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,
};
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,
};
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