XmdsConfig.cs 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161
  1. using CommonAI;
  2. using CommonAI.Data;
  3. using CommonAI.Zone;
  4. using CommonLang;
  5. using CommonLang.Property;
  6. using System;
  7. using System.Collections.Generic;
  8. using System.Linq;
  9. using System.Text;
  10. namespace XmdsCommon.Plugin
  11. {
  12. //得球配置
  13. public class XmdsCardCfg
  14. {
  15. [DescAttribute("None为默认值,其他指定职业", "编辑器")]
  16. public XmdsUnitPro pro = XmdsUnitPro.None;
  17. public int rate;
  18. public int interval;
  19. }
  20. [DescAttribute("公共配置")]
  21. public class XmdsConfig : ICommonConfig
  22. {
  23. [DescAttribute("生成技能配置是否增加注释", "编辑器")]
  24. public bool EDITOR_GEN_SKILL_CONFIG_ANNOTATION = false;
  25. [DescAttribute("获取金币提示", "提示")]
  26. public string RICH_TXT_UNIT_GOT_MONEY = "<font face=\"Arial\" size=\"20\" color=\"ffffff00\">获取金币</font>";
  27. [DescAttribute("获取金币提示(显示数量)", "提示")]
  28. public string RICH_TXT_UNIT_GOT_MONEY_COUNT = "<font face=\"Arial\" size=\"20\" color=\"ffffff00\">获取金币{0}</font>";
  29. [DescAttribute("伤害波幅范围", "战斗公式")]
  30. public float BATTLE_DAMAGE_FIX_RANGE = 0.075f;
  31. [DescAttribute("暴击倍数", "战斗公式")]
  32. public float BATTLE_CRITICAL_RATE = 2.0f;
  33. [DescAttribute("系数", "战斗公式")]
  34. public float BATTLE_COEFFICIENT = 220;
  35. [DescAttribute("修正", "战斗公式")]
  36. public float BATTLE_CORRECTION = 2000;
  37. [DescAttribute("(人)打(建筑物)固定伤害", "战斗公式 - 固定伤害")]
  38. public int BATTLE_PLAYER_HIT_BUILDING_FIXED_DAMAGE = 25;
  39. [DescAttribute("(载具)打(建筑物)固定伤害", "战斗公式 - 固定伤害")]
  40. public int BATTLE_VEHICLE_HIT_BUILDING_FIXED_DAMAGE = 100;
  41. [DescAttribute("(首领)打(建筑物)固定伤害", "战斗公式 - 固定伤害")]
  42. public int BATTLE_BOSS_HIT_BUILDING_FIXED_DAMAGE = 200;
  43. [DescAttribute("(人)打(载具)伤害修正", "战斗公式 - 伤害修正")]
  44. public float BATTLE_PLAYER_HIT_VEHICLE_MULTIPLY = 0.25f;
  45. [DescAttribute("(人)打(首领)伤害修正", "战斗公式 - 伤害修正")]
  46. public float BATTLE_PLAYER_HIT_BOSS_MULTIPLY = 0.25f;
  47. [DescAttribute("(载具)打(人)伤害修正", "战斗公式 - 伤害修正")]
  48. public float BATTLE_VEHICLE_HIT_PLAYER_MULTIPLY = 1f;
  49. [DescAttribute("(载具)打(首领)伤害修正", "战斗公式 - 伤害修正")]
  50. public float BATTLE_VEHICLE_HIT_BOSS_MULTIPLY = 0.25f;
  51. [DescAttribute("(首领)打(人)伤害修正", "战斗公式 - 伤害修正")]
  52. public float BATTLE_BOSS_HIT_PLAYER_MULTIPLY = 1.25f;
  53. [DescAttribute("(首领)打(载具)伤害修正", "战斗公式 - 伤害修正")]
  54. public float BATTLE_BOSS_HIT_VEHICLE_MULTIPLY = 1.25f;
  55. [DescAttribute("(建筑物)打(人)扣除血总量百分比", "战斗公式 - 百分比扣血")]
  56. public float BATTLE_BUILDING_HIT_PLAYER_MAX_HP_PCT_DAMAGE = 25f;
  57. [DescAttribute("(建筑物)打(载具)扣除血总量百分比", "战斗公式 - 百分比扣血")]
  58. public float BATTLE_BUILDING_HIT_VEHICLE_MAX_HP_PCT_DAMAGE = 7f;
  59. [DescAttribute("(建筑物)打(首领)扣除血总量百分比", "战斗公式 - 百分比扣血")]
  60. public float BATTLE_BUILDING_HIT_BOSS_MAX_HP_PCT_DAMAGE = 1f;
