc="召唤ID" type="uint" tags="battle" version="1" cname="召唤ID"/>
<entry name="SkillType" desc="技能类型" type="uint" tags="battle" version="1" cname="技能类型"/>
<entry name="SkillLv" desc="技能等级" type="uint" tags="battle" version="1" cname="技能等级"/>
<entry name="SummonSkillID" desc="召唤技能ID" type="uint" tags="battle" version="1" cname="召唤技能ID"/>
</struct>
<struct desc="召唤仙炉配置" version="1" tags="battle" name="SummonStoveConfig">
<entry name="StoveLv" desc="仙炉等级" type="uint" tags="battle" version="1" cname="仙炉等级"/>
<entry name="FightTime" desc="召唤出战时间(秒)" type="uint" tags="battle" version="1" cname="召唤出战时间(秒)"/>
</struct>
<struct desc="砰砰图腾刷新波次表" version="1" tags="battle" name="PPTTMonsterWaveConfig">
<entry name="WaveID" desc="刷新波次" type="uint" tags="battle" version="1" cname="刷新波次"/>
<entry name="WaveTime" desc="波次时间(秒)" type="float" tags="battle" version="1" cname="波次时间(秒)"/>
<entry name="RefreshMoneterNum" desc="刷新怪物数量" type="int" tags="battle" version="1" cname="刷新怪物数量"/>
<entry name="RefreshGap" desc="刷新间隔" type="float" tags="battle" version="1" cname="刷新间隔"/>
<entry name="MonsterLibraryID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="MonsterAttrLibraryID" desc="怪物属性库ID" type="uint" tags="battle" version="1" cname="怪物属性库ID"/>
<entry name="KillScoreRate" desc="积分系数" type="float" tags="battle" version="1" cname="积分系数"/>
<entry name="RefreshPosLib" desc="刷新位置库" type="uint" tags="battle" version="1" cname="刷新位置库"/>
</struct>
<struct desc="砰砰图腾怪物库" version="1" tags="battle" name="PPTTMonsterLibraryConfig">
<entry name="MonsterLibraryID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="MonsterID" desc="怪物ID" type="uint" tags="battle" version="1" cname="怪物ID"/>
<entry name="RefreshWeight" desc="刷新权重" type="uint" tags="battle" version="1" cname="刷新权重"/>
<entry name="KillScore" desc="击杀积分" type="int" tags="battle" version="1" cname="击杀积分"/>
<entry name="HeightRate" desc="高度倍率" type="float" tags="battle" version="1" cname="高度倍率"/>
</struct>
<struct desc="砰砰图腾怪物属性库" version="1" tags="battle" name="PPTTMonsterAttrLibraryConfig">
<entry name="MonsterAttrLibraryID" desc="怪物属性库ID" type="uint" tags="battle" version="1" cname="怪物属性库ID"/>
<entry name="ImpactData" desc="怪物加成属性" type="ResAttrImpactData" tags="battle" count="10" version="1" cname="怪物加成属性"/>
</struct>
<struct desc="砰砰图腾怪物刷新位置" version="1" tags="battle" name="PPTTBornPosConfig">
<entry name="PosLibID" desc="位置库id" type="uint" tags="battle" version="1" cname="位置库id"/>
<entry name="PosType" desc="参考PPTTBornPosType" type="int" tags="battle" version="1" cname="位置类型"/>
<entry name="Row" desc="行" type="float" tags="battle" version="1" cname="行"/>
<entry name="Column" desc="列" type="float" tags="battle" version="1" cname="列"/>
<entry name="EffectID" desc="出生特效ID" type="int" tags="battle" version="1" cname="出生特效ID"/>
<entry name="PosCooling" desc="位置冷却" type="float" tags="battle" version="1" cname="位置冷却"/>
</struct>
<macrosgroup name="PPTTBornPosType">
<entry name="PPTTPlayerPosType" value="1"/>
<entry name="PPTTMonsterPosType" value="2"/>
</macrosgroup>
<struct desc="砰砰图腾升级配置" version="1" tags="battle" name="PPTTLevelUpConfig">
<entry name="Lv" desc="等级" type="int" tags="battle" version="1" cname="等级"/>
<entry name="Score" desc="需要积分" type="int" tags="battle" version="1" cname="需要积分"/>
</struct>
<struct desc="仙源排位增强数值" version="1" tags="battle" name="XianYuanRankEnhanceVal">
<entry name="ID" desc="" type="smallint" tags="battle" version="1" cname="ID"/>
<entry name="percent" desc="系数值" type="float" tags="battle" version="1" cname="系数值"/>
</struct>
<struct desc="仙源排位配置" version="1" tags="battle" name="XianYuanRankConfig">
<entry name="XianYuanID" desc="仙源id" type="uint" tags="battle" version="1" cname="仙源id"/>
<entry name="XianYuanRank" desc="仙源排位" type="uint" tags="battle" version="1" cname="仙源排位"/>
<entry name="EnhanceValList" desc="增强数值列表" type="XianYuanRankEnhanceVal" tags="battle" count="7" version="1" cname="属性"/>
</struct>
<struct desc="元素塔基础配置" version="1" tags="battle" name="ElementTeamBaseConfig">
<entry name="TowerID" desc="元素塔ID" type="int" tags="battle" version="1" cname="元素塔ID"/>
<entry name="ChapterID" desc="章节ID" type="int" tags="battle" version="1" cname="章节ID"/>
<entry name="BuffID" desc="加成BuffID" type="int" tags="battle" version="1" cname="加成BuffID"/>
</struct>
<struct desc="圣印类型配置" version="1" tags="battle" name="TianGongTypeConfig">
<entry name="TianGongID" desc="天工ID" type="uint" tags="battle" version="1" cname="天工ID"/>
</struct>
<struct desc="海岛冒险波次表" version="1" tags="battle" name="IslandAdvWaveConfig">
<entry name="WaveID" desc="刷新波次" type="uint" tags="battle" version="1" cname="刷新波次"/>
<entry name="WaveTime" desc="波次时间(秒)" type="float" tags="battle" version="1" cname="波次时间(秒)"/>
<entry name="LibraryID" desc="随机库ID" type="uint" tags="battle" version="1" cname="随机库ID"/>
<entry name="KillScoreRate" desc="积分系数" type="float" tags="battle" version="1" cname="积分系数"/>
</struct>
<struct desc="海岛冒险随机库" version="1" tags="battle" name="IslandAdvItemGroupLibraryConfig">
<entry name="LibID" desc="随机库ID" type="uint" tags="battle" version="1" cname="随机库ID"/>
<entry name="GroupID" desc="组ID" type="uint" tags="battle" version="1" cname="组ID"/>
<entry name="Weight" desc="权重" type="uint" tags="battle" version="1" cname="权重"/>
</struct>
<struct desc="海岛冒险物件组配置" version="1" tags="battle" name="IslandAdvItemGroupConfig">
<entry name="GroupID" desc="组ID" type="uint" tags="battle" version="1" cname="组ID"/>
<entry name="RowIdx" desc="所属行" type="uint" tags="battle" version="1" cname="所属行"/>
<entry name="itemID" desc="物件id" type="uint" tags="battle" count="6" version="1" cname="物件id"/>
</struct>
<macrosgroup name="IslandAdvItemType">
<entry name="IA_ITEMTYPE_NONE" value="0"/>
<entry name="IA_ITEMTYPE_OBSTACLE" value="1"/>
<entry name="IA_ITEMTYPE_SKILL" value="2"/>
<entry name="IA_ITEMTYPE_WEAPON" value="3"/>
<entry name="IA_ITEMTYPE_CALC" value="4"/>
<entry name="IA_ITEMTYPE_BOSS" value="5"/>
</macrosgroup>
<struct desc="海岛冒险物件表" version="1" tags="battle" name="IslandAdvItemConfig">
<entry name="ItemID" desc="物件id" type="uint" tags="battle" version="1" cname="物件id"/>
<entry name="LinkMonsterID" desc="关联怪物id" type="uint" tags="battle" version="1" cname="关联怪物id"/>
