using CommonAI; using CommonAI.Data; using CommonAI.Zone; using CommonLang; using CommonLang.Property; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace XmdsCommon.Plugin { //得球配置 public class XmdsCardCfg { [DescAttribute("None为默认值,其他指定职业", "编辑器")] public XmdsUnitPro pro = XmdsUnitPro.None; public int rate; public int interval; } [DescAttribute("公共配置")] public class XmdsConfig : ICommonConfig { //[DescAttribute("生成技能配置是否增加注释", "编辑器")] //public bool EDITOR_GEN_SKILL_CONFIG_ANNOTATION = false; //[DescAttribute("获取金币提示", "提示")] //public string RICH_TXT_UNIT_GOT_MONEY = "获取金币"; //[DescAttribute("获取金币提示(显示数量)", "提示")] //public string RICH_TXT_UNIT_GOT_MONEY_COUNT = "获取金币{0}"; //[DescAttribute("伤害波幅范围", "战斗公式")] //public float BATTLE_DAMAGE_FIX_RANGE = 0.075f; //[DescAttribute("暴击倍数", "战斗公式")] //public float BATTLE_CRITICAL_RATE = 2.0f; //[DescAttribute("系数", "战斗公式")] //public float BATTLE_COEFFICIENT = 220; //[DescAttribute("修正", "战斗公式")] //public float BATTLE_CORRECTION = 2000; //[DescAttribute("(人)打(建筑物)固定伤害", "战斗公式 - 固定伤害")] //public int BATTLE_PLAYER_HIT_BUILDING_FIXED_DAMAGE = 25; //[DescAttribute("(载具)打(建筑物)固定伤害", "战斗公式 - 固定伤害")] //public int BATTLE_VEHICLE_HIT_BUILDING_FIXED_DAMAGE = 100; //[DescAttribute("(首领)打(建筑物)固定伤害", "战斗公式 - 固定伤害")] //public int BATTLE_BOSS_HIT_BUILDING_FIXED_DAMAGE = 200; //[DescAttribute("(人)打(载具)伤害修正", "战斗公式 - 伤害修正")] //public float BATTLE_PLAYER_HIT_VEHICLE_MULTIPLY = 0.25f; //[DescAttribute("(人)打(首领)伤害修正", "战斗公式 - 伤害修正")] //public float BATTLE_PLAYER_HIT_BOSS_MULTIPLY = 0.25f; //[DescAttribute("(载具)打(人)伤害修正", "战斗公式 - 伤害修正")] //public float BATTLE_VEHICLE_HIT_PLAYER_MULTIPLY = 1f; //[DescAttribute("(载具)打(首领)伤害修正", "战斗公式 - 伤害修正")] //public float BATTLE_VEHICLE_HIT_BOSS_MULTIPLY = 0.25f; //[DescAttribute("(首领)打(人)伤害修正", "战斗公式 - 伤害修正")] //public float BATTLE_BOSS_HIT_PLAYER_MULTIPLY = 1.25f; //[DescAttribute("(首领)打(载具)伤害修正", "战斗公式 - 伤害修正")] //public float BATTLE_BOSS_HIT_VEHICLE_MULTIPLY = 1.25f; //[DescAttribute("(建筑物)打(人)扣除血总量百分比", "战斗公式 - 百分比扣血")] //public float BATTLE_BUILDING_HIT_PLAYER_MAX_HP_PCT_DAMAGE = 25f; //[DescAttribute("(建筑物)打(载具)扣除血总量百分比", "战斗公式 - 百分比扣血")] //public float BATTLE_BUILDING_HIT_VEHICLE_MAX_HP_PCT_DAMAGE = 7f; //[DescAttribute("(建筑物)打(首领)扣除血总量百分比", "战斗公式 - 百分比扣血")] //public float BATTLE_BUILDING_HIT_BOSS_MAX_HP_PCT_DAMAGE = 1f; [DescAttribute("最小停留时间(毫秒).", "游荡配置")] public int MIN_HOLD_TIMEMS = 5000; [DescAttribute("最大停留时间(毫秒)", "游荡配置")] public int MAX_HOLD_TIMEMS = 10000; [DescAttribute("最小游走时间(毫秒).", "游荡配置")] public int MIN_MOVE_TIMEMS = 