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package consts
const (
StoreItem = 1 // 仓库
ValleyProperty = 2 // 山谷
Construct = 3 // 建筑
Villager = 4 // 游民
)
const (
MATERIAL = 1 // 材料
FOOD = 2 // 食品
CLOTHES = 3 // 衣服
MEDICINE = 4 // 药品
SMALLITEM = 5 // 小物件
BOOK = 6 // 书籍
FUNCTIONITEM = 7 // 道具
POULTRY = 8 // 家禽
EQUIPMENT = 10 // 装备
GEM = 11 // 宝石
PRESTIGE = 12 // 声望
TREASURE = 13 // 宝物
MISSIONITEM = 20 // 任务物品
COPPERCOINS = 21 // 铜钱
INGOTS = 22 // 桃花石
BASICFOOD = 99 // 基础食物
)
const (
NUMERICTYPE_POPULATION = 3001 + iota // 人口
NUMERICTYPE_TIME // 时间
NUMERICTYPE_SEASON // 季节
NUMERICTYPE_SCALE // 规模
NUMERICTYPE_PROSPERITY // 繁荣
NUMERICTYPE_FOOD // 食物
NUMERICTYPE_COPPER // 铜钱
NUMERICTYPE_GOLDINGOT // 金元宝
NUMERICTYPE_DAY_NIGHT
)
const (
NUMERICTYPE_NAME = 3100 + iota
NUMERICTYPE_AGE
NUMERICTYPE_GENDER
NUMERICTYPE_LIFEMAX
NUMERICTYPE_PHYSIQUE
NUMERICTYPE_LIFEEXP
NUMERICTYPE_PHYSIQUEEXP
NUMERICTYPE_LABOREXP
NUMERICTYPE_WISDOMEXP
NUMERICTYPE_ILLNESSREDUCE
NUMERICTYPE_IMPRESSION
NUMERICTYPE_INJURY
NUMERICTYPE_ILLNESS
NUMERICTYPE_COLLECTIONINCOME
NUMERICTYPE_LOGGINGINCOME
NUMERICTYPE_MININGINCOME
NUMERICTYPE_FISHINGINCOME
NUMERICTYPE_CONSTRUCTIONINCOME
NUMERICTYPE_FARMINCOME
NUMERICTYPE_HUNTINGINCOME
NUMERICTYPE_SCIENTIFICINCOME
NUMERICTYPE_PHARMACIST
NUMERICTYPE_CHEF
NUMERICTYPE_LIFEEXPOBTAIN
NUMERICTYPE_PHYSIQUEEXPOBTAIN
NUMERICTYPE_LABOREXPOBTAIN
NUMERICTYPE_WISDOMEXPOBTAIN
NUMERICTYPE_DURABLERECOVER = 3200
NUMERICTYPE_LABOR = 1001
NUMERICTYPE_WISDOM = 1002
NUMERICTYPE_BODYSOULLV = 1300
NUMERICTYPE_EXP = 1301
NUMERICTYPE_YUELI = 1302
)
const (
NUMERICTYPE_COLLECTIONINCOMEBASE = 31131 + iota
NUMERICTYPE_COLLECTIONINCOMEADD
NUMERICTYPE_COLLECTIONINCOMEPCT
NUMERICTYPE_COLLECTIONINCOMEFINALADD
NUMERICTYPE_COLLECTIONINCOMEFINALPCT
)
const (
NUMERICTYPE_LOGGINGINCOMEBASE = 31141 + iota
NUMERICTYPE_LOGGINGINCOMEADD
NUMERICTYPE_LOGGINGINCOMEPCT
NUMERICTYPE_LOGGINGINCOMEFINALADD
NUMERICTYPE_LOGGINGINCOMEFINALPCT
)
const (
NUMERICTYPE_MININGINCOMEBASE = 31151 + iota
NUMERICTYPE_MININGINCOMEADD
NUMERICTYPE_MININGINCOMEPCT
NUMERICTYPE_MININGINCOMEFINALADD
NUMERICTYPE_MININGINCOMEFINALPCT
)
const (
NUMERICTYPE_FISHINGINCOMEBASE = 31161 + iota
NUMERICTYPE_FISHINGINCOMEADD
NUMERICTYPE_FISHINGINCOMEPCT