<entry name="ItemType" desc="类型" type="byte" bindmacrosgroup="IslandAdvItemType" tags="battle" version="1" cname="类型"/>
<entry name="LibID" desc="库ID" type="uint" tags="battle" version="1" cname="库ID"/>
<entry name="KillScore" desc="击杀积分" type="uint" tags="battle" version="1" cname="击杀积分"/>
<entry name="Atk" desc="攻击力" type="uint" tags="battle" version="1" cname="攻击力"/>
<entry name="Hp" desc="生命值" type="uint" tags="battle" version="1" cname="生命值"/>
<entry name="speed" desc="移速" type="uint" tags="battle" version="1" cname="移速"/>
</struct>
<struct desc="海岛冒险武器库" version="1" tags="battle" name="IslandAdvWeaponLibraryConfig">
<entry name="WeaponLibID" desc="武器库ID" type="uint" tags="battle" version="1" cname="武器库ID"/>
<entry name="WeaponID" desc="武器ID" type="uint" tags="battle" version="1" cname="武器ID"/>
<entry name="Weight" desc="权重" type="uint" tags="battle" version="1" cname="权重"/>
<entry name="AttrData" desc="初始属性" type="ResAttrImpactData" tags="battle" count="6" version="1" cname="加成属性"/>
</struct>
<struct desc="海岛冒险技能库" version="1" tags="battle" name="IslandAdvSkillLibraryConfig">
<entry name="SkillLibID" desc="技能库ID" type="uint" tags="battle" version="1" cname="技能库ID"/>
<entry name="SkillID" desc="随机技能ID" type="uint" tags="battle" version="1" cname="随机技能ID"/>
<entry name="Weight" desc="权重" type="uint" tags="battle" version="1" cname="权重"/>
</struct>
<macrosgroup name="IslandAdvCalcType">
<entry name="IA_CACLTYPE_NONE" value="0"/>
<entry name="IA_CACLTYPE_ADD" value="1"/>
<entry name="IA_CACLTYPE_SUB" value="2"/>
<entry name="IA_CACLTYPE_MUL" value="3"/>
<entry name="IA_CACLTYPE_DIV" value="4"/>
</macrosgroup>
<struct desc="海岛冒险算法库" version="1" tags="battle" name="IslandAdvCalcLibraryConfig">
<entry name="CalcLibID" desc="算法库ID" type="uint" tags="battle" version="1" cname="算法库ID"/>
<entry name="CalcID" desc="算法ID" type="uint" tags="battle" version="1" cname="算法ID"/>
<entry name="Weight" desc="权重" type="uint" tags="battle" version="1" cname="权重"/>
<entry name="CalcType" desc="算法类型" type="byte" bindmacrosgroup="IslandAdvCalcType" tags="battle" version="1" cname="算法类型"/>
<entry name="CalcValue" desc="算法数值" type="int" tags="battle" version="1" cname="算法数值"/>
</struct>
<struct desc="场景拾取道具表" version="1" tags="battle" name="CollectItemWaveConfig">
<entry name="LevelID" desc="" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="WaveID" desc="" type="uint" tags="battle" version="1" cname="波次ID"/>
<entry name="triggerTime" desc="" type="uint" tags="battle" version="1" cname="触发时间"/>
<entry name="BootyPoolID" desc="" type="uint" tags="battle" version="1" cname="掉落库ID"/>
<entry name="Count" desc="" type="uint" tags="battle" version="1" cname="掉落数量"/>
<entry name="BornID" desc="" type="uint" tags="battle" version="1" cname="出生点ID"/>
</struct>
<macrosgroup name="CollectItemFuncType">
<entry name="AddExp" value="1"/>
<entry name="AddBuff" value="2"/>
<entry name="AddSkill" value="3"/>
<entry name="AddZhaoShi" value="4"/>
<entry name="AddBootys" value="5"/>
<entry name="AddRandomSkill" value="6"/>
<entry name="AddCiTie" value="7"/>
<entry name="AddKuangShi" value="8"/>
<entry name="AddMenKe" value="9"/>
<entry name="AddLearnSkill" value="10"/>
</macrosgroup>
<struct desc="场景拾取道具表" version="1" tags="battle" name="CollectItemConfig">
<entry name="ItemID" desc="" type="uint" tags="battle" version="1" cname="道具ID"/>
<entry name="ResPath" desc="" type="string" tags="battle" size="256" version="1" cname="模型路径"/>
<entry name="PickUpMethod" desc="" type="int" tags="battle" version="1" cname="拾取方法"/>
<entry name="DropLevelLimit" desc="" type="int" tags="battle" version="1" cname="掉落最低等级"/>
<entry name="FuncType" desc="PvpItemFuncType" type="uint" tags="battle" version="1" cname="功能类型"/>
<entry name="FuncParam1" desc="" type="int" tags="battle" version="1" cname="功能参数1"/>
<entry name="FuncParam2" desc="" type="int" tags="battle" version="1" cname="功能参数2"/>
<entry name="ExistTime" desc="" type="uint" tags="battle" version="1" cname="存在时长"/>
<entry name="AppearTime" desc="出生时间单位,每米几秒这样" type="float" tags="battle" version="1" cname="出生时间单位"/>
<entry name="CollectTime" desc="拾取所需时间单位,每米几秒这样" type="float" tags="battle" version="1" cname="拾取时间单位"/>
<entry name="CollectTimesLimit" desc="拾取次数限制" type="uint" tags="battle" version="1" cname="拾取次数限制"/>
<entry name="AutoCollect" desc="自动拾取" type="byte" tags="battle" version="1" cname="自动拾取"/>
<entry name="AutoCollectTiem" desc="自动拾取时间" type="float" tags="battle" version="1" cname="自动拾取时间"/>
<entry name="PickRadius" desc="拾取半径" type="float" tags="battle" version="1" cname="拾取半径"/>
<entry name="FlySpeed" desc="移动速度" type="float" tags="battle" version="1" cname="移动速度"/>
<entry name="DropWaitingTime" desc="掉落等待时间" type="float" tags="battle" version="1" cname="掉落等待时间"/>
<entry name="CanMerge" desc="" type="int" tags="battle" version="1" cname="是否可以合并"/>
<entry name="MergeNum" desc="" type="uint" tags="battle" version="1" cname="合并数量"/>
<entry name="MergeItemID" desc="" type="uint" tags="battle" version="1" cname="合并后道具ID"/>
<entry name="CanShenShouPick" desc="" type="byte" tags="battle" version="1" cname="能否被神兽拾取"/>
</struct>
<struct desc="场景拾取道具库" version="1" tags="battle" name="CollectItemPoolConfig">
<entry name="PoolID" desc="" type="uint" tags="battle" version="1" cname="道具库ID"/>
<entry name="ItemID" desc="" type="uint" tags="battle" version="1" cname="道具ID"/>
<entry name="OutputType" desc="" type="uint" tags="battle" version="1" cname="产出类型"/>
<entry name="Param1" desc="" type="uint" tags="battle" version="1" cname="参数1"/>
<entry name="Param2" desc="" type="uint" tags="battle" version="1" cname="参数2"/>
<entry name="BronID" desc="" type="float" tags="battle" version="1" cname="出生点ID"/>
</struct>
<struct desc="技能宝箱配置表" version="1" tags="battle" name="SkillBoxRandomWidgetConfig">
<entry name="ItemID" desc="" type="uint" tags="battle" version="1" cname="道具ID"/>
<entry name="SkillNum" desc="" type="uint" tags="battle" version="1" cname="技能数量"/>
<entry name="Weight" desc="" type="uint" tags="battle" version="1" cname="权重"/>
</struct>
<struct desc="宝葫芦配置表" version="1" tags="battle" name="CiTieFuncConfig">
