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角色data对应头文件UpdateMask说明

enum ObjectUpdateFields {
    OBJECT_START = 0,
    OBJECT_FIELD_GUID               = 0 + OBJECT_START,     // uint64纪录该道具的"唯一"id编号
    OBJECT_FIELD_TYPE               = 2 + OBJECT_START,     // uint32物品的类型[道具/npc/玩家]
    OBJECT_FIELD_ENTRY               = 3 + OBJECT_START,
    OBJECT_FIELD_SCALE_X               = 4 + OBJECT_START,     // 模型的缩放比例
    OBJECT_FIELD_PADDING               = 5 + OBJECT_START,     // 可镶嵌的物品??布料/宝石
    OBJECT_END                   = 6 + OBJECT_START,
};

enum ItemUpdateFields {
    ITEM_START = OBJECT_END,
    ITEM_FIELD_OWNER               = 0x00 + ITEM_START,     // 拥有者
    ITEM_FIELD_CONTAINED               = 0x02 + ITEM_START,     // 容器
    ITEM_FIELD_CREATOR               = 0x04 + ITEM_START,     // 谁创建的
    ITEM_FIELD_GIFTCREATOR               = 0x06 + ITEM_START,     // 谁送过来的
    ITEM_FIELD_STACK_COUNT               = 0x08 + ITEM_START,     // 数量
    ITEM_FIELD_DURATION               = 0x09 + ITEM_START,     // 持续时间
    ITEM_FIELD_SPELL_CHARGES         = 0x0A + ITEM_START,
    ITEM_FIELD_FLAGS               = 0x0F + ITEM_START,
    ITEM_FIELD_ENCHANTMENT               = 0x10 + ITEM_START,
    ITEM_FIELD_PROPERTY_SEED         = 0x25 + ITEM_START,
    ITEM_FIELD_RANDOM_PROPERTIES_ID         = 0x26 + ITEM_START,
    ITEM_FIELD_ITEM_TEXT_ID               = 0x27 + ITEM_START,     // 物品的文字编号
    ITEM_DURABILITY                   = 0x28 + ITEM_START,     // 耐久
    ITEM_MAXDURABILITY               = 0x29 + ITEM_START,     // 最大耐久
    ITEM_END                   = 0x2A + ITEM_START,

};

enum ContainerUpdateFields {
    CONTAINER_START = ITEM_END,
    CONTAINER_FIELD_NUM_SLOTS         = 0x00 + CONTAINER_START,     // 这个容器多少个空位
    CONTAINER_ALIGN_PAD               = 0x01 + CONTAINER_START,
    CONTAINER_FIELD_SLOT_1               = 0x02 + CONTAINER_START,
    CONTAINER_END                   = 0x2A + CONTAINER_START,
};

