export const RANK = { boom: 1, }; export const AWARD = { daily: 1, stage: 2 }; export const MODEL_TYPE = { sell: 1, buy: 2, auction: 3, highPriceRecycle: 4, }; export const MODEL_TYPE_NAME = { 1: '普通出售', 2: '普通收购', 3: '抢拍', 4: '高价' }; export const PROP_TIMES = { one: 1, two: 2, }; export const PROP_TIMES_TIME = { 1: 8, 2: 22 }; export const MONTH_LOTTERY = { one: 1, two: 2, }; export const MONTH_LOTTERY_TIME = { 1: 1, 2: 15 }; export const MONTH = [ {label: "1月", value: 1}, {label: "2月", value: 2}, {label: "3月", value: 3}, {label: "4月", value: 4}, {label: "5月", value: 5}, {label: "6月", value: 6}, {label: "7月", value: 7}, {label: "8月", value: 8}, {label: "9月", value: 9}, {label: "10月", value: 10}, {label: "11月", value: 11}, {label: "12月", value: 12} ]; export const GameUnitType = { None: 0, //无 Building: 1, //建筑 Warrior: 2,//勇士 Villager: 3, //村民 Monster: 4, //敌人 ResourcePoint: 5,//资源点 Npc: 6, //NPC Construct: 7, //建筑 Sapling: 8, //幼苗 Bullet: 9, //子弹 DropItem: 10, //掉落 RegionBuilding: 11, //村落建筑 RegionResPoint: 12, //村落资源点 MapPortal: 13, // 传送点 Livestock: 14, //牲畜 ImmortalTree: 15, // 不死树 RegionGift: 16, //村落礼物 RegionShop: 17, //村落商店 FixedPositionBuildingSlot: 18, // 定点建筑基座 ChallengeGuardianSlot: 19, // 挑战守护者 FixedPositionSaplingSlot: 20, // 定点幼苗基座 Decoration: 21, //装饰品 FogLit: 22, // 点亮迷雾 PlaceHolder: 23, // 创建单位(建筑,种植)的占位 BattleTestWarrior: 24, // 战斗测试勇士 BattleTestMonster: 25, // 战斗测试怪物 ChallengeWarrior: 26, // 挑战勇士 ChallengeMonster: 27, // 挑战怪物 RegionFixedPositionBuildingSlot: 28, // 村落定点建筑基座 }; export const ConstRegion = { Bag: 2, //背包 Transport: 11, //运输厅 Valley: 1001, //桃谷 Valley_Other: 1002, //他人桃谷 ForestOut: 2001, //森林外围 ForestMid: 2002, //森林内部 ForestInner: 2003, //森林深处 WuTongRegion: 3001, //梧桐村 YuXiRegion: 3002, //鱼溪村 YeWaiRegion: 5001, //野外 Challenge: 6001, //挑战区域 Challenge_Guardian: 7001, //挑战区域-守护者 TaoHome: 2004, //桃渊明家 BattleTest: 9999, // 战斗测试 }; export const NumericType = { /// /// 劳力 /// Labor: 1001, Labor_Name: "劳力", 1001: "劳力", LaborBase: 1001 * 10 + 1, LaborAdd: 1001 * 10 + 2, LaborPct: 1001 * 10 + 3, LaborFinalAdd: 1001 * 10 + 4, LaborFinalPct: 1001 * 10 + 5, /// /// 智慧 /// Wisdom: 1002, Wisdom_Name: "智慧", 1002: "智慧", WisdomBase: 1002 * 10 + 1, WisdomAdd: 1002 * 10 + 2, WisdomPct: 1002 * 10 + 3, WisdomFinalAdd: 1002 * 10 + 4, WisdomFinalPct: 1002 * 10 + 5, /// /// 小麦增产 /// WheatProduction: 1100, WheatProduction_Name: "小麦增产", 1100: "小麦增产", /// /// 水稻增产 /// RiceProduction: 1101, RiceProduction_Name: "水稻增产", 1101: "水稻增产", /// /// 大豆增产 /// SoybeansProduction: 1102, SoybeansProduction_Name: "大豆增产", 1102: "大豆增产", /// /// 