GameConst.cs 8.7 KB

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