300; [DescAttribute("最大游走时间(毫秒).", "游荡配置")] public int MAX_MOVE_TIMEMS = 800; [DescAttribute(" 游荡范围.", "游荡配置")] public int WANDE_RRANGE = 10; [DescAttribute(" 搜索拾取物品周期间隔.", "自动挂机")] public int GUARD_FIND_ITEM_CYCLE_TIME = 2000; [DescAttribute(" 宠物待机状态下允许离开主人的最远距离.", "宠物扩展")] public float PET_IDLE_FOLLOW_MAX_DISTANCE = 1.5f; [DescAttribute(" PK保护等级,小于等于指定级不会受玩家恶意PK伤害.", "战斗扩展")] public int PK_PROTECT_LV = 25; [DescAttribute(" 分享经验奖励最大范围.", "战斗扩展")] public int SHARED_AWARD_MAX_RANGE = 50; [DescAttribute(" 副本中自动战斗索敌范围.", "战斗扩展")] public int DUNGEON_AUTO_GUARD_RANGE = 50; [DescAttribute(" 非副本场景自动战斗索敌范围.", "战斗扩展")] public int NORMALSCENE_AUTO_GUARD_RANGE = 15; [DescAttribute(" PVP自动战斗索敌范围.", "战斗扩展")] public int PVP_AUTO_GUARD_RANGE = 20; [DescAttribute("玩家脱战时间", "战斗扩展")] public int OUTOF_BATTLE_PLAYER = 6000; [DescAttribute("怪物脱战时间", "战斗扩展")] public int OUTOF_BATTLE_MONSTER = 30000; [DescAttribute("启动调试", "卡牌系统")] public bool CARD_OPEN_TEST = true; [DescAttribute("得球率", "卡牌系统")] public List CARD_CFG = new List(); //[DescAttribute("击中得球率", "卡牌系统")] //public int CARD_RATE_HITOTHER = 10000; //[DescAttribute("boss受击得球率", "卡牌系统")] //public int CARD_RATE_BOSS_HITDMG = 10000; //[DescAttribute("得球间隔-毫秒", "卡牌系统")] //public int CARD_GET_INTERVAL = 3000; //[DescAttribute("怪物得球间隔-毫秒", "卡牌系统")] //public int CARD_MONSTER_GET_INTERVAL = 3000; [DescAttribute("脱战多久后,球消失-毫秒", "卡牌系统")] public int CARD_OUTBATTLE_VALID_TIME = 30000; [DescAttribute("蓄势伤害", "卡牌系统")] public int CARD_STOREENERGY_DMG = 500; [DescAttribute("玩家伤害系数", "卡牌系统")] public float CARD_PLAYER_DMG_PER = 0.5f; [DescAttribute("出牌顺序", "卡牌系统")] public List CARD_GET_LIST = new List(); [DescAttribute("宠物受道灵治疗系数(小数)", "宠物")] public float PET_HEALD_RATIO = 1.0f; [DescAttribute("宠物分担玩家伤害系数(小数)", "宠物")] public float PET_SHARE_MASTERDMG_RATIO = 0.2f; [DescAttribute("防御系数K", "战斗公式")] public string Coefficient_Defence = ""; [DescAttribute("怪物系数K", "战斗公式")] public string monster_Defence = ""; [DescAttribute("PVP伤害系统K", "战斗公式")] public float PVP_DAMAGE_K = 0.7f; [DescAttribute("boss等级压制K", "战斗公式")] public float BOSS_LEVEL_SUBDUE_K = 0.05f; [DescAttribute("神器对无神器伤害加成", "战斗公式")] public int S_ArtifactDamage = 1000; [DescAttribute("随从受伤K系数", "战斗公式")] public float PET_HIT_DAMAGE_K = 4.0f; public override string ToString() { return "Xmds 配置扩展属性"; } public static XmdsConfig Instance { get; private set; } public XmdsConfig() { Instance = this; } public void init() { //初始化CommAI配置 XmdsConstConfig.PET_HEALD_RATIO = PET_HEALD_RATIO; XmdsConstConfig.PET_SHARE_MASTERDMG_RATIO = PET_SHARE_MASTERDMG_RATIO; } } }