白菜增产 /// CabbageProduction: 1103, CabbageProduction_Name: "白菜增产", 1103: "白菜增产", /// /// 糯米增产 /// StickyRiceProduction: 1104, StickyRiceProduction_Name: "糯米增产", 1104: "糯米增产", /// /// 萝卜增产 /// RadishProduction: 1105, RadishProduction_Name: "萝卜增产", 1105: "萝卜增产", /// /// 冬瓜增产 /// WinterMelonProduction: 1106, WinterMelonProduction_Name: "冬瓜增产", 1106: "冬瓜增产", /// /// 南瓜增产 /// PumpkinProduction: 1107, PumpkinProduction_Name: "南瓜增产", 1107: "南瓜增产", /// /// 食物增产 /// FoodProduction: 1108, FoodProduction_Name: "食物增产", 1108: "食物增产", /// /// 耐久损耗 /// DurableDamage: 1109, DurableDamage_Name: "耐久损耗", 1109: "耐久损耗", /// /// 制作时间 /// ManufactureTime: 1110, ManufactureTime_Name: "制作时间", 1110: "制作时间", /// /// 全劳作收益 /// Work: 1114, Work_Name: "全劳作收益", 1114: "全劳作收益", /// /// 体魄等级 /// BodySoulLv: 1300, BodySoulLv_Name: "体魄等级", 1300: "体魄等级", /// /// 经验 /// Exp: 1301, Exp_Name: "经验", 1301: "经验", /// /// 阅历 /// Yueli: 1302, Yueli_Name: "阅历", 1302: "阅历", /// /// 生命值 /// HP: 1401, HP_Name: "生命值", 1401: "生命值", /// /// 生命 /// MaxHp: 1402, MaxHp_Name: "生命", 1402: "生命", MaxHpBase: 1402 * 10 + 1, 14021: "生命基础", MaxHpAdd: 1402 * 10 + 2, MaxHpPct: 1402 * 10 + 3, MaxHpFinalAdd: 1402 * 10 + 4, MaxHpFinalPct: 1402 * 10 + 5, /// /// 攻击 /// ATK: 1403, ATK_Name: "攻击", 1403: "攻击", ATKBase: 1403 * 10 + 1, 14031: "攻击基础", ATKAdd: 1403 * 10 + 2, ATKPct: 1403 * 10 + 3, ATKFinalAdd: 1403 * 10 + 4, ATKFinalPct: 1403 * 10 + 5, /// /// 防御 /// DEF: 1404, DEF_Name: "防御", 1404: "防御", DEFBase: 1404 * 10 + 1, DEFAdd: 1404 * 10 + 2, DEFPct: 1404 * 10 + 3, DEFFinalAdd: 1404 * 10 + 4, DEFFinalPct: 1404 * 10 + 5, /// /// 能量值 /// MP: 1405, MP_Name: "能量值", 1405: "能量值", MPBase: 1405 * 10 + 1, MPAdd: 1405 * 10 + 2, MPPct: 1405 * 10 + 3, MPFinalAdd: 1405 * 10 + 4, MPFinalPct: 1405 * 10 + 5, /// /// 能量上限 /// MPMax: 1406, MPMax_Name: "能量上限", 1406: "能量上限", MPMaxBase: 1406 * 10 + 1, MPMaxAdd: 1406 * 10 + 2, MPMaxPct: 1406 * 10 + 3, MPMaxFinalAdd: 1406 * 10 + 4, MPMaxFinalPct: 1406 * 10 + 5, /// /// 能量消耗 /// MPCost: 1407, MPCost_Name: "能量消耗", 1407: "能量消耗", MPCostBase: 1407 * 10 + 1, MPCostAdd: 1407 * 10 + 2, MPCostPct: 1407 * 10 + 3, MPCostFinalAdd: 1407 * 10 + 4, MPCostFinalPct: 1407 * 10 + 5, /// /// 移速 /// MoveSpeed: 1408, MoveSpeed_Name: "移速", 1408: "移速", MoveSpeedBase: 1408 * 10 + 1, MoveSpeedAdd: 1408 * 10 + 2, MoveSpeedPct: 1408 * 10 + 3, MoveSpeedFinalAdd: 1408 * 10 + 4, MoveSpeedFinalPct: 1408 * 10 + 5, /// /// 攻速 /// AttackSpeed: 1409, AttackSpeed_Name: "攻速", 1409: "攻速", AttackSpeedBase: 1409 * 10 + 1, AttackSpeedAdd: 1409 * 10 + 2, AttackSpeedPct: 1409 * 10 + 3, AttackSpeedFinalAdd: 