ConstGame.cs 8.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.ComponentModel.DataAnnotations;
  4. namespace ET.Server
  5. {
  6. public static class PLAYER
  7. {
  8. public const int initLevel = 1;
  9. public const int initSp = 5000;
  10. public const int initGold = 0; // 1000000;
  11. public const int initTicket = 0; // 1000000;
  12. public const int initPrimaryDiamond = 0;
  13. public const int initDiamond = 0; // 1000000;
  14. public const int initEnergy = 1000;
  15. public const int initFriendly = 0;
  16. public const int initVip = 0;
  17. public const int initHp = 999999;
  18. public const int initMp = 999999;
  19. public const int initPrestige = 0;
  20. public const int initCharm = 100;
  21. public const int maxNum = 4; // 最多角色数量
  22. }
  23. /** 通知战斗事件信息 */
  24. public static class NotifyBSName
  25. {
  26. // public const string ZoneFlagNotify = "ZoneFlagNotifyR2B";
  27. public const string TriggerEvent = "TriggerEventR2B";
  28. }
  29. /// <summary>
  30. /// 性别类型
  31. /// </summary>
  32. public enum SexType: byte
  33. {
  34. Man = 0,
  35. Woman = 1,
  36. }
  37. /// <summary>
  38. /// 职业类型
  39. /// </summary>
  40. public enum PlayerProType: byte
  41. {
  42. /** 通用 **/
  43. COMMON = 0,
  44. /** 苍刃 **/
  45. CANG_LANG = 1,
  46. /** 御剑 **/
  47. YU_JIAN = 2,
  48. /** 剑仙 **/
  49. YI_XIAN = 3,
  50. /** 神剑 **/
  51. SHEN_JIAN = 4,
  52. /** 道灵 **/
  53. LI_NHU = 5,
  54. }
  55. /// <summary>
  56. /// 出生类型
  57. /// </summary>
  58. public enum BORN_TYPE
  59. {
  60. HISTORY = 0,
  61. NORMAL = 1,
  62. BORN = 2,
  63. HISTORY_Dungeon_ReLogin = 3,
  64. }
  65. public enum AreaForce
  66. {
  67. None = 0,
  68. MONSTER = 1,
  69. FORCEA = 2,
  70. FORCEB = 3,
  71. }
  72. /// <summary>
  73. /// 地图玩法类型
  74. /// </summary>
  75. public enum MapType
  76. {
  77. /** 无 **/
  78. None = 0,
  79. /** 主城|野外 **/
  80. NORMAL = 1,
  81. /** 副本 **/
  82. FIGHT_LEVEL = 2,
  83. // >100属于跨服地图玩法
  84. /** 跨服野外场景 **/
  85. CROSS_NORMAL = 101,
  86. }
  87. /// <summary>
  88. /// 进入场景时候情况区分
  89. /// </summary>
  90. public enum ENTER_TYPE: byte
  91. {
  92. /** 默认 **/
  93. NONE = 0,
  94. /** 重连 **/
  95. RE_LOGIN = 1,
  96. /** 场景人数已满,踢出场景 **/
  97. SCENE_PLAYER_MAX = 2,
  98. }
  99. public enum ENTER_STATE
  100. {
  101. /** 切场景 **/
  102. changeArea = 1,
  103. /** 登陆游戏 **/
  104. online = 2,
  105. }
  106. public enum PkModel
  107. {
  108. /** PVP-PKModel表格 和平不攻击任何玩家*/
  109. Peace = 0,
  110. /** 和平不攻击任何玩家*/
  111. Justice = 1,
  112. /** 只攻击黑黄红名玩家*/
  113. Force = 2,
  114. /** 只攻击非本仙盟玩家*/
  115. Guild = 3,
  116. /** 只攻击非本队伍玩家*/
  117. Team = 4,
  118. /** 只攻击非本服玩家*/
  119. Server = 5,
  120. /** 攻击所有玩家*/
  121. All = 6,
  122. }
  123. /**
  124. * 技能类型
  125. */
  126. public enum SkillType
  127. {
  128. /** 主动技能 **/
  129. ACTIVE = 1,
  130. /** 宠物给主人增加的 **/
  131. PET_GIVE_ACTIVE = 2,
  132. /** 普攻 **/
  133. NORMAL = 3,
  134. /** 玩家被动 **/
  135. PLAYER_PASSIVE = 4,
  136. /** 宠物 给人的被动 **/
  137. PET_GIVE_PASSIVE = 5,
  138. CARD_SKILL = 6,
  139. }
  140. /**
  141. * 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
  142. */
  143. public enum ReliveType
  144. {
  145. /** 回城复活 */
  146. CITY = 0,
  147. /** 原地复活 */
  148. NOW = 1,
  149. /** 出生点复活 */
  150. BORN = 2,
  151. /** 复活点复活 */
  152. PLACE = 3,
  153. /** 技能复活 */
  154. SKILL = 4,
  155. /** 随机点复活 */
  156. RANDOM = 5,
  157. }
  158. public enum PlayerBtlData
  159. {
  160. [Display(Name = "生命")]
  161. MaxHP = 1,
  162. [Display(Name = "生命%")]
  163. HPPer = 2,
  164. [Display(Name = "攻击")]
  165. Attack = 3,
  166. [Display(Name = "攻击%")]
  167. AttackPer = 4,
  168. [Display(Name = "防御")]
