using System; using System.ComponentModel.DataAnnotations; namespace ET.Server { public static class PLAYER { public const int initLevel = 1; public const int initSp = 5000; public const int initGold = 0; // 1000000; public const int initTicket = 0; // 1000000; public const int initPrimaryDiamond = 0; public const int initDiamond = 0; // 1000000; public const int initEnergy = 1000; public const int initFriendly = 0; public const int initVip = 0; public const int initHp = 999999; public const int initMp = 999999; public const int initPrestige = 0; public const int initCharm = 100; public const int maxNum = 4; // 最多角色数量 } public static class DouyinConst { /** 小程序 ID **/ public const string Appid = "tt1f2a69978016076d10"; /** 小程序的 APP Secret,可以在开发者后台获取 **/ public const string Secret = "0a2d84c09dcab30b26a82da1c93da78544ad6f6e"; /** POST 获取开放能力接口的调用凭证 **/ public const string GetAccessTokenUrl = "https://developer.toutiao.com/api/apps/v2/token"; /** POST 获取直播间信息 **/ public const string GetLiveInfoUrl = "https://webcast.bytedance.com/api/webcastmate/info"; /** POST 启动抖音推送回调任务 **/ public const string StartTaskUrl = "https://webcast.bytedance.com/api/live_data/task/start"; /** POST 停止抖音推送回调任务 **/ public const string StopTaskUrl = "https://webcast.bytedance.com/api/live_data/task/stop"; /** GET 获取任务状态 **/ public const string CheckTaskUrl = "https://webcast.bytedance.com/api/live_data/task/get"; } /** 通知战斗事件信息 */ public static class NotifyBSName { // public const string ZoneFlagNotify = "ZoneFlagNotifyR2B"; public const string TriggerEvent = "TriggerEventR2B"; } /// /// 性别类型 /// public enum SexType: byte { Man = 0, Woman = 1, } /// /// 职业类型 /// public enum PlayerProType: byte { /** 通用 **/ COMMON = 0, /** 苍刃 **/ CANG_LANG = 1, /** 御剑 **/ YU_JIAN = 2, /** 剑仙 **/ YI_XIAN = 3, /** 神剑 **/ SHEN_JIAN = 4, /** 道灵 **/ LI_NHU = 5, } /// /// 出生类型 /// public enum BORN_TYPE { HISTORY = 0, NORMAL = 1, BORN = 2, HISTORY_Dungeon_ReLogin = 3, } public enum AreaForce { None = 0, MONSTER = 1, FORCEA = 2, FORCEB = 3, } /// /// 地图玩法类型 /// public enum MapType { /** 无 **/ None = 0, /** 主城|野外 **/ NORMAL = 1, /** 副本 **/ FIGHT_LEVEL = 2, // >100属于跨服地图玩法 /** 跨服野外场景 **/ CROSS_NORMAL = 101, } /// /// 进入场景时候情况区分 /// public enum ENTER_TYPE: byte { /** 默认 **/ NONE = 0, /** 重连 **/ RE_LOGIN = 1, /** 场景人数已满,踢出场景 **/ SCENE_PLAYER_MAX = 2, } public enum ENTER_STATE { /** 切场景 **/ changeArea = 1, /** 登陆游戏 **/ online = 2, } public enum PkModel { /** PVP-PKModel表格 和平不攻击任何玩家*/ Peace = 0, /** 和平不攻击任何玩家*/ Justice = 1, /** 只攻击黑黄红名玩家*/ Force = 2, /** 只攻击非本仙盟玩家*/ Guild = 3, /** 只攻击非本队伍玩家*/ Team = 4, /** 只攻击非本服玩家*/ Server = 5, /** 攻击所有玩家*/ All = 6, } /** * 技能类型 */ public enum SkillType { /** 主动技能 **/ ACTIVE = 1, /** 宠物给主人增加的 **/ PET_GIVE_ACTIVE = 2, /** 普攻 **/ NORMAL = 3, /** 玩家被动 **/ PLAYER_PASSIVE = 4, /** 宠物 给人的被动 **/ PET_GIVE_PASSIVE = 5, CARD_SKILL = 6, } /** * 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 */ public enum ReliveType { /** 回城复活 */ CITY = 0, /** 原地复活 */ NOW = 1, /** 出生点复活 */ BORN = 2, /** 复活点复活 */ PLACE = 3, /** 技能复活 */ SKILL = 