NUMERICTYPE_FISHINGINCOMEFINALADD
NUMERICTYPE_FISHINGINCOMEFINALPCT
)
const (
NUMERICTYPE_CONSTRUCTIONINCOMEBASE = 31171 + iota
NUMERICTYPE_CONSTRUCTIONINCOMEADD
NUMERICTYPE_CONSTRUCTIONINCOMEPCT
NUMERICTYPE_CONSTRUCTIONINCOMEFINALADD
NUMERICTYPE_CONSTRUCTIONINCOMEFINALPCT
)
const (
NUMERICTYPE_FARMINCOMEBASE = 31181 + iota
NUMERICTYPE_FARMINCOMEADD
NUMERICTYPE_FARMINCOMEPCT
NUMERICTYPE_FARMINCOMEFINALADD
NUMERICTYPE_FARMINCOMEFINALPCT
)
const (
NUMERICTYPE_HUNTINGINCOMEBASE = 31191 + iota
NUMERICTYPE_HUNTINGINCOMEADD
NUMERICTYPE_HUNTINGINCOMEPCT
NUMERICTYPE_HUNTINGINCOMEFINALADD
NUMERICTYPE_HUNTINGINCOMEFINALPCT
)
const (
NUMERICTYPE_SCIENTIFICINCOMEBASE = 31201 + iota
NUMERICTYPE_SCIENTIFICINCOMEADD
NUMERICTYPE_SCIENTIFICINCOMEPCT
NUMERICTYPE_SCIENTIFICINCOMEFINALADD
NUMERICTYPE_SCIENTIFICINCOMEFINALPCT
)
const (
NUMERICTYPE_PHARMACISTBASE = 31211 + iota
NUMERICTYPE_PHARMACISTADD
NUMERICTYPE_PHARMACISTPCT
NUMERICTYPE_PHARMACISTFINALADD
NUMERICTYPE_PHARMACISTFINALPCT
)
const (
NUMERICTYPE_CHEFBASE = 31221 + iota
NUMERICTYPE_CHEFADD
NUMERICTYPE_CHEFPCT
NUMERICTYPE_CHEFFINALADD
NUMERICTYPE_CHEFFINALPCT
)
const (
NUMERICTYPE_LABORBASE = 10011 + iota
NUMERICTYPE_LABORADD
NUMERICTYPE_LABORPCT
NUMERICTYPE_LABORFINALADD
NUMERICTYPE_LABORFINALPCT
)
const (
NUMERICTYPE_WISDOMBASE = 10021 + iota
NUMERICTYPE_WISDOMADD
NUMERICTYPE_WISDOMPCT
NUMERICTYPE_WISDOMFINALADD
NUMERICTYPE_WISDOMFINALPCT
)
const (
NUMERICTYPE_HP = 1401 + iota
NUMERICTYPE_MAXHP
NUMERICTYPE_ATK
NUMERICTYPE_DEF
NUMERICTYPE_MP
NUMERICTYPE_MPMAX
NUMERICTYPE_MPCOST
NUMERICTYPE_MOVESPEED
NUMERICTYPE_ATTACKSPEED
NUMERICTYPE_CRITICALDAMAGE
NUMERICTYPE_CRIT
NUMERICTYPE_HIT
NUMERICTYPE_DODGE
NUMERICTYPE_HPGROW
NUMERICTYPE_DEFGROW
NUMERICTYPE_ATKGROW
NUMERICTYPE_WSPGROW
NUMERICTYPE_HPRECOVERY
)
const (
NUMERICTYPE_HPBASE = 14011 + iota
NUMERICTYPE_HPADD
NUMERICTYPE_HPPCT
NUMERICTYPE_HPFINALADD
NUMERICTYPE_HPFINALPCT
)
const (
NUMERICTYPE_MAXHPBASE = 14021 + iota
NUMERICTYPE_MAXHPADD
NUMERICTYPE_MAXHPPCT
NUMERICTYPE_MAXHPFINALADD
NUMERICTYPE_MAXHPFINALPCT
)
const (
NUMERICTYPE_ATKBASE = 14031 + iota
NUMERICTYPE_ATKADD
NUMERICTYPE_ATKPCT
NUMERICTYPE_ATKFINALADD
NUMERICTYPE_ATKFINALPCT
)
const (
NUMERICTYPE_DEFBASE = 14041 + iota