<entry name="GroupID" desc="" type="uint" tags="battle" version="1" cname="集合ID"/>
<entry name="TypeList" desc="" type="uint" tags="battle" count="10" version="1" cname="吸收类型"/>
</struct>
<macrosgroup name="TongRenZhenParam">
<entry name="TONGREN_PARAM_DAILY_FREE_CHALLENGE" value="1"/>
<entry name="TONGREN_PARAM_DAILY_BYU_LADDERID" value="2"/>
<entry name="TONGREN_PARAM_DAILY_RANDOM_SKILL_LADDERID" value="3"/>
<entry name="TONGREN_PARAM_DAILY_SAVE_WAVE_COUNT" value="4"/>
<entry name="TONGREN_PARAM_ABNORMAL_RETURN_MAILID" value="5"/>
<entry name="TONGREN_PARAM_SINGLE_BATTLE_MAX_WAVE" value="6"/>
<entry name="TONGREN_PARAM_SAODANG_MIN_WAVE" value="7"/>
<entry name="TONGREN_PARAM_ABNORMAL_MAIL_CNT" value="8"/>
</macrosgroup>
<struct desc="铜人阵基础配置表" version="1" tags="battle" name="TongRenBaseConfig">
<entry name="WaveID" desc="波次ID" type="int" tags="battle" version="1" cname="波次ID"/>
<entry name="Level" desc="预设等级" type="int" tags="battle" version="1" cname="预设等级"/>
</struct>
<struct desc="铜人阵功能参数配置" version="1" tags="battle" name="TongRenZhenParamConfig">
<entry name="ParamID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="ParamValue" desc="功能值" type="int" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="组合技能库配置表" version="1" tags="battle" name="GroupSkillBankConfig">
<entry name="GroupID" desc="组合ID" type="uint" tags="battle" version="1" cname="组合ID"/>
<entry name="SkillBankID" desc="技能库ID" type="uint" tags="battle" count="2" version="1" cname="技能库ID"/>
</struct>
<struct desc="地窟战力系数配置表" version="1" tags="battle" name="MysticalGrottoFightRatioConfig">
<entry name="ID" desc="唯一ID" type="uint" tags="battle" version="1" cname="唯一ID"/>
<entry name="FightMin" desc="玩家战力下限" type="uint" tags="battle" version="1" cname="玩家战力下限"/>
<entry name="FightMax" desc="玩家战力上限" type="uint" tags="battle" version="1" cname="玩家战力上限"/>
<entry name="AdditionAttrList" desc="怪物加成属性" type="ResAttrImpactData" tags="battle" count="3" version="1" cname="怪物加成属性"/>
</struct>
<struct desc="地窟层级血量系数配置表" version="1" tags="battle" name="MysticalGrottoTierHpRatioConfig">
<entry name="Tier" desc="层级" type="uint" tags="battle" version="1" cname="层级"/>
<entry name="AtkAddRatio" desc="层级攻击系数" type="float" tags="battle" version="1" cname="层级攻击系数"/>
<entry name="HPAddRatio" desc="层级血量系数" type="float" tags="battle" version="1" cname="层级血量系数"/>
<entry name="DamageReduceAddRatio" desc="层级伤害减免系数" type="float" tags="battle" version="1" cname="层级伤害减免系数"/>
</struct>
<macrosgroup name="WuGuanUnitType">
<entry name="WUGUAN_TYPE_HUFA" value="1"/>
<entry name="WUGUAN_TYPE_DIZI" value="2"/>
<entry name="WUGUAN_TYPE_CHATELAIN" value="3"/>
</macrosgroup>
<struct desc="武馆单位配置表" version="1" tags="battle" name="WuGuanUnitConfig">
<entry name="UnitID" desc="单位ID" type="uint" tags="battle" version="1" cname="单位ID"/>
<entry name="UnitType" desc="单位类型,参考WuGuanUnitType" type="byte" tags="battle" version="1" cname="单位类型"/>
<entry name="WaveID" desc="单位对应波次ID" type="uint" tags="battle" version="1" cname="单位对应波次ID"/>
<entry name="RoyalWaveID" desc="单位对应皇城波次ID" type="uint" tags="battle" version="1" cname="单位对应皇城波次ID"/>
</struct>
<macrosgroup name="WuGuanFuncID">
<entry name="TodayWuGuanBattleCnt" value="1"/>
<entry name="BuyBattleCurrencyType" value="2"/>
<entry name="BuyBattleCurrencyCnt" value="3"/>
<entry name="MatchRefreshCnt" value="4"/>
<entry name="MatchRefreshTime" value="5"/>
<entry name="RefreshCurrencyType" value="6"/>
<entry name="RefreshCurrencyCnt" value="7"/>
<entry name="TodayModifyBattleListCnt" value="8"/>
<entry name="SkillRandomCnt" value="9"/>
<entry name="RecordSaveTime" value="10"/>
<entry name="ChallengeCD" value="11"/>
<entry name="AvgFightValRankCnt" value="12"/>
<entry name="InitWuGuanRankCnt" value="13"/>
<entry name="InBattleFreeTime" value="14"/>
<entry name="VerifyBattleFreeTime" value="15"/>
<entry name="BeginBattleRandomSkillTime" value="16"/>
<entry name="HangBootyCycleTime" value="17"/>
<entry name="HangMaxTime" value="18"/>
<entry name="HangDrawMinTime" value="19"/>
<entry name="SaoDangMinRank" value="20"/>
<entry name="RobotModelID" value="21"/>
<entry name="WuGuanLevelID" value="22"/>
<entry name="WuGuanLevelRailWaveID" value="23"/>
<entry name="TodayCanBuyChallengeCnt" value="24"/>
<entry name="CheatPlayerIsChallenge" value="25"/>
<entry name="RivalFightIsOurPercent" value="26"/>
<entry name="SkipBattleFightPercent" value="27"/>
<entry name="BattleNeedOnTheWuGuanRank" value="28"/>
</macrosgroup>
<struct desc="武馆争霸参数表" version="1" tags="battle" name="WuGuanParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncParam" desc="功能值" type="uint" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="防守单位波次权重配置表" version="1" tags="battle" name="WuGuanDefenceSlotWaveWeightConfig">
<entry name="UnitType" desc="防守单位类型" type="int" tags="battle" version="1" cname="防守单位类型"/>
<entry name="WaveWeightList" desc="波次权重" type="uint" tags="battle" count="6" version="1" cname="波次权重"/>
</struct>
<struct desc="武馆随机技能表" version="1" tags="battle" name="WuGuanRandomSkillConfig">
<entry name="SkillID" desc="随机技能ID" type="int" tags="battle" version="1" cname="随机技能ID"/>
<entry name="SkillLv" desc="随机技能等级" type="uint" tags="battle" version="1" cname="随机技能等级"/>
<entry name="SkillWeight" desc="技能权重" type="uint" tags="battle" version="1" cname="技能权重"/>
</struct>
<struct desc="法宝基础配置表" version="1" tags="battle" name="FaBaoNewBaseConfig">
<entry name="FaBaoID" desc="" type="uint" tags="battle" version="1" cname="法宝ID"/>
</struct>
<struct desc="法宝升星配置表" version="1" tags="battle" name="FaBaoNewUpStarConfig">
<entry name="FaBaoID" desc="" type="uint" tags="battle" version="1" cname="法宝ID"/>
<entry name="Star" desc="法宝星级默认是1星级" type="byte" tags="battle" version="1" cname="法宝星级"/>
<entry name="SkillID" desc="效果ID" type="uint" tags="battle" version="1" cname="效果ID"/>
</struct>
<struct desc="法宝强化配置表" version="1" tags="battle" name="FaBaoNewUpQualityConfig">
<entry name="FaBaoID" desc="" type="uint" tags="battle" version="1" cname="法宝ID"/>
<entry name="QualityLevel" desc="强化等级" type="uint" tags="battle" version="1" cname="强化等级"/>
</struct>
<struct desc="法宝套装配置表" version="1" tags="battle" name="FaBaoNewSuitConfig">
