282 lines
8.0 KiB
C++
282 lines
8.0 KiB
C++
/*
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宠物相关的一些脚本的导出
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*/
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//tolua_begin
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namespace Pet
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{
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/*
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//宠物的属性的枚举
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enum tagPetProperty
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{
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enPetLevel =1, //宠物的等级
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enPetStrong =2, //宠物的强化
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enPetCircle =3, //宠物的转数
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enPetConfigId =4, //宠物的配置表里的ID
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enPetExp =5, //宠物的经验
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enPetLoyalty =6, //宠物的忠诚度
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enPetMaxLoyalty =7, //宠物最大的忠诚度
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enBaseAttack =8, //基础的攻击资质
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enBaseDefence =9, //基础的防御资质
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enBaseAgility =10,//基础的敏捷资质
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enBasePhysique =11, //基础的体魄资质
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enSmithAttack =12, //洗出来的攻击资质
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enSmithDefence =13, //洗出来的防御资质
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enSmithAgility =14,//洗出来的敏捷资质
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enSmithPhysique =15, //洗出来的体魄资质
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enPetScore =16, //宠物的评分
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enPetAttackType =17, //宠物的攻击类型,1表示内功攻击,2表示外功攻击
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enPetIconId =18, //宠物的图标ID
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enPetWashMergeRate=19, //洗练的宠物的附体比例
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enPetQuality =20 , //宠物的品质
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enPetTotalMergeRate =21, //当前全部的附体资质
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enPetMaxMergeRate =22, //当前最大的附体资质比例
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enPetSkillSlotCount = 23, //宠物技能的槽位的数目
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};
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*/
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//宠物增强的类型
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/*
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enum tagPetEnhanceType
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{
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etPetEnhanceStrong =1, //强化
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etPetEnhanceSmith =2, //洗资质
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etPetEnhanceCircle =3, //转生
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};
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*/
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/*
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* Comments: 添加宠物
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* Param void * pEntity:玩家的指针
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* Param int nPetConfigId:宠物配置表里的ID
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* Param int nCircle:宠物的转数,也就是品质
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* Param int nStrong:宠物的强化等级
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* Param int nLevel:宠物的初始化的等级
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* Param int nAttackType:攻击类型,1为内功,2为外功,其他的就随机
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* Param int nQuality:品质,如果-1表示使用默认的宠物配置里的品质
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* @Return int:成功返回大于0的宠物id
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*/
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int addPet(void* pEntity,int nPetConfigId, int nLevel =1, int nAiId = 0,int nLiveSecs = 0);
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/*
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* Comments:获取指定宠物的数量
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* Param void * pEntity:玩家指针
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* Param int nPetId:宠物id
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* @Return int:返回的数量
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*/
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int getPetCountByConfigId(void * pEntity, int nPetId);
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/*
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* Comments:通过宠物的ID获取宠物的名字
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的ID
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* @Return char *:返回宠物的名字
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*/
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char * getPetName(void * pEntity ,int nPetId);
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/*
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* Comments:删除一个宠物
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的id
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* @Return bool:成功返回true,否则返回false
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*/
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bool delPetById(void * pEntity, int nPetId);
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/*
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* Comments:宠物的强化
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* Param void * pEntity: 玩家的指针
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* Param int nPertId:宠物的id
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* Param int nStrong:宠物的
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* @Return bool:成功返回true,否则返回false
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*/
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//bool setPetStrong(void *pEntity, int nPertId,int nStrong);
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/*
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* Comments:宠物洗资质
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的ID
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* @Return bool:成功返回true,否则返回false
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*/
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//bool petSmith(void *pEntity, int nPetId);
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/*
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* Comments:宠物添加经验
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的id
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* Param int nExp:经验的数值,比如添加100经验就是要100
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* @Return int:成功添加的经验,如果没有添加进去会返回0
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*/
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//bool addExp(void *pEntity,int nPetId, int nExp);
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/*
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* Comments:宠物增加忠诚度
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的ID
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* Param int nValue:忠诚度的数值
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* @Return bool:成功返回true,否则返回false
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*/
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//bool addLoyalty(void *pEntity,int nPetId, int nValue);
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/*
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* Comments:获取宠物的属性
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的ID
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* Param int nPropId:宠物的属性的ID,在tagPetProperty里定义
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* @Return int:
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*/
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//int getPetProperty(void *pEntity,int nPetId, int nPropId);
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/*
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* Comments:判断一个玩家能否添加一个宠物
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* Param void * pEntity:玩家的指针
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* Param int nPetConfigId:宠物的配置ID
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* @Return bool:能够添加返回true,否则返回false
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*/
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//bool canAddPet(void *pEntity, int nPetConfigId);
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/*
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* Comments:扩展宠物的槽位
