ConstGame.cs 8.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306
  1. using System;
  2. using System.ComponentModel.DataAnnotations;
  3. namespace ET.Server
  4. {
  5. public static class PLAYER
  6. {
  7. public const int initLevel = 1;
  8. public const int initSp = 5000;
  9. public const int initGold = 0; // 1000000;
  10. public const int initTicket = 0; // 1000000;
  11. public const int initPrimaryDiamond = 0;
  12. public const int initDiamond = 0; // 1000000;
  13. public const int initEnergy = 1000;
  14. public const int initFriendly = 0;
  15. public const int initVip = 0;
  16. public const int initHp = 999999;
  17. public const int initMp = 999999;
  18. public const int initPrestige = 0;
  19. public const int initCharm = 100;
  20. public const int maxNum = 4; // 最多角色数量
  21. }
  22. /** 通知战斗事件信息 */
  23. public static class NotifyBSName
  24. {
  25. // public const string ZoneFlagNotify = "ZoneFlagNotifyR2B";
  26. public const string TriggerEvent = "TriggerEventR2B";
  27. }
  28. /// <summary>
  29. /// 性别类型
  30. /// </summary>
  31. public enum SexType: byte
  32. {
  33. Man = 0,
  34. Woman = 1,
  35. }
  36. /// <summary>
  37. /// 职业类型
  38. /// </summary>
  39. public enum PlayerProType: byte
  40. {
  41. /** 通用 **/
  42. COMMON = 0,
  43. /** 苍刃 **/
  44. CANG_LANG = 1,
  45. /** 御剑 **/
  46. YU_JIAN = 2,
  47. /** 剑仙 **/
  48. YI_XIAN = 3,
  49. /** 神剑 **/
  50. SHEN_JIAN = 4,
  51. /** 道灵 **/
  52. LI_NHU = 5,
  53. }
  54. /// <summary>
  55. /// 出生类型
  56. /// </summary>
  57. public enum BORN_TYPE
  58. {
  59. HISTORY = 0,
  60. NORMAL = 1,
  61. BORN = 2,
  62. HISTORY_Dungeon_ReLogin = 3,
  63. }
  64. public enum AreaForce
  65. {
  66. None = 0,
  67. MONSTER = 1,
  68. FORCEA = 2,
  69. FORCEB = 3,
  70. }
  71. /// <summary>
  72. /// 地图玩法类型
  73. /// </summary>
  74. public enum MapType
  75. {
  76. /** 无 **/
  77. None = 0,
  78. /** 主城|野外 **/
  79. NORMAL = 1,
  80. /** 副本 **/
  81. FIGHT_LEVEL = 2,
  82. // >100属于跨服地图玩法
  83. /** 跨服野外场景 **/
  84. CROSS_NORMAL = 101,
  85. }
  86. /// <summary>
  87. /// 进入场景时候情况区分
  88. /// </summary>
  89. public enum ENTER_TYPE: byte
  90. {
  91. /** 默认 **/
  92. NONE = 0,
  93. /** 重连 **/
  94. RE_LOGIN = 1,
  95. /** 场景人数已满,踢出场景 **/
  96. SCENE_PLAYER_MAX = 2,
  97. }
  98. public enum ENTER_STATE
  99. {
  100. /** 切场景 **/
  101. changeArea = 1,
  102. /** 登陆游戏 **/
  103. online = 2,
  104. }
  105. public enum PkModel
  106. {
  107. /** PVP-PKModel表格 和平不攻击任何玩家*/
  108. Peace = 0,
  109. /** 和平不攻击任何玩家*/
  110. Justice = 1,
  111. /** 只攻击黑黄红名玩家*/
  112. Force = 2,
  113. /** 只攻击非本仙盟玩家*/
  114. Guild = 3,
  115. /** 只攻击非本队伍玩家*/
  116. Team = 4,
  117. /** 只攻击非本服玩家*/
  118. Server = 5,
  119. /** 攻击所有玩家*/
  120. All = 6,
  121. }
  122. /**
  123. * 技能类型
  124. */
  125. public enum SkillType
  126. {
  127. /** 主动技能 **/
  128. ACTIVE = 1,
  129. /** 宠物给主人增加的 **/
  130. PET_GIVE_ACTIVE = 2,
  131. /** 普攻 **/
  132. NORMAL = 3,
  133. /** 玩家被动 **/
  134. PLAYER_PASSIVE = 4,
  135. /** 宠物 给人的被动 **/
  136. PET_GIVE_PASSIVE = 5,
  137. CARD_SKILL = 6,
  138. }
  139. /**
  140. * 0:回城复活;1:原地复活;2:出生点复活;3:复活点复活;4:技能复活;5.随机点复活
  141. */
  142. public enum ReliveType
  143. {
  144. /** 回城复活 */
  145. CITY = 0,
  146. /** 原地复活 */
  147. NOW = 1,
  148. /** 出生点复活 */
  149. BORN = 2,
  150. /** 复活点复活 */
  151. PLACE = 3,
  152. /** 技能复活 */
  153. SKILL = 4,
  154. /** 随机点复活 */
  155. RANDOM = 5,
  156. }
  157. public enum PlayerBtlData
  158. {
  159. [Display(Name = "生命")]
  160. MaxHP = 1,
  161. [Display(Name = "生命%")]
  162. HPPer = 2,
  163. [Display(Name = "攻击")]
  164. Attack = 3,
  165. [Display(Name = "攻击%")]
  166. AttackPer = 4,
  167. [Display(Name = "防御")]