<entry name="SuitID" desc="套装ID" type="uint" tags="battle" version="1" cname="套装ID"/>
</struct>
<struct desc="法宝上阵配置表" version="1" tags="battle" name="FaBaoNewSlotConfig">
<entry name="SlotID" desc="槽位id" type="byte" tags="battle" version="1" cname="槽位id"/>
</struct>
<struct desc="神机基础配置表" version="1" tags="battle" name="ShenJiBaseConfig">
<entry name="ShenJiID" desc="" type="uint" tags="battle" version="1" cname="神机ID"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="SkillID" desc="默认技能ID" type="uint" tags="battle" version="1" cname="默认技能ID"/>
<entry name="AITaskID" desc="AI行为ID" type="uint" tags="battle" version="1" cname="AI行为ID"/>
</struct>
<struct desc="神机升阶配置表" version="1" tags="battle" name="ShenJiUpStarConfig">
<entry name="ShenJiID" desc="" type="uint" tags="battle" version="1" cname="神机ID"/>
<entry name="Star" desc="神机阶级默认是0阶" type="byte" tags="battle" version="1" cname="神机阶级"/>
<entry name="KeepTime" desc="持续时间" type="uint" tags="battle" version="1" cname="持续时间"/>
<entry name="InheritAtkVal" desc="继承玩家攻击系数" type="float" tags="battle" version="1" cname="继承玩家攻击系数"/>
<entry name="InheritHpVal" desc="继承玩家生命系数" type="float" tags="battle" version="1" cname="继承玩家生命系数"/>
<entry name="InheritDamageReduceVal" desc="继承玩家伤害减免系数" type="float" tags="battle" version="1" cname="继承玩家伤害减免系数"/>
</struct>
<struct desc="神机改装配置表" version="1" tags="battle" name="ShenJiRefitConfig">
<entry name="RefitID" desc="" type="uint" tags="battle" version="1" cname="改装ID"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
</struct>
<struct desc="改装升星配置表" version="1" tags="battle" name="ShenJiRefitUpStarConfig">
<entry name="RefitID" desc="" type="uint" tags="battle" version="1" cname="改装ID"/>
<entry name="RefitStar" desc="改装星级" type="uint" tags="battle" version="1" cname="改装星级"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="AITaskID" desc="AI行为ID" type="uint" tags="battle" version="1" cname="AI行为ID"/>
</struct>
<macrosgroup name="ShenJiFuncID">
<entry name="SHENJI_FUNC_NO_REFIT_QUALITY" value="1"/>
<entry name="SHENJI_FUNC_UI_MODEL_SCALE" value="2"/>
<entry name="SHENJI_FUNC_UI_MODEL_X_OFFSET" value="3"/>
<entry name="SHENJI_FUNC_UI_MODEL_Y_OFFSET" value="4"/>
<entry name="SHENJI_FUNC_ACTIVE_UI_MODEL_SCALE" value="5"/>
<entry name="SHENJI_FUNC_ACTIVE_UI_MODEL_X_OFFSET" value="6"/>
<entry name="SHENJI_FUNC_ACTIVE_UI_MODEL_Y_OFFSET" value="7"/>
<entry name="SHENJI_FUNC_CREATE_EFFECT_X_OFFSET" value="8"/>
<entry name="SHENJI_FUNC_CREATE_EFFECT_Y_OFFSET" value="9"/>
<entry name="SHENJI_FUNC_DESTROY_EFFECT_X_OFFSET" value="10"/>
<entry name="SHENJI_FUNC_DESTROY_EFFECT_Y_OFFSET" value="11"/>
<entry name="SHENJI_FUNC_CREATE_POS_X_OFFSET" value="12"/>
<entry name="SHENJI_FUNC_CREATE_POS_Y_OFFSET" value="13"/>
<entry name="SHENJI_FUNC_CREATE_CD" value="14"/>
<entry name="SHENJI_FUNC_HP_LENGTH" value="15"/>
</macrosgroup>
<struct desc="神机参数配置" version="1" tags="battle" name="ShenJiFuncConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="Param" desc="" type="float" tags="battle" version="1" cname="参数"/>
</struct>
<macrosgroup name="GodTreePositionPlanType">
<entry name="GODTREE_PLAN_NONPUBLIC" value="1"/>
<entry name="GODTREE_PLAN_PUBLIC" value="2"/>
</macrosgroup>
<macrosgroup name="GodTreePositionPlayerType">
<entry name="GODTREE_PLAYER_CAPTAIN" value="1"/>
<entry name="GODTREE_PLAYER_MEMBER_ONE" value="2"/>
</macrosgroup>
<struct desc="仙树地图基础表" version="1" tags="battle" name="GodTreeMapBaseConfig">
<entry name="LevelID" desc="关卡ID" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="Difficult" desc="难度等级" type="uint" tags="battle" version="1" cname="难度等级"/>
<entry name="FenceHpRatio" desc="围栏血量系数" type="float" tags="battle" version="1" cname="围栏血量系数"/>
</struct>
<struct desc="仙树神机库表" version="1" tags="battle" name="GodTreeShenJiLibraryConfig">
<entry name="LibraryID" desc="神机库" type="uint" tags="battle" version="1" cname="神机库"/>
<entry name="ShenJiID" desc="改装ID" type="uint" tags="battle" version="1" cname="改装ID"/>
<entry name="BuildCost" desc="造价" type="uint" tags="battle" version="1" cname="造价"/>
</struct>
<struct desc="仙树组队玩家塔位所属表" version="1" tags="battle" name="GodTreePositionPlanConfig">
<entry name="PlanID" desc="所属方案组" type="uint" tags="battle" version="1" cname="所属方案组"/>
<entry name="PositionID" desc="塔位置ID" type="int" tags="battle" version="1" cname="塔位置ID"/>
<entry name="PlanType" desc="所属类型" type="int" tags="battle" version="1" cname="所属类型"/>
<entry name="PlayerType" desc="所属玩家" type="int" tags="battle" version="1" cname="所属玩家"/>
</struct>
<struct desc="仙树局内建筑成长表" version="1" tags="battle" name="GodTreeBuildDevelopConfig">
<entry name="BuildID" desc="改装ID" type="uint" tags="battle" version="1" cname="改装ID"/>
<entry name="BuildLevel" desc="改装等级" type="uint" tags="battle" version="1" cname="改装等级"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="BuildCost" desc="升级价格" type="uint" tags="battle" version="1" cname="升级价格"/>
<entry name="AiID" desc="AI行为ID" type="uint" tags="battle" version="1" cname="AI行为ID"/>
<entry name="InheritAtk" desc="继承玩家攻击系数" type="float" tags="battle" version="1" cname="继承玩家攻击系数"/>
</struct>
<macrosgroup name="GodTreeFuncID">
<entry name="TODAYREWARDVOUCHERCNT" value="1"/>
<entry name="BUYTODAYREWARDVOUCHERCNT" value="2"/>
<entry name="AWARDTICKETPRICEID" value="3"/>
<entry name="SELECTSKILLPRICEID" value="4"/>
<entry name="DAILYSELECTSKILLCNT" value="5"/>
<entry name="NEXT_PROVIDE_LINGQI_VAL" value="6"/>
<entry name="DESTROY_TA_PROVIDE_LINGQI_VAL" value="7"/>
<entry name="DEF_RAISE_VIEW_VAL" value="8"/>
<entry name="CREATE_TA_RAISE_VIEW_VAL" value="9"/>
<entry name="INITSKILLCNT" value="10"/>
<entry name="INITSHENJICNT" value="11"/>
<entry name="AWARDTICKETITEMID" value="12"/>
<entry name="CREATE_TA_POS_X_OFFSET" value="13"/>
<entry name="CREATE_TA_POS_Y_OFFSET" value="14"/>
<entry name="CREATE_TA_SHOW_MODEL_SIZE" value="15"/>
<entry name="CREATE_TA_SHOW_MODEL_POS_Y_OFFSET" value="16"/>
<entry name="UPGRADE_TA_EFFECT_ID" value="17"/>
<entry name="UPGRADE_TA_EFFECT_POS_Y_OFFSET" value="18"/>
<entry name="NO_REPOSE_WAVE_CAN_BUILD" value="19"/>
<entry name="FIND_PATH_AEAR_X" value="20"/>
<entry name="FIND_PATH_AEAR_Y" value="21"/>