NUMERICTYPE_DEFADD
NUMERICTYPE_DEFPCT
NUMERICTYPE_DEFFINALADD
NUMERICTYPE_DEFFINALPCT
)
const (
NUMERICTYPE_MPBASE = 14051 + iota
NUMERICTYPE_MPADD
NUMERICTYPE_MPPCT
NUMERICTYPE_MPFINALADD
NUMERICTYPE_MPFINALPCT
)
const (
NUMERICTYPE_MPMAXBASE = 14061 + iota
NUMERICTYPE_MPMAXADD
NUMERICTYPE_MPMAXPCT
NUMERICTYPE_MPMAXFINALADD
NUMERICTYPE_MPMAXFINALPCT
)
const (
NUMERICTYPE_MPCOSTBASE = 14071 + iota
NUMERICTYPE_MPCOSTADD
NUMERICTYPE_MPCOSTPCT
NUMERICTYPE_MPCOSTFINALADD
NUMERICTYPE_MPCOSTFINALPCT
)
const (
NUMERICTYPE_MOVESPEEDBASE = 14081 + iota
NUMERICTYPE_MOVESPEEDADD
NUMERICTYPE_MOVESPEEDPCT
NUMERICTYPE_MOVESPEEDFINALADD
NUMERICTYPE_MOVESPEEDFINALPCT
)
const (
NUMERICTYPE_ATTACKSPEEDBASE = 14091 + iota
NUMERICTYPE_ATTACKSPEEDADD
NUMERICTYPE_ATTACKSPEEDPCT
NUMERICTYPE_ATTACKSPEEDFINALADD
NUMERICTYPE_ATTACKSPEEDFINALPCT
)
const (
NUMERICTYPE_CRITICALDAMAGEBASE = 14101 + iota
NUMERICTYPE_CRITICALDAMAGEADD
NUMERICTYPE_CRITICALDAMAGEPCT
NUMERICTYPE_CRITICALDAMAGEFINALADD
NUMERICTYPE_CRITICALDAMAGEFINALPCT
)
const (
NUMERICTYPE_CRITBASE = 14111 + iota
NUMERICTYPE_CRITADD
NUMERICTYPE_CRITPCT
NUMERICTYPE_CRITFINALADD
NUMERICTYPE_CRITFINALPCT
)
const (
NUMERICTYPE_HITBASE = 14121 + iota
NUMERICTYPE_HITADD
NUMERICTYPE_HITPCT
NUMERICTYPE_HITFINALADD
NUMERICTYPE_HITFINALPCT
)
const (
NUMERICTYPE_DODGEBASE = 14131 + iota
NUMERICTYPE_DODGEADD
NUMERICTYPE_DODGEPCT
NUMERICTYPE_DODGEFINALADD
NUMERICTYPE_DODGEFINALPCT
)
const (
NUMERICTYPE_DAMAGEREBOUND = 1421 + iota
NUMERICTYPE_MPRECOVER
NUMERICTYPE_SUCKBLOOD
NUMERICTYPE_HATE
NUMERICTYPE_TARGETNUM
NUMERICTYPE_SKILLCD
NUMERICTYPE_ATTACKBACKBLOOD
NUMERICTYPE_CUMULATIVEDAMAGE
NUMERICTYPE_HITRATE
NUMERICTYPE_DODGERATE = 1430
NUMERICTYPE_INCREASEDAMAGE = 1432
NUMERICTYPE_DAMAGEREDUCTION = 1433
)
const (
NUMERICTYPE_TKMIN = 2000 + iota
NUMERICTYPE_TKMAX
NUMERICTYPE_EAPONDAMAGE
NUMERICTYPE_IRERESISTANCE
NUMERICTYPE_HUNDERRESISTANCE
NUMERICTYPE_OISONRESISTANCE
NUMERICTYPE_CERESISTANCE
NUMERICTYPE_UILDINGNAME
NUMERICTYPE_URABLE
NUMERICTYPE_OLUME
NUMERICTYPE_ORKER
NUMERICTYPE_ESOURCENAME
NUMERICTYPE_OLLECTION_NUM
NUMERICTYPE_ASEOUTPUT
NUMERICTYPE_NLOCKCONDITION
NUMERICTYPE_OOTOUT
NUMERICTYPE_ATERIALTYPE
NUMERICTYPE_ROWTHTIME
NUMERICTYPE_APLINGID