1409 * 10 + 4, AttackSpeedFinalPct: 1409 * 10 + 5, /// /// 暴击伤害 /// CriticalDamage: 1410, CriticalDamage_Name: "暴击伤害", 1410: "暴击伤害", CriticalDamageBase: 1410 * 10 + 1, CriticalDamageAdd: 1410 * 10 + 2, CriticalDamagePct: 1410 * 10 + 3, CriticalDamageFinalAdd: 1410 * 10 + 4, CriticalDamageFinalPct: 1410 * 10 + 5, /// /// 暴击率 /// Crit: 1411, Crit_Name: "暴击率", 1411: "暴击率", CritBase: 1411 * 10 + 1, CritAdd: 1411 * 10 + 2, CritPct: 1411 * 10 + 3, CritFinalAdd: 1411 * 10 + 4, CritFinalPct: 1411 * 10 + 5, /// /// 命中 /// Hit: 1412, 1412: "命中", HitBase: 1412 * 10 + 1, HitAdd: 1412 * 10 + 2, HitPct: 1412 * 10 + 3, HitFinalAdd: 1412 * 10 + 4, HitFinalPct: 1412 * 10 + 5, /// /// 闪避 /// Dodge: 1413, 1413: "闪避", DodgeBase: 1413 * 10 + 1, DodgeAdd: 1413 * 10 + 2, DodgePct: 1413 * 10 + 3, DodgeFinalAdd: 1413 * 10 + 4, DodgeFinalPct: 1413 * 10 + 5, /// /// 生命成长 /// HPGrow: 1414, 1414: "生命成长", /// /// 防御成长 /// DEFGrow: 1415, 1415: "防御成长", /// /// 攻击成长 /// ATKGrow: 1416, 1416: "攻击成长", /// /// 攻速成长 /// WSPGrow: 1417, 1417: "攻速成长", /// /// 生命恢复 /// HpRecovery: 1418, 1418: "生命恢复", /// /// 反弹伤害 /// DamageRebound: 1421, 1421: "反弹伤害", DamageReboundBase: 1421 * 10 + 1, DamageReboundAdd: 1421 * 10 + 2, DamageReboundPct: 1421 * 10 + 3, DamageReboundFinalAdd: 1421 * 10 + 4, DamageReboundFinalPct: 1421 * 10 + 5, /// /// 能量恢复 /// MPRecover: 1422, 1422: "能量恢复", MPRecoverBase: 1422 * 10 + 1, MPRecoverAdd: 1422 * 10 + 2, MPRecoverPct: 1422 * 10 + 3, MPRecoverFinalAdd: 1422 * 10 + 4, MPRecoverFinalPct: 1422 * 10 + 5, /// /// 吸血 /// SuckBlood: 1423, 1423: "吸血", SuckBloodBase: 1423 * 10 + 1, SuckBloodAdd: 1423 * 10 + 2, SuckBloodPct: 1423 * 10 + 3, SuckBloodFinalAdd: 1423 * 10 + 4, SuckBloodFinalPct: 1423 * 10 + 5, /// /// 仇恨系数 /// Hate: 1424, 1424: "仇恨系数", HateBase: 1424 * 10 + 1, HateAdd: 1424 * 10 + 2, HatePct: 1424 * 10 + 3, HateFinalAdd: 1424 * 10 + 4, HateFinalPct: 1424 * 10 + 5, /// /// 普通目标 /// TargetNum: 1425, 1425: "普通目标", TargetNumBase: 1425 * 10 + 1, TargetNumAdd: 1425 * 10 + 2, TargetNumPct: 1425 * 10 + 3, TargetNumFinalAdd: 1425 * 10 + 4, TargetNumFinalPct: 1425 * 10 + 5, /// /// 技能CD /// SkillCD: 1426, 1426: "技能CD", SkillCDBase: 1426 * 10 + 1, SkillCDAdd: 1426 * 10 + 2, SkillCDPct: 1426 * 10 + 3, SkillCDFinalAdd: 1426 * 10 + 4, SkillCDFinalPct: 1426 * 10 + 5, /// /// 攻击回血 /// AttackBackBlood: 1427, 1427: "攻击回血", AttackBackBloodBase: 1427 * 10 + 1, AttackBackBloodAdd: 1427 * 10 + 2, AttackBackBloodPct: 1427 * 10 + 3, AttackBackBloodFinalAdd: 1427 * 10 + 4, AttackBackBloodFinalPct: 1427 * 10 + 5, /// /// 伤害累计 /// CumulativeDamage: 1428, 1428: "伤害累计", /// /// 命中率 /// HitRate: 1429, 1429: "命中率", HitRateBase: 1429 * 10 + 1, HitRateAdd: 1429 * 10 + 2, HitRatePct: 1429 * 10 + 3, HitRateFinalAdd: 1429 * 10 + 4, HitRateFinalPct: 1429 * 10 + 5, /// /// 闪避率 /// DodgeRate: 1430, 1430: "闪避率", DodgeRateBase: 1430 * 10 + 1, DodgeRateAdd: 1430 * 10 + 2, DodgeRatePct: 1430 * 10 + 3, DodgeRateFinalAdd: 1430 * 10 + 4, DodgeRateFinalPct: 1430 * 10 + 5, /// /// 增伤 /// IncreaseDamage: 1432, 1432: "增伤", IncreaseDamageBase: 1432 * 10 + 1, IncreaseDamageAdd: 1432 * 10 + 2, IncreaseDamagePct: 1432 * 10 + 3, IncreaseDamageFinalAdd: 1432 * 10 + 4, IncreaseDamageFinalPct: 1432 * 10 + 5, /// /// 免伤 /// DamageReduction: 1433, 1433: "免伤", DamageReductionBase: 1433 * 10 + 1, DamageReductionAdd: 1433 * 10 + 2, DamageReductionPct: 1433 * 10 + 3, DamageReductionFinalAdd: 1433 * 10 + 4, DamageReductionFinalPct: 1433 * 10 + 5, /// /// 自身受到治疗 /// BeTreated: 1434, 1434: "自身受到治疗", BeTreatedBase: 1434 * 10 + 1, BeTreatedAdd: 1434 * 10 + 2, BeTreatedPct: 1434 * 10 + 3, BeTreatedFinalAdd: 1434 * 10 + 4, BeTreatedFinalPct: 1434 * 10 + 5, /// /// 仇恨值 /// HateValue: 1435, 1435: "仇恨值", HateValueBase: 1435 * 10 + 1, HateValueAdd: 1435 * 10 + 2, HateValuePct: 1435 * 10 + 3, HateValueFinalAdd: 1435 * 10 + 4, HateValueFinalPct: 1435 * 10 + 5, /// /// 穿透方向 /// PenetrationDirection: 1436, 1436: "穿透方向", /// /// 受到伤害 /// BeHurt: 1437, 1437: "受到伤害", /// /// 吸收伤害 /// AbsorbDamage: 1438, 1438: "吸收伤害", /// /// 治疗效果 /// TreatmentEffect: 1439, 1439: "治疗效果", TreatmentEffectBase: 1439 * 10 + 1, TreatmentEffectAdd: 1439 * 10 + 2, TreatmentEffectPct: 1439 * 10 + 3, TreatmentEffectFinalAdd: 1439 * 10 + 4, TreatmentEffectFinalPct: 1439 * 10 + 5, /// /// 攻击下限 /// ATKMin: 2000, 2000: "攻击下限", /// /// 攻击上限 /// ATKMax: 2001, 2001: "攻击上限", /// /// 武器伤害 /// WeaponDamage: 2002, 2002: "武器伤害", /// /// 火抗性 /// FireResistance: 2003, 2003: "火抗性", /// /// 雷抗性 /// ThunderResistance: 2004, 2004: "雷抗性", /// /// 毒抗性 /// PoisonResistance: 2005, 2005: "毒抗性", /// /// 冰抗性 /// IceResistance: 2006, 2006: "冰抗性", /// /// 建筑名称 /// BuildingName: 2007, 2007: "建筑名称", /// /// 耐久 /// Durable: 2008, 2008: "耐久", /// /// 体量 /// Volume: 2009, 2009: "体量", /// /// 交互人数 /// Worker: 2010, 2010: "交互人数", /// /// 资源名称 /// ResourceName: 2011, 2011: "资源名称", /// /// 采集次数 /// Collection_Num: 2012, 2012: "采集次数", /// /// 基础产出 /// BaseOutput: 2013, 2013: "基础产出", /// /// 解锁条件 /// UnlockCondition: 2014, 2014: "解锁条件", /// /// 铲除性 /// RootOut: 2015, 2015: "铲除性", /// /// 材料类型 /// MaterialType: 2016, 2016: "材料类型", /// /// 成长时间 /// GrowthTime: 2017, 2017: "成长时间", /// /// 幼苗编号 /// SaplingId: 2018, 