<entry name="SaoDangNeedBattleCnt" value="22"/>
<entry name="SaoDangNeedLevel" value="23"/>
</macrosgroup>
<struct desc="仙树参数配置表" version="1" tags="battle" name="GodTreeParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncParam" desc="功能值" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<macrosgroup name="XianDaoFuncID">
<entry name="TodayXianDaoBattleCnt" value="1"/>
<entry name="TodayCanBuyBattleCnt" value="2"/>
<entry name="BuyXianDaoCurrencyType" value="3"/>
<entry name="BuyXianDaoCurrencyCnt" value="4"/>
<entry name="ResetEnterCntOffsetTime" value="5"/>
<entry name="BattleCurrencyID" value="6"/>
<entry name="BattleKuangShiDui" value="7"/>
<entry name="KuangShiDuiBornLibID" value="8"/>
<entry name="ChallengeUnlockMopUp" value="9"/>
<entry name="LevelUnlockMopUp" value="10"/>
</macrosgroup>
<struct desc="仙岛寻丹参数表" version="1" tags="battle" name="XianDaoParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncParam" desc="功能值" type="uint" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="局内商城配置表" version="1" tags="battle" name="XianDaoShopConfig">
<entry name="LevelID" desc="关卡ID" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="StageID" desc="阶段ID" type="uint" tags="battle" version="1" cname="阶段ID"/>
<entry name="RandomSkiilPoolID" desc="随机库ID" type="uint" tags="battle" version="1" cname="随机库ID"/>
<entry name="BuyPriceWeight" desc="购买价格系数" type="float" tags="battle" version="1" cname="购买价格系数"/>
<entry name="RefreshPrice" desc="刷新价格" type="uint" tags="battle" version="1" cname="刷新价格"/>
</struct>
<struct desc="局内技能商品配置表" version="1" tags="battle" name="XianDaoSkillGoodsConfig">
<entry name="SkillID" desc="唯一ID" type="uint" tags="battle" version="1" cname="唯一ID"/>
<entry name="SkillLv" desc="等级" type="uint" tags="battle" version="1" cname="等级"/>
<entry name="BaseBuyPrice" desc="基础价格" type="uint" tags="battle" version="1" cname="基础价格"/>
</struct>
<struct desc="仙岛战力系数" version="1" tags="battle" name="XianDaoFightRatioConfig">
<entry name="LevelId" desc="关卡ID" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="FightMin" desc="玩家战力下限" type="uint" tags="battle" version="1" cname="玩家战力下限"/>
<entry name="FightMax" desc="玩家战力上限" type="uint" tags="battle" version="1" cname="玩家战力上限"/>
<entry name="AdditionAttrList" desc="怪物加成属性" type="ResAttrImpactData" tags="battle" count="3" version="1" cname="怪物加成属性"/>
</struct>
<macrosgroup name="JiangHuRewardFuncID">
<entry name="EVERYDAYBOOTYCNT" value="1"/>
<entry name="MAXMATCHPLAYERCNT" value="2"/>
<entry name="MAXMATCHTIME" value="3"/>
<entry name="MATCHCONFIRMMAXTIME" value="4"/>
<entry name="TOPXSENDBROADCAST" value="5"/>
<entry name="EVERYDAYSENDBOOTYTIME" value="6"/>
<entry name="SHOWCNTINLEVEL" value="7"/>
<entry name="JIANGHUBATTLEFREETIME" value="8"/>
<entry name="JIANGHUBATTLECOUNTDOWNTIME" value="9"/>
<entry name="JIANGHUBATTLEADDBUFF" value="10"/>
</macrosgroup>
<struct desc="江湖悬赏参数配置表" version="1" tags="battle" name="JiangHuRewardParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncParam" desc="功能值" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<macrosgroup name="JiangHuRewardType">
<entry name="JIANGHU_REWARD_BIAO" value="1"/>
<entry name="JIANGHU_REWARD_ZHENYAO" value="2"/>
</macrosgroup>
<struct desc="江湖悬赏镖车配置表" version="1" tags="battle" name="BountyEscortCarConfig">
<entry name="LevelID" desc="关卡ID" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
<entry name="Atk" desc="攻击" type="int" tags="battle" version="1" cname="攻击"/>
<entry name="Hp" desc="" type="int" tags="battle" version="1" cname="血量"/>
<entry name="MoveSpeed" desc="移动速度" type="float" tags="battle" version="1" cname="移动速度"/>
<entry name="HpCount" desc="血条" type="int" tags="battle" version="1" cname="血条"/>
<entry name="Skills" desc="" type="uint" tags="battle" count="4" version="1" cname="技能"/>
<entry name="AttachSkill" desc="附身技能" type="uint" tags="battle" version="1" cname="附身技能"/>
<entry name="AITaskID" desc="AI行为ID" type="int" tags="battle" version="1" cname="AI行为ID"/>
<entry name="HatredId" desc="仇恨ID" type="int" tags="battle" version="1" cname="仇恨ID"/>
<entry name="DriveRange" desc="驱动范围" type="float" tags="battle" version="1" cname="驱动范围"/>
<entry name="RangePlayerBuffs" desc="区域人数Buff" type="uint" tags="battle" count="5" version="1" cname="区域人数Buff"/>
</struct>
<struct desc="江湖悬赏动态难度表" version="1" tags="battle" name="JiangHuRewardCoefficientConfig">
<entry name="FightAreaID" desc="战力区间ID" type="uint" tags="battle" version="1" cname="战力区间ID"/>
<entry name="FightLowerLimit" desc="玩家战力下限" type="uint" tags="battle" version="1" cname="玩家战力下限"/>
<entry name="FightUpperLimit" desc="玩家战力上限" type="uint" tags="battle" version="1" cname="玩家战力上限"/>
<entry name="FightAtkUnitValue" desc="每x战力进行攻击转化" type="int" tags="battle" version="1" cname="每x战力进行攻击转化"/>
<entry name="AtkAddRatio" desc="攻击加成系数" type="float" tags="battle" version="1" cname="攻击加成系数"/>
<entry name="FightHPUnitValue" desc="每x战力进行血量转化" type="int" tags="battle" version="1" cname="每x战力进行血量转化"/>
<entry name="HPAddRatio" desc="血量加成系数" type="float" tags="battle" version="1" cname="血量加成系数"/>
<entry name="FightReduceDamageUnitValue" desc="每x战力进行伤害减免转化" type="int" tags="battle" version="1" cname="每x战力进行伤害减免转化"/>
<entry name="ReduceDamageRatio" desc="伤害减免加成系数" type="float" tags="battle" version="1" cname="伤害减免加成系数"/>
<entry name="MonsterHpRatios" desc="怪物血量系数" type="float" tags="battle" count="5" version="1" cname="怪物血量系数"/>
<entry name="EscortCarHpRatios" desc="镖车血量系数" type="float" tags="battle" count="5" version="1" cname="镖车血量系数"/>
</struct>
<macrosgroup name="RoyalBattleFuncID">
<entry name="TodayBattleCnt" value="1"/>
<entry name="BuyRoyalCurrencyType" value="2"/>
<entry name="BuyRoyalCurrencyCnt" value="3"/>
<entry name="MatchRoyalRefreshCnt" value="4"/>
<entry name="MatchRoyalRefreshTime" value="5"/>
<entry name="RefreshRoyalCurrencyType" value="6"/>
<entry name="RefreshRoyalCurrencyCnt" value="7"/>
<entry name="TodayModifyRoyalListCnt" value="8"/>
<entry name="RoyalSkillRandomCnt" value="9"/>
<entry name="RoyalRecordSaveTime" value="10"/>
<entry name="RoyalChallengeCD" value="11"/>
<entry name="RoyalAvgFightValRankCnt" value="12"/>
<entry name="InitRankCnt" value="13"/>