NUMERICTYPE_OMINATION
)
const (
RegionGameUnitComponent = "RegionGameUnitComponent" // 材料
ValleyComponent = "ValleyComponent" // 材料
GameUnitComponent = "GameUnitComponent" // 材料
MonsterGroupComponent = "MonsterGroupComponent" // 材料
StoreComponent = "StoreComponent" // 材料
MenuComponent = "MenuComponent" // 材料
WeatherComponent = "WeatherComponent" // 材料
DinnerComponent = "DinnerComponent" // 材料
CoupleComponent = "CoupleComponent" // 材料
ResearchComponent = "ResearchComponent" // 材料
GatherComponent = "GatherComponent" // 材料
TransportComponent = "TransportComponent" // 材料
UnitUpdateComponent = "UnitUpdateComponent" // 材料
TroopComponent = "TroopComponent" // 材料
NightEventComponent = "NightEventComponent" // 材料
BusinessComponent = "BusinessComponent" // 材料
MonsterManagerComponent = "MonsterManagerComponent" // 材料
RegionFogComponent = "RegionFogComponent" // 材料
GameTaskComponent = "GameTaskComponent" // 材料
DropItemManagerComponent = "DropItemManagerComponent" // 材料
RechargeComponent = "RechargeComponent" // 材料
TreasureSynthesisComponent = "TreasureSynthesisComponent" // 材料
MailComponent = "MailComponent" // 材料
ChallengeFightingComponent = "ChallengeFightingComponent" // 材料
ChallengeGuardianComponent = "ChallengeGuardianComponent" // 材料
FixedPositionSlotComponent = "FixedPositionSlotComponent" // 材料
PoultryManageComponent = "PoultryManageComponent" // 材料
WearComponent = "WearComponent" // 材料
ClothesComponent = "ClothesComponent" // 材料
EquipComponent = "EquipComponent" // 材料
GemComponent = "GemComponent" // 材料
ConstructManagerComponent = "ConstructManagerComponent" // 材料
VisitorProduceComponent = "VisitorProduceComponent" // 材料
GameNumericComponent = "GameNumericComponent" // 材料
GameUnit = "GameUnit" // 材料
VillagerRecordComponent = "VillagerRecordComponent" // 材料
PeopleComponent = "PeopleComponent" // 材料
BehaveComponent = "BehaveComponent" // 材料
SlotComponent = "SlotComponent" // 材料
LabourComponent = "LabourComponent" // 材料
MarriageComponent = "MarriageComponent" // 材料
ResidentComponent = "ResidentComponent" // 材料
FightComponent = "FightComponent" // 材料
BuffComponent = "BuffComponent" // 材料
StudyComponent = "StudyComponent" // 材料
SkillComponent = "SkillComponent" // 材料