  169. Def = 5,
  170. [Display(Name = "防御%")]
  171. DefPer = 6,
  172. [Display(Name = "穿透")]
  173. IgnoreDefense = 7,
  174. [Display(Name = "穿透%")]
  175. IgnoreDefensePer = 8,
  176. [Display(Name = "暴击率")]
  177. CritRate = 9,
  178. [Display(Name = "抗暴")]
  179. ResCrit = 10,
  180. [Display(Name = "抗暴% ")]
  181. ResCritPer = 11,
  182. [Display(Name = "抗暴率")]
  183. ResCritRate = 12,
  184. [Display(Name = "暴击伤害%")]
  185. CritDamage = 13,
  186. [Display(Name = "暴伤抵御%")]
  187. CritDamageRes = 14,
  188. [Display(Name = "玩家间伤害增加%")]
  189. IncAllDamage = 15, // 玩家之间
  190. [Display(Name = "玩家间伤害减免%")]
  191. AllDamageReduce = 16, // 玩家之间
  192. [Display(Name = "韧性%")]
  193. CtrlTimeReduce = 17,
  194. [Display(Name = "冷却缩减%")]
  195. SkillCD = 18,
  196. [Display(Name = "生命恢复")]
  197. HPRegen = 19,
  198. [Display(Name = "银两掉落")]
  199. ExdGold = 20, //--
  200. [Display(Name = "杀怪经验")]
  201. ExdExp = 21, //--
  202. [Display(Name = "恢复生命")]
  203. HPRecover = 22, //--废弃了,用HPRegen
  204. [Display(Name = "恢复生命%")]
  205. HPRecoverPer = 23, //--
  206. [Display(Name = "治疗效果")]
  207. HealEffect = 24,
  208. [Display(Name = "被治疗效果")]
  209. HealedEffect = 25,
  210. [Display(Name = "移动速度")]
  211. RunSpeed = 26, // 移动速度加成百分比, moveSpeed基础移速
  212. [Display(Name = "技能加成%")]
  213. SkillDamage = 27,
  214. [Display(Name = "攻击速度")]
  215. AttackSpeed = 28,
  216. [Display(Name = "控制增幅%")]
  217. ControlUp = 29,
  218. [Display(Name = "金属性攻击")]
  219. GoldAttack = 30,
  220. [Display(Name = "金属性防御")]
  221. GoldDefense = 31,
  222. [Display(Name = "木属性攻击")]
  223. WoodAttack = 32,
  224. [Display(Name = "木属性防御")]
  225. WoodDefense = 33,
  226. [Display(Name = "水属性攻击")]
  227. WaterAttack = 34,
  228. [Display(Name = "水属性防御")]
  229. WaterDefense = 35,
  230. [Display(Name = "火属性攻击")]
  231. FireAttack = 36,
  232. [Display(Name = "火属性防御")]
  233. FireDefense = 37,
  234. [Display(Name = "土属性攻击")]
  235. SoilAttack = 38,
  236. [Display(Name = "土属性防御")]
  237. SoilDefense = 39,
  238. [Display(Name = "对boss额外暴击率")]
  239. ToBossCritRate = 40,
  240. [Display(Name = "对boss额外暴击伤害")]
  241. ToBossCritDamage = 41,
  242. [Display(Name = "金克制")]
  243. GoldRestraint = 42,
  244. [Display(Name = "木克制")]
  245. WoodRestraint = 43,
  246. [Display(Name = "水克制")]
  247. WaterRestraint = 44,
  248. [Display(Name = "火克制")]
  249. FireRestraint = 45,
  250. [Display(Name = "土克制")]
  251. SoilRestraint = 46,
  252. [Display(Name = "金抵御")]
  253. GoldResist = 47,
  254. [Display(Name = "木抵御")]
  255. WoodResist = 48,
  256. [Display(Name = "水抵御")]
  257. WaterResist = 49,
  258. [Display(Name = "火抵御")]
  259. FireResist = 50,
  260. [Display(Name = "土抵御")]
  261. SoilResist = 51,
  262. [Display(Name = "杀意值")]
  263. PvpKillValue = 52,
  264. [Display(Name = "妖气等级")]
  265. YaoQiLevel = 53,
  266. [Display(Name = "普攻吸血")]
  267. NormalAtkLeech = 54,
  268. [Display(Name = "技能吸血")]
  269. ActiveAtkLeech = 55,
  270. [Display(Name = "神器主属性伤害加成")]
  271. ArtifactMainPer = 56,
  272. [Display(Name = "怪物伤害增益%")]
  273. FieldBossDamageAdd = 57, // Map表有areaType,副本,野外地图类型区分
  274. [Display(Name = "怪物伤害减免%")]
  275. DungeonMonsterDamageAdd = 58, // 2021.3.30修改,含义以备注为准
  276. [Display(Name = "杀意等级")]
  277. PvpKillLevel = 59,
  278. [Display(Name = "七杀克制")]
  279. MonsterRestraint1 = 60,
  280. [Display(Name = "离明克制")]
  281. MonsterRestraint2 = 61,
  282. [Display(Name = "夜耀克制")]
  283. MonsterRestraint3 = 62,
  284. [Display(Name = "昌曲克制")]
  285. MonsterRestraint4 = 63,
  286. [Display(Name = "沧海克制")]
  287. MonsterRestraint5 = 64,
  288. [Display(Name = "所有伤害加成")]
  289. AllAtak = 65,
  290. [Display(Name = "所有伤害抵御")]
  291. AllDef = 66,
  292. }
  293. }