<entry name="RoyalInBattleFreeTime" value="14"/>
<entry name="VerifyRoyalFreeTime" value="15"/>
<entry name="BeginRoyalRandomSkillTime" value="16"/>
<entry name="HangRoyalBootyCycleTime" value="17"/>
<entry name="HangRoyalMaxTime" value="18"/>
<entry name="HangRoaylDrawMinTime" value="19"/>
<entry name="SaoDangRoyalMinRank" value="20"/>
<entry name="RoyalRobotModelID" value="21"/>
<entry name="RoyalLevelID" value="22"/>
<entry name="RoyalLevelRailWaveID" value="23"/>
<entry name="RoyalTodayCanBuyChallengeCnt" value="24"/>
<entry name="RoyalCheatPlayerIsChallenge" value="25"/>
<entry name="RoyalRivalFightIsOurPercent" value="26"/>
<entry name="RoyalSkipBattleFightPercent" value="27"/>
<entry name="RoyalBattleNeedOnRank" value="28"/>
<entry name="SpecialWaveSkillID" value="29"/>
<entry name="SpecialWavePlayerRatio" value="30"/>
<entry name="SpecialWaveTimeRatio" value="31"/>
<entry name="SpecialWaveID" value="32"/>
<entry name="RoyalRobotAvgFightVal" value="33"/>
<entry name="ActOpenTimeInWeek" value="34"/>
<entry name="ActEndTimeInWeek" value="35"/>
<entry name="ChatelainLevelID" value="36"/>
<entry name="ActNotOpenTimeInWeek" value="37"/>
<entry name="PlayerXRankCanBattle" value="38"/>
<entry name="TodayBattleCntItemID" value="39"/>
<entry name="BeginRoyalSkillDelayTime" value="40"/>
<entry name="AtkLastStageHpRatio" value="41"/>
<entry name="AtkDamageBuffID" value="42"/>
<entry name="AtkDamageReduceBuffID" value="43"/>
<entry name="DefendLastStageHpRatio" value="44"/>
<entry name="DefendDamageRatio" value="45"/>
<entry name="DefendDamageReduceRatio" value="46"/>
<entry name="AheadOfTimeNOBattle" value="47"/>
</macrosgroup>
<struct desc="皇城争霸战参数表" version="1" tags="battle" name="RoyalBattleParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncParam" desc="功能值" type="uint" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="皇城波次权重配置表" version="1" tags="battle" name="RoyalDefenceSlotWaveWeightConfig">
<entry name="UnitType" desc="城守单位类型" type="int" tags="battle" version="1" cname="城守单位类型"/>
<entry name="WaveWeightList" desc="波次权重" type="uint" tags="battle" count="6" version="1" cname="波次权重"/>
</struct>
<struct desc="皇城随机技能表" version="1" tags="battle" name="RoyalRandomSkillConfig">
<entry name="SkillID" desc="随机技能ID" type="int" tags="battle" version="1" cname="随机技能ID"/>
<entry name="SkillLv" desc="随机技能等级" type="uint" tags="battle" version="1" cname="随机技能等级"/>
<entry name="SkillWeight" desc="技能权重" type="uint" tags="battle" version="1" cname="技能权重"/>
</struct>
<struct desc="门客基础配置表" version="1" tags="battle" name="MenKeBaseConfig">
<entry name="MenKeID" desc="门客ID" type="int" tags="battle" version="1" cname="门客ID"/>
<entry name="ModelID" desc="门客模型ID" type="int" tags="battle" version="1" cname="门客模型ID"/>
</struct>
<struct desc="门客升星配置表" version="1" tags="battle" name="MenKeUpgradeConfig">
<entry name="MenKeID" desc="门客ID" type="int" tags="battle" version="1" cname="门客ID"/>
<entry name="Level" desc="门客等级" type="int" tags="battle" version="1" cname="星级"/>
<entry name="SKillIDList" desc="技能ID列表" type="int" tags="battle" count="2" version="1" cname="技能ID"/>
<entry name="AI" desc="门客AI" type="int" tags="battle" version="1" cname="门客AI"/>
<entry name="Speed" desc="移速" type="float" tags="battle" version="1" cname="移速"/>
<entry name="DurationTime" desc="持续时间" type="int" tags="battle" version="1" cname="持续时间"/>
<entry name="InheritAtkVal" desc="继承攻击系数" type="float" tags="battle" version="1" cname="继承攻击系数"/>
<entry name="Attr" desc="属性" type="ResAttrImpactData" tags="battle" count="4" version="1" cname="属性"/>
</struct>
<struct desc="上阵位品质套装配置表" version="1" tags="battle" name="StationQualitySuitConfig">
<entry name="SuitLevel" desc="品质套装等级" type="int" tags="battle" version="1" cname="品质套装等级"/>
<entry name="AtkRatio" desc="全体门客继承攻击系数加成" type="float" tags="battle" version="1" cname="全体门客继承攻击系数加成"/>
</struct>
<struct desc="门客装备套装配置表" version="1" tags="battle" name="MenKeEquipSuitConfig">
<entry name="StationID" desc="上阵位ID" type="int" tags="battle" version="1" cname="上阵位ID"/>
<entry name="SuitLevel" desc="装备套装等级" type="int" tags="battle" version="1" cname="装备套装等级"/>
<entry name="Ratio" desc="继承攻击系数" type="float" tags="battle" version="1" cname="继承攻击系数"/>
</struct>
<macrosgroup name="MEN_KE_FUNC_PARAM_DEF">
<entry name="EN_MEN_KE_BATTLE_MODEL_SCALE" value="1"/>
<entry name="EN_MEN_KE_DEVELOP_MODEL_SCALE" value="2"/>
<entry name="EN_MEN_KE_EQUIPMENT_MODEL_SCALE" value="3"/>
<entry name="EN_MEN_KE_BATTLE_RELEASE_CD" value="4"/>
<entry name="EN_MEN_KE_DEFAULT_ACTIVATE_ID" value="5"/>
<entry name="EN_MEN_KE_DEFAULT_STATION_ID" value="6"/>
<entry name="EN_MEN_KE_ROTATIO_IN_BATTLE" value="7"/>
<entry name="EN_MEN_KE_MENKE_NUM_MAX" value="8"/>
<entry name="EN_MEN_KE_TIPSUI_MODEL_SCALE" value="9"/>
<entry name="EN_MEN_KE_ITEMTIPSUI_MODEL_SCALE" value="10"/>
<entry name="EN_MEN_KE_FUNC_CREATE_POS_X_OFFSET" value="11"/>
<entry name="EN_MEN_KE_FUNC_CREATE_POS_Y_OFFSET" value="12"/>
<entry name="EN_MEN_KE_CREATE_EFFECT_ID" value="13"/>
<entry name="EN_MEN_KE_DESTORY_EFFECT_ID" value="14"/>
<entry name="EN_MEN_KE_BATTLE_NATIVE_CD" value="15"/>
<entry name="EN_MEN_KE_UPGRADE_ID" value="16"/>
<entry name="EN_MEN_KE_UPGRADE_TUPO_ID" value="17"/>
<entry name="EN_MEN_KE_EQUIP_UPGRADE_ID" value="18"/>
<entry name="EN_MEN_KE_EQUIP_UPGRADE_TUPO_ID" value="19"/>
<entry name="EN_MEN_KE_PURPLE_ENSURE_BOOTYID" value="20"/>
<entry name="EN_MEN_KE_ENSURE_BOOTYID" value="21"/>
</macrosgroup>
<struct desc="门客功能参数配置表" version="1" tags="battle" name="MenKeFuncParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="Param" desc="" type="float" tags="battle" version="1" cname="参数"/>
</struct>
<struct desc="转刀配置表" version="1" tags="battle" name="TurnSwordConfig">
<entry name="LevelID" desc="关卡ID" type="uint" tags="battle" version="1" cname="关卡ID"/>
<entry name="PlayerModelID" desc="主角替换模型ID" type="uint" tags="battle" version="1" cname="主角替换模型ID"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
</struct>
<struct desc="江湖Boss阶段表" version="1" tags="battle" name="JiangHuBossPhaseConfig">
<entry name="Phase" desc="阶段" type="uint" tags="battle" version="1" cname="阶段"/>
<entry name="MonsterAI" desc="怪物AI" type="uint" tags="battle" version="1" cname="怪物AI"/>
