ConstGame.cs 9.4 KB

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  1. using System;
  2. using System.ComponentModel.DataAnnotations;
  3. namespace ET.Server
  4. {
  5. public static class PLAYER
  6. {
  7. public const int initLevel = 1;
  8. public const int initSp = 5000;
  9. public const int initGold = 0; // 1000000;
  10. public const int initTicket = 0; // 1000000;
  11. public const int initPrimaryDiamond = 0;
  12. public const int initDiamond = 0; // 1000000;
  13. public const int initEnergy = 1000;
  14. public const int initFriendly = 0;
  15. public const int initVip = 0;
  16. public const int initHp = 999999;
  17. public const int initMp = 999999;
  18. public const int initPrestige = 0;
  19. public const int initCharm = 100;
  20. public const int maxNum = 4; // 最多角色数量
  21. }
  22. public static class DouyinConst
  23. {
  24. /** 小程序 ID **/
  25. public const string Appid = "tt1f2a69978016076d10";
  26. /** 小程序的 APP Secret,可以在开发者后台获取 **/
  27. public const string Secret = "0a2d84c09dcab30b26a82da1c93da78544ad6f6e";
  28. /** POST 获取开放能力接口的调用凭证 **/
  29. public const string GetAccessTokenUrl = "https://developer.toutiao.com/api/apps/v2/token";
  30. /** POST 获取直播间信息 **/
  31. public const string GetLiveInfoUrl = "https://webcast.bytedance.com/api/webcastmate/info";
  32. /** POST 启动抖音推送回调任务 **/
  33. public const string StartTaskUrl = "https://webcast.bytedance.com/api/live_data/task/start";
  34. /** POST 停止抖音推送回调任务 **/
  35. public const string StopTaskUrl = "https://webcast.bytedance.com/api/live_data/task/stop";
  36. /** GET 获取任务状态 **/
  37. public const string CheckTaskUrl = "https://webcast.bytedance.com/api/live_data/task/get";
  38. }
  39. /** 通知战斗事件信息 */
  40. public static class NotifyBSName
  41. {
  42. // public const string ZoneFlagNotify = "ZoneFlagNotifyR2B";
  43. public const string TriggerEvent = "TriggerEventR2B";
  44. }
  45. /// <summary>
  46. /// 性别类型
  47. /// </summary>
  48. public enum SexType: byte
  49. {
  50. Man = 0,
  51. Woman = 1,
  52. }
  53. /// <summary>
  54. /// 职业类型
  55. /// </summary>
  56. public enum PlayerProType: byte
  57. {
  58. /** 通用 **/
  59. COMMON = 0,
  60. /** 苍刃 **/
  61. CANG_LANG = 1,
  62. /** 御剑 **/
  63. YU_JIAN = 2,
  64. /** 剑仙 **/
  65. YI_XIAN = 3,
  66. /** 神剑 **/
  67. SHEN_JIAN = 4,
  68. /** 道灵 **/
  69. LI_NHU = 5,
  70. }
  71. /// <summary>
  72. /// 出生类型
  73. /// </summary>
  74. public enum BORN_TYPE
  75. {
  76. HISTORY = 0,
  77. NORMAL = 1,
  78. BORN = 2,
  79. HISTORY_Dungeon_ReLogin = 3,
  80. }
  81. public enum AreaForce
  82. {
  83. None = 0,
  84. MONSTER = 1,
  85. FORCEA = 2,
  86. FORCEB = 3,
  87. }
  88. /// <summary>
  89. /// 地图玩法类型
  90. /// </summary>
  91. public enum MapType
  92. {
  93. /** 无 **/