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* Param void * pEntity:玩家的指针
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* Param int nGridCount:宠物的格子的数目
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* @Return bool:成功返回true,否则返回false
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*/
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//bool enlargePetSlot(void *pEntity, int nGridCount);
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/*
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* Comments: 设置宠物的转数
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* Param void * pEntity:玩家的指针
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* Param int nPetID:宠物的id
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* Param int nCircle:宠物的转数
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* @Return bool: 成功返回true,返回false
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*/
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//bool setCircle(void *pEntity, int nPetID, int nCircle);
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/*
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* Comments:给宠物学习技能
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* Param void * pEntity:玩家的指针
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* Param int nPetID: 宠物的id
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* Param int nSkillID:技能的id
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* Param int nSlotId:技能的巢位的id,槽位是1,2,3,4,5,6,7
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* @Return bool:成功返回true,否则返回false
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*/
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//bool learnSkill(void *pEntity,int nPetID, int nSkillID,int nSlotId);
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/*
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* Comments:宠物的技能升级
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* Param void * pEntity:玩家的指针
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* Param int nPetID:宠物的ID
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* Param int nSkillID:玩家的
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* @Return bool:
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*/
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//bool skillLevelUp(void *pEntity,int nPetID, int nSkillID );
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/*
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* Comments: 获取玩家的一个宠物的一个槽位上学习的技能的id
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* Param void * pEntity: 玩家的指针
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* Param int nPet:宠物的id
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* Param int nSkillSlot: 技能的槽位的id,槽位是1,2,3,4,5,6,7
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* @Return int:如果存在技能返回技能的id,否则返回-1
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*/
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//int getLearnSkillId(void* pEntity,int nPet,int nSkillSlot);
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/*
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* Comments:遗忘一个技能
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的id
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* Param int nSkillId:技能的id
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* @Return bool:成功遗忘返回true,否则返回false
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*/
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//bool forgetSkill(void* pEntity,int nPetId,int nSkillId);
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/*
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* Comments:获取宠物技能的等级
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的id
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* Param int nSkillId:技能的ID
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* @Return int:当前宠物的技能列表里该技能的等级
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*/
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//int getSkillLevel(void* pEntity,int nPetId, int nSkillId);
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/*
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* Comments:获取放出来战斗中的宠物的id
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* Param void * pEntity:玩家的指针
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* @Return int:获取放出来的宠物的id,如果没有放出来的宠物就返回-1
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*/
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//int getBattlePetId(void * pEntity);
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/*
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* Comments:获取附体中的宠物的id
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* Param void * pEntity:玩家的指针
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* @Return int:获取附体的宠物的id,如果没有附体的宠物就返回-1
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*/
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//int getMergePetId(void * pEntity);
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/*
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* Comments:设置宠物的结果
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* Param void * pEntity:指针
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* Param int nPetId:宠物的id
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* Param int nOpId:操作码
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etPetEnhanceStrong =1, //强化
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etPetEnhanceSmith =2, //洗资质
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etPetEnhanceCircle =3, //转生
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* Param bool result:结果,成功为true,否则为
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* @Return void:
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*/
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//void sendPetOpResult(void * pEntity,int nPetId,int nOpId, bool result);
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/*
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* Comments:修改C宠物的攻击类型
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的ID
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* @Return bool:成功返回true
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*/
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//bool changeAttackType(void *pEntity, int nPetId);
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/*
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* Comments: 宠物出战
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* Param void * pEntity:
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* Param int nPetId:
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* @Return void:
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* @Remark:
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*/
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//void setPetBattle(void* pEntity, int nPetId);
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/*
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* Comments:宠物换皮肤
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* Param void * pEntity:玩家的实体ID
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* Param int nPetId:宠物的ID
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* Param int configId:换完后的配置的ID
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* Param int nQuality:宠物的品质
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* @Return bool:成功返回true,否则返回false
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*/
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//bool setPetSkin(void* pEntity, int nPetId,int configId,int nQuality);
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/*
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* Comments:设置宠物的附体比率
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的ID
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* Param int nRate:附体的比率
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* @Return bool:成功返回true,否则返回false
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*/
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//bool setPetMergeRate(void* pEntity, int nPetId,int nRate);
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/*
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* Comments:扩大宠物的技能槽位
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* Param void * pEntity:玩家的指针
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* Param int nPetId:宠物的技能ID
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* @Return bool:成功返回true,否则返回false
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*/
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//bool enlargePetSkillSlot(void * pEntity, int nPetId);
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};
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//tolua_end
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