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 )