  94. None = 0,
  95. /** 主城|野外 **/
  96. NORMAL = 1,
  97. /** 副本 **/
  98. FIGHT_LEVEL = 2,
  99. // >100属于跨服地图玩法
  100. /** 跨服野外场景 **/
  101. CROSS_NORMAL = 101,
  102. }
  103. /// <summary>
  104. /// 进入场景时候情况区分
  105. /// </summary>
  106. public enum ENTER_TYPE: byte
  107. {
  108. /** 默认 **/
  109. NONE = 0,
  110. /** 重连 **/
  111. RE_LOGIN = 1,
  112. /** 场景人数已满,踢出场景 **/
  113. SCENE_PLAYER_MAX = 2,
  114. }
  115. public enum ENTER_STATE
  116. {
  117. /** 切场景 **/
  118. changeArea = 1,
  119. /** 登陆游戏 **/
  120. online = 2,
  121. }
  122. public enum PkModel
  123. {
  124. /** PVP-PKModel表格 和平不攻击任何玩家*/
  125. Peace = 0,
  126. /** 和平不攻击任何玩家*/
  127. Justice = 1,
  128. /** 只攻击黑黄红名玩家*/
  129. Force = 2,
  130. /** 只攻击非本仙盟玩家*/
  131. Guild = 3,
  132. /** 只攻击非本队伍玩家*/
  133. Team = 4,
  134. /** 只攻击非本服玩家*/
  135. Server = 5,
  136. /** 攻击所有玩家*/
  137. All = 6,
  138. }
  139. /**
  140. * 技能类型
  141. */
  142. public enum SkillType
  143. {
  144. /** 主动技能 **/
  145. ACTIVE = 1,
  146. /** 宠物给主人增加的 **/
  147. PET_GIVE_ACTIVE = 2,
  148. /** 普攻 **/
  149. NORMAL = 3,
  150. /** 玩家被动 **/
  151. PLAYER_PASSIVE = 4,
  152. /** 宠物 给人的被动 **/
  153. PET_GIVE_PASSIVE = 5,
  154. CARD_SKILL = 6,
  155. }
  156. /**
  157. * 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
  158. */
  159. public enum ReliveType
  160. {
  161. /** 回城复活 */
  162. CITY = 0,
  163. /** 原地复活 */
  164. NOW = 1,
  165. /** 出生点复活 */
  166. BORN = 2,
  167. /** 复活点复活 */
  168. PLACE = 3,
  169. /** 技能复活 */
  170. SKILL = 4,
  171. /** 随机点复活 */
  172. RANDOM = 5,
  173. }
  174. public enum PlayerBtlData
  175. {
  176. [Display(Name = "生命")]
  177. MaxHP = 1,
  178. [Display(Name = "生命%")]
  179. HPPer = 2,
  180. [Display(Name = "攻击")]
  181. Attack = 3,
  182. [Display(Name = "攻击%")]
  183. AttackPer = 4,
  184. [Display(Name = "防御")]
  185. Def = 5,
  186. [Display(Name = "防御%")]
  187. DefPer = 6,
  188. [Display(Name = "穿透")]
  189. IgnoreDefense = 7,
  190. [Display(Name = "穿透%")]
  191. IgnoreDefensePer = 8,
  192. [Display(Name = "暴击率")]
  193. CritRate = 9,
  194. [Display(Name = "抗暴")]
  195. ResCrit = 10,
  196. [Display(Name = "抗暴% ")]
  197. ResCritPer = 11,
  198. [Display(Name = "抗暴率")]
  199. ResCritRate = 12,
  200. [Display(Name = "暴击伤害%")]
  201. CritDamage = 13,
  202. [Display(Name = "暴伤抵御%")]
  203. CritDamageRes = 14,
  204. [Display(Name = "玩家间伤害增加%")]
  205. IncAllDamage = 15, // 玩家之间
  206. [Display(Name = "玩家间伤害减免%")]
  207. AllDamageReduce = 16, // 玩家之间
  208. [Display(Name = "韧性%")]
  209. CtrlTimeReduce = 17,
  210. [Display(Name = "冷却缩减%")]
  211. SkillCD = 18,
  212. [Display(Name = "生命恢复")]
  213. HPRegen = 19,
  214. [Display(Name = "银两掉落")]
  215. ExdGold = 20, //--
  216. [Display(Name = "杀怪经验")]
  217. ExdExp = 21, //--
