1.5.x Структура elements.data v60

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Электрон

Большой Электрон
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30 Мар 2012
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Код:
EQUIPMENT_ADDON
WEAPON_MAJOR_TYPE
WEAPON_SUB_TYPE
WEAPON_ESSENCE
ARMOR_MAJOR_TYPE
ARMOR_SUB_TYPE
ARMOR_ESSENCE
DECORATION_MAJOR_TYPE
DECORATION_SUB_TYPE
DECORATION_ESSENCE
MEDICINE_MAJOR_TYPE
MEDICINE_SUB_TYPE
MEDICINE_ESSENCE
MATERIAL_MAJOR_TYPE
MATERIAL_SUB_TYPE
MATERIAL_ESSENCE
DAMAGERUNE_SUB_TYPE
DAMAGERUNE_ESSENCE
ARMORRUNE_SUB_TYPE
ARMORRUNE_ESSENCE
SKILLTOME_SUB_TYPE
SKILLTOME_ESSENCE
FLYSWORD_ESSENCE
WINGMANWING_ESSENCE
TOWNSCROLL_ESSENCE
UNIONSCROLL_ESSENCE
REVIVESCROLL_ESSENCE
ELEMENT_ESSENCE
TASKMATTER_ESSENCE
TOSSMATTER_ESSENCE
PROJECTILE_TYPE
PROJECTILE_ESSENCE
QUIVER_SUB_TYPE
QUIVER_ESSENCE
STONE_SUB_TYPE
STONE_ESSENCE
MONSTER_ADDON
MONSTER_TYPE
MONSTER_ESSENCE
NPC_TALK_SERVICE
NPC_SELL_SERVICE
NPC_BUY_SERVICE
NPC_REPAIR_SERVICE
NPC_INSTALL_SERVICE
NPC_UNINSTALL_SERVICE
NPC_TASK_IN_SERVICE
NPC_TASK_OUT_SERVICE
NPC_TASK_MATTER_SERVICE
NPC_SKILL_SERVICE
NPC_HEAL_SERVICE
NPC_TRANSMIT_SERVICE
NPC_TRANSPORT_SERVICE
NPC_PROXY_SERVICE
NPC_STORAGE_SERVICE
NPC_MAKE_SERVICE
NPC_DECOMPOSE_SERVICE
NPC_TYPE
NPC_ESSENCE
talk_proc*);
FACE_TEXTURE_ESSENCE
FACE_SHAPE_ESSENCE
FACE_EMOTION_TYPE
FACE_EXPRESSION_ESSENCE
FACE_HAIR_ESSENCE
FACE_MOUSTACHE_ESSENCE
COLORPICKER_ESSENCE
CUSTOMIZEDATA_ESSENCE
RECIPE_MAJOR_TYPE
RECIPE_SUB_TYPE
RECIPE_ESSENCE
ENEMY_FACTION_CONFIG
CHARRACTER_CLASS_CONFIG
PARAM_ADJUST_CONFIG
PLAYER_ACTION_INFO_CONFIG
TASKDICE_ESSENCE
TASKNORMALMATTER_ESSENCE
FACE_FALING_ESSENCE
PLAYER_LEVELEXP_CONFIG
MINE_TYPE
MINE_ESSENCE
NPC_IDENTIFY_SERVICE
FASHION_MAJOR_TYPE
FASHION_SUB_TYPE
FASHION_ESSENCE
FACETICKET_MAJOR_TYPE
FACETICKET_SUB_TYPE
FACETICKET_ESSENCE
FACEPILL_MAJOR_TYPE
FACEPILL_SUB_TYPE
FACEPILL_ESSENCE
SUITE_ESSENCE
GM_GENERATOR_TYPE
GM_GENERATOR_ESSENCE
PET_TYPE
PET_ESSENCE
PET_EGG_ESSENCE
PET_FOOD_ESSENCE
PET_FACETICKET_ESSENCE
FIREWORKS_ESSENCE
WAR_TANKCALLIN_ESSENCE
NPC_WAR_TOWERBUILD_SERVICE
PLAYER_SECONDLEVEL_CONFIG
NPC_RESETPROP_SERVICE
NPC_PETNAME_SERVICE
NPC_PETLEARNSKILL_SERVICE
NPC_PETFORGETSKILL_SERVICE
SKILLMATTER_ESSENCE
REFINE_TICKET_ESSENCE
DESTROYING_ESSENCE
NPC_EQUIPBIND_SERVICE
NPC_EQUIPDESTROY_SERVICE
NPC_EQUIPUNDESTROY_SERVICE
BIBLE_ESSENCE
SPEAKER_ESSENCE
AUTOHP_ESSENCE
AUTOMP_ESSENCE
DOUBLE_EXP_ESSENCE
TRANSMITSCROLL_ESSENCE
DYE_TICKET_ESSENCE
GOBLIN_ESSENCE
GOBLIN_EQUIP_TYPE
GOBLIN_EQUIP_ESSENCE
GOBLIN_EXPPILL_ESSENCE
SELL_CERTIFICATE_ESSENCE
TARGET_ITEM_ESSENCE
LOOK_INFO_ESSENCE
UPGRADE_PRODUCTION_CONFIG
ACC_STORAGE_BLACKLIST_CONFIG
FACE_HAIR_TEXTURE_MAP
MULTI_EXP_CONFIG
INC_SKILL_ABILITY_ESSENCE
GOD_EVIL_CONVERT_CONFIG
WEDDING_CONFIG
WEDDING_BOOKCARD_ESSENCE
WEDDING_INVITECARD_ESSENCE
SHARPENER_ESSENCE
FACE_THIRDEYE_ESSENCE
FACTION_FORTRESS_CONFIG
FACTION_BUILDING_SUB_TYPE
FACTION_BUILDING_ESSENCE
FACTION_MATERIAL_ESSENCE
CONGREGATE_ESSENCE
ENGRAVE_MAJOR_TYPE
ENGRAVE_SUB_TYPE
ENGRAVE_ESSENCE
NPC_ENGRAVE_SERVICE
NPC_RANDPROP_SERVICE
RANDPROP_TYPE
RANDPROP_ESSENCE
WIKI_TABOO_CONFIG
Код:
type = class WEAPON_ESSENCE {
public:
unsigned int id;
unsigned int id_major_type;
unsigned int id_sub_type;
namechar name[32];
unsigned int require_projectile;
char file_model_right[128];
char file_model_left[128];
char file_matter[128];
char file_icon[128];
int require_strength;
int require_agility;
int require_energy;
int require_tili;
unsigned int character_combo_id;
int require_level;
int require_reputation;
int level;
int fixed_props;
int damage_low;
int damage_high_min;
int damage_high_max;
int magic_damage_low;
int magic_damage_high_min;
int magic_damage_high_max;
float attack_range;
unsigned int short_range_mode;
int durability_min;
int durability_max;
int levelup_addon;
int material_need;
int price;
int shop_price;
int repairfee;
float drop_probability_socket0;
float drop_probability_socket1;
float drop_probability_socket2;
float make_probability_socket0;
float make_probability_socket1;
float make_probability_socket2;
float probability_addon_num0;
float probability_addon_num1;
float probability_addon_num2;
float probability_addon_num3;
float probability_addon_num4;
float probability_unique;
class {
public:
unsigned int id_addon;
float probability_addon;
} addons[32];
class {
public:
unsigned int id_rand;
float probability_rand;
} rands[32];
class {
public:
unsigned int id_unique;
float probability_unique;
} uniques[16];
int durability_drop_min;
int durability_drop_max;
int decompose_price;
int decompose_time;
unsigned int element_id;
int element_num;
unsigned int id_drop_after_damaged;
int num_drop_after_damaged;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
 