VillagerSkillComponent = "VillagerSkillComponent" // 材料
NpcComponent = "NpcComponent" // 材料
DialogueComponent = "DialogueComponent" // 材料
BusinessManComponent = "BusinessManComponent" // 材料
ResourcePointComponent = "ResourcePointComponent" // 材料
)
const (
Item = "Item" // 材料
Poultry = "Poultry" // 材料
Gather = "Gather" // 材料
Skill = "Skill" // 材料
VillagerSkill = "VillagerSkill" // 材料
Buff = "Buff" // 材料
Status = "Status" // 材料
)
const (
ConstWearState_Free = 1 //空闲的
ConstWearState_Weared = 2 //已经穿上
)
const (
GameUnitType_None = "0" //无
GameUnitType_Building = "1" //建筑
GameUnitType_Warrior = "2" //勇士
GameUnitType_Villager = "3" //村民
GameUnitType_Monster = "4" //敌人
GameUnitType_ResourcePoint = "5" //资源点
GameUnitType_Npc = "6" //NPC
GameUnitType_Construct = "7"
GameUnitType_Sapling = "8" //幼苗
GameUnitType_Bullet = "9" //子弹
GameUnitType_DropItem = "10" //掉落
GameUnitType_RegionBuilding = "11" //村落建筑
GameUnitType_RegionResPoint = "12" //村落资源点
GameUnitType_MapPortal = "13" // 传送点
GameUnitType_Livestock = "14" //牲畜
GameUnitType_ImmortalTree = "15" // 不死树
GameUnitType_RegionGift = "16" //村落礼物
GameUnitType_RegionShop = "17" //村落商店
GameUnitType_FixedPositionBuildingSlot = "18" // 定点建筑基座
GameUnitType_ChallengeGuardianSlot = "19" // 挑战守护者
GameUnitType_FixedPositionSaplingSlot = "20" // 定点幼苗基座
GameUnitType_Decoration = "21" //装饰品
GameUnitType_FogLit = "22" // 点亮迷雾
GameUnitType_PlaceHolder = "23" // 创建单位(建筑,种植)的占位
)
const (
GameUnitCamp_Friend = 1 //友方,就是跟unit一边的
GameUnitCamp_Enemy = 2 //敌方
)
const (
BehaveType_NONE = 0 //无
BehaveType_BEHAVE_IDLE = 1 //空闲
BehaveType_BEHAVE_PREPARE_GATHER = 2 //去采集
BehaveType_BEHAVE_GATHER = 3 //正在采集
BehaveType_BEHAVE_PREPARE_CONSTRUCT = 4 //去建造
BehaveType_BEHAVE_CONSTRUCT = 5 //建造
BehaveType_BEHAVE_PREPARE_PLANT = 6 //去种植
BehaveType_BEHAVE_PLANT = 7 //正在种植
BehaveType_BEHAVE_PREPARE_HARVEST = 8 //去收割
BehaveType_BEHAVE_HARVEST = 9 //正在收割
BehaveType_BEHAVE_PREPARE_CABIN = 10 //去小屋
BehaveType_BEHAVE_CABIN = 11 //驻扎小屋
BehaveType_BEHAVE_TROOP_IDLE = 12 // 队伍休闲
BehaveType_BEHAVE_BATTLE = 13 // 战斗
BehaveType_BEHAVE_STUDY = 14 //正在学习
BehaveType_BEHAVE_FARMLAND_IDLE = 15 //农田空闲
BehaveType_BEHAVE_MOVE_BUILDING = 16 //去建筑里
BehaveType_BEHAVE_ARRIVE_BUILDING = 17 //到达建筑里面