enum UnitUpdateFields {
    UNIT_START = OBJECT_END,
    UNIT_FIELD_CHARM               = 0x00 + UNIT_START,         //吸引
    UNIT_FIELD_SUMMON               = 0x02 + UNIT_START,         //召唤
    UNIT_FIELD_CHARMEDBY               = 0x04 + UNIT_START,         //被谁吸引
    UNIT_FIELD_SUMMONEDBY               = 0x06 + UNIT_START,         //被谁召唤
    UNIT_FIELD_CREATEDBY               = 0x08 + UNIT_START,         //被谁创造出
    UNIT_FIELD_TARGET               = 0x00A + UNIT_START,         //目标?(选择到的目标?)
    UNIT_FIELD_CHANNEL_OBJECT         = 0x00C + UNIT_START,         //当前频道?
    UNIT_FIELD_HEALTH               = 0x00E + UNIT_START,         //健康值,HP
    UNIT_FIELD_POWER1               = 0x00F + UNIT_START,
    UNIT_FIELD_POWER2               = 0x010 + UNIT_START,
    UNIT_FIELD_POWER3               = 0x011 + UNIT_START,
    UNIT_FIELD_POWER4               = 0x012 + UNIT_START,
    UNIT_FIELD_POWER5               = 0x013 + UNIT_START,
    UNIT_FIELD_MAXHEALTH               = 0x014 + UNIT_START,         //最大HP
    UNIT_FIELD_MAXPOWER1               = 0x015 + UNIT_START,
    UNIT_FIELD_MAXPOWER2               = 0x016 + UNIT_START,
    UNIT_FIELD_MAXPOWER3               = 0x017 + UNIT_START,
    UNIT_FIELD_MAXPOWER4               = 0x018 + UNIT_START,
    UNIT_FIELD_MAXPOWER5               = 0x019 + UNIT_START,
    UNIT_FIELD_LEVEL               = 0x01A + UNIT_START,         //等级
    UNIT_FIELD_FACTIONTEMPLATE         = 0x01B + UNIT_START,         //种族模板???
    UNIT_FIELD_BYTES_0               = 0x01C + UNIT_START,         //阵营、种族和性别
    UNIT_VIRTUAL_ITEM_SLOT_DISPLAY         = 0x01D + UNIT_START,
    UNIT_VIRTUAL_ITEM_INFO               = 0x020 + UNIT_START,
    UNIT_FIELD_FLAGS               = 0x026 + UNIT_START,         //标记?
    UNIT_FIELD_AURA                   = 0x027 + UNIT_START,         //光环(如圣盾,冰盾等持久技能光环)
    UNIT_FIELD_AURALEVELS               = 0x05F + UNIT_START,         //光环等级(RANK1 RANK2)
    UNIT_FIELD_AURAAPPLICATIONS         = 0x069 + UNIT_START,         //光环应用?
    UNIT_FIELD_AURAFLAGS               = 0x073 + UNIT_START,         //光环标记
    UNIT_FIELD_AURASTATE               = 0x07A + UNIT_START,         //光环状态
    UNIT_FIELD_BASEATTACKTIME         = 0x07B + UNIT_START,         //基本攻击速度
    UNIT_FIELD_BOUNDINGRADIUS         = 0x07D + UNIT_START,         //边界半径,什么的?
    UNIT_FIELD_COMBATREACH               = 0x07E + UNIT_START,         //战斗范围
    UNIT_FIELD_DISPLAYID               = 0x07F + UNIT_START,         //显示ID
    UNIT_FIELD_NATIVEDISPLAYID         = 0x080 + UNIT_START,         //原本的ID
    UNIT_FIELD_MOUNTDISPLAYID         = 0x081 + UNIT_START,         //骑乘后的ID
    UNIT_FIELD_MINDAMAGE               = 0x082 + UNIT_START,         //最小伤害
    UNIT_FIELD_MAXDAMAGE               = 0x083 + UNIT_START,         //最大伤害
    UNIT_FIELD_BYTES_1               = 0x084 + UNIT_START,
    UNIT_FIELD_PETNUMBER               = 0x085 + UNIT_START,         //宠物数量
    UNIT_FIELD_PET_NAME_TIMESTAMP         = 0x086 + UNIT_START,
    UNIT_FIELD_PETEXPERIENCE         = 0x087 + UNIT_START,         //宠物经验值
    UNIT_FIELD_PETNEXTLEVELEXP         = 0x088 + UNIT_START,         //宠物升到下一级所需经验
    UNIT_DYNAMIC_FLAGS               = 0x089 + UNIT_START,         //动态标记?
    UNIT_CHANNEL_SPELL               = 0x08A + UNIT_START,
    UNIT_MOD_CAST_SPEED               = 0x08B + UNIT_START,
    UNIT_CREATED_BY_SPELL               = 0x08C + UNIT_START,
    UNIT_NPC_FLAGS                   = 0x08D + UNIT_START,         //NPC的标记
    UNIT_NPC_EMOTESTATE               = 0x08E + UNIT_START,         //NPC的表情动作状态
    UNIT_TRAINING_POINTS               = 0x08F + UNIT_START,         //训练点数(宠物)
    UNIT_FIELD_STAT0               = 0x090 + UNIT_START,         // 力量
    UNIT_FIELD_STAT1               = 0x091 + UNIT_START,         // 耐力
    UNIT_FIELD_STAT2               = 0x092 + UNIT_START,         // 敏捷
    UNIT_FIELD_STAT3               = 0x093 + UNIT_START,         // 智力
    UNIT_FIELD_STAT4               = 0x094 + UNIT_START,         // 精神
    UNIT_FIELD_RESISTANCES               = 0x095 + UNIT_START,         //抗性[物理、神秘、自然、冰、火、黑暗、魔法]
    UNIT_FIELD_ATTACKPOWER               = 0x09C + UNIT_START,         //攻击强度
    UNIT_FIELD_BASE_MANA               = 0x09D + UNIT_START,         //基本魔法值
    UNIT_ATTACK_POWER_MODS               = 0x09E + UNIT_START,
    UNIT_FIELD_PADDING               = 0x09F + UNIT_START,
    UNIT_END                   = 0x0A0 + UNIT_START,