2018: "幼苗编号", /// /// 统帅力 /// Domination: 2019, 2019: "统帅力", /// /// 人口 /// Population: 3001, 3001: "人口", /// /// 时间 /// Time: 3002, 3002: "时间", /// /// 季节 /// Season: 3003, 3003: "季节", /// /// 规模 /// Scale: 3004, 3004: "规模", /// /// 繁荣 /// Prosperity: 3005, 3005: "繁荣", /// /// 食物 /// Food: 3006, 3006: "食物", /// /// 铜钱 /// Copper: 3007, 3007: "铜钱", /// /// 金元宝 /// GoldIngot: 3008, 3008: "金元宝", /// /// 日夜 /// Day_Night: 3009, 3009: "日夜", /// /// 凝时 /// FrozenTime: 3010, 3010: "凝时", /// /// 人物姓名 /// Name: 3100, 3100: "人物姓名", /// /// 年龄 /// Age: 3101, 3101: "年龄", /// /// 性别 /// Gender: 3102, 3102: "性别", /// /// 寿命 /// LifeMax: 3103, 3103: "寿命", LifeMaxBase: 3103 * 10 + 1, LifeMaxAdd: 3103 * 10 + 2, LifeMaxPct: 3103 * 10 + 3, LifeMaxFinalAdd: 3103 * 10 + 4, LifeMaxFinalPct: 3103 * 10 + 5, /// /// 体质 /// Physique: 3104, 3104: "体质", /// /// 寿命经验 /// LifeExp: 3105, 3105: "寿命经验", /// /// 体质经验 /// PhysiqueExp: 3106, 3106: "体质经验", /// /// 劳力经验 /// LaborExp: 3107, 3107: "劳力经验", /// /// 智慧经验 /// WisdomExp: 3108, 3108: "智慧经验", /// /// 内疾减免 /// IllnessReduce: 3109, 3109: "内疾减免", /// /// 好感度 /// Impression: 3110, 3110: "好感度", /// /// 外伤值 /// Injury: 3111, 3111: "外伤值", /// /// 内疾值 /// Illness: 3112, 3112: "内疾值", /// /// 采集收益 /// CollectionIncome: 3113, 3113: "采集收益", CollectionIncomeBase: 3113 * 10 + 1, CollectionIncomeAdd: 3113 * 10 + 2, CollectionIncomePct: 3113 * 10 + 3, CollectionIncomeFinalAdd: 3113 * 10 + 4, CollectionIncomeFinalPct: 3113 * 10 + 5, /// /// 砍伐收益 /// LoggingIncome: 3114, 3114: "砍伐收益", LoggingIncomeBase: 3114 * 10 + 1, LoggingIncomeAdd: 3114 * 10 + 2, LoggingIncomePct: 3114 * 10 + 3, LoggingIncomeFinalAdd: 3114 * 10 + 4, LoggingIncomeFinalPct: 3114 * 10 + 5, /// /// 挖掘收益 /// MiningIncome: 3115, 3115: "挖掘收益", MiningIncomeBase: 3115 * 10 + 1, MiningIncomeAdd: 3115 * 10 + 2, MiningIncomePct: 3115 * 10 + 3, MiningIncomeFinalAdd: 3115 * 10 + 4, MiningIncomeFinalPct: 3115 * 10 + 5, /// /// 捕鱼收益 /// FishingIncome: 3116, 3116: "捕鱼收益", FishingIncomeBase: 3116 * 10 + 1, FishingIncomeAdd: 3116 * 10 + 2, FishingIncomePct: 3116 * 10 + 3, FishingIncomeFinalAdd: 3116 * 10 + 4, FishingIncomeFinalPct: 3116 * 10 + 5, /// /// 建造收益 /// ConstructionIncome: 3117, 3117: "建造收益", ConstructionIncomeBase: 3117 * 10 + 1, ConstructionIncomeAdd: 3117 * 10 + 2, ConstructionIncomePct: 3117 * 10 + 3, ConstructionIncomeFinalAdd: 3117 * 10 + 4, ConstructionIncomeFinalPct: 3117 * 10 + 5, /// /// 农活收益 /// FarmIncome: 3118, 3118: "农活收益", FarmIncomeBase: 3118 * 10 + 1, FarmIncomeAdd: 3118 * 10 + 2, FarmIncomePct: 3118 * 10 + 3, FarmIncomeFinalAdd: 3118 * 10 + 