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- <Cell><Data ss:Type="String">天赋组ID</Data><Comment ss:Author="l"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">唯一标识ID 格式为: 第一位是职业ID 后一位是天赋序号</Font></B></ss:Data></Comment></Cell>
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- <Cell><Data ss:Type="String">是否开放</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 0不开放 1开放</Font></ss:Data></Comment></Cell>
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- <Cell><Data ss:Type="Number">11</Data></Cell>
- <Cell><Data ss:Type="Number">1</Data></Cell>
- <Cell><Data ss:Type="String">铁甲</Data></Cell>
- <Cell><Data ss:Type="String">防御战士。天堂向左,战士他妈向右。</Data></Cell>
- <Cell><Data ss:Type="Number">1</Data></Cell>
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- <Cell><Data ss:Type="Number">12</Data></Cell>
- <Cell><Data ss:Type="Number">1</Data></Cell>
- <Cell><Data ss:Type="String">利刃</Data></Cell>
- <Cell><Data ss:Type="String">狂暴战士专属天赋,压制御剑(从气势上)</Data></Cell>
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- <Cell><Data ss:Type="String">炮台天赋,想怎么轰就怎么轰,遇到PVP就煞笔了</Data></Cell>
- <Cell><Data ss:Type="Number">1</Data></Cell>
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- <Cell><Data ss:Type="Number">51</Data></Cell>
- <Cell><Data ss:Type="Number">5</Data></Cell>
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- <Cell><Data ss:Type="Number">52</Data></Cell>
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- <Cell><Data ss:Type="String">大奶,不解释!</Data></Cell>
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- <Cell><Data ss:Type="String">天赋项ID</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">唯一标识ID 格式为: 职业编号(1位,+天赋组ID(1位)+天赋层数ID(1位)+编号(3位) </Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">天赋名称</Data></Cell>
- <Cell><Data ss:Type="String">天赋描述</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 对技能效果的描述,程序需要将通配符替换为数字 替换通配符含义: <RATE>:伤害倍数,需要万分比格式化 <AD>:额外物理伤害 <AP>:额外魔法伤害 <C>:造成状态效果的几率 <T>:状态持续时间,单位是秒 <DOT>:状态持续总伤害 </Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">所属天赋组</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 标识属于哪个天赋组</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">开启等级</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 开启此天赋所需人物等级</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">所处层数</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 天赋所在层数</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">所处位置</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 天赋所在层数的第几个位置</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">天赋类型</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 0:被动属性天赋,服务器计算,被动生效,掌握后即给人物增加属性(也可以是宠物被动天赋,对宠物自身加成) 1:主动技能天赋,获得后增加新技能 2:强化技能天赋,这个天赋对技能有额外的增强效果 3:效果类天赋,战斗中被动触发的条件,条件触发类,战斗服计算也可用于光环技能,天赋提供的被动技能也归类在这 </Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">新增技能</Data><Comment ss:Author="l"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">l:</Font></B><Font html:Size="9" html:Color="#000000"> 替换的原技能ID</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">被替换的技能</Data><Comment ss:Author="l"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">l:</Font></B><Font html:Size="9" html:Color="#000000"> 替换的原技能ID</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">替换的技能</Data><Comment ss:Author="l"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">l:</Font></B><Font html:Size="9" html:Color="#000000"> 替换的原技能ID</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">最高等级</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 这个天赋可升级到的最高等级 不填则无效</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">每升级消耗点数</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 每次升级消耗多少点</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">作用目标</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 1.自己 2.自己及队友 3.敌人 4.所有有效的单位</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">天赋图标</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">填写天赋图标资源文件的前缀名</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">仇恨系数</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">造成伤害时的仇恨系数 计算时,将造成的伤害/治疗量直接乘以这个系数即可,最后需要除以10000 这里的格式是万分比格式,填写10000是默认值。 填写0表示本技能不产生仇恨 </Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">基础仇恨</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 一次性增加多少仇恨 这是一个序列,按照等级给出仇恨基础值</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">冷却时间</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">被动触发天赋的冷却时间表示被动效果的触发内置CD 只要CD未到,即使满足触发条件,都不会触发 单位是毫秒(ms) 客户端显示时,请精确到小数点后两位,如1250表示1.25秒</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">最小冷却</Data><Comment ss:Author="朱晶晶"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 单位毫秒 表示外在属性加成使得该技能冷却时间减少时,能够减到的最低值</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">伤害类型</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 物理 魔法 被动天赋基本不用此字段,但不排除反伤等这种被动效果,那么就预留此字段 空:本字段不适用,不附带伤害</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">伤害倍数($1)</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">被动天赋基本不用此字段,但不排除反伤等这种被动效果,那么就预留此字段 根据人物的物攻/魔攻造成的伤害倍数 计算时用万分比格式计算,显示时需要格式化为x.x倍的格式</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">伤害倍数增加/等级</Data></Cell>
- <Cell><Data ss:Type="String">额外伤害类型</Data><Comment ss:Author="nana"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 暂时没用,程序不支持与基础伤害类型不同的伤害,故统一使用基础伤害类型</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">额外伤害序列($2)</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">被动天赋基本不用此字段,但不排除反伤等这种被动效果,那么就预留此字段 额外伤害每等级的数值序列 格式为: 等级:伤害 各等级伤害用分号分隔,当有最大最小值时,伤害用“-”分隔 如:1:10-14;2:18-24;3:28-36…</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">触发条件</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 0无条件 1距上次触发时间是否大于等于 2判断受击目标生命小于等于 3判断受击目标生命大于 4伤害量与目标血量比值小于等于 5本次攻击是否暴击 6本次攻击是否闪避 7目标是否眩晕 8目标是否减速 9目标是否加速 10本次治疗是否暴击 11伤害类型=物理伤害 12伤害类型=法术伤害 13某BUFF达到几层</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">被动触发参数1</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 无条件:无条件还要他妈鸡毛参数啊,放着看看可以 距上次触发时间是否大于等于:毫秒数 判断受击目标生命小于等于:万分比 判断受击目标生命大于:万分比 伤害量与目标血量比值小于等于:万分比 本次攻击是否暴击:true or false 本次攻击是否闪避:true or false 目标是否眩晕:true or false 目标是否减速:true or false 目标是否加速:true or false 本次治疗是否暴击:true or false 伤害类型=物理伤害:true or false 伤害类型=法术伤害:true or false 某BUFF到达第几层:BUFFID</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">被动触发参数2</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 某BUFF到达第几层:几层</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">魔法属性</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 这里填写的是带有触发效果的魔法属性</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">触发几率($3)</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">陈绍治: 触发这个魔法效果的几率 格式是万分比 如:2500表示25% 必定触发请填写10000 </Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">持续时长($4)</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">陈绍治: buff效果的持续时间 单位是毫秒(ms) ------------------ nana: 升级变化需要,从number改为string型,格式同$5</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">魔法属性参数1</Data></Cell>
- <Cell><Data ss:Type="String">魔法属性参数2</Data></Cell>
- <Cell><Data ss:Type="String">属性名1</Data><Comment ss:Author="nana"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9">这里填的是人物属性 用于被动属性增强</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">魔法属性值序列($5)</Data><Comment ss:Author="陈绍治"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><Font html:Size="9"> 魔法属性的(效果)值序列,格式同【额外伤害序列】</Font></ss:Data></Comment></Cell>
- <Cell><Data ss:Type="String">属性名2</Data></Cell>
- <Cell><Data ss:Type="String">魔法属性值序列2($6)</Data></Cell>
- <Cell><Data ss:Type="String">属性名3</Data></Cell>
- <Cell><Data ss:Type="String">魔法属性值序列3($7)</Data></Cell>
- <Cell><Data ss:Type="String">每等级提供战斗力</Data><Comment ss:Author="wyh"><ss:Data xmlns="http://www.w3.org/TR/REC-html40"><B><Font html:Size="9" html:Color="#000000">wyh:</Font></B><Font html:Size="9" html:Color="#000000"> 用于累加玩家战斗力 每个等级段都有对应的值,这个值表示到达这个等级段的总合,不是增量</Font></ss:Data></Comment></Cell>
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- <Cell><Data ss:Type="String">Location</Data></Cell>
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- <Cell><Data ss:Type="String">PlusSkill</Data></Cell>
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- <Cell><Data ss:Type="String">MaxLevel</Data></Cell>
- <Cell><Data ss:Type="String">UsePoint</Data></Cell>
- <Cell><Data ss:Type="String">Target</Data></Cell>
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- <Cell><Data ss:Type="String">DmgType</Data></Cell>
- <Cell><Data ss:Type="String">DmgRate</Data></Cell>
- <Cell><Data ss:Type="String">DmgRatePerLvl</Data></Cell>
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- <Cell><Data ss:Type="String">ExdDmgSet</Data></Cell>
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- <Cell><Data ss:Type="String">Prop</Data></Cell>
- <Cell><Data ss:Type="String">Chance</Data></Cell>
- <Cell><Data ss:Type="String">BuffTime</Data></Cell>
- <Cell><Data ss:Type="String">MagValueSet1</Data></Cell>
- <Cell><Data ss:Type="String">MagValueSet2</Data></Cell>
- <Cell><Data ss:Type="String">ValueAttributeName1</Data></Cell>
- <Cell><Data ss:Type="String">ValueSet</Data></Cell>
- <Cell><Data ss:Type="String">ValueAttributeName2</Data></Cell>
- <Cell><Data ss:Type="String">ValueSet2</Data></Cell>
- <Cell><Data ss:Type="String">ValueAttributeName3</Data></Cell>
- <Cell><Data ss:Type="String">ValueSet3</Data></Cell>
- <Cell><Data ss:Type="String">Power</Data></Cell>
- </Row>
- <Row>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">NUMBER</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- <Cell><Data ss:Type="String">STRING</Data></Cell>
- </Row>
- </Table>
- <WorksheetOptions xmlns="urn:schemas-microsoft-com:office:excel"><Unsynced/> <FrozenNoSplit/> <SplitHorizontal>3</SplitHorizontal> <TopRowBottomPane>3</TopRowBottomPane> <SplitVertical>1</SplitVertical><LeftColumnRightPane>1</LeftColumnRightPane> <ActivePane>0</ActivePane>
- </WorksheetOptions>
- </Worksheet>
- </Workbook>
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