ConstGame.cs 8.2 KB

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