<entry name="BossDamageMin" desc="Boss承受伤害最小值" type="biguint" tags="battle" version="1" cname="Boss承受伤害最小值"/>
<entry name="BossDamageMax" desc="Boss承受伤害最大值" type="biguint" tags="battle" version="1" cname="Boss承受伤害最大值"/>
<entry name="BootyID" desc="阶段奖励" type="uint" tags="battle" version="1" cname="阶段奖励"/>
<entry name="Skill" desc="技能" type="uint" tags="battle" count="5" version="1" cname="技能"/>
</struct>
<struct desc="江湖Boss小怪难度表" version="1" tags="battle" name="JiangHuBossDifficultConfig">
<entry name="Id" desc="唯一ID" type="uint" tags="battle" version="1" cname="唯一ID"/>
<entry name="PlayerFightValMin" desc="玩家战力下限" type="uint" tags="battle" version="1" cname="玩家战力下限"/>
<entry name="PlayerFightValMax" desc="玩家战力上限" type="uint" tags="battle" version="1" cname="玩家战力上限"/>
<entry name="FightValExchangeDamage" desc="每x战力进行攻击转化" type="uint" tags="battle" version="1" cname="每x战力进行攻击转化"/>
<entry name="DamageAddRate" desc="攻击加成系数" type="float" tags="battle" version="1" cname="攻击加成系数"/>
<entry name="FightValExchangeHp" desc="每x战力进行血量转化" type="uint" tags="battle" version="1" cname="每x战力进行血量转化"/>
<entry name="HpAddRate" desc="血量加成系数" type="float" tags="battle" version="1" cname="血量加成系数"/>
<entry name="FightValExchangeReduce" desc="每x战力进行伤害减免转化" type="uint" tags="battle" version="1" cname="每x战力进行伤害减免转化"/>
<entry name="ReduceAddRate" desc="伤害减免加成系数" type="float" tags="battle" version="1" cname="伤害减免加成系数"/>
</struct>
<macrosgroup name="JiangHuBossParamID">
<entry name="JiangHuBossOneDayBossBattleCnt" value="1"/>
<entry name="JiangHuBossOneProgressBattleCnt" value="2"/>
<entry name="JiangHuBossBroadcastRequiredRank" value="3"/>
<entry name="JiangHuBossOneDayBattleCnt" value="5"/>
<entry name="MonsterRefreshDistX" value="6"/>
<entry name="MonsterRefreshDistY" value="7"/>
<entry name="MonsterRefreshPosX" value="8"/>
<entry name="MonsterRefreshPosY" value="9"/>
<entry name="MonsterIntervalX" value="10"/>
<entry name="MonsterIntervalY" value="11"/>
<entry name="MonsterOffestX" value="12"/>
<entry name="MonsterOffestY" value="13"/>
<entry name="JiangHuNormalAddBuff" value="14"/>
<entry name="JiangHuBossAddBuff" value="15"/>
</macrosgroup>
<struct desc="江湖Boss参数配置表" version="1" tags="battle" name="JiangHuBossParamConfig">
<entry name="ID" desc="ID" type="uint" tags="battle" version="1" cname="ID"/>
<entry name="Param" desc="参数" type="float" tags="battle" version="1" cname="参数"/>
</struct>
<macrosgroup name="ElementTowerType">
<entry name="ELEMENT_TOWER_DRAGON" value="1"/>
<entry name="ELEMENT_TOWER_TIGER" value="2"/>
<entry name="ELEMENT_TOWER_PEACOCK" value="3"/>
<entry name="ELEMENT_TOWER_TORTOISE" value="4"/>
<entry name="ELEMENT_TOWER_MAX" value="5"/>
</macrosgroup>
<struct desc="元素试炼关卡表" version="1" tags="battle" name="ElementTowerLevelConfig">
<entry name="FloorID" desc="试炼ID" type="uint" tags="battle" version="1" cname="试炼ID"/>
<entry name="LevelEffID" desc="关卡效果ID" type="uint" tags="battle" version="1" cname="关卡效果ID"/>
<entry name="AtkAddRadio" desc="攻击加成" type="float" tags="battle" version="1" cname="攻击加成"/>
<entry name="HPAddRadio" desc="生命加成" type="float" tags="battle" version="1" cname="生命加成"/>
<entry name="AtkDamageReduceRadio" desc="伤害减免加成" type="float" tags="battle" version="1" cname="伤害减免加成"/>
</struct>
<struct desc="元素试炼波次表" version="1" tags="battle" name="ElementTowerWaveConfig">
<entry name="FloorID" desc="试炼ID" type="uint" tags="battle" version="1" cname="试炼ID"/>
<entry name="WaveOrderID" desc="波次顺序" type="uint" tags="battle" version="1" cname="波次顺序"/>
<entry name="LevelWaveID" desc="对应关卡波次ID" type="uint" tags="battle" version="1" cname="对应关卡波次ID"/>
</struct>
<struct desc="元素试炼关卡特殊效果表" version="1" tags="battle" name="ElementTowerEffectConfig">
<entry name="EffectID" desc="关卡效果ID" type="uint" tags="battle" version="1" cname="关卡效果ID"/>
<entry name="EffectType" desc="效果类型" type="uint" tags="battle" version="1" cname="效果类型"/>
<entry name="EffectTypeParam" desc="类型参数" type="uint" tags="battle" version="1" cname="类型参数"/>
</struct>
<macrosgroup name="FIREWORKS_TYPE">
<entry name="EN_FIREWORKS_TYPE_FIX_TEXT" value="1"/>
<entry name="EN_FIREWORKS_TYPE_DIY_TEXT" value="2"/>
</macrosgroup>
<struct desc="江湖任务关卡系数表" version="1" tags="battle" name="JiangHuTaskCoefficientConfig">
<entry name="Id" desc="唯一ID" type="uint" tags="battle" version="1" cname="唯一ID"/>
<entry name="PlayerFightValMin" desc="玩家战力下限" type="uint" tags="battle" version="1" cname="玩家战力下限"/>
<entry name="PlayerFightValMax" desc="玩家战力上限" type="uint" tags="battle" version="1" cname="玩家战力上限"/>
<entry name="FightValExchangeDamage" desc="每x战力进行攻击转化" type="uint" tags="battle" version="1" cname="每x战力进行攻击转化"/>
<entry name="DamageAddRate" desc="攻击加成系数" type="float" tags="battle" version="1" cname="攻击加成系数"/>
<entry name="FightValExchangeHp" desc="每x战力进行血量转化" type="uint" tags="battle" version="1" cname="每x战力进行血量转化"/>
<entry name="HpAddRate" desc="血量加成系数" type="float" tags="battle" version="1" cname="血量加成系数"/>
<entry name="FightValExchangeReduce" desc="每x战力进行伤害减免转化" type="uint" tags="battle" version="1" cname="每x战力进行伤害减免转化"/>
<entry name="ReduceAddRate" desc="伤害减免加成系数" type="float" tags="battle" version="1" cname="伤害减免加成系数"/>
</struct>
<struct desc="百战连击积分表" version="1" tags="battle" name="BaiZhanDoublehitScoreConfig">
<entry name="DoublehitMinVal" desc="连击数最小值" type="int" tags="battle" version="1" cname="连击数最小值"/>
<entry name="DoublehitMaxVal" desc="连击数最大值" type="int" tags="battle" version="1" cname="连击数最大值"/>
<entry name="ExtraScore" desc="额外单位分数" type="int" tags="battle" version="1" cname="额外单位分数"/>
</struct>
<macrosgroup name="EnhanceCaseType">
<entry name="BAI_ZHAN_ENHANCE_CASE_TYPE_PLAYER" value="1"/>
<entry name="BAI_ZHAN_ENHANCE_CASE_TYPE_MONSTER" value="2"/>
</macrosgroup>
<struct desc="百战增益方案表" version="1" tags="battle" name="BaiZhanEnhanceCaseConfig">
<entry name="EnhanceCaseType" desc="方案类型" type="int" tags="battle" version="1" cname="方案类型"/>
<entry name="EnhanceCaseID" desc="增益方案ID" type="int" tags="battle" version="1" cname="增益方案ID"/>
<entry name="DivisionID" desc="段位ID" type="int" tags="battle" version="1" cname="段位ID"/>
<entry name="EnhanceIDList" desc="增益ID" type="uint" tags="battle" count="6" version="1" cname="增益ID"/>