BehaveType_BEHAVE_ACCOMPANY_VILLAGER = 18 //陪伴游民
BehaveType_BEHAVE_NEAR_DIE_IDLE = 19 //濒临死亡的空闲
BehaveType_BEHAVE_TROOP_BATTLE = 22 // 队伍战斗
BehaveType_BEHAVE_JOIN_BATTLE = 23 // 参加战斗
BehaveType_BEHAVE_DIE = 24 // 死亡,用于死亡表现
BehaveType_BEHAVE_PREPARE_REST = 25 // 准备去休息
BehaveType_BEHAVE_REST_IN_HOUSE = 26 // 重伤/重疾 在休息点休息
BehaveType_BEHAVE_DIE_WAIT_REVIVE = 27 // 死亡,等待复活
BehaveType_BEHAVE_MONSTER_RUN_BACK = 28 // 怪物往自己的出生点跑
BehaveType_BEHAVE_PREPARE_STUDY = 29 //去学习的路上
BehaveType_BEHAVE_PREPARE_TEACH = 30 //去教书的路上
BehaveType_BEHAVE_TEACH = 31 //正在教书
BehaveType_BEHAVE_GATHER_SMALL_RESOURCE = 32 //采集小资源
BehaveType_BEHAVE_FIGHT_STATION = 33 //在哨塔战斗
BehaveType_BEHAVE_CHALLENGE_BATTLE = 34 // 在挑战Boss战斗
//夜晚行为 1001 - 1100
BehaveType_BEHAVE_NIGHT_NONE = 1000
BehaveType_BEHAVE_NIGHT_IDLE = 1001 //夜晚空闲
BehaveType_BEHAVE_NIGHT_SLEEP = 1002 //睡觉
BehaveType_BEHAVE_NIGHT_TROOP_IDLE = 1003 // 夜晚队伍空闲
BehaveType_BEHAVE_NIGHT_TROOP_SLEEP = 1004 // 夜晚队伍睡觉
)
const (
/// Npc
NpcConfig_Type_NPC = 1
/// 场景交互
NpcConfig_Type_SCENEINTERACTIVE = 2
/// 商人
NpcConfig_Type_BUSINESSMAN = 3
/// 摊位商人
NpcConfig_Type_STALLBUSINESSMAN = 4
)
const (
/// 立即
SkillBuff_TriggerTime_RIGHTNOW = 1
/// 生命值改变
SkillBuff_TriggerTime_HPCHANGE = 2
/// 时间周期
SkillBuff_TriggerTime_TIMECYCLE = 3
/// 生命值低事件
SkillBuff_TriggerTime_HP = 4
/// 己方勇士死亡事件
SkillBuff_TriggerTime_DIE = 5
/// 伤病值
SkillBuff_TriggerTime_DISEEASE = 6
/// 角色死亡事件
SkillBuff_TriggerTime_CHARACTERDEATH = 7
/// BUFF生效时
SkillBuff_TriggerTime_BUFFGENERATE = 8
/// BUFF结束时
SkillBuff_TriggerTime_BUFFDISAPPEAR = 9
/// 食物值小于零
SkillBuff_TriggerTime_HUNGER = 10
/// 天气生效时
SkillBuff_TriggerTime_WEATHER = 11
/// 自身攻击暴击时
SkillBuff_TriggerTime_CRIT = 12
/// 被攻击时
SkillBuff_TriggerTime_BEATTACKED = 13
/// 攻击时
SkillBuff_TriggerTime_ATTACKED = 14
)
const (
/// 立即
SkillBuff_ContinuedType_RIGHTNOW = 1
/// 时间(单位秒)
SkillBuff_ContinuedType_TIME = 2
/// 永久
SkillBuff_ContinuedType_FOREVER = 3
/// 承受有效攻击次数
SkillBuff_ContinuedType_BE_HIT_TIMES = 4
/// 战斗结束后重置
SkillBuff_ContinuedType_RESETAFTERBATTLE = 5
/// 施放单位存货
SkillBuff_ContinuedType_CASTBODYALIVE = 6
)
const (
/// 普通资源
ResourcesPoint_Type_NORMALRESOURCES = 1
/// 定点资源
ResourcesPoint_Type_POINTRESOURCES = 2
/// 可移动建造资源
ResourcesPoint_Type_BULIDRESOURCES = 3
)