  61. [DescAttribute("最小停留时间(毫秒).", "游荡配置")]
  62. public int MIN_HOLD_TIMEMS = 5000;
  63. [DescAttribute("最大停留时间(毫秒)", "游荡配置")]
  64. public int MAX_HOLD_TIMEMS = 10000;
  65. [DescAttribute("最小游走时间(毫秒).", "游荡配置")]
  66. public int MIN_MOVE_TIMEMS = 300;
  67. [DescAttribute("最大游走时间(毫秒).", "游荡配置")]
  68. public int MAX_MOVE_TIMEMS = 800;
  69. [DescAttribute(" 游荡范围.", "游荡配置")]
  70. public int WANDE_RRANGE = 10;
  71. [DescAttribute(" 搜索拾取物品周期间隔.", "自动挂机")]
  72. public int GUARD_FIND_ITEM_CYCLE_TIME = 2000;
  73. [DescAttribute(" 宠物待机状态下允许离开主人的最远距离.", "宠物扩展")]
  74. public float PET_IDLE_FOLLOW_MAX_DISTANCE = 1.5f;
  75. [DescAttribute(" PK保护等级,小于等于指定级不会受玩家恶意PK伤害.", "战斗扩展")]
  76. public int PK_PROTECT_LV = 25;
  77. [DescAttribute(" 分享经验奖励最大范围.", "战斗扩展")]
  78. public int SHARED_AWARD_MAX_RANGE = 50;
  79. [DescAttribute(" 副本中自动战斗索敌范围.", "战斗扩展")]
  80. public int DUNGEON_AUTO_GUARD_RANGE = 50;
  81. [DescAttribute(" 非副本场景自动战斗索敌范围.", "战斗扩展")]
  82. public int NORMALSCENE_AUTO_GUARD_RANGE = 15;
  83. [DescAttribute(" PVP自动战斗索敌范围.", "战斗扩展")]
  84. public int PVP_AUTO_GUARD_RANGE = 20;
  85. [DescAttribute("玩家脱战时间", "战斗扩展")]
  86. public int OUTOF_BATTLE_PLAYER = 6000;
  87. [DescAttribute("怪物脱战时间", "战斗扩展")]
  88. public int OUTOF_BATTLE_MONSTER = 30000;
  89. [DescAttribute("启动调试", "卡牌系统")]
  90. public bool CARD_OPEN_TEST = true;
  91. [DescAttribute("得球率", "卡牌系统")]
  92. public List<XmdsCardCfg> CARD_CFG = new List<XmdsCardCfg>();
  93. //[DescAttribute("击中得球率", "卡牌系统")]
  94. //public int CARD_RATE_HITOTHER = 10000;
  95. //[DescAttribute("boss受击得球率", "卡牌系统")]
  96. //public int CARD_RATE_BOSS_HITDMG = 10000;
  97. //[DescAttribute("得球间隔-毫秒", "卡牌系统")]
  98. //public int CARD_GET_INTERVAL = 3000;
  99. //[DescAttribute("怪物得球间隔-毫秒", "卡牌系统")]
  100. //public int CARD_MONSTER_GET_INTERVAL = 3000;
  101. [DescAttribute("脱战多久后,球消失-毫秒", "卡牌系统")]
  102. public int CARD_OUTBATTLE_VALID_TIME = 30000;
  103. [DescAttribute("蓄势伤害", "卡牌系统")]
  104. public int CARD_STOREENERGY_DMG = 500;
  105. [DescAttribute("玩家伤害系数", "卡牌系统")]
  106. public float CARD_PLAYER_DMG_PER = 0.5f;
  107. [DescAttribute("出牌顺序", "卡牌系统")]
  108. public List<CardType> CARD_GET_LIST = new List<CardType>();
  109. [DescAttribute("宠物受道灵治疗系数(小数)", "宠物")]
  110. public float PET_HEALD_RATIO = 1.0f;
  111. [DescAttribute("宠物分担玩家伤害系数(小数)", "宠物")]
  112. public float PET_SHARE_MASTERDMG_RATIO = 0.2f;
  113. public override string ToString()
  114. {
  115. return "Xmds 配置扩展属性";
  116. }
  117. public static XmdsConfig Instance
  118. {
  119. get;
  120. private set;
  121. }
  122. public XmdsConfig()
  123. {
  124. Instance = this;
  125. }
  126. public void init()
  127. {
  128. //初始化CommAI配置
  129. XmdsConstConfig.PET_HEALD_RATIO = PET_HEALD_RATIO;
  130. XmdsConstConfig.PET_SHARE_MASTERDMG_RATIO = PET_SHARE_MASTERDMG_RATIO;
  131. }
  132. }
  133. }