</struct>
<struct desc="百战增益表" version="1" tags="battle" name="BaiZhanEnhanceConfig">
<entry name="EnhanceID" desc="增益ID" type="int" tags="battle" version="1" cname="增益ID"/>
<entry name="EnhanceType" desc="增益类型" type="int" tags="battle" version="1" cname="增益类型"/>
<entry name="EnhanceParam" desc="增益参数" type="uint" tags="battle" version="1" cname="增益参数"/>
</struct>
<macrosgroup name="EnhanceType">
<entry name="ENHANCE_TYPE_SKILL_ID" value="1"/>
<entry name="ENHANCE_TYPE_BUFF_ID" value="2"/>
<entry name="ENHANCE_TYPE_BUBBLESITEM_ID" value="3"/>
<entry name="ENHANCE_TYPE_DROPITEM_ID" value="4"/>
</macrosgroup>
<struct desc="百战难度系数表" version="1" tags="battle" name="BaiZhanDifficultyRatioConfig">
<entry name="DifficultyID" desc="唯一ID" type="int" tags="battle" version="1" cname="唯一ID"/>
<entry name="MinAvgFightVal" desc="组内玩家平均战力下限" type="int" tags="battle" version="1" cname="组内玩家平均战力下限"/>
<entry name="MaxAvgFightVal" desc="组内玩家平均战力上限" type="int" tags="battle" version="1" cname="组内玩家平均战力上限"/>
<entry name="AttrList" desc="怪物加成属性" type="ResAttrImpactData" tags="battle" count="3" version="1" cname="怪物加成属性"/>
</struct>
<macrosgroup name="BaiZhanFuncID">
<entry name="BaiZhanFreeChallengeCnt" value="1"/>
<entry name="BaiZhanMaxBuyChallengeCnt" value="2"/>
<entry name="BaiZhanContinuousKillCoolDownTime" value="3"/>
<entry name="BaiZhanContinuousKillTimeInterval" value="4"/>
<entry name="BaiZhanSeasonSignUpSustainTime" value="5"/>
<entry name="BaiZhanDailyStartTime" value="6"/>
<entry name="BaiZhanDailyEndTime" value="7"/>
<entry name="BuyChallengeCntLadderID" value="8"/>
<entry name="BattleBaseScore" value="11"/>
<entry name="BattlePortalsEffectID" value="12"/>
<entry name="AutoSignUpTime" value="13"/>
</macrosgroup>
<struct desc="百战参数表" version="1" tags="battle" name="BaiZhanParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncParam" desc="功能值" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
<struct desc="百战布怪表" version="1" tags="battle" name="BaizhanMonsterConfig">
<entry name="ID" desc="唯一ID" type="uint" tags="battle" version="1" cname="唯一ID"/>
<entry name="monsterPoolID" desc="怪物库ID" type="uint" tags="battle" version="1" cname="怪物库ID"/>
<entry name="BirthPosX" desc="出生位置X" type="float" tags="battle" version="1" cname="出生位置X"/>
<entry name="BirthPosY" desc="出生位置Y" type="float" tags="battle" version="1" cname="出生位置Y"/>
<entry name="mapSetId" desc="地图集合编号" type="uint" tags="battle" version="1" cname="地图集合编号"/>
<entry name="mapIndex" desc="所属地图索引" type="uint" tags="battle" version="1" cname="所属地图索引"/>
<entry name="ReviveTime" desc="复活时间" type="float" tags="battle" version="1" cname="复活时间"/>
<entry name="ReturnTaskId" desc="回归行为AI" type="uint" tags="battle" version="1" cname="回归行为AI"/>
<entry name="pursueRange" desc="AI追击范围" type="float" tags="battle" version="1" cname="AI追击范围"/>
<entry name="IsHaveSpecialDrop" desc="是否存在特殊掉落物" type="byte" tags="battle" version="1" cname="是否存在特殊掉落物"/>
</struct>
<macrosgroup name="MythicalAnimalSkillType">
<entry name="REVIVAL_SKILL" value="1"/>
<entry name="WEAPON_SKILL" value="2"/>
<entry name="ASSISTFIGHT_SKILL" value="3"/>
</macrosgroup>
<macrosgroup name="MythicalAnimalSkillTriggerType">
<entry name="MYTHICAL_ANIMAL_REVIVAL_TRIGGER" value="1"/>
<entry name="MYTHICAL_ANIMAL_WEAPON_TRIGGER" value="2"/>
<entry name="MYTHICAL_ANIMAL_ASSISTFIGHT_TRIGGER" value="3"/>
<entry name="MYTHICAL_ANIMAL_AddTIME_TRIGGER" value="4"/>
</macrosgroup>
<struct desc="神兽基础配置表" version="1" tags="battle" name="MythicalAnimalBaseConfig">
<entry name="MythicalAnimalID" desc="神兽ID" type="uint" tags="battle" version="1" cname="神兽ID"/>
<entry name="ResonanceWeaponType" desc="共鸣武器类型" type="uint" tags="battle" version="1" cname="共鸣武器类型"/>
<entry name="ModelID" desc="模型ID" type="uint" tags="battle" version="1" cname="模型ID"/>
</struct>
<struct desc="神兽升星配置表" version="1" tags="battle" name="MythicalAnimalUpStarConfig">
<entry name="MythicalAnimalID" desc="神兽ID" type="uint" tags="battle" version="1" cname="神兽ID"/>
<entry name="Star" desc="星级" type="uint" tags="battle" version="1" cname="星级"/>
<entry name="ReliveBianShenDurTime" desc="复活变身时间" type="float" tags="battle" version="1" cname="复活变身时间"/>
<entry name="BianShenBuffID" desc="神兽变身buffID" type="uint" tags="battle" version="1" cname="神兽变身buffID"/>
</struct>
<struct desc="神兽技能升级配置表" version="1" tags="battle" name="MythicalAnimalSkillUpLvConfig">
<entry name="MythicalAnimalID" desc="神兽ID" type="uint" tags="battle" version="1" cname="神兽ID"/>
<entry name="SkillType" desc="神兽技能部位" type="uint" tags="battle" version="1" cname="神兽技能部位"/>
<entry name="SkillLv" desc="神兽技能等级" type="uint" tags="battle" version="1" cname="神兽技能等级"/>
<entry name="MythicalAnimalSkilIDList" desc="神兽技能ID" type="uint" tags="battle" count="6" version="1" cname="神兽技能ID"/>
</struct>
<struct desc="神兽技能配置表" version="1" tags="battle" name="MythicalAnimalSkillConfig">
<entry name="MythicalAnimalSkillID" desc="神兽技能ID" type="uint" tags="battle" version="1" cname="神兽技能ID"/>
<entry name="SkillTriggerType" desc="神兽技能触发类型" type="uint" tags="battle" version="1" cname="神兽技能触发类型"/>
<entry name="TriggerParams" desc="触发参数" type="float" tags="battle" version="1" cname="触发参数"/>
<entry name="SkillID" desc="技能ID" type="uint" tags="battle" version="1" cname="技能ID"/>
<entry name="BuffID" desc="buffID" type="int" tags="battle" version="1" cname="buffID"/>
</struct>
<macrosgroup name="MythicalAnimalFuncID">
<entry name="MAIN_BATTLE_CNT" value="1"/>
<entry name="ASSIST_BATTLE_CNT" value="2"/>
<entry name="MODEL_SCALE_DEVELOP_PAGE" value="3"/>
<entry name="MODEL_SCALE_BATTLE_PAGE" value="4"/>
<entry name="MODEL_SCALE_EVOLUTION_PAGE" value="5"/>
<entry name="MODEL_SCALE_DEVELOP_TIPS" value="6"/>
<entry name="MODEL_SCALE_ACTIVE_TIPS" value="7"/>
<entry name="MODEL_SCALE_ITEM_TIPS" value="8"/>
<entry name="RECOVERY_HP_COEFFICIENT" value="9"/>
</macrosgroup>
<struct desc="神兽功能参数配置表" version="1" tags="battle" name="MythicalAnimalParamConfig">
<entry name="FuncID" desc="功能ID" type="uint" tags="battle" version="1" cname="功能ID"/>
<entry name="FuncVal" desc="功能值" type="float" tags="battle" version="1" cname="功能值"/>
</struct>
</metalib>