4, /** 随机点复活 */ RANDOM = 5, } public enum PlayerBtlData { [Display(Name = "生命")] MaxHP = 1, [Display(Name = "生命%")] HPPer = 2, [Display(Name = "攻击")] Attack = 3, [Display(Name = "攻击%")] AttackPer = 4, [Display(Name = "防御")] Def = 5, [Display(Name = "防御%")] DefPer = 6, [Display(Name = "穿透")] IgnoreDefense = 7, [Display(Name = "穿透%")] IgnoreDefensePer = 8, [Display(Name = "暴击率")] CritRate = 9, [Display(Name = "抗暴")] ResCrit = 10, [Display(Name = "抗暴% ")] ResCritPer = 11, [Display(Name = "抗暴率")] ResCritRate = 12, [Display(Name = "暴击伤害%")] CritDamage = 13, [Display(Name = "暴伤抵御%")] CritDamageRes = 14, [Display(Name = "玩家间伤害增加%")] IncAllDamage = 15, // 玩家之间 [Display(Name = "玩家间伤害减免%")] AllDamageReduce = 16, // 玩家之间 [Display(Name = "韧性%")] CtrlTimeReduce = 17, [Display(Name = "冷却缩减%")] SkillCD = 18, [Display(Name = "生命恢复")] HPRegen = 19, [Display(Name = "银两掉落")] ExdGold = 20, //-- [Display(Name = "杀怪经验")] ExdExp = 21, //-- [Display(Name = "恢复生命")] HPRecover = 22, //--废弃了,用HPRegen [Display(Name = "恢复生命%")] HPRecoverPer = 23, //-- [Display(Name = "治疗效果")] HealEffect = 24, [Display(Name = "被治疗效果")] HealedEffect = 25, [Display(Name = "移动速度")] RunSpeed = 26, // 移动速度加成百分比, moveSpeed基础移速 [Display(Name = "技能加成%")] SkillDamage = 27, [Display(Name = "攻击速度")] AttackSpeed = 28, [Display(Name = "控制增幅%")] ControlUp = 29, [Display(Name = "金属性攻击")] GoldAttack = 30, [Display(Name = "金属性防御")] GoldDefense = 31, [Display(Name = "木属性攻击")] WoodAttack = 32, [Display(Name = "木属性防御")] WoodDefense = 33, [Display(Name = "水属性攻击")] WaterAttack = 34, [Display(Name = "水属性防御")] WaterDefense = 35, [Display(Name = "火属性攻击")] FireAttack = 36, [Display(Name = "火属性防御")] FireDefense = 37, [Display(Name = "土属性攻击")] SoilAttack = 38, [Display(Name = "土属性防御")] SoilDefense = 39, [Display(Name = "对boss额外暴击率")] ToBossCritRate = 40, [Display(Name = "对boss额外暴击伤害")] ToBossCritDamage = 41, [Display(Name = "金克制")] GoldRestraint = 42, [Display(Name = "木克制")] WoodRestraint = 43, [Display(Name = "水克制")] WaterRestraint = 44, [Display(Name = "火克制")] FireRestraint = 45, [Display(Name = "土克制")] SoilRestraint = 46, [Display(Name = "金抵御")] GoldResist = 47, [Display(Name = "木抵御")] WoodResist = 48, [Display(Name = "水抵御")] WaterResist = 49, [Display(Name = "火抵御")] FireResist = 50, [Display(Name = "土抵御")] SoilResist = 51, [Display(Name = "杀意值")] PvpKillValue = 52, [Display(Name = "妖气等级")] YaoQiLevel = 53, [Display(Name = "普攻吸血")] NormalAtkLeech = 54, [Display(Name = "技能吸血")] ActiveAtkLeech = 55, [Display(Name = "神器主属性伤害加成")] ArtifactMainPer = 56, [Display(Name = "怪物伤害增益%")] FieldBossDamageAdd = 57, // Map表有areaType,副本,野外地图类型区分 [Display(Name = "怪物伤害减免%")] DungeonMonsterDamageAdd = 58, // 2021.3.30修改,含义以备注为准 [Display(Name = "杀意等级")] PvpKillLevel = 59, [Display(Name = "七杀克制")] MonsterRestraint1 = 60, [Display(Name = "离明克制")] MonsterRestraint2 = 61, [Display(Name = "夜耀克制")] MonsterRestraint3 = 62, [Display(Name = "昌曲克制")] MonsterRestraint4 = 63, [Display(Name = "沧海克制")] MonsterRestraint5 = 64, [Display(Name = "所有伤害加成")] AllAtak = 65, [Display(Name = "所有伤害抵御")] AllDef = 66, } }