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,
}
}