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;
}
}
}