You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
531 lines
16 KiB
531 lines
16 KiB
4 months ago
|
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
|
||
|
)
|