  218. [Display(Name = "恢复生命")]
  219. HPRecover = 22, //--废弃了,用HPRegen
  220. [Display(Name = "恢复生命%")]
  221. HPRecoverPer = 23, //--
  222. [Display(Name = "治疗效果")]
  223. HealEffect = 24,
  224. [Display(Name = "被治疗效果")]
  225. HealedEffect = 25,
  226. [Display(Name = "移动速度")]
  227. RunSpeed = 26, // 移动速度加成百分比, moveSpeed基础移速
  228. [Display(Name = "技能加成%")]
  229. SkillDamage = 27,
  230. [Display(Name = "攻击速度")]
  231. AttackSpeed = 28,
  232. [Display(Name = "控制增幅%")]
  233. ControlUp = 29,
  234. [Display(Name = "金属性攻击")]
  235. GoldAttack = 30,
  236. [Display(Name = "金属性防御")]
  237. GoldDefense = 31,
  238. [Display(Name = "木属性攻击")]
  239. WoodAttack = 32,
  240. [Display(Name = "木属性防御")]
  241. WoodDefense = 33,
  242. [Display(Name = "水属性攻击")]
  243. WaterAttack = 34,
  244. [Display(Name = "水属性防御")]
  245. WaterDefense = 35,
  246. [Display(Name = "火属性攻击")]
  247. FireAttack = 36,
  248. [Display(Name = "火属性防御")]
  249. FireDefense = 37,
  250. [Display(Name = "土属性攻击")]
  251. SoilAttack = 38,
  252. [Display(Name = "土属性防御")]
  253. SoilDefense = 39,
  254. [Display(Name = "对boss额外暴击率")]
  255. ToBossCritRate = 40,
  256. [Display(Name = "对boss额外暴击伤害")]
  257. ToBossCritDamage = 41,
  258. [Display(Name = "金克制")]
  259. GoldRestraint = 42,
  260. [Display(Name = "木克制")]
  261. WoodRestraint = 43,
  262. [Display(Name = "水克制")]
  263. WaterRestraint = 44,
  264. [Display(Name = "火克制")]
  265. FireRestraint = 45,
  266. [Display(Name = "土克制")]
  267. SoilRestraint = 46,
  268. [Display(Name = "金抵御")]
  269. GoldResist = 47,
  270. [Display(Name = "木抵御")]
  271. WoodResist = 48,
  272. [Display(Name = "水抵御")]
  273. WaterResist = 49,
  274. [Display(Name = "火抵御")]
  275. FireResist = 50,
  276. [Display(Name = "土抵御")]
  277. SoilResist = 51,
  278. [Display(Name = "杀意值")]
  279. PvpKillValue = 52,
  280. [Display(Name = "妖气等级")]
  281. YaoQiLevel = 53,
  282. [Display(Name = "普攻吸血")]
  283. NormalAtkLeech = 54,
  284. [Display(Name = "技能吸血")]
  285. ActiveAtkLeech = 55,
  286. [Display(Name = "神器主属性伤害加成")]
  287. ArtifactMainPer = 56,
  288. [Display(Name = "怪物伤害增益%")]
  289. FieldBossDamageAdd = 57, // Map表有areaType,副本,野外地图类型区分
  290. [Display(Name = "怪物伤害减免%")]
  291. DungeonMonsterDamageAdd = 58, // 2021.3.30修改,含义以备注为准
  292. [Display(Name = "杀意等级")]
  293. PvpKillLevel = 59,
  294. [Display(Name = "七杀克制")]
  295. MonsterRestraint1 = 60,
  296. [Display(Name = "离明克制")]
  297. MonsterRestraint2 = 61,
  298. [Display(Name = "夜耀克制")]
  299. MonsterRestraint3 = 62,
  300. [Display(Name = "昌曲克制")]
  301. MonsterRestraint4 = 63,
  302. [Display(Name = "沧海克制")]
  303. MonsterRestraint5 = 64,
  304. [Display(Name = "所有伤害加成")]
  305. AllAtak = 65,
  306. [Display(Name = "所有伤害抵御")]
  307. AllDef = 66,
  308. }
  309. }