 
type = class ARMOR_ESSENCE {
public:
unsigned int id;
unsigned int id_major_type;
unsigned int id_sub_type;
namechar name[32];
char realname[32];
char file_matter[128];
char file_icon[128];
unsigned int equip_location;
int level;
int require_strength;
int require_agility;
int require_energy;
int require_tili;
unsigned int character_combo_id;
int require_level;
int require_reputation;
int fixed_props;
int defence_low;
int defence_high;
class {
public:
int low;
int high;
} magic_defences[5];
int mp_enhance_low;
int mp_enhance_high;
int hp_enhance_low;
int hp_enhance_high;
int armor_enhance_low;
int armor_enhance_high;
int durability_min;
int durability_max;
int levelup_addon;
int material_need;
int price;
int shop_price;
int repairfee;
float drop_probability_socket0;
float drop_probability_socket1;
float drop_probability_socket2;
float drop_probability_socket3;
float drop_probability_socket4;
float make_probability_socket0;
float make_probability_socket1;
float make_probability_socket2;
float make_probability_socket3;
float make_probability_socket4;
float probability_addon_num0;
float probability_addon_num1;
float probability_addon_num2;
float probability_addon_num3;
class {
public:
unsigned int id_addon;
float probability_addon;
} addons[32];
class {
public:
unsigned int id_rand;
float probability_rand;
} rands[32];
int durability_drop_min;
int durability_drop_max;
int decompose_price;
int decompose_time;
unsigned int element_id;
int element_num;
unsigned int id_drop_after_damaged;
int num_drop_after_damaged;
unsigned int id_hair;
unsigned int id_hair_texture;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
unsigned int force_all_magic_defences;
}
 
 
type = class DECORATION_ESSENCE {
public:
unsigned int id;
unsigned int id_major_type;
unsigned int id_sub_type;
namechar name[32];
char file_model[128];
char file_matter[128];
char file_icon[128];
int level;
int require_strength;
int require_agility;
int require_energy;
int require_tili;
unsigned int character_combo_id;
int require_level;
int require_reputation;
int fixed_props;
int damage_low;
int damage_high;
int magic_damage_low;
int magic_damage_high;
int defence_low;
int defence_high;
class {
public:
int low;
int high;
} magic_defences[5];
int armor_enhance_low;
int armor_enhance_high;
int durability_min;
int durability_max;
int levelup_addon;
int material_need;
int price;
int shop_price;
int repairfee;
float probability_addon_num0;
float probability_addon_num1;
float probability_addon_num2;
float probability_addon_num3;
class {
public:
unsigned int id_addon;
float probability_addon;
} addons[32];
class {
public:
unsigned int id_rand;
float probability_rand;
} rands[32];
int durability_drop_min;
int durability_drop_max;
int decompose_price;
int decompose_time;
unsigned int element_id;
int element_num;
unsigned int id_drop_after_damaged;
int num_drop_after_damaged;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
}
 
 
type = class FLYSWORD_ESSENCE {
public:
unsigned int id;
namechar name[32];
char file_model[128];
char file_matter[128];
char file_icon[128];
int price;
int shop_price;
int level;
int require_player_level_min;
float speed_increase_min;
float speed_increase_max;
float speed_rush_increase_min;
float speed_rush_increase_max;
float time_max_min;
float time_max_max;
float time_increase_per_element;
unsigned int fly_mode;
unsigned int character_combo_id;
unsigned int id_drop_after_damaged;
int num_drop_after_damaged;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
}
 
 
type = class MONSTER_ESSENCE {
public:
unsigned int id;
unsigned int id_type;
namechar name[32];
namechar prop[16];
namechar desc[16];
unsigned int faction;
unsigned int monster_faction;
char file_model[128];
char file_gfx_short[128];
char file_gfx_short_hit[128];
float size;
float damage_delay;
unsigned int id_strategy;
unsigned int role_in_war;
int level;
int show_level;
unsigned int id_pet_egg_captured;
int life;
int defence;
int magic_defences[5];
unsigned int immune_type;
int exp;
int skillpoint;
int money_average;
int money_var;
unsigned int short_range_mode;
int sight_range;
int attack;
int armor;
int damage_min;
int damage_max;
class {
public:
int damage_min;
int damage_max;
} magic_damages_ext[5];
float attack_range;
float attack_speed;
int magic_damage_min;
int magic_damage_max;
unsigned int id_skill;
int skill_level;
int hp_regenerate;
unsigned int aggressive_mode;
unsigned int monster_faction_ask_help;
unsigned int monster_faction_can_help;
float aggro_range;
float aggro_time;
unsigned int inhabit_type;
unsigned int patroll_mode;
unsigned int stand_mode;
float walk_speed;
float run_speed;
float fly_speed;
float swim_speed;
int attack_degree;
int defend_degree;
unsigned int common_strategy;
class {
public:
unsigned int id;
float probability;
} aggro_strategy[4];
class {
public:
unsigned int id_skill;
int level;
float probability;
} skill_hp75[5];
class {
public:
unsigned int id_skill;
int level;
float probability;
} skill_hp50[5];
class {
public:
unsigned int id_skill;
int level;
float probability;
} skill_hp25[5];
unsigned int after_death;
class {
public:
unsigned int id_skill;
int level;
} skills[32];
float probability_drop_num0;
float probability_drop_num1;
float probability_drop_num2;
float probability_drop_num3;
int drop_times;
int drop_protected;
class {
public:
unsigned int id;
float probability;
} drop_matters[32];
unsigned int highest_frequency;
int no_accept_player_buff;
int invisible_lvl;
int uninvisible_lvl;
int no_auto_fight;
int fixed_direction;
unsigned int id_building;
unsigned int combined_switch;
int hp_adjust_common_value;
int defence_adjust_common_value;
int attack_adjust_common_value;
}
 
 
type = class NPC_SELL_SERVICE {
public:
unsigned int id;
namechar name[32];
class {
public:
namechar page_title[8];
int require_contrib;
class {...} goods[32];
} pages[8];
unsigned int id_dialog;
}
 
 
type = class NPC_TASK_IN_SERVICE {
public:
unsigned int id;
namechar name[32];
unsigned int id_tasks[256];
}
 
 
type = class NPC_TASK_OUT_SERVICE {
public:
unsigned int id;
namechar name[32];
unsigned int storage_id;
unsigned int storage_open_item;
unsigned int storage_refresh_item;
int storage_refresh_per_day;
int storage_refresh_count_min;
int storage_refresh_count_max;
unsigned int id_tasks[256];
}
 
 
type = class NPC_PROXY_SERVICE {
public:
unsigned int id;
namechar name[32];
unsigned int id_dialog;
}
 
 
type = class NPC_ESSENCE {
public:
unsigned int id;
namechar name[32];
unsigned int id_type;
float refresh_time;
unsigned int attack_rule;
char file_model[128];
float tax_rate;
unsigned int id_src_monster;
namechar hello_msg[256];
unsigned int id_to_discover;
unsigned int domain_related;
unsigned int id_talk_service;
unsigned int id_sell_service;
unsigned int id_buy_service;
unsigned int id_repair_service;
unsigned int id_install_service;
unsigned int id_uninstall_service;
unsigned int id_task_out_service;
unsigned int id_task_in_service;
unsigned int id_task_matter_service;
unsigned int id_skill_service;
unsigned int id_heal_service;
unsigned int id_transmit_service;
unsigned int id_transport_service;
unsigned int id_proxy_service;
unsigned int id_storage_service;
unsigned int id_make_service;
unsigned int id_decompose_service;
unsigned int id_identify_service;
unsigned int id_war_towerbuild_service;
unsigned int id_resetprop_service;
unsigned int id_petname_service;
unsigned int id_petlearnskill_service;
unsigned int id_petforgetskill_service;
unsigned int id_equipbind_service;
unsigned int id_equipdestroy_service;
unsigned int id_equipundestroy_service;
unsigned int id_goblin_skill_service;
unsigned int combined_services;
unsigned int id_mine;
unsigned int no_collision;
unsigned int id_engrave_service;
unsigned int id_randprop_service;
}
 
 
type = class FACE_SHAPE_ESSENCE {
public:
unsigned int id;
namechar name[32];
char file_shape[128];
char file_icon[128];
unsigned int shape_part_id;
unsigned int character_combo_id;
unsigned int gender_id;
unsigned int visualize_id;
unsigned int user_data;
unsigned int facepill_only;
}
 
 
type = class FACE_HAIR_ESSENCE {
public:
unsigned int id;
namechar name[32];
char file_hair_skin[128];
char file_hair_model[128];
char file_icon[128];
unsigned int character_combo_id;
unsigned int gender_id;
unsigned int visualize_id;
unsigned int facepill_only;
unsigned int fashion_head_only;
}
 
 
type = class RECIPE_ESSENCE {
public:
unsigned int id;
unsigned int id_major_type;
unsigned int id_sub_type;
namechar name[32];
int recipe_level;
unsigned int id_skill;
int skill_level;
int bind_type;
class {
public:
unsigned int id_to_make;
float probability;
} targets[4];
float fail_probability;
int num_to_make;
int price;
float duration;
int exp;
int skillpoint;
class {
public:
unsigned int id;
int num;
} materials[32];
unsigned int id_upgrade_equip;
float upgrade_rate;
unsigned int proc_type;
}
 
 
type = class PARAM_ADJUST_CONFIG {
public:
unsigned int id;
namechar name[32];
class {
public:
int level_diff;
float adjust_exp;
float adjust_sp;
float adjust_money;
float adjust_matter;
float adjust_attack;
} level_diff_adjust[16];
class {
public:
float adjust_exp;
float adjust_sp;
} team_adjust[11];
class {
public:
float adjust_exp;
float adjust_sp;
} team_profession_adjust[11];
}
 
 
type = class PLAYER_ACTION_INFO_CONFIG {
public:
unsigned int id;
namechar name[32];
char action_name[32];
char action_prefix[32];
class {
public:
char suffix[32];
} action_weapon_suffix[13];
unsigned int hide_weapon;
}
 
 
type = class FASHION_ESSENCE {
public:
unsigned int id;
unsigned int id_major_type;
unsigned int id_sub_type;
namechar name[32];
char realname[32];
char file_matter[128];
char file_icon[128];
unsigned int equip_location;
int level;
int require_level;
int require_dye_count;
int price;
int shop_price;
int gender;
unsigned int id_hair;
unsigned int id_hair_texture;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
char wear_action[32];
}
 
 
type = class FACEPILL_ESSENCE {
public:
unsigned int id;
unsigned int id_major_type;
unsigned int id_sub_type;
namechar name[32];
char file_matter[128];
char file_icon[128];
int duration;
float camera_scale;
unsigned int character_combo_id;
class {
public:
char file[128];
} pllfiles[20];
int price;
int shop_price;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
}
 
 
type = class PET_ESSENCE {
public:
unsigned int id;
unsigned int id_type;
namechar name[32];
char file_model[128];
char file_icon[128];
unsigned int character_combo_id;
int level_max;
int level_require;
unsigned int pet_snd_type;
float hp_a;
float hp_b;
float hp_c;
float hp_gen_a;
float hp_gen_b;
float hp_gen_c;
float damage_a;
float damage_b;
float damage_c;
float damage_d;
float speed_a;
float speed_b;
float attack_a;
float attack_b;
float attack_c;
float armor_a;
float armor_b;
float armor_c;
float physic_defence_a;
float physic_defence_b;
float physic_defence_c;
float physic_defence_d;
float magic_defence_a;
float magic_defence_b;
float magic_defence_c;
float magic_defence_d;
float mp_a;
float mp_gen_a;
float attack_degree_a;
float defence_degree_a;
float size;
float damage_delay;
float attack_range;
float attack_speed;
int sight_range;
unsigned int food_mask;
unsigned int inhabit_type;
unsigned int stand_mode;
unsigned int plant_group;
int group_limit;
unsigned int immune_type;
int player_gain_skill;
int require_dye_count;
}
 
 
type = class NPC_EQUIPBIND_SERVICE {
public:
unsigned int id;
namechar name[32];
int id_object_need;
int price;
unsigned int bind_type;
}
 
 
type = class BIBLE_ESSENCE {
public:
unsigned int id;
namechar name[32];
char file_matter[128];
char file_icon[128];
unsigned int id_addons[10];
int price;
int shop_price;
unsigned int id_drop_after_damaged;
int num_drop_after_damaged;
int pile_num_max;
unsigned int has_guid;
unsigned int proc_type;
}
 
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