  168. Def = 5,
  169. [Display(Name = "防御%")]
  170. DefPer = 6,
  171. [Display(Name = "穿透")]
  172. IgnoreDefense = 7,
  173. [Display(Name = "穿透%")]
  174. IgnoreDefensePer = 8,
  175. [Display(Name = "暴击率")]
  176. CritRate = 9,
  177. [Display(Name = "抗暴")]
  178. ResCrit = 10,
  179. [Display(Name = "抗暴% ")]
  180. ResCritPer = 11,
  181. [Display(Name = "抗暴率")]
  182. ResCritRate = 12,
  183. [Display(Name = "暴击伤害%")]
  184. CritDamage = 13,
  185. [Display(Name = "暴伤抵御%")]
  186. CritDamageRes = 14,
  187. [Display(Name = "玩家间伤害增加%")]
  188. IncAllDamage = 15, // 玩家之间
  189. [Display(Name = "玩家间伤害减免%")]
  190. AllDamageReduce = 16, // 玩家之间
  191. [Display(Name = "韧性%")]
  192. CtrlTimeReduce = 17,
  193. [Display(Name = "冷却缩减%")]
  194. SkillCD = 18,
  195. [Display(Name = "生命恢复")]
  196. HPRegen = 19,
  197. [Display(Name = "银两掉落")]
  198. ExdGold = 20, //--
  199. [Display(Name = "杀怪经验")]
  200. ExdExp = 21, //--
  201. [Display(Name = "恢复生命")]
  202. HPRecover = 22, //--废弃了,用HPRegen
  203. [Display(Name = "恢复生命%")]
  204. HPRecoverPer = 23, //--
  205. [Display(Name = "治疗效果")]
  206. HealEffect = 24,
  207. [Display(Name = "被治疗效果")]
  208. HealedEffect = 25,
  209. [Display(Name = "移动速度")]
  210. RunSpeed = 26, // 移动速度加成百分比, moveSpeed基础移速
  211. [Display(Name = "技能加成%")]
  212. SkillDamage = 27,
  213. [Display(Name = "攻击速度")]
  214. AttackSpeed = 28,
  215. [Display(Name = "控制增幅%")]
  216. ControlUp = 29,
  217. [Display(Name = "金属性攻击")]
  218. GoldAttack = 30,
  219. [Display(Name = "金属性防御")]
  220. GoldDefense = 31,
  221. [Display(Name = "木属性攻击")]
  222. WoodAttack = 32,
  223. [Display(Name = "木属性防御")]
  224. WoodDefense = 33,
  225. [Display(Name = "水属性攻击")]
  226. WaterAttack = 34,
  227. [Display(Name = "水属性防御")]
  228. WaterDefense = 35,
  229. [Display(Name = "火属性攻击")]
  230. FireAttack = 36,
  231. [Display(Name = "火属性防御")]
  232. FireDefense = 37,
  233. [Display(Name = "土属性攻击")]
  234. SoilAttack = 38,
  235. [Display(Name = "土属性防御")]
  236. SoilDefense = 39,
  237. [Display(Name = "对boss额外暴击率")]
  238. ToBossCritRate = 40,
  239. [Display(Name = "对boss额外暴击伤害")]
  240. ToBossCritDamage = 41,
  241. [Display(Name = "金克制")]
  242. GoldRestraint = 42,
  243. [Display(Name = "木克制")]
  244. WoodRestraint = 43,
  245. [Display(Name = "水克制")]
  246. WaterRestraint = 44,
  247. [Display(Name = "火克制")]
  248. FireRestraint = 45,
  249. [Display(Name = "土克制")]
  250. SoilRestraint = 46,
  251. [Display(Name = "金抵御")]
  252. GoldResist = 47,
  253. [Display(Name = "木抵御")]
  254. WoodResist = 48,
  255. [Display(Name = "水抵御")]
  256. WaterResist = 49,
  257. [Display(Name = "火抵御")]
  258. FireResist = 50,
  259. [Display(Name = "土抵御")]
  260. SoilResist = 51,
  261. [Display(Name = "杀意值")]
  262. PvpKillValue = 52,
  263. [Display(Name = "妖气等级")]
  264. YaoQiLevel = 53,
  265. [Display(Name = "普攻吸血")]
  266. NormalAtkLeech = 54,
  267. [Display(Name = "技能吸血")]
  268. ActiveAtkLeech = 55,
  269. [Display(Name = "神器主属性伤害加成")]
  270. ArtifactMainPer = 56,
  271. [Display(Name = "怪物伤害增益%")]
  272. FieldBossDamageAdd = 57, // Map表有areaType,副本,野外地图类型区分
  273. [Display(Name = "怪物伤害减免%")]
  274. DungeonMonsterDamageAdd = 58, // 2021.3.30修改,含义以备注为准
  275. [Display(Name = "杀意等级")]
  276. PvpKillLevel = 59,
  277. [Display(Name = "七杀克制")]
  278. MonsterRestraint1 = 60,
  279. [Display(Name = "离明克制")]
  280. MonsterRestraint2 = 61,
  281. [Display(Name = "夜耀克制")]
  282. MonsterRestraint3 = 62,
  283. [Display(Name = "昌曲克制")]
  284. MonsterRestraint4 = 63,
  285. [Display(Name = "沧海克制")]
  286. MonsterRestraint5 = 64,
  287. [Display(Name = "所有伤害加成")]
  288. AllAtak = 65,
  289. [Display(Name = "所有伤害抵御")]
  290. AllDef = 66,
  291. }
  292. }