};

enum PlayerUpdateFields {
    PLAYER_START = UNIT_END,
    PLAYER_SELECTION               = 0x000 + PLAYER_START,         //选择?选择目标?
    PLAYER_DUEL_ARBITER               = 0x002 + PLAYER_START,         //决斗仲裁?
    PLAYER_GUILDID                   = 0x004 + PLAYER_START,         //工会ID
    PLAYER_GUILDRANK               = 0x005 + PLAYER_START,         //工会头衔/等级
    PLAYER_BYTES                   = 0x006 + PLAYER_START,
    PLAYER_BYTES_2                   = 0x007 + PLAYER_START,
    PLAYER_BYTES_3                   = 0x008 + PLAYER_START,
    PLAYER_DUEL_TEAM               = 0x009 + PLAYER_START,         //决斗组
    PLAYER_GUILD_TIMESTAMP               = 0x00A + PLAYER_START,
    PLAYER_FIELD_PAD_0               = 0x00B + PLAYER_START,
    PLAYER_FIELD_INV_SLOT_HEAD         = 0x00C + PLAYER_START,
    PLAYER_FIELD_PACK_SLOT_1         = 0x03A + PLAYER_START,
    PLAYER_FIELD_BANK_SLOT_1         = 0x05A + PLAYER_START,
    PLAYER_FIELD_BANKBAG_SLOT_1         = 0x08A + PLAYER_START,
    PLAYER_FIELD_VENDORBUYBACK_SLOT         = 0x096 + PLAYER_START,         //交易窗口关闭前,最后一次卖给该NPC的物品
    PLAYER_FARSIGHT                   = 0x098 + PLAYER_START,         //视野范围
    PLAYER__FIELD_COMBO_TARGET         = 0x09A + PLAYER_START,         //战斗目标
    PLAYER_FIELD_BUYBACK_NPC         = 0x09C + PLAYER_START,         //最后一次收购自己物品的NPC(可以买回最后一件卖出的物品)
    PLAYER_XP                   = 0x09E + PLAYER_START,         //经验值
    PLAYER_NEXT_LEVEL_XP               = 0x09F + PLAYER_START,         //到下一级所需经验
    PLAYER_SKILL_INFO_1_1               = 0x00A0 + PLAYER_START,     //技能信息?
    PLAYER_QUEST_LOG_1_1               = 0x0220 + PLAYER_START,     //任务记录
    PLAYER_CHARACTER_POINTS1         = 0x025C + PLAYER_START,     //角色。。点?
    PLAYER_CHARACTER_POINTS2         = 0x025D + PLAYER_START,
    PLAYER_TRACK_CREATURES               = 0x025E + PLAYER_START,     //跟踪动物(猎人的技能,可持久打开,用以在小地图上显示野兽)
    PLAYER_TRACK_RESOURCES               = 0x025F + PLAYER_START,     //发现矿脉(矿工的技能,可持久打开,用以在小地图上显示矿脉)
    PLAYER_CHAT_FILTERS               = 0x0260 + PLAYER_START,     //聊天过滤
    PLAYER_BLOCK_PERCENTAGE               = 0x0261 + PLAYER_START,     //格挡率(盾牌)
    PLAYER_DODGE_PERCENTAGE               = 0x0262 + PLAYER_START,     //躲避率
    PLAYER_PARRY_PERCENTAGE               = 0x0263 + PLAYER_START,     //招架率(武器)
    PLAYER_CRIT_PERCENTAGE               = 0x0264 + PLAYER_START,     //加倍打击率
    PLAYER_EXPLORED_ZONES_1               = 0x0265 + PLAYER_START,     //已发现的地区(探索地图到未知区域可获经验奖励同时在世界地图上获得该地区)
    PLAYER_REST_STATE_EXPERIENCE         = 0x0285 + PLAYER_START,     //休息经验(当玩家下线时,会根据离线时间给出相应的点数作为补偿,再次上线时,获得的经验如果不超过这个点数总和,则可以双倍获得——再次上线后可看到XP条变为蓝色,并多出一个位置指示,该指示与现有经验之间的透明蓝色为补偿点数)
    PLAYER_FIELD_COINAGE               = 0x0286 + PLAYER_START,     //货币?
    PLAYER_FIELD_POSSTAT0               = 0x0287 + PLAYER_START,
    PLAYER_FIELD_POSSTAT1               = 0x0288 + PLAYER_START,
    PLAYER_FIELD_POSSTAT2               = 0x0289 + PLAYER_START,
    PLAYER_FIELD_POSSTAT3               = 0x028A + PLAYER_START,
    PLAYER_FIELD_POSSTAT4               = 0x028B + PLAYER_START,
    PLAYER_FIELD_NEGSTAT0               = 0x028C + PLAYER_START,
    PLAYER_FIELD_NEGSTAT1               = 0x028D + PLAYER_START,
    PLAYER_FIELD_NEGSTAT2               = 0x028E + PLAYER_START,
    PLAYER_FIELD_NEGSTAT3               = 0x028F + PLAYER_START,
    PLAYER_FIELD_NEGSTAT4               = 0x0290 + PLAYER_START,
    PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE     = 0x0291 + PLAYER_START,     //增益魔法抗性。。。。好怪(可能涉及到可使用对友方增益的魔法伤害敌方,比如圣系对亡灵)
    PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE     = 0x0298 + PLAYER_START,     //负面魔法抗性
    PLAYER_FIELD_MOD_DAMAGE_DONE_POS     = 0x029F + PLAYER_START,
    PLAYER_FIELD_MOD_DAMAGE_DONE_NEG     = 0x02A6 + PLAYER_START,
    PLAYER_FIELD_MOD_DAMAGE_DONE_PCT     = 0x02AD + PLAYER_START,
    PLAYER_FIELD_BYTES               = 0x02B4 + PLAYER_START,
    PLAYER_AMMO_ID                   = 0x02B5 + PLAYER_START,
    PLAYER_FIELD_PVP_MEDALS               = 0x02B6 + PLAYER_START,     //PVP模型?
    PLAYER_FIELD_BUYBACK_ITEM_ID         = 0x02B7 + PLAYER_START,     //可以买回的物品ID
    PLAYER_FIELD_BUYBACK_RANDOM_PROPERTIES_ID     = 0x02B8 + PLAYER_START,
    PLAYER_FIELD_BUYBACK_SEED         = 0x02B9 + PLAYER_START,
    PLAYER_FIELD_BUYBACK_PRICE         = 0x02BA + PLAYER_START,
    PLAYER_FIELD_PADDING               = 0x02BB + PLAYER_START,
    PLAYER_END                   = 0x02BC + PLAYER_START,
};

posted on 2007-11-30 14:32  爱东东  阅读(629)  评论(0编辑  收藏  举报

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