4, FarmIncomeFinalPct: 3118 * 10 + 5, /// /// 打猎收益 /// HuntingIncome: 3119, 3119: "打猎收益", HuntingIncomeBase: 3119 * 10 + 1, HuntingIncomeAdd: 3119 * 10 + 2, HuntingIncomePct: 3119 * 10 + 3, HuntingIncomeFinalAdd: 3119 * 10 + 4, HuntingIncomeFinalPct: 3119 * 10 + 5, /// /// 科研收益 /// ScientificIncome: 3120, 3120: "科研收益", ScientificIncomeBase: 3120 * 10 + 1, ScientificIncomeAdd: 3120 * 10 + 2, ScientificIncomePct: 3120 * 10 + 3, ScientificIncomeFinalAdd: 3120 * 10 + 4, ScientificIncomeFinalPct: 3120 * 10 + 5, /// /// 制作优质药品 /// Pharmacist: 3121, 3121: "制作优质药品", PharmacistBase: 3121 * 10 + 1, PharmacistAdd: 3121 * 10 + 2, PharmacistPct: 3121 * 10 + 3, PharmacistFinalAdd: 3121 * 10 + 4, PharmacistFinalPct: 3121 * 10 + 5, /// /// 制作优质食物 /// Chef: 3122, 3122: "制作优质食物", ChefBase: 3122 * 10 + 1, ChefAdd: 3122 * 10 + 2, ChefPct: 3122 * 10 + 3, ChefFinalAdd: 3122 * 10 + 4, ChefFinalPct: 3122 * 10 + 5, /// /// 寿命经验 /// LifeExpObtain: 3123, 3123: "寿命经验", /// /// 体质经验 /// PhysiqueExpObtain: 3124, 3124: "体质经验", /// /// 劳力经验 /// LaborExpObtain: 3125, 3125: "劳力经验", /// /// 智慧经验 /// WisdomExpObtain: 3126, 3126: "智慧经验", /// /// 伤疾减免 /// DiseaseDeduction: 3127, 3127: "伤疾减免", /// /// 建筑耐久恢复 /// DurableRecover: 3200, 3200: "建筑耐久恢复", /// /// 调用技能 /// InvokeSkill: 9997, 9997: "调用技能", /// /// 给自己上BUFF /// SelfInvokeBuff: 9998, 9998: "给自己上BUFF", /// /// 给目标上BUFF /// TargetInvokeBuff: 9999, 9999: "给目标上BUFF", } export const Clothes_Type = { /// /// 服饰 /// APPAREL: 1, 1: "服饰", /// /// 雨具 /// RAINGEAR: 2, 2: "雨具", /// /// 小物件 /// RES: 3, 3: "小物件", /// /// 武器 /// WEAPON: 10, 10: "武器", /// /// 防具 /// ARMOR: 11, 11: "防具", /// /// 鞋子 /// SHOE: 12, 12: "鞋子", /// /// 戒指 /// RING: 13, 13: "戒指", /// /// 饰品 /// ACCESSORIES: 14, 14: "饰品", /// /// 乾坤袋 /// GEMBAG: 15, 15: "乾坤袋", } export const AttributeOperator = { 1: "+", 2: "x", } export const Gender = { MAN: 1, 1: "男性", WOMAN: 2, 2: "女性", } export const ConstBehaveType = { NONE: 0, // 无 BEHAVE_IDLE: 1, // 空闲 1: "空闲", // 空闲 BEHAVE_PREPARE_GATHER: 2, // 去采集 2: "去采集", // 去采集 BEHAVE_GATHER: 3, // 正在采集 3: "正在采集", // 正在采集 BEHAVE_PREPARE_CONSTRUCT: 4, // 去建造 4: "去建造", // 去建造 BEHAVE_CONSTRUCT: 5, // 建造 5: "建造", // 建造 BEHAVE_PREPARE_PLANT: 6, // 去种植 6: "去种植", // 去种植 BEHAVE_PLANT: 7, // 正在种植 7: "正在种植", // 正在种植 BEHAVE_PREPARE_HARVEST: 8, // 去收割 8: "去收割", // 去收割 BEHAVE_HARVEST: 9, // 正在收割 9: "正在收割", // 正在收割 BEHAVE_PREPARE_CABIN: 10, // 去小屋 10: "去小屋", // 去小屋 BEHAVE_CABIN: 11, // 驻扎小屋 11: "驻扎小屋", // 驻扎小屋 BEHAVE_TROOP_IDLE: 12, // 队伍休闲 12: "队伍休闲", // 队伍休闲 BEHAVE_BATTLE: 13, // 战斗 13: "战斗", // 战斗 BEHAVE_STUDY: 14, // 正在学习 14: "正在学习", