local mapArray = MEMapArray:new() mapArray:push({ id = "Bloody.Min.PlayerLevel", res_type = 0, res_id = 0, value = 10, desc = "血战开放玩家等级"}) mapArray:push({ id = "Bloody.Min.Unit.Level", res_type = 0, res_id = 0, value = 10, desc = "血战最近上阵角色等级"}) mapArray:push({ id = "Book.Capacity.Partner", res_type = 0, res_id = 0, value = 5, desc = "角色可装配秘籍个数"}) mapArray:push({ id = "Book.Capacity.TempBook", res_type = 0, res_id = 0, value = 8, desc = "临时秘籍背包容量"}) mapArray:push({ id = "Book.MaxQuality", res_type = 0, res_id = 0, value = 4, desc = "秘籍最大品质"}) mapArray:push({ id = "Book.Position1.OpenLevel", res_type = 0, res_id = 0, value = 25, desc = "第一个秘籍位开启等级"}) mapArray:push({ id = "Book.Position2.OpenLevel", res_type = 0, res_id = 0, value = 35, desc = "第二个秘籍位开启等级"}) mapArray:push({ id = "Book.Position3.OpenLevel", res_type = 0, res_id = 0, value = 45, desc = "第三个秘籍位开启等级"}) mapArray:push({ id = "Book.Position4.OpenLevel", res_type = 0, res_id = 0, value = 55, desc = "第四个秘籍位开启等级"}) mapArray:push({ id = "Book.Position5.OpenLevel", res_type = 0, res_id = 0, value = 65, desc = "第五个秘籍位开启等级"}) mapArray:push({ id = "Book.Sycee.Step.CallMaster", res_type = 0, res_id = 0, value = 4, desc = "召唤大师元宝增量"}) mapArray:push({ id = "Challenge.Free.Quick.Pass", res_type = 0, res_id = 0, value = 3, desc = "每天免费扫荡次数"}) mapArray:push({ id = "Challenge.Herolist.Fail.Jifen", res_type = 0, res_id = 0, value = 15, desc = "群豪谱战斗失败获得积分"}) mapArray:push({ id = "Challenge.Herolist.Win.Jifen", res_type = 0, res_id = 0, value = 30, desc = "群豪谱战斗胜利获得积分"}) mapArray:push({ id = "Challenge.Time.Chapter.buyCount", res_type = 0, res_id = 0, value = 20, desc = "关卡一次购买体力数量"}) mapArray:push({ id = "Challenge.Time.Chapter.cooltime", res_type = 0, res_id = 0, value = 1800000, desc = "体力恢复间隔,没XX时间恢复1点。"}) mapArray:push({ id = "Challenge.Time.Chapter.dailyBuyChallengeTimes", res_type = 0, res_id = 0, value = 1, desc = "默认每日可购买关卡体力"}) mapArray:push({ id = "Challenge.Time.Chapter.Levelup.Add", res_type = 0, res_id = 0, value = 5, desc = "玩家升级关卡体力增加值"}) mapArray:push({ id = "Challenge.Time.Chapter.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "可使用元宝恢复体力的VIP等级(仅前端限制)"}) mapArray:push({ id = "Challenge.Time.Chapter.price", res_type = 0, res_id = 0, value = 10, desc = "关卡体力,每次恢复花费元宝初始值"}) mapArray:push({ id = "Challenge.Time.Chapter.times", res_type = 0, res_id = 0, value = 20, desc = "关卡体力,初始值"}) mapArray:push({ id = "Challenge.Time.Climb.cooltime", res_type = 0, res_id = 0, value = 0, desc = "无量山战斗恢复挑战次数冷却时间(毫秒),0表示无限长时间"}) mapArray:push({ id = "Challenge.Time.Climb.dailyBuyChallengeTimes", res_type = 0, res_id = 0, value = 0, desc = "默认每日可购买爬塔体力"}) mapArray:push({ id = "Challenge.Time.Climb.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "可使用元宝恢复爬塔挑战次数的VIP等级(仅前端限制)"}) mapArray:push({ id = "Challenge.Time.Climb.price", res_type = 0, res_id = 0, value = 50, desc = "爬塔战斗体力单价(元宝)"}) mapArray:push({ id = "Challenge.Time.Climb.times", res_type = 0, res_id = 0, value = 10, desc = "无量山战斗每日挑战次数"}) mapArray:push({ id = "Challenge.Time.Default.buyPower", res_type = 0, res_id = 0, value = 1, desc = "默认一次购买体力次数"}) mapArray:push({ id = "Challenge.Time.Herolist.buyCount", res_type = 0, res_id = 0, value = 5, desc = "群豪谱一次购买体力数量"}) mapArray:push({ id = "Challenge.Time.Herolist.cooltime", res_type = 0, res_id = 0, value = 0, desc = "群豪谱战斗恢复挑战次数冷却时间(毫秒),0表示无限长时间"}) mapArray:push({ id = "Challenge.Time.HeroList.dailyBuyChallengeTimes", res_type = 0, res_id = 0, value = 0, desc = "默认每日可购买群豪谱体力"}) mapArray:push({ id = "Challenge.Time.Herolist.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "VIP3可使用元宝恢复群豪谱挑战次数的VIP等级(仅前端限制)"}) mapArray:push({ id = "Challenge.Time.Herolist.price", res_type = 0, res_id = 0, value = 100, desc = "群豪谱战斗体力单价(元宝)"}) mapArray:push({ id = "Challenge.Time.Herolist.times", res_type = 0, res_id = 0, value = 5, desc = "群豪谱每日挑战次数"}) mapArray:push({ id = "Challenge.Time.maxHistoryChallengeTimes", res_type = 0, res_id = 0, value = 100, desc = "额外获取最大挑战次数"}) mapArray:push({ id = "Challenge.Time.Skill.cooltime", res_type = 0, res_id = 0, value = 600000, desc = "技能点恢复冷却时间(毫秒)"}) mapArray:push({ id = "Challenge.Time.Skill.dailyBuyChallengeTimes", res_type = 0, res_id = 0, value = 0, desc = "默认每日可购买技能点体力"}) mapArray:push({ id = "Challenge.Time.Skill.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "可使用元宝恢复技能点的VIP等级(仅前端限制)"}) mapArray:push({ id = "Challenge.Time.Skill.price", res_type = 0, res_id = 0, value = 50, desc = "技能点单价(元宝0)"}) mapArray:push({ id = "Challenge.Time.Skill.times", res_type = 0, res_id = 0, value = 5, desc = "每日技能点数"}) mapArray:push({ id = "Challenge.Time.Treasure.cooltime", res_type = 0, res_id = 0, value = 300000, desc = "江湖宝藏战斗恢复挑战次数冷却时间(毫秒),0表示无限长时间"}) mapArray:push({ id = "Challenge.Time.Treasure.dailyBuyChallengeTimes", res_type = 0, res_id = 0, value = 100, desc = "默认每日可购江湖宝藏塔体力"}) mapArray:push({ id = "Challenge.Time.Treasure.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "可使用元宝恢复江湖宝藏挑战次数的VIP等级(仅前端限制)"}) mapArray:push({ id = "Challenge.Time.Treasure.price", res_type = 0, res_id = 0, value = 10, desc = "江湖宝藏战斗体力单价(元宝)"}) mapArray:push({ id = "Challenge.Time.Treasure.times", res_type = 0, res_id = 0, value = 1000, desc = "江湖宝藏战斗每日挑战次数"}) mapArray:push({ id = "Chat.Broadcast.GoodsId", res_type = 1, res_id = 30002, value = 1, desc = "广播道具(小喇叭)ID"}) mapArray:push({ id = "Climb.CarBon.Battle.startHour", res_type = 0, res_id = 0, value = 7, desc = "无量山万能副本几点钟开始"}) mapArray:push({ id = "Climb.Carbon.NeedLevelIndex1", res_type = 0, res_id = 0, value = 1, desc = "无量山万能副本到达第1层开放"}) mapArray:push({ id = "Equip.Intensify.Level.Player.Multi", res_type = 0, res_id = 0, value = 1, desc = "装备强化等级上限,与玩家主角角色等级的系数,使用在计算装备强化等级上限"}) mapArray:push({ id = "Equip.Refining.Consume.Goods", res_type = 1, res_id = 30021, value = 1, desc = "装备精炼消耗的物品以及个数配置。"}) mapArray:push({ id = "Equip.Refining.Lock.Consume", res_type = 4, res_id = 0, value = 5, desc = "装备精炼锁定一个属性位置所需要的元宝数量"}) mapArray:push({ id = "Equip.StrengthenMax.Multiple", res_type = 0, res_id = 0, value = 1, desc = "装备强化上限,等级的几倍?"}) mapArray:push({ id = "Escorting.Day.Total", res_type = 0, res_id = 0, value = 5, desc = "护驾的总天数"}) mapArray:push({ id = "Fight.AttackAnger", res_type = 0, res_id = 0, value = 20, desc = "普通攻击未致死增长怒气"}) mapArray:push({ id = "Fight.AttackDieAnger", res_type = 0, res_id = 0, value = 10, desc = "普通攻击致死额外增长怒气"}) mapArray:push({ id = "Fight.BackAttackAnger", res_type = 0, res_id = 0, value = 0, desc = "反击未致死增长怒气"}) mapArray:push({ id = "Fight.BackAttackDieAnger", res_type = 0, res_id = 0, value = 10, desc = "反击致死额外增长怒气"}) mapArray:push({ id = "Fight.SkillAttackAnger", res_type = 0, res_id = 0, value = 20, desc = "技能攻击未致死增长怒气"}) mapArray:push({ id = "Fight.SkillAttackDieAnger", res_type = 0, res_id = 0, value = 10, desc = "技能攻击致死额外增长怒气"}) mapArray:push({ id = "Fight.FullAnger", res_type = 0, res_id = 0, value = 200, desc = "战斗怒气上限"}) mapArray:push({ id = "Fight.HitAnger", res_type = 0, res_id = 0, value = 10, desc = "受击增长怒气"}) mapArray:push({ id = "Fight.init.anger", res_type = 0, res_id = 0, value = 50, desc = "战斗初始怒气"}) -- Random Anger Range Configs (for random anger system) mapArray:push({ id = "Fight.AttackAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "普通攻击怒气最小值"}) mapArray:push({ id = "Fight.AttackAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "普通攻击怒气最大值"}) mapArray:push({ id = "Fight.SkillAttackAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "技能攻击怒气最小值"}) mapArray:push({ id = "Fight.SkillAttackAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "技能攻击怒气最大值"}) mapArray:push({ id = "Fight.HitAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "受击怒气最小值"}) mapArray:push({ id = "Fight.HitAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "受击怒气最大值"}) mapArray:push({ id = "Fight.BackAttackAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "反击怒气最小值"}) mapArray:push({ id = "Fight.BackAttackAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "反击怒气最大值"}) mapArray:push({ id = "Fight.AttackDieAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "致死额外怒气最小值"}) mapArray:push({ id = "Fight.AttackDieAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "致死额外怒气最大值"}) mapArray:push({ id = "Fight.SkillAttackDieAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "技能致死额外怒气最小值"}) mapArray:push({ id = "Fight.SkillAttackDieAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "技能致死额外怒气最大值"}) mapArray:push({ id = "Fight.BackAttackDieAnger.Min", res_type = 0, res_id = 0, value = 5, desc = "反击致死额外怒气最小值"}) mapArray:push({ id = "Fight.BackAttackDieAnger.Max", res_type = 0, res_id = 0, value = 5, desc = "反击致死额外怒气最大值"}) -- KillIdea (Red Anger) Random Range Configs mapArray:push({ id = "KillIdea.AttackAnger.Min", res_type = 0, res_id = 0, value = 15, desc = "杀意普通攻击怒气最小值"}) mapArray:push({ id = "KillIdea.AttackAnger.Max", res_type = 0, res_id = 0, value = 25, desc = "杀意普通攻击怒气最大值"}) mapArray:push({ id = "KillIdea.SkillAttackAnger.Min", res_type = 0, res_id = 0, value = 15, desc = "杀意技能攻击怒气最小值"}) mapArray:push({ id = "KillIdea.SkillAttackAnger.Max", res_type = 0, res_id = 0, value = 25, desc = "杀意技能攻击怒气最大值"}) mapArray:push({ id = "KillIdea.BackAttackAnger.Min", res_type = 0, res_id = 0, value = 0, desc = "杀意反击怒气最小值"}) mapArray:push({ id = "KillIdea.BackAttackAnger.Max", res_type = 0, res_id = 0, value = 10, desc = "杀意反击怒气最大值"}) mapArray:push({ id = "Fight.Defense.coefficient.one", res_type = 0, res_id = 0, value = 1, desc = "普通攻击防御系数"}) mapArray:push({ id = "Fight.Defense.coefficient.two", res_type = 0, res_id = 0, value = 2, desc = "技能攻击防御系数"}) mapArray:push({ id = "Gang.Level.Create", res_type = 0, res_id = 0, value = 15, desc = "创建帮派最低玩家等级"}) mapArray:push({ id = "Gang.Money.Buff_Building.Uplevel.Init", res_type = 0, res_id = 0, value = 10000, desc = "一级帮派繁荣建筑升级花费帮派资金"}) mapArray:push({ id = "Gang.Money.Goods_Building.Uplevel.Init", res_type = 0, res_id = 0, value = 10000, desc = "一级帮派贡献建筑升级花费帮派资金"}) mapArray:push({ id = "Gang.Money.Member.Dismiss", res_type = 0, res_id = 0, value = 200, desc = "开除帮派成员花费帮派资金"}) mapArray:push({ id = "Gang.Num.Building.Goods", res_type = 0, res_id = 0, value = 8, desc = "贡献建筑查出物品数量"}) mapArray:push({ id = "Gang.Num.Capacity.Init", res_type = 0, res_id = 0, value = 20, desc = "一级帮派成员容量"}) mapArray:push({ id = "Gang.Num.Capacity.Level_Step", res_type = 0, res_id = 0, value = 5, desc = "每升一级帮派容量增加"}) mapArray:push({ id = "Gang.Sycee.Buff_Building.Refresh", res_type = 4, res_id = 0, value = 20, desc = "刷新繁荣建筑花费元宝"}) mapArray:push({ id = "Gang.Sycee.Create", res_type = 4, res_id = 0, value = 200, desc = "创建帮派花费元宝"}) mapArray:push({ id = "Gang.Sycee.Goods_Building.Refresh", res_type = 4, res_id = 0, value = 20, desc = "刷新贡献建筑花费元宝"}) mapArray:push({ id = "Gang.Sycee.Reflesh_Buff", res_type = 4, res_id = 0, value = 20, desc = "刷新繁荣建筑花费元宝"}) mapArray:push({ id = "Gang.Sycee.Reflesh_ExchangeList", res_type = 4, res_id = 0, value = 100, desc = "刷新贡献建筑花费元宝"}) mapArray:push({ id = "hallenge.Time.Climb.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "无量山石购买需要的vip等级(仅前端限制)"}) mapArray:push({ id = "HeroList.Open.Level", res_type = 0, res_id = 0, value = 4, desc = "群豪谱开放等级"}) mapArray:push({ id = "hurt.decay.row.one", res_type = 0, res_id = 0, value = 100, desc = "横排第二排衰减系数"}) mapArray:push({ id = "hurt.decay.row.two", res_type = 0, res_id = 0, value = 100, desc = "横排第三排衰减系数"}) mapArray:push({ id = "hurt.decay.screen.one", res_type = 0, res_id = 0, value = 100, desc = "全体第二排衰减系数"}) mapArray:push({ id = "hurt.decay.screen.two", res_type = 0, res_id = 0, value = 100, desc = "全体第三排衰减系数"}) mapArray:push({ id = "Invite.Receive.RewardId", res_type = 0, res_id = 0, value = 3200, desc = "领取(验证)邀请码奖励ID"}) mapArray:push({ id = "JiangHu.Treasure.Extra.Box.Number", res_type = 0, res_id = 0, value = 4, desc = "江湖宝藏额外宝箱个数"}) mapArray:push({ id = "JiangHu.Treasure.Extra.Open.Consume.Sycee", res_type = 4, res_id = 0, value = 100, desc = "江湖宝藏中额外打开所有额外奖励宝箱所需要的元宝花销"}) mapArray:push({ id = "Message.GM.Duration", res_type = 0, res_id = 0, value = 7, desc = "GM消息过期时长(天)"}) mapArray:push({ id = "Mission.Auto.Reset.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "选择自动回复体力和自动重置挑战次数的VIP等级(仅前端限制)"}) mapArray:push({ id = "Mission.AutomaticBattle.Level", res_type = 0, res_id = 0, value = 3, desc = "自动战斗开启等级"}) mapArray:push({ id = "Mission.AutomaticBattle.VIPLevel", res_type = 0, res_id = 0, value = 3, desc = "自动战斗VIP开启等级"}) mapArray:push({ id = "Mission.FreeQuick.price", res_type = 0, res_id = 0, value = 1, desc = "每日免费扫荡次数用完后,继续扫荡的单价"}) mapArray:push({ id = "Mission.FreeQuick.Times", res_type = 0, res_id = 0, value = 3, desc = "每日免费扫荡次数"}) mapArray:push({ id = "Mission.ManyQuick.NeedVIP", res_type = 0, res_id = 0, value = 2, desc = "可以使用扫荡N次功能的VIP等级(仅前端限制)"}) mapArray:push({ id = "Mission.Reset.Times.NeedVIP", res_type = 0, res_id = 0, value = 0, desc = "可重置挑战次数的VIP等级(仅前端限制)"}) mapArray:push({ id = "Mission.Reset.Times.price", res_type = 0, res_id = 0, value = 50, desc = "关卡重置挑战次数单价(元宝)"}) mapArray:push({ id = "Moheya.Challenge.Cooltime", res_type = 0, res_id = 0, value = 600, desc = "摩诃崖挑战冷却时间(秒)"}) mapArray:push({ id = "Moheya.Open.Level", res_type = 0, res_id = 0, value = 1, desc = "摩诃崖开放等级"}) mapArray:push({ id = "Player.Exp.Power.Multiple", res_type = 0, res_id = 0, value = 10, desc = "一体力对应的玩家团队经验"}) mapArray:push({ id = "Player.Init.Coin", res_type = 0, res_id = 0, value = 0, desc = "玩家初始铜币"}) mapArray:push({ id = "Player.Init.Inspiration", res_type = 0, res_id = 0, value = 5, desc = "玩家技能点"}) mapArray:push({ id = "Player.Init.Sycee", res_type = 0, res_id = 0, value = 0, desc = "玩家初始元宝"}) mapArray:push({ id = "Player.Level.Max", res_type = 0, res_id = 0, value = 170, desc = "玩家的最高等级"}) mapArray:push({ id = "Player.ReName.prop", res_type = 0, res_id = 0, value = 30065, desc = "更名帖道具ID"}) mapArray:push({ id = "Player.Sycee.Rename", res_type = 0, res_id = 0, value = 100, desc = "更名贴不足时,消耗的元宝数量"}) mapArray:push({ id = "Pulse.Coin.Refresh", res_type = 3, res_id = 0, value = 100, desc = "经洗练新所需铜币"}) mapArray:push({ id = "Pulse.Factor.attribute1", res_type = 0, res_id = 0, value = 1000, desc = "(/100)气血加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute10", res_type = 0, res_id = 0, value = 200, desc = "(/100)火抗加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute11", res_type = 0, res_id = 0, value = 200, desc = "(/100)毒抗加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute12", res_type = 0, res_id = 0, value = 1000, desc = "(/100)暴击加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute13", res_type = 0, res_id = 0, value = 1000, desc = "(/100)抗暴击加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute14", res_type = 0, res_id = 0, value = 1000, desc = "(/100)命中加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute15", res_type = 0, res_id = 0, value = 1000, desc = "(/100)躲避加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute2", res_type = 0, res_id = 0, value = 600, desc = "(/100)武力加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute3", res_type = 0, res_id = 0, value = 600, desc = "(/100)防御加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute4", res_type = 0, res_id = 0, value = 600, desc = "(/100)内力加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute5", res_type = 0, res_id = 0, value = 600, desc = "(/100)身法加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute6", res_type = 0, res_id = 0, value = 300, desc = "(/100)冰伤加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute7", res_type = 0, res_id = 0, value = 300, desc = "(/100)火伤加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute8", res_type = 0, res_id = 0, value = 300, desc = "(/100)毒伤加成系数"}) mapArray:push({ id = "Pulse.Factor.attribute9", res_type = 0, res_id = 0, value = 200, desc = "(/100)冰抗加成系数"}) mapArray:push({ id = "Pulse.Factor.quality1", res_type = 0, res_id = 0, value = 100, desc = "(/100)经脉丁品质系数"}) mapArray:push({ id = "Pulse.Factor.Quality2", res_type = 0, res_id = 0, value = 130, desc = "(/100)经脉丙品质系数"}) mapArray:push({ id = "Pulse.Factor.Quality3", res_type = 0, res_id = 0, value = 160, desc = "(/100)经脉乙品质系数"}) mapArray:push({ id = "Pulse.Factor.Quality4", res_type = 0, res_id = 0, value = 200, desc = "(/100)经脉甲品质系数"}) mapArray:push({ id = "Pulse.Level.Max", res_type = 0, res_id = 0, value = 10, desc = "经脉的最大等级"}) mapArray:push({ id = "Pulse.Position1.Quality.open", res_type = 0, res_id = 0, value = 1, desc = "经脉1(带脉)开启的角色品质"}) mapArray:push({ id = "Pulse.Position2.Quality.open", res_type = 0, res_id = 0, value = 2, desc = "经脉2(冲脉)开启的角色品质"}) mapArray:push({ id = "Pulse.Position3.Quality.open", res_type = 0, res_id = 0, value = 3, desc = "经脉3(任脉)开启的角色品质"}) mapArray:push({ id = "Pulse.Position4.Quality.open", res_type = 0, res_id = 0, value = 3, desc = "经脉4(督脉)开启的角色品质"}) mapArray:push({ id = "Pulse.Position5.Quality.open", res_type = 0, res_id = 0, value = 4, desc = "经脉5(维脉)开启的角色品质"}) mapArray:push({ id = "Pulse.Position6.Quality.open", res_type = 0, res_id = 0, value = 4, desc = "经脉6(跷脉)开启的角色品质"}) mapArray:push({ id = "Pulse.Refresh.prop1", res_type = 0, res_id = 0, value = 30019, desc = "洗脉物品1-洗髓丹"}) mapArray:push({ id = "Pulse.Refresh.prop2", res_type = 0, res_id = 0, value = 30020, desc = "洗脉物品2-通心丸"}) mapArray:push({ id = "Pulse.Uplevel.soul", res_type = 0, res_id = 0, value = 10, desc = "经脉升一级消耗侠魂"}) mapArray:push({ id = "Recharge.First.Multiple", res_type = 0, res_id = 0, value = 2, desc = "首充倍率,定义常量"}) mapArray:push({ id = "Recruit.Consume.Hundred", res_type = 1, res_id = 2001, value = 1, desc = "百里挑一每次招募消耗的招募令个数"}) mapArray:push({ id = "Recruit.Consume.Million", res_type = 1, res_id = 2001, value = 30, desc = "万里挑一每次消耗的招募令个数"}) mapArray:push({ id = "Recruit.Consume.Sycee.Hundred", res_type = 4, res_id = 0, value = 50, desc = "百里挑一,自动消费元宝招募,当没有招募令时自动扣除"}) mapArray:push({ id = "Recruit.Consume.Sycee.Million", res_type = 4, res_id = 0, value = 300, desc = "万里挑一,自动消费元宝招募,当没有招募令时自动扣除"}) mapArray:push({ id = "Recruit.Consume.Sycee.Million.Batch", res_type = 4, res_id = 0, value = 2888, desc = "万里挑一,连抽10次的消耗"}) mapArray:push({ id = "Recruit.FreeTimes.PerDay.Hundred", res_type = 0, res_id = 0, value = 5, desc = "十里挑一,每日免费招募次数"}) mapArray:push({ id = "Recruit.MaxFailTime.Million", res_type = 0, res_id = 0, value = 10, desc = "万里挑一最大失败次数"}) mapArray:push({ id = "Recruit.Probability.Hundred", res_type = 0, res_id = 0, value = 200, desc = "百里挑一,每失败一次增加的获取紫卡概率.10000表示100%"}) mapArray:push({ id = "Recruit.Probability.Million", res_type = 0, res_id = 0, value = 200, desc = "万里挑一,每失败一次增加的获取紫卡概率.10000表示100%"}) mapArray:push({ id = "Recruit.TimeSpace.Per.Hundred", res_type = 0, res_id = 0, value = 600000, desc = "百里挑一,每次免费招募重置间隔时间,单位/毫秒"}) mapArray:push({ id = "Recruit.TimeSpace.Per.Million", res_type = 0, res_id = 0, value = 86400000, desc = "万里挑一,每次免费招募重置间隔时间,单位/毫秒"}) mapArray:push({ id = "Recruit.TimeSpace.Per.Ten", res_type = 0, res_id = 0, value = 600000, desc = "十里挑一,每次免费招募重置间隔时间,单位/毫秒"}) mapArray:push({ id = "Recycle.Equip.Level.Coin.Percent", res_type = 0, res_id = 0, value = 80, desc = "装备出售金币回收百分比"}) mapArray:push({ id = "Recycle.Role.Meridian.Percent", res_type = 0, res_id = 0, value = 70, desc = "卡牌经脉等级消耗的真气回收百分比"}) mapArray:push({ id = "Recycle.Role.Rank.Percent", res_type = 0, res_id = 0, value = 70, desc = "卡牌等级经验回收百分比"}) mapArray:push({ id = "Recycle.Role.Skill.Percent", res_type = 0, res_id = 0, value = 70, desc = "卡牌技能消耗的铜币回收百分比"}) mapArray:push({ id = "Recycle.Role.Meridian.Breach.Percent", res_type = 0, res_id = 0, value = 70, desc = "卡牌经脉突破消耗的精露回收百分比"}) mapArray:push({ id = "Recycle.Role.Practice.Percent", res_type = 0, res_id = 0, value = 70, desc = "卡牌帮派修炼场消耗的帮贡回收百分比"}) mapArray:push({ id = "Role.Level.MaxMultiple", res_type = 0, res_id = 0, value = 1, desc = "角色等级为主角等级的最高倍数"}) mapArray:push({ id = "Role.LevelMax.Multiple", res_type = 0, res_id = 0, value = 1, desc = "侠客升级上限,等级的几倍?"}) mapArray:push({ id = "Role.Train.StarUp.Consume.Card", res_type = 3, res_id = 0, value = 10000, desc = "角色培养-升星每个卡牌狗粮所需要消耗的铜币数量"}) mapArray:push({ id = "Role.Train.StarUp.Consume.Soul", res_type = 3, res_id = 0, value = 1000, desc = "角色培养-升星每个魂卡狗粮所需要消耗的铜币数量"}) mapArray:push({ id = "Shop.Random.Refresh.BaseCost", res_type = 0, res_id = 0, value = 20, desc = "玩家随机商店第一次手动刷新花费元宝"}) mapArray:push({ id = "Shop.Random.Refresh.Cost.Max", res_type = 0, res_id = 0, value = 100, desc = "玩家随机商店动刷新花费元宝上限"}) mapArray:push({ id = "Shop.Random.Refresh.Cost.Step", res_type = 0, res_id = 0, value = 20, desc = "玩家随机商店手动刷新花费元宝递增步长"}) mapArray:push({ id = "Shop.Random.Refresh.Count.JIA", res_type = 0, res_id = 0, value = 10, desc = "玩家随机商店商店第几次后必产出甲品道具"}) mapArray:push({ id = "Shop.Random.Refresh.Interval", res_type = 0, res_id = 0, value = 28800000, desc = "玩家商店自动刷新时间间隔(毫秒)"}) mapArray:push({ id = "Shop.Random.Size", res_type = 0, res_id = 0, value = 8, desc = "随机商店容量"}) mapArray:push({ id = "Skill.Levelup.coin", res_type = 0, res_id = 0, value = 100, desc = "战场技能升级所需元宝"}) mapArray:push({ id = "Skill.Levelup.skilldot", res_type = 0, res_id = 0, value = 1, desc = "战场技能升级所需技能点"}) mapArray:push({ id = "Skill.Max.Level", res_type = 0, res_id = 0, value = 10, desc = "战场技能最高等级"}) mapArray:push({ id = "Transfer.Role.Cost", res_type = 3, res_id = 0, value = 10000, desc = "传功每个角色所需要的铜币数量"}) mapArray:push({ id = "Transfer.Role.Rate", res_type = 0, res_id = 0, value = 30, desc = "折算系数,暂定 30%"}) mapArray:push({ id = "Transfer.Soul.Cost", res_type = 3, res_id = 0, value = 1000, desc = "传功每个侠魂所需要的铜币数量"}) mapArray:push({ id = "Yabiao.Cleancd.cost", res_type = 4, res_id = 0, value = 2, desc = "快马加鞭消耗"}) mapArray:push({ id = "Yabiao.Refresh.Cost.step", res_type = 0, res_id = 0, value = 0, desc = "押镖刷新价格递增"}) mapArray:push({ id = "Yabiao.Refresh.First.cost", res_type = 0, res_id = 0, value = 2, desc = "第一次刷新价格"}) mapArray:push({ id = "Yabiao.Refresh.FreeTime", res_type = 0, res_id = 0, value = 2, desc = "押镖每日免费刷新系数"}) mapArray:push({ id = "Yabiao.Yabiao.Daily.MaxTime", res_type = 0, res_id = 0, value = 5, desc = "押镖每日可押镖次数"}) mapArray:push({ id = "Chat.Public.Level", res_type = 0, res_id = 0, value = 20, desc = "聊天功能开放等级"}) mapArray:push({ id = "Chat.Public.VipLevel", res_type = 0, res_id = 0, value = 2, desc = "聊天功能VIP等级"}) mapArray:push({ id = "Role.Email.Level", res_type = 0, res_id = 0, value = 5, desc = "角色升级欢迎邮件"}) mapArray:push({ id = "Chat.Public.num", res_type = 0, res_id = 0, value = 5, desc = "聊天功能开始的初始聊天次数"}) mapArray:push({ id = "Chat.Public.num2", res_type = 0, res_id = 0, value = 1, desc = "聊天功能开启后,此后每级递增的次数"}) mapArray:push({ id = "Zhengba.Time.Wait", res_type = 0, res_id = 0, value = 36000, desc = "争霸赛等待时间"}) mapArray:push({ id = "Zhengba.Time.Fight", res_type = 0, res_id = 0, value = 1800, desc = "争霸赛战斗时间"}) mapArray:push({ id = "Zhengba.Time.Open", res_type = 0, res_id = 0, value = 43200, desc = "争霸赛开始时间"}) mapArray:push({ id = "Zhengba.Time.Yazhu1", res_type = 0, res_id = 0, value = 46500, desc = "八强押注时间节点"}) mapArray:push({ id = "Zhengba.Time.Yazhu2", res_type = 0, res_id = 0, value = 53700, desc = "半决赛押注时间节点"}) mapArray:push({ id = "Zhengba.Time.Yazhu3", res_type = 0, res_id = 0, value = 64500, desc = "总决赛押注时间节点"}) mapArray:push({ id = "Zhengba.Time.ZhengbaFight", res_type = 0, res_id = 0, value = 300, desc = "争霸赛战斗时间"}) mapArray:push({ id = "Zhengba.Time.Zhanshi", res_type = 0, res_id = 0, value = 0, desc = "争霸赛展示时间"}) mapArray:push({ id = "Zhengba.Time.Close", res_type = 0, res_id = 0, value = 79200, desc = "争霸赛结束时间"}) mapArray:push({ id = "wuxue.MaxLevel", res_type = 0, res_id = 0, value = 20, desc = "当前开放武学等级上限"}) mapArray:push({ id = "Invite.Validate.Level", res_type = 0, res_id = 0, value = 29, desc = "受邀有礼等级限制"}) mapArray:push({ id = "yijianchongxue.VipLevel", res_type = 0, res_id = 0, value = 1, desc = "一键冲穴VIP等级"}) mapArray:push({ id = "Equip.Remake.Extra.Lock.Consume", res_type = 4, res_id = 0, value = 200, desc = "装备洗炼锁定消耗元宝数量"}) mapArray:push({ id = "Equip.Remake.Extra.Consume.Goods", res_type = 1, res_id = 30051, value = 1, desc = "装备洗炼消耗的物品ID"}) mapArray:push({ id = "North.Cave.Battle.Options.Refresh", res_type = 4, res_id = 0, value = 50, desc = "无量山逆塔换一批价格"}) mapArray:push({ id = "North.Cave.Open.Floor", res_type = 0, res_id = 0, value = 100, desc = "无量山北窟开启对应南峰通关层数"}) mapArray:push({ id = "yijianjinglian.Vip.Level", res_type = 0, res_id = 0, value = 4, desc = "一键精炼功能开启VIP条件"}) mapArray:push({ id = "guild.ReName.prop", res_type = 0, res_id = 0, value = 30066, desc = "帮派改名道具ID"}) mapArray:push({ id = "guild.Sycee.Rename", res_type = 0, res_id = 0, value = 300, desc = "帮派改名花费元宝"}) mapArray:push({ id = "guild.cd.practice", res_type = 4, res_id = 0, value = 5, desc = "1元宝多少分钟"}) mapArray:push({ id = "Mine.Battle.Lock.Time", res_type = 0, res_id = 0, value = 600, desc = "战斗上锁时间"}) mapArray:push({ id = "Mine.Refresh.FreeTime", res_type = 0, res_id = 0, value = 2, desc = "挖矿每日免费刷新次数"}) mapArray:push({ id = "Mine.Unlock.Level", res_type = 0, res_id = 0, value = 55, desc = "矿2解锁等级"}) mapArray:push({ id = "guild.change.flag.goods", res_type = 0, res_id = 0, value = 30069, desc = "修改帮派旗帜道具"}) mapArray:push({ id = "Mine.Refresh.Cost", res_type = 4, res_id = 0, value = 15, desc = "矿刷新价格"}) mapArray:push({ id = "Mine.To.Battle.Lock.Time", res_type = 0, res_id = 0, value = 120, desc = "等待战斗上锁时间"}) mapArray:push({ id = "guild.change.flag", res_type = 4, res_id = 0, value = 300, desc = "修改帮派旗帜"}) mapArray:push({ id = "Jiuguan.Qiyuan.Time", res_type = 0, res_id = 0, value = 300, desc = "祈愿间隔时间(秒)"}) mapArray:push({ id = "Jiuguan.Qiyuan.MaxTime", res_type = 0, res_id = 0, value = 15, desc = "领取祈愿宝箱所需天数"}) mapArray:push({ id = "Gangwar.Team.Time", res_type = 0, res_id = 0, value = 3600, desc = "帮派战每轮间隔时间(秒)"}) mapArray:push({ id = "Gangwar.Personal.Time", res_type = 0, res_id = 0, value = 45, desc = "帮派战个人间隔时间(秒)"}) mapArray:push({ id = "Gangwar.Elite.Reward", res_type = 0, res_id = 0, value = 20, desc = "精英奖励加成"}) mapArray:push({ id = "Gangwar.Hurt.attenuation", res_type = 0, res_id = 0, value = 10, desc = "胜利后属性衰减"}) mapArray:push({ id = "Gangwar.Qualifier.Over", res_type = 0, res_id = 0, value = 259200, desc = "预选赛截止时间(从周1,00:00开始计算,单位秒)"}) mapArray:push({ id = "Gangwar.Signup.Over", res_type = 0, res_id = 0, value = 141600, desc = "预选赛-报名截止时间(计算预选赛-报名之间时间,单位秒)"}) mapArray:push({ id = "Gangwar.Warstart.Over", res_type = 0, res_id = 0, value = 600, desc = "报名截止时间-战斗开始时间(计算报名-战斗开始时间,单位秒)"}) mapArray:push({ id = "Experience.Change.Money", res_type = 0, res_id = 0, value = 1, desc = "经验转化为铜币的比例"}) mapArray:push({ id = "Gangwar.Qualifier.Start", res_type = 0, res_id = 0, value = 172800, desc = "预选赛开始时间(从周1,00:00开始计算,单位秒)"}) mapArray:push({ id = "Chat.ServerBroadcast.GoodsId", res_type = 1, res_id = 30103, value = 1, desc = "跨服聊天道具(跨服喇叭)ID"}) mapArray:push({ id = "Chat.Server.Level", res_type = 0, res_id = 0, value = 20, desc = "跨服聊天功能开放等级"}) mapArray:push({ id = "Chat.Server.VipLevel", res_type = 0, res_id = 0, value = 2, desc = "跨服聊天功能VIP等级"}) mapArray:push({ id = "Chat.Server.num", res_type = 0, res_id = 0, value = 0, desc = "跨服聊天功能开始的初始聊天次数"}) mapArray:push({ id = "Chat.Server.num2", res_type = 0, res_id = 0, value = 0, desc = "跨服聊天功能开启后,此后每级递增的次数"}) mapArray:push({ id = "Kill.challenge.num", res_type = 0, res_id = 0, value = 10, desc = "切磋榜排名前几可被所有人挑战"}) mapArray:push({ id = "RoleSkill.Max.Level", res_type = 0, res_id = 0, value = 170, desc = "玩家侠客技能可提升最大等级"}) mapArray:push({ id = "Kill.CancelRefreshCD.Gold", res_type = 0, res_id = 0, value = 50, desc = "清除刷新切磋玩家CD所需要的元宝数"}) mapArray:push({ id = "Kill.LeastKill", res_type = 0, res_id = 0, value = 100, desc = "切磋值少于N则被切磋不扣结算池奖励"}) mapArray:push({ id = "Kill.Constant1.Formula1", res_type = 0, res_id = 0, value = 30, desc = "切磋计算公式中的[常数1] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.CoefficientKill.Formula1", res_type = 0, res_id = 0, value = 500, desc = "切磋计算公式中的[切磋值_系数] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.CoefficientRead.Formula1", res_type = 0, res_id = 0, value = 500, desc = "切磋计算公式中的[阅历_系数] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.CoefficientMonny.Formula1", res_type = 0, res_id = 0, value = 500, desc = "切磋计算公式中的[铜钱_系数] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.Constant2Kill.Formula1", res_type = 0, res_id = 0, value = 100, desc = "切磋计算公式中的[切磋值_常数2] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.Constant2Read.Formula1", res_type = 0, res_id = 0, value = 1200, desc = "切磋计算公式中的[阅历_常数2] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.Constant2Monny.Formula1", res_type = 0, res_id = 0, value = 10000, desc = "切磋计算公式中的[铜钱_常数2] A=max(常数1,积分差(被挑战者积分-挑战者积分)*系数+常数2)"}) mapArray:push({ id = "Kill.Constant1.Formula2", res_type = 0, res_id = 0, value = 80, desc = "切磋计算公式中的[常数1] 实际切磋积分=(等级差(挑战者等级-常数1)/常数2+常数3)*A"}) mapArray:push({ id = "Kill.Constant2.Formula2", res_type = 0, res_id = 0, value = 100, desc = "切磋计算公式中的[常数2] 实际切磋积分=(等级差(挑战者等级-常数1)/常数2+常数3)*A"}) mapArray:push({ id = "Kill.Constant3.Formula2", res_type = 0, res_id = 0, value = 1, desc = "切磋计算公式中的[常数3] 实际切磋积分=(等级差(挑战者等级-常数1)/常数2+常数3)*A"}) mapArray:push({ id = "Kill.Search.ColdCD", res_type = 0, res_id = 0, value = 300, desc = "切磋榜中,搜寻玩家的间隔CD(秒)"}) mapArray:push({ id = "Kill.Not.In.Rank", res_type = 0, res_id = 0, value = 50, desc = "切磋榜中,多少名以后显示未上榜"}) mapArray:push({ id = "Adventure.MustGet.Num", res_type = 0, res_id = 0, value = 0, desc = "游历中,前期必掉精要的次数"}) mapArray:push({ id = "Adventure.MustGet.Stage", res_type = 0, res_id = 0, value = 20002, desc = "游历中,玩家第一次打第几关时,读取另外一组掉落"}) mapArray:push({ id = "Personal.Battle.Cycle", res_type = 0, res_id = 0, value = 14, desc = "跨服个人战开放周期"}) mapArray:push({ id = "Personal.Battle.Bet.Coins", res_type = 0, res_id = 0, value = 500000, desc = "跨服个人战普通押注消耗"}) mapArray:push({ id = "Personal.Battle.Bet.Gold", res_type = 0, res_id = 0, value = 200, desc = "跨服个人战高级押注消耗"}) mapArray:push({ id = "Personal.Battle.Bet.Reward", res_type = 0, res_id = 0, value = 70001, desc = "跨服个人战普通押注奖励"}) mapArray:push({ id = "Personal.Battle.Bet.BigReward", res_type = 0, res_id = 0, value = 70003, desc = "跨服个人战高级押注奖励"}) mapArray:push({ id = "MysteryShop.Constant1.TriggerPve", res_type = 0, res_id = 0, value = 1, desc = "触发性购买_PVE触发几率"}) mapArray:push({ id = "MysteryShop.Constant2.KeepTime", res_type = 0, res_id = 0, value = 3600, desc = "触发性购买_持续时间"}) mapArray:push({ id = "MysteryShop.Constant3.DayTriggerTimes", res_type = 0, res_id = 0, value = 3, desc = "触发性购买_当天可触发次数"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_1", res_type = 0, res_id = 0, value = 154140, desc = "资格赛结果展示结束时间(周二18:49)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_2", res_type = 0, res_id = 0, value = 154800, desc = "第一场跨服积分赛开始(周二19:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_3", res_type = 0, res_id = 0, value = 158400, desc = "第一场跨服积分赛结束(周二20:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_4", res_type = 0, res_id = 0, value = 160260, desc = "第一场跨服积分赛结果展示开始(周二20:31)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_5", res_type = 0, res_id = 0, value = 240540, desc = "第一场跨服积分赛结果展示结束(周三18:49)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_6", res_type = 0, res_id = 0, value = 241200, desc = "第二场跨服积分赛开始(周三19:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_7", res_type = 0, res_id = 0, value = 244800, desc = "第二场跨服积分赛结束(周三20:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_8", res_type = 0, res_id = 0, value = 246660, desc = "第二场跨服积分赛结果展示开始(周三20:31)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_9", res_type = 0, res_id = 0, value = 259200, desc = "第二场跨服积分赛结果展示结束(周三24:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_10", res_type = 0, res_id = 0, value = 331200, desc = "16强争霸赛开始(周四20:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_11", res_type = 0, res_id = 0, value = 333900, desc = "16强争霸赛结束(周四20:45)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_12", res_type = 0, res_id = 0, value = 345600, desc = "16强预览结束(周四24:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_13", res_type = 0, res_id = 0, value = 417600, desc = "8强争霸赛开始(周五20:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_14", res_type = 0, res_id = 0, value = 420300, desc = "8强争霸赛结束(周五20:45)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_15", res_type = 0, res_id = 0, value = 432000, desc = "8强预览结束(周五24:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_16", res_type = 0, res_id = 0, value = 504000, desc = "4强争霸赛开始(周六20:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_17", res_type = 0, res_id = 0, value = 506700, desc = "4强争霸赛结束(周六20:45)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_18", res_type = 0, res_id = 0, value = 518400, desc = "4强预览结束(周六24:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_19", res_type = 0, res_id = 0, value = 590400, desc = "2强争霸赛开始(周日20:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_20", res_type = 0, res_id = 0, value = 593100, desc = "2强争霸赛结束(周日20:45)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_21", res_type = 0, res_id = 0, value = 604800, desc = "2强预览结束(周日24:00)"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_22", res_type = 0, res_id = 0, value = 600, desc = "第一场积分赛前10分钟"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_23", res_type = 0, res_id = 0, value = 1800, desc = "第一场积分赛后30分钟"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_24", res_type = 0, res_id = 0, value = 600, desc = "第二场积分赛前10分钟"}) mapArray:push({ id = "MultiServerFightManager.ActivityState_25", res_type = 0, res_id = 0, value = 1800, desc = "第二场积分赛后30分钟"}) mapArray:push({ id = "Refining.probability", res_type = 0, res_id = 0, value = 300, desc = "获得高品质概率"}) mapArray:push({ id = "PowerCompareCalculate1", res_type = 0, res_id = 0, value = 10000, desc = "公式中的10000(装备当前值=N1*(权重/总权重)*10000+ N2*(权重/总权重)*10000+N3*(权重/总权重)*10000……)"}) mapArray:push({ id = "CrossGuildBattleManager.applyInterval", res_type = 0, res_id = 0, value = 10, desc = "帮派跨服报名间隔时间"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_2", res_type = 0, res_id = 0, value = 172800, desc = "帮派跨服开始报名时间(周三00:00)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Apply_End_1", res_type = 0, res_id = 0, value = 240600, desc = "帮派跨服战斗结束时间(周三18:50)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Fight_Begin_1", res_type = 0, res_id = 0, value = 241200, desc = "帮派跨服战斗结束时间(周三19:00)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Fight_End_1", res_type = 0, res_id = 0, value = 246660, desc = "帮派跨服战斗结束时间(周三20:30)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Fight_Wait", res_type = 0, res_id = 0, value = 259200, desc = "帮派跨服战斗结束时间(周四00:00)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Apply_End_2", res_type = 0, res_id = 0, value = 327000, desc = "帮派跨服战斗结束时间(周四18:50)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Fight_Begin_2", res_type = 0, res_id = 0, value = 327600, desc = "帮派跨服战斗结束时间(周四19:00)"}) mapArray:push({ id = "CrossGuildBattleManager.ActivityState_Fight_End_2", res_type = 0, res_id = 0, value = 333060, desc = "帮派跨服战斗结束时间(周四20:30)"}) mapArray:push({ id = "Guild.Battle.Cycle", res_type = 0, res_id = 0, value = 14, desc = "帮派跨服周期"}) mapArray:push({ id = "PowerCompareFormula1", res_type = 0, res_id = 0, value = 3000, desc = "战力考校大类评分,0%~40%为平凡"}) mapArray:push({ id = "PowerCompareFormula2", res_type = 0, res_id = 0, value = 6500, desc = "战力考校大类评分,40%~65%为杰出"}) mapArray:push({ id = "PowerCompareFormula3", res_type = 0, res_id = 0, value = 8500, desc = "战力考校大类评分,65%~85%为卓越"}) mapArray:push({ id = "VIP_BOX_0", res_type = 0, res_id = 0, value = 40018, desc = "VIP0大礼包"}) mapArray:push({ id = "VIP_BOX_1", res_type = 0, res_id = 0, value = 40003, desc = "VIP1大礼包"}) mapArray:push({ id = "VIP_BOX_2", res_type = 0, res_id = 0, value = 40004, desc = "VIP2大礼包"}) mapArray:push({ id = "VIP_BOX_3", res_type = 0, res_id = 0, value = 40005, desc = "VIP3大礼包"}) mapArray:push({ id = "VIP_BOX_4", res_type = 0, res_id = 0, value = 40006, desc = "VIP4大礼包"}) mapArray:push({ id = "VIP_BOX_5", res_type = 0, res_id = 0, value = 40007, desc = "VIP5大礼包"}) mapArray:push({ id = "VIP_BOX_6", res_type = 0, res_id = 0, value = 40008, desc = "VIP6大礼包"}) mapArray:push({ id = "VIP_BOX_7", res_type = 0, res_id = 0, value = 40009, desc = "VIP7大礼包"}) mapArray:push({ id = "VIP_BOX_8", res_type = 0, res_id = 0, value = 40010, desc = "VIP8大礼包"}) mapArray:push({ id = "VIP_BOX_9", res_type = 0, res_id = 0, value = 40011, desc = "VIP9大礼包"}) mapArray:push({ id = "VIP_BOX_10", res_type = 0, res_id = 0, value = 40012, desc = "VIP10大礼包"}) mapArray:push({ id = "VIP_BOX_11", res_type = 0, res_id = 0, value = 40013, desc = "VIP11大礼包"}) mapArray:push({ id = "VIP_BOX_12", res_type = 0, res_id = 0, value = 40014, desc = "VIP12大礼包"}) mapArray:push({ id = "VIP_BOX_13", res_type = 0, res_id = 0, value = 40015, desc = "VIP13大礼包"}) mapArray:push({ id = "VIP_BOX_14", res_type = 0, res_id = 0, value = 40016, desc = "VIP14大礼包"}) mapArray:push({ id = "VIP_BOX_15", res_type = 0, res_id = 0, value = 40017, desc = "VIP15大礼包"}) mapArray:push({ id = "GambleOneKeyTime1", res_type = 0, res_id = 0, value = 10, desc = "一键赌石次数"}) mapArray:push({ id = "GambleOneKeyTime2", res_type = 0, res_id = 0, value = 50, desc = "一键赌石次数"}) mapArray:push({ id = "GambleOneKeyTime3", res_type = 0, res_id = 0, value = 200, desc = "一键赌石次数"}) mapArray:push({ id = "LongMenBreak.Constant.XiHuangDie", res_type = 0, res_id = 0, value = 1, desc = "羲皇蝶使用次数"}) mapArray:push({ id = "FundBuyLevel", res_type = 0, res_id = 0, value = 50, desc = "基金在多少级之后不可购买"}) mapArray:push({ id = "Power_activity_over", res_type = 0, res_id = 0, value = 7, desc = "战力活动7天结束"}) mapArray:push({ id = "Power_activity_disapear", res_type = 0, res_id = 0, value = 14, desc = "战力活动14天消失"}) mapArray:push({ id = "MultiServerFightManager.Onehours", res_type = 0, res_id = 0, value = 1200, desc = "跨服个人淘汰赛阶段每轮间隔20分钟"}) mapArray:push({ id = "MultiServerFightManager.Tenminutes", res_type = 0, res_id = 0, value = 300, desc = "跨服个人淘汰赛阶段每轮战斗5分钟"}) mapArray:push({ id = "PeakTakeDownTime", res_type = 0, res_id = 0, value = 480, desc = "占领阵眼最多持续8小时"}) mapArray:push({ id = "PeakOnePageNum", res_type = 0, res_id = 0, value = 7, desc = "一页阵眼有多少个"}) mapArray:push({ id = "PeakEveryDayNum", res_type = 0, res_id = 0, value = 5, desc = "论剑峰每天获得的挑战次数"}) mapArray:push({ id = "PeakOnePageZhenYanNum", res_type = 0, res_id = 0, value = 22, desc = "论剑峰第一层阵眼的页数"}) mapArray:push({ id = "EquipmentThroughSoldItem", res_type = 0, res_id = 0, value = 30143, desc = "出售装备后,返还的升阶材料物品ID"}) mapArray:push({ id = "EquipmentThroughSoldNum", res_type = 0, res_id = 0, value = 6000, desc = "出售装备后,返还的升阶材料比值"}) mapArray:push({ id = "HomeShareNum", res_type = 0, res_id = 0, value = 3, desc = "家园转盘分享可获得的转盘次数"}) mapArray:push({ id = "HomeShareSuccessNum", res_type = 0, res_id = 0, value = 10, desc = "家园转盘分享成功可获得的转盘次数"}) mapArray:push({ id = "ShareWayLevelupOpen", res_type = 0, res_id = 0, value = 21, desc = "第多少级在升级界面开启分享接口"}) mapArray:push({ id = "ChangeRedRoleLiantiScale", res_type = 0, res_id = 0, value = 7500, desc = "橙品质侠客升红,炼体等级的转换率"}) mapArray:push({ id = "TianJiLunBuleCoin", res_type = 3, res_id = 0, value = 500000, desc = "天机轮蓝币消耗获得铜币数量"}) mapArray:push({ id = "TianJiLunPurpleCoin", res_type = 3, res_id = 0, value = 1000000, desc = "天机轮紫币消耗获得铜币数量"}) mapArray:push({ id = "ZhuanPanShengJiFenXiang", res_type = 0, res_id = 0, value = 2, desc = "升级时,分享游戏可获得的转盘次数"}) mapArray:push({ id = "Serdang.Open.Cycle", res_type = 0, res_id = 0, value = 28, desc = "无量山噩梦开放周期"}) mapArray:push({ id = "RedpacketLastTime", res_type = 0, res_id = 0, value = 7200, desc = "帮派红包可领取时间"}) mapArray:push({ id = "RedpacketCheckListLastTime", res_type = 0, res_id = 0, value = 86400, desc = "帮派红包信息存在时间"}) mapArray:push({ id = "RedpacketMinNum", res_type = 0, res_id = 0, value = 5, desc = "帮派红包最少发放个数"}) mapArray:push({ id = "RedpacketAnnNum", res_type = 0, res_id = 0, value = 2, desc = "帮派红包发放数额公告"}) mapArray:push({ id = "VIPDailyExp", res_type = 0, res_id = 0, value = 100, desc = "VIP每日签到经验"}) mapArray:push({ id = "RedpacketRcvNum", res_type = 0, res_id = 0, value = 3000, desc = "帮派红包接受数额公告"}) mapArray:push({ id = "BattleArrayMaxLevel", res_type = 0, res_id = 0, value = 500, desc = "阵法强化的最大等级"}) mapArray:push({ id = "BattleArrayChangeLockMoney", res_type = 0, res_id = 0, value = 200, desc = "易位锁定消耗元宝数量"}) mapArray:push({ id = "BattleArrayPayBackGooderID", res_type = 0, res_id = 0, value = 30161, desc = "阵法出售,返还的强化材料ID"}) mapArray:push({ id = "BattleArrayPayBackGooderScale", res_type = 0, res_id = 0, value = 6000, desc = "阵法出售,返还的强化材料比例"}) mapArray:push({ id = "BattleArrayPayBackBreakScale", res_type = 0, res_id = 0, value = 6000, desc = "阵法出售,返还的突破残页&阵心石比例"}) mapArray:push({ id = "ChangeEachSkyBookQuality4Num1", res_type = 1, res_id = 30204, value = 1, desc = "紫色天书置换所需材料"}) mapArray:push({ id = "ChangeEachSkyBookQuality4Num2", res_type = 16, res_id = 0, value = 50000, desc = "紫色天书置换所需阅历"}) mapArray:push({ id = "ChangeEachSkyBookQuality5Num1", res_type = 1, res_id = 30205, value = 1, desc = "橙色天书置换所需材料"}) mapArray:push({ id = "ChangeEachSkyBookQuality5Num2", res_type = 16, res_id = 0, value = 50000, desc = "橙色天书置换所需阅历"}) mapArray:push({ id = "ChangeEachMilitarycienceQuality4Num1", res_type = 1, res_id = 30202, value = 1, desc = "紫色阵法置换所需材料"}) mapArray:push({ id = "ChangeEachMilitarycienceQuality4Num2", res_type = 3, res_id = 0, value = 50000, desc = "紫色阵法置换所需铜币"}) mapArray:push({ id = "ChangeEachMilitarycienceQuality5Num1", res_type = 1, res_id = 30203, value = 1, desc = "橙色阵法置换所需材料"}) mapArray:push({ id = "ChangeEachMilitarycienceQuality5Num2", res_type = 3, res_id = 0, value = 50000, desc = "橙色阵法置换所需铜币"}) mapArray:push({ id = "ChangeEachMilitarycienceQuality4Num3", res_type = 1, res_id = 30251, value = 1, desc = "紫色阵法置换所需高级材料"}) mapArray:push({ id = "ChangeEachMilitarycienceQuality5Num3", res_type = 1, res_id = 30252, value = 1, desc = "橙色阵法置换所需高级材料"}) mapArray:push({ id = "DeduceFunctionOpen", res_type = 0, res_id = 0, value = 60, desc = "阵法推演需求强化X级后开启"}) mapArray:push({ id = "RedpacketMinTime", res_type = 0, res_id = 0, value = 86400, desc = "帮派红包最少发放及接受时间"}) mapArray:push({ id = "BattleArrayPaoMaDengPinZhi", res_type = 0, res_id = 0, value = 5, desc = "阵法品质达到多少时出现跑马灯"}) mapArray:push({ id = "YiJianTuoGuanTime", res_type = 0, res_id = 0, value = 1000, desc = "一键托管每次模拟点击的间隔时间(毫秒)"}) mapArray:push({ id = "AdventureKillItemDrop", res_type = 0, res_id = 0, value = 40228, desc = "游历切磋获得道具ID"}) mapArray:push({ id = "AdventureKillItemDropNum", res_type = 0, res_id = 0, value = 1, desc = "游历切磋获得道具数量"}) mapArray:push({ id = "PotentialPracticeValue", res_type = 0, res_id = 0, value = 50, desc = "潜修锁概率"}) mapArray:push({ id = "PotentialPracticeLockCost1", res_type = 1, res_id = 30125, value = 5, desc = "1阶段潜修锁消耗舍利子数量"}) mapArray:push({ id = "PotentialPracticeLockCost2", res_type = 1, res_id = 30286, value = 1, desc = "2阶段潜修锁消耗琉璃子数量"}) mapArray:push({ id = "PotentialPracticeStageOpen1", res_type = 5, res_id = 2, value = 50000, desc = "潜修阶段2开放条件"}) mapArray:push({ id = "PotentialPracticeStage1", res_type = 1, res_id = 0, value = 1, desc = "潜修1阶段数值(1为数值,2为百分比)"}) mapArray:push({ id = "PotentialPracticeStage2", res_type = 2, res_id = 0, value = 2, desc = "潜修2阶段数值(1为数值,2为百分比)"}) mapArray:push({ id = "FirstRecruitRole", res_type = 0, res_id = 0, value = 3, desc = "第一次十连抽给的卡牌"}) mapArray:push({ id = "Blue_Role_1_Position", res_type = 0, res_id = 0, value = 0, desc = "初始蓝色侠客1站位"}) mapArray:push({ id = "Blue_Role_1_ID", res_type = 0, res_id = 0, value = 0, desc = "初始蓝色侠客1ID"}) mapArray:push({ id = "Blue_Role_2_Position", res_type = 0, res_id = 0, value = 0, desc = "初始蓝色侠客2站位"}) mapArray:push({ id = "Blue_Role_2_ID", res_type = 0, res_id = 0, value = 0, desc = "初始蓝色侠客2ID"}) mapArray:push({ id = "StartGameGuideMoney", res_type = 0, res_id = 0, value = 2000, desc = "开局给予铜币"}) mapArray:push({ id = "AutoPassOpenLevel", res_type = 0, res_id = 0, value = 12, desc = "一键托管开启等级"}) mapArray:push({ id = "OneKeyAutoTalkWait", res_type = 0, res_id = 0, value = 1000, desc = "一键托管时,对话出现完毕后,等待时间(毫秒)"}) mapArray:push({ id = "TalkWaitSecond", res_type = 0, res_id = 0, value = 10000, desc = "剧情对话时,对话出现完毕后XX毫秒自动进行下一步"}) mapArray:push({ id = "Adventure.MissionBaoZiRate", res_type = 0, res_id = 0, value = 333, desc = "游历事件每个包子的触发概率(万分比)"}) mapArray:push({ id = "Adventure.MissionLeastGoTime", res_type = 0, res_id = 0, value = 30, desc = "触发游历事件的每日保底包子触发次数"}) mapArray:push({ id = "Adventure.MissionOneDayMaxGoTime", res_type = 0, res_id = 0, value = 6, desc = "每日触发游历事件的上限"}) mapArray:push({ id = "Adventure.MissionEventNum", res_type = 0, res_id = 0, value = 3, desc = "游历事件地图上最多存在的个数"}) mapArray:push({ id = "Adventure.MissionMoveSicnseSpeed", res_type = 0, res_id = 0, value = 300, desc = "游历事件聚焦屏幕移动时间(毫秒)"}) mapArray:push({ id = "Adventure.MissionMoveSicnseStopTime", res_type = 0, res_id = 0, value = 500, desc = "游历事件聚焦屏幕停留时间(毫秒)"}) mapArray:push({ id = "Adventure.AutoMoveWaitTime", res_type = 0, res_id = 0, value = 500, desc = "游历战斗中自动前进停留时间(毫秒)"}) mapArray:push({ id = "OpenServiceBigFightEveryDayRewardNum", res_type = 0, res_id = 0, value = 50, desc = "开服大比拼中,全服前X名开始给予排行榜奖励"}) mapArray:push({ id = "Japan.island.TriggerP", res_type = 0, res_id = 0, value = 1, desc = "浪人武士_PVE触发几率(百分比)"}) mapArray:push({ id = "Japan.island.EnsureTimes", res_type = 0, res_id = 0, value = 76, desc = "浪人武士_多次未触发后一定触发"}) mapArray:push({ id = "Japan.island.DayTriggerTimes", res_type = 0, res_id = 0, value = 3, desc = "浪人武士_当天可触发次数"}) mapArray:push({ id = "Japan.island.FirstLevel", res_type = 0, res_id = 0, value = 5, desc = "浪人武士_首次出现与玩家等级差"}) mapArray:push({ id = "Japan.island.WinNextLevel", res_type = 0, res_id = 0, value = 1, desc = "浪人武士_胜利后怪物增加等级"}) mapArray:push({ id = "Japan.island.LostNextLevel", res_type = 0, res_id = 0, value = 5, desc = "浪人武士_失败后怪物减少等级"}) mapArray:push({ id = "BreakJapanPlaceInviteOthersCD", res_type = 0, res_id = 0, value = 30, desc = "勇闯东瀛岛,江湖邀请的发布CD(秒)"}) mapArray:push({ id = "Japan.island.FenxiangBossAttackNum", res_type = 0, res_id = 0, value = 10, desc = "浪人武士_最多打别人分享的boss次数"}) mapArray:push({ id = "Xiayiexchange", res_type = 0, res_id = 0, value = 10, desc = "侠义购买最大次数"}) mapArray:push({ id = "KillIdea.AttackAnger", res_type = 0, res_id = 0, value = 20, desc = "普攻出手未致死增长杀意"}) mapArray:push({ id = "KillIdea.AttackDieAnger", res_type = 0, res_id = 0, value = 10, desc = "普攻出手致死额外增长杀意"}) mapArray:push({ id = "KillIdea.BackAttackAnger", res_type = 0, res_id = 0, value = 0, desc = "反击未致死增长杀意"}) mapArray:push({ id = "KillIdea.BackAttackDieAnger", res_type = 0, res_id = 0, value = 10, desc = "反击致死额外增长杀意"}) mapArray:push({ id = "KillIdea.SkillAttackAnger", res_type = 0, res_id = 0, value = 20, desc = "技能出手未致死增长杀意"}) mapArray:push({ id = "KillIdea.SkillAttackDieAnger", res_type = 0, res_id = 0, value = 10, desc = "技能出手致死额外增长杀意"}) mapArray:push({ id = "KillIdea.HitAnger", res_type = 0, res_id = 0, value = 10, desc = "受击增长杀意"}) mapArray:push({ id = "KillIdea.init.anger", res_type = 0, res_id = 0, value = 0, desc = "战斗初始杀意"}) mapArray:push({ id = "HeroTurn6To5", res_type = 0, res_id = 0, value = 7500, desc = "侠客转换,红色转为橙色炼体等级比例"}) mapArray:push({ id = "HeroTurn5To4", res_type = 0, res_id = 0, value = 3000, desc = "侠客转换,橙色转为紫色炼体等级比例"}) mapArray:push({ id = "HeroTurn4To5", res_type = 0, res_id = 0, value = 3000, desc = "侠客转换,紫色转为橙色炼体等级比例"}) mapArray:push({ id = "HeroTurn5To6", res_type = 0, res_id = 0, value = 7500, desc = "侠客转换,橙色转为红色炼体等级比例"}) mapArray:push({ id = "HeroTurn6To5LevelOutRate", res_type = 0, res_id = 0, value = 7500, desc = "侠客转换,红转橙溢出等级比例"}) mapArray:push({ id = "HeroTurn6To5PayBackNumRate", res_type = 0, res_id = 0, value = 8000, desc = "侠客转换,红转橙返还丹比例"}) mapArray:push({ id = "HeroTurn5To4LevelOutRate", res_type = 0, res_id = 0, value = 3000, desc = "侠客转换,橙转紫溢出等级比例"}) mapArray:push({ id = "HeroTurn5To4PayBackNumRate", res_type = 0, res_id = 0, value = 8000, desc = "侠客转换,橙转紫返还丹比例"}) mapArray:push({ id = "HeroTurn6To4LevelOutRate", res_type = 0, res_id = 0, value = 2250, desc = "侠客转换,红转紫溢出等级比例"}) mapArray:push({ id = "HeroTurn6To4PayBackNumRate", res_type = 0, res_id = 0, value = 8000, desc = "侠客转换,红转紫返还丹比例"}) mapArray:push({ id = "Activity.RechargeOrder.box1", res_type = 0, res_id = 40343, value = 30227, desc = "6元返利箱识别"}) mapArray:push({ id = "Activity.RechargeOrder.box2", res_type = 0, res_id = 40344, value = 30228, desc = "30元返利箱识别"}) mapArray:push({ id = "Activity.RechargeOrder.box3", res_type = 0, res_id = 40345, value = 30229, desc = "98元返利箱识别"}) mapArray:push({ id = "Activity.RechargeOrder.box4", res_type = 1, res_id = 40346, value = 30230, desc = "198元返利箱识别"}) mapArray:push({ id = "Activity.RechargeOrder.box5", res_type = 1, res_id = 40347, value = 30231, desc = "328元返利箱识别"}) mapArray:push({ id = "Activity.RechargeOrder.box6", res_type = 1, res_id = 40348, value = 30232, desc = "648元返利箱识别"}) mapArray:push({ id = "Activity.RechargeOrder.ticket1", res_type = 0, res_id = 30227, value = 6, desc = "6元银票识别"}) mapArray:push({ id = "Activity.RechargeOrder.ticket2", res_type = 0, res_id = 30228, value = 30, desc = "30元银票识别"}) mapArray:push({ id = "Activity.RechargeOrder.ticket3", res_type = 0, res_id = 30229, value = 98, desc = "98元银票识别"}) mapArray:push({ id = "Activity.RechargeOrder.ticket4", res_type = 0, res_id = 30230, value = 198, desc = "198元银票识别"}) mapArray:push({ id = "Activity.RechargeOrder.ticket5", res_type = 0, res_id = 30231, value = 328, desc = "328元银票识别"}) mapArray:push({ id = "Activity.RechargeOrder.ticket6", res_type = 0, res_id = 30232, value = 648, desc = "648元银票识别"}) mapArray:push({ id = "StarHeroDailySubChance", res_type = 0, res_id = 0, value = 3, desc = "名人堂每日膜拜次数"}) mapArray:push({ id = "StarHeroRewardSubNum", res_type = 0, res_id = 0, value = 50, desc = "名人堂膜拜次数奖励"}) mapArray:push({ id = "StarHeroMinutes", res_type = 0, res_id = 0, value = 10, desc = "名人堂每日关闭时间"}) mapArray:push({ id = "BiblePracticeRate1", res_type = 0, res_id = 0, value = 8000, desc = "天书研修随机到白色的几率"}) mapArray:push({ id = "BiblePracticeRate2", res_type = 0, res_id = 0, value = 1500, desc = "天书研修随机到绿色的几率"}) mapArray:push({ id = "BiblePracticeRate3", res_type = 0, res_id = 0, value = 400, desc = "天书研修随机到蓝色的几率"}) mapArray:push({ id = "BiblePracticeRate4", res_type = 0, res_id = 0, value = 100, desc = "天书研修随机到紫色的几率"}) mapArray:push({ id = "HomeEventMaximumTimes", res_type = 0, res_id = 0, value = 20, desc = "家园事件最大参与次数"}) mapArray:push({ id = "MasterContestManager.RedPackPayBack", res_type = 0, res_id = 0, value = 5, desc = "王者擂台每位玩家领取红包后,给擂主的返利元宝数"}) mapArray:push({ id = "MasterContestManager.RedPackTimeGo", res_type = 0, res_id = 0, value = 7200, desc = "王者擂台红包持续时间"}) mapArray:push({ id = "MasterContestManager.RedPackReceiveBroNum", res_type = 0, res_id = 0, value = 200, desc = "王者擂台红包单服最多领取的玩家数"}) mapArray:push({ id = "MasterContestManager.Coins", res_type = 0, res_id = 0, value = 500000, desc = "王者擂台普通押注消耗"}) mapArray:push({ id = "MasterContestManager.Gold", res_type = 0, res_id = 0, value = 200, desc = "王者擂台高级押注消耗"}) mapArray:push({ id = "MasterContestManager.Reward", res_type = 0, res_id = 0, value = 70001, desc = "王者擂台普通押注奖励"}) mapArray:push({ id = "MasterContestManager.BigReward", res_type = 0, res_id = 0, value = 70003, desc = "王者擂台高级押注奖励"}) mapArray:push({ id = "MasterContestManager.RedPackChargeID", res_type = 0, res_id = 0, value = 6, desc = "王者擂台发红包所需的充值ID"}) mapArray:push({ id = "MasterContestManager.RedPackLessMoney", res_type = 0, res_id = 0, value = 10, desc = "王者擂台红包玩家领取的元宝下限"}) mapArray:push({ id = "MasterContestManager.RedPackMaxMoney", res_type = 0, res_id = 0, value = 50, desc = "王者擂台红包玩家领取的元宝上限"}) mapArray:push({ id = "MasterContestManager.RedPackMoney", res_type = 0, res_id = 0, value = 10, desc = "王者擂台擂主充值648后所有玩家获得红包中的元宝数"}) mapArray:push({ id = "ContestCreatATeamNeed", res_type = 0, res_id = 0, value = 400, desc = "王者擂台创建队伍所需元宝"}) mapArray:push({ id = "ContestCreatATeamName", res_type = 0, res_id = 0, value = 0, desc = "队"}) mapArray:push({ id = "MasterContestManager.JoinStart", res_type = 0, res_id = 0, value = 36000, desc = "王者擂台报名开始"}) mapArray:push({ id = "MasterContestManager.JoinEnd", res_type = 0, res_id = 0, value = 68400, desc = "王者擂台报名结束"}) mapArray:push({ id = "MasterContestManager.ScoreBattleStart", res_type = 0, res_id = 0, value = 68400, desc = "王者擂台积分赛开始"}) mapArray:push({ id = "MasterContestManager.ScoreBattleEnd", res_type = 0, res_id = 0, value = 72000, desc = "王者擂台积分赛结束"}) mapArray:push({ id = "MasterContestManager.ShowAndGambleStart", res_type = 0, res_id = 0, value = 72000, desc = "王者擂台押注与展示开始"}) mapArray:push({ id = "MasterContestManager.ShowAndGambleEnd", res_type = 0, res_id = 0, value = 73800, desc = "王者擂台押注与展示结束"}) mapArray:push({ id = "MasterContestManager.LastBattleStart", res_type = 0, res_id = 0, value = 73800, desc = "王者擂台决赛开始"}) mapArray:push({ id = "MasterContestManager.LastBattleBattleTime", res_type = 0, res_id = 0, value = 120, desc = "王者擂台决赛单次战斗所需时间"}) mapArray:push({ id = "MasterContestManager.LastBattleShowTime", res_type = 0, res_id = 0, value = 240, desc = "王者擂台决赛前两场战斗结果展示所需时间"}) mapArray:push({ id = "HomeShopLastTime", res_type = 0, res_id = 0, value = 7200, desc = "家园游方商人持续时间(s)"}) mapArray:push({ id = "Real.Name.Reward", res_type = 0, res_id = 0, value = 92003, desc = "实名制奖励组"}) mapArray:push({ id = "BattlePet.WhichQualityOpenXunLianShi", res_type = 0, res_id = 0, value = 3, desc = "战宠在哪个品质开启训练师"}) mapArray:push({ id = "BattlePet.Exchange.Consumes", res_type = 0, res_id = 0, value = 6, desc = "战宠换功时保底消耗"}) mapArray:push({ id = "BattlePet.Free.qualityReturn", res_type = 0, res_id = 0, value = 60, desc = "战宠放生,升品材料返还比例(70即70%)"}) mapArray:push({ id = "BattlePet.Free.starReturn", res_type = 0, res_id = 0, value = 60, desc = "战宠放生,升星材料返还比例(70即70%)"}) mapArray:push({ id = "BattlePet.Free.MoneyReturn", res_type = 3, res_id = 0, value = 1000000, desc = "战宠放生,每个战宠的铜币数量"}) mapArray:push({ id = "LadderRaceIfWinSixThenThis", res_type = 0, res_id = 0, value = 6, desc = "天阶争霸若玩家上一天胜利次数=6,则第二天必定刷出一位当前段位战力前6的玩家"}) mapArray:push({ id = "LadderRaceIfWinFiveThenThis", res_type = 0, res_id = 0, value = 30, desc = "天阶争霸若玩家上一天胜利次数=5,则第二天必定刷出一位当前段位战力前30的玩家"}) mapArray:push({ id = "LadderRaceIfWinFourThenThis", res_type = 0, res_id = 0, value = 50, desc = "天阶争霸若玩家上一天胜利次数=4,则第二天必定刷出一位当前段位战力前50的玩家"}) mapArray:push({ id = "LadderRaceIfWinThreeThenThis", res_type = 0, res_id = 0, value = 50, desc = "天阶争霸若玩家上一天胜利次数=3,则第二天必定刷出一位当前段位战力前50的玩家(暂时不可超过50)"}) mapArray:push({ id = "Personal.Ladder.Battle.Cycle", res_type = 0, res_id = 0, value = 21, desc = "天阶争霸多少天为一赛季(必须7的倍数)"}) mapArray:push({ id = "LadderRaceWhichLevelSeeTheIcon", res_type = 0, res_id = 0, value = 11, desc = "天阶争霸达到什么段位显示特殊图标"}) mapArray:push({ id = "GuildBoss.Secondly", res_type = 0, res_id = 0, value = 1000, desc = "帮派演武触发boss需要的忠义值"}) mapArray:push({ id = "GuildBoss.End.ShowTime", res_type = 0, res_id = 0, value = 7200, desc = "帮派演武结束展示时间(s)"}) mapArray:push({ id = "GuildBoss.Start.ReadyTime", res_type = 0, res_id = 0, value = 172800, desc = "帮派演武有效开启时间(s)"}) mapArray:push({ id = "GuildBoss.Challange.Time", res_type = 0, res_id = 0, value = 1800, desc = "帮派演武挑战时长(s)"}) mapArray:push({ id = "GuildBoss.Challange.CoolDownTime", res_type = 0, res_id = 0, value = 30, desc = "帮派演武挑战冷却(s)"}) mapArray:push({ id = "GuildBoss.Gangsta.CoolDownTime", res_type = 0, res_id = 0, value = 30, desc = "帮派演武助战冷却(s)"}) mapArray:push({ id = "GuildBoss.Gangsta.UsableTime.Limitation", res_type = 0, res_id = 0, value = 600, desc = "帮派演武开始后多久才可以使用助战(s)"}) mapArray:push({ id = "GuildBoss.OpenLevel", res_type = 0, res_id = 0, value = 3, desc = "帮派演武开启所需帮派等级"}) mapArray:push({ id = "GuildBoss.OpenPoint.DailyLimitation", res_type = 0, res_id = 0, value = 350, desc = "帮派演武每日获取忠义值上限"}) mapArray:push({ id = "DoubleMonthCard", res_type = 0, res_id = 0, value = 30228, desc = "双月卡额外奖励"}) mapArray:push({ id = "BiaoCheOnAnyWayMaxNumInMainUI", res_type = 0, res_id = 0, value = 20, desc = "镖行天下主界面显示的镖车数量"}) mapArray:push({ id = "BiaoCheOnAnyWayMaxNumInMainUIWhenNoBiaoChe", res_type = 0, res_id = 0, value = 10, desc = "镖行天下无法报名时,主界面显示第X名的镖车为中央镖车"}) mapArray:push({ id = "EscortAgencyScore", res_type = 0, res_id = 0, value = 10, desc = "每秒钟获得积分数"}) mapArray:push({ id = "EscortAgencyWheel", res_type = 0, res_id = 0, value = 35, desc = "车轮坏了,车获得积分速度降低百分比"}) mapArray:push({ id = "EscortAgencyFlag", res_type = 0, res_id = 0, value = 20, desc = "镖旗坏了帮派成员全属性降低百分比"}) mapArray:push({ id = "EscortAgencyRest", res_type = 4, res_id = 0, value = 100, desc = "进攻方休整花费元宝数"}) mapArray:push({ id = "EscortAgencyRestInTime", res_type = 0, res_id = 0, value = 300, desc = "进攻方休整所需时间秒"}) mapArray:push({ id = "EscortAgencyComeBackToLife", res_type = 0, res_id = 0, value = 300, desc = "防守方复活所需时间秒"}) mapArray:push({ id = "EscortAgencyProsperityDegreeChoose1", res_type = 0, res_id = 0, value = 1000, desc = "(改用其他表)镖行天下绿色镖车所需繁荣度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeChoose2", res_type = 0, res_id = 0, value = 2000, desc = "(改用其他表)镖行天下蓝色镖车所需繁荣度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeChoose3", res_type = 0, res_id = 0, value = 3000, desc = "(改用其他表)镖行天下紫色镖车所需繁荣度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward1", res_type = 1, res_id = 1, value = 30000, desc = "镖行天下1名-1名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward2", res_type = 2, res_id = 2, value = 25000, desc = "镖行天下2名-2名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward3", res_type = 3, res_id = 3, value = 20000, desc = "镖行天下3名-3名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward4", res_type = 4, res_id = 8, value = 15000, desc = "镖行天下4名-8名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward5", res_type = 9, res_id = 16, value = 12000, desc = "镖行天下9名-16名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward6", res_type = 17, res_id = 30, value = 10000, desc = "镖行天下17名-30名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward7", res_type = 31, res_id = 50, value = 7000, desc = "镖行天下31名-50名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyProsperityDegreeReward8", res_type = 51, res_id = 0, value = 5000, desc = "镖行天下51名-999999名奖励的繁荣幅度"}) mapArray:push({ id = "EscortAgencyLateFill", res_type = 4, res_id = 0, value = 50, desc = "镖行天下补报名需要的元宝数"}) mapArray:push({ id = "EscortAgencyFillUpArmor", res_type = 0, res_id = 0, value = 7, desc = "镖行天下部位报名上限-护甲"}) mapArray:push({ id = "EscortAgencyFillUpFlag", res_type = 0, res_id = 0, value = 7, desc = "镖行天下部位报名上限-镖旗"}) mapArray:push({ id = "EscortAgencyFillUpWheel", res_type = 0, res_id = 0, value = 7, desc = "镖行天下部位报名上限-轮子"}) mapArray:push({ id = "EscortAgencyFillUpCarriage", res_type = 0, res_id = 0, value = 15, desc = "镖行天下部位报名上限-车厢"}) mapArray:push({ id = "EscortAgencyStartRegistration", res_type = 0, res_id = 0, value = 381600, desc = "镖行天下开始报名的时间"}) mapArray:push({ id = "EscortAgencyStartBattle", res_type = 0, res_id = 0, value = 417600, desc = "镖行天下开始战斗的时间"}) mapArray:push({ id = "EscortAgencyEndBattle", res_type = 0, res_id = 0, value = 421200, desc = "镖行天下战斗结束的时间"}) mapArray:push({ id = "EscortAgencyAttackerLowAttribute", res_type = 0, res_id = 0, value = 5, desc = "镖行天下进攻方战斗的属性削减(百分比)"}) mapArray:push({ id = "EscortAgencyDefenderLowAttribute", res_type = 0, res_id = 0, value = 5, desc = "镖行天下防守方战斗的属性削减(百分比)"}) mapArray:push({ id = "GuildGive.MaxNum", res_type = 0, res_id = 0, value = 5, desc = "需求/捐赠最大数量"}) mapArray:push({ id = "GuildGive.Goods7_4", res_type = 7, res_id = 4, value = 500, desc = "紫色侠客碎片捐赠每个可折返侠义值"}) mapArray:push({ id = "GuildGive.Goods7_5", res_type = 7, res_id = 5, value = 1000, desc = "橙色侠客碎片捐赠每个可折返侠义值"}) mapArray:push({ id = "GuildGive.Goods7_6", res_type = 7, res_id = 6, value = 2000, desc = "红色侠客碎片捐赠每个可折返侠义值"}) mapArray:push({ id = "GuildGive.Goods8_4", res_type = 8, res_id = 4, value = 800, desc = "紫色装备碎片捐赠每个可折返侠义值"}) mapArray:push({ id = "GuildGive.Goods8_5", res_type = 8, res_id = 5, value = 1500, desc = "橙色装备碎片捐赠每个可折返侠义值"}) mapArray:push({ id = "GuildGive.OpenLevel", res_type = 0, res_id = 0, value = 2, desc = "济世堂开启所需帮派等级"}) mapArray:push({ id = "Refining.quality", res_type = 0, res_id = 0, value = 6, desc = "限制跳转品质(自本品质开始不会跳转)"}) mapArray:push({ id = "PetTrainingMaxLevel", res_type = 0, res_id = 0, value = 300, desc = "战宠驯化孔位最大等级"}) mapArray:push({ id = "WorldBossDefeatReward", res_type = 0, res_id = 0, value = 93001, desc = "武林公敌击破奖励,此处填的是reward_configure"}) mapArray:push({ id = "BattleArrayResearch.LimitLvUp.PerStar", res_type = 0, res_id = 0, value = 20, desc = "阵法深研每多突破一星提升的上限值"}) mapArray:push({ id = "BattleArrayResearch.MaxLv", res_type = 0, res_id = 0, value = 100, desc = "默认深研等级上限"}) mapArray:push({ id = "BattleArrayResearch.LvPerField", res_type = 0, res_id = 0, value = 20, desc = "深研每个增长域的深研等级范围"}) mapArray:push({ id = "Serdang", res_type = 0, res_id = 0, value = 1, desc = "1为新模式,0为旧模式"}) mapArray:push({ id = "AdventureTreasurePxPerBlock", res_type = 0, res_id = 0, value = 100, desc = "游历挖宝每个地块边长(像素)"}) mapArray:push({ id = "AdventureTreasureNearbyBlock", res_type = 0, res_id = 0, value = 3, desc = "游历挖宝附近格数定义(周边几格内有宝藏)"}) mapArray:push({ id = "AdventureTreasureChancePerDay", res_type = 0, res_id = 0, value = 5, desc = "游历挖宝每日可以获取宝物的次数"}) mapArray:push({ id = "AdventureTreasureMaxGetChance", res_type = 0, res_id = 0, value = 30, desc = "每个游历挖宝宝箱最大领取次数"}) mapArray:push({ id = "AdventureTreasureLifeHours", res_type = 0, res_id = 0, value = 24, desc = "每个游历宝箱埋下后持续生命周期(单位:小时)"}) mapArray:push({ id = "AdventureTreasureInfiniteModeProbablity", res_type = 0, res_id = 0, value = 10, desc = "游历埋宝时触发无量宝藏状态的概率"}) mapArray:push({ id = "ActivityRedpacketLastTime", res_type = 0, res_id = 0, value = 1800, desc = "帮派红包可领取时间"}) mapArray:push({ id = "KongfuMethodSellbackQuality3", res_type = 0, res_id = 0, value = 170, desc = "品质3心法出售可获珠心币数量"}) mapArray:push({ id = "KongfuMethodSellbackQuality4", res_type = 0, res_id = 0, value = 400, desc = "品质4心法出售可获珠心币数量"}) mapArray:push({ id = "KongfuMethodSellbackQuality5", res_type = 0, res_id = 0, value = 500, desc = "品质5心法出售可获珠心币数量"}) mapArray:push({ id = "KongfuMethodSellbackQuality4Special", res_type = 0, res_id = 0, value = 400, desc = "品质4货币心法出售可获珠心币数量"}) mapArray:push({ id = "KongfuMethodSellbackQuality5Special", res_type = 0, res_id = 0, value = 500, desc = "品质5货币心法出售可获珠心币数量"}) mapArray:push({ id = "KongfuMethodSellbackDiscount", res_type = 0, res_id = 0, value = 75, desc = "心法出售价值折扣比率"}) mapArray:push({ id = "MonsterNian.Refresh.Mine", res_type = 0, res_id = 0, value = 3, desc = "赶年兽中自己的年兽每日驱赶只数"}) mapArray:push({ id = "MonsterNian.Refresh.Others", res_type = 0, res_id = 0, value = 3, desc = "赶年兽中他人赶来的年兽每日驱赶只数"}) mapArray:push({ id = "MonsterNian.Refresh.MineToOthers", res_type = 0, res_id = 0, value = 3, desc = "赶年兽中他人赶回的年兽每日驱赶只数"}) mapArray:push({ id = "MonsterNian.Others.TimeLimitation", res_type = 0, res_id = 0, value = 3600, desc = "赶年兽中他人赶来的年兽存在时间限制(单位:s)"}) mapArray:push({ id = "MonsterNian.Mine.RefreshTime", res_type = 0, res_id = 0, value = 10800, desc = "赶年兽中自己的年兽刷新时间间隔(单位:s)"}) mapArray:push({ id = "MonsterNian.Click.Limitation", res_type = 0, res_id = 0, value = 10, desc = "赶年兽中年兽点击次数上限"}) mapArray:push({ id = "MonsterNian.Damage.Fireworks", res_type = 0, res_id = 0, value = 5, desc = "打年兽中冲天炮对年兽造成伤害"}) mapArray:push({ id = "MonsterNian.Damage.Firecrackers", res_type = 0, res_id = 0, value = 1, desc = "打年兽中鞭炮对年兽造成伤害"}) mapArray:push({ id = "MonsterNian.TotalHealth", res_type = 0, res_id = 0, value = 1000, desc = "打年兽中年兽总体力"}) mapArray:push({ id = "MonsterNian.Reborn.CooldownTime", res_type = 0, res_id = 0, value = 60, desc = "打年兽时年兽被打跑后刷新时间(s)"}) mapArray:push({ id = "MonsterNian.Credit.Fireworks", res_type = 0, res_id = 0, value = 30, desc = "打年兽中每次消耗冲天炮可获积分"}) mapArray:push({ id = "MonsterNian.Credit.Firecrackers", res_type = 0, res_id = 0, value = 5, desc = "打年兽中每次消耗鞭炮可获积分"}) mapArray:push({ id = "MonsterNian.DropGroup.Fireworks", res_type = 0, res_id = 0, value = 82018, desc = "打年兽中冲天炮可获奖励(填掉落组)"}) mapArray:push({ id = "MonsterNian.DropGroup.Firecrackers", res_type = 0, res_id = 0, value = 82009, desc = "打年兽中鞭炮可获奖励(填掉落组)"}) mapArray:push({ id = "MonsterNian.Probability.Fireworks", res_type = 0, res_id = 0, value = 80, desc = "打年兽中冲天炮掉落奖励概率(百分比)"}) mapArray:push({ id = "MonsterNian.Probability.Firecrackers", res_type = 0, res_id = 0, value = 50, desc = "打年兽中鞭炮掉落奖励概率(百分比)"}) mapArray:push({ id = "Challenge.HeroDuel.Win.Prestige", res_type = 0, res_id = 0, value = 100, desc = "英雄大会胜利获得积分(每场)"}) mapArray:push({ id = "Challenge.HeroDuel.Fail.Prestige", res_type = 0, res_id = 0, value = 25, desc = "英雄大会失败获得积分(每场)"}) mapArray:push({ id = "guibingshangcheng", res_type = 0, res_id = 0, value = 15, desc = "贵宾商城必出一折次数"}) mapArray:push({ id = "PotentialPracticeStage1.ReBirth.ReturnRatio", res_type = 10, res_id = 30125, value = 70, desc = "侠客重生经脉苦行返还比例"}) mapArray:push({ id = "PotentialPracticeStage2.ReBirth.ReturnRatio", res_type = 10, res_id = 30286, value = 70, desc = "侠客重生经脉正念返还比例"}) mapArray:push({ id = "REFININGTIME", res_type = 0, res_id = 0, value = 900, desc = "一级帮炼化需要时长(分钟)"}) mapArray:push({ id = "HELPERTIMEREDUCE", res_type = 0, res_id = 0, value = 60, desc = "助力减少时间(分钟)"}) mapArray:push({ id = "HELPERFINISHRADIO", res_type = 0, res_id = 0, value = 1000, desc = "直接完成炼化的概率"}) mapArray:push({ id = "SYSEENNUM", res_type = 0, res_id = 0, value = 20, desc = "助力获得元宝数量"}) mapArray:push({ id = "SYSEENEXTRA", res_type = 0, res_id = 0, value = 100, desc = "助力直接完成炼化获得的元宝数量"}) mapArray:push({ id = "NumberOfRefinery", res_type = 0, res_id = 0, value = 8, desc = "玩家每天可以炼化的次数"}) mapArray:push({ id = "REFININGTIMEUPGRADE", res_type = 0, res_id = 0, value = 30, desc = "帮派升级一级炼化减少时间(分钟)"}) mapArray:push({ id = "Forcibleimpeachment", res_type = 0, res_id = 0, value = 30, desc = "强行弹劾"}) mapArray:push({ id = "GetReikieveryday", res_type = 39, res_id = 0, value = 4000, desc = "每天免费领取的灵气数量"}) mapArray:push({ id = "Decompositionoflife", res_type = 0, res_id = 0, value = 100, desc = "天命分解经验值转换成精魄的比例"}) mapArray:push({ id = "Destinygrade", res_type = 0, res_id = 0, value = 100, desc = "天命的等级上限"}) mapArray:push({ id = "Broadcast.Gem.Min.Level", res_type = 0, res_id = 0, value = 12, desc = "宝石滚屏播报最小等级"}) mapArray:push({ id = "BossFight.Quanli.NeedVIP", res_type = 0, res_id = 0, value = 5, desc = "全力一击所需VIP等级"}) mapArray:push({ id = "BattlepettameLV", res_type = 0, res_id = 0, value = 150, desc = "战宠驯驭最大等级"}) mapArray:push({ id = "Battlepettame1", res_type = 0, res_id = 0, value = 150, desc = "驯驭一号坑属性"}) mapArray:push({ id = "Battlepettame2", res_type = 0, res_id = 0, value = 130, desc = "驯驭二号坑属性"}) mapArray:push({ id = "Battlepettame3", res_type = 0, res_id = 0, value = 115, desc = "驯驭三号坑属性"}) mapArray:push({ id = "Battlepettame4", res_type = 0, res_id = 0, value = 100, desc = "驯驭四号坑属性"}) mapArray:push({ id = "Datitime", res_type = 0, res_id = 0, value = 3600, desc = "答题超时时间"}) mapArray:push({ id = "Datinum", res_type = 0, res_id = 0, value = 30, desc = "答题数量"}) mapArray:push({ id = "Datirewards.Pr", res_type = 0, res_id = 0, value = 1000, desc = "答题额外奖励概率(万分比)"}) mapArray:push({ id = "Datidropgroup1", res_type = 0, res_id = 0, value = 86027, desc = "答题奖励"}) mapArray:push({ id = "Datidropgroup2", res_type = 0, res_id = 0, value = 86053, desc = "额外奖励"}) mapArray:push({ id = "specialDati", res_type = 0, res_id = 0, value = 30, desc = "第X道题特殊奖励"}) mapArray:push({ id = "fyrecord3", res_type = 0, res_id = 0, value = 12, desc = "风云录紫侠刷新个数(25个)"}) mapArray:push({ id = "fyrecord4", res_type = 0, res_id = 0, value = 15, desc = "风云录橙侠刷新个数(43个)"}) mapArray:push({ id = "fyrecord5", res_type = 0, res_id = 0, value = 3, desc = "风云录红侠刷新个数(15个)"}) mapArray:push({ id = "fyrecordprice", res_type = 0, res_id = 0, value = 200, desc = "风云录挑战次数价格"}) mapArray:push({ id = "fyrecordfrequency", res_type = 0, res_id = 0, value = 5, desc = "风云录每次购买次数"}) mapArray:push({ id = "fyrecordinitial", res_type = 0, res_id = 0, value = 5, desc = "风云录初始挑战次数"}) mapArray:push({ id = "fyrecordshuaxin", res_type = 0, res_id = 0, value = 50, desc = "风云录刷新侠客价格"}) mapArray:push({ id = "fyrecordshuaxininitial", res_type = 0, res_id = 0, value = 3, desc = "风云录每天免费刷新侠客次数"}) mapArray:push({ id = "EquipmentExchange5To6", res_type = 0, res_id = 0, value = 7500, desc = "装备置换时重铸等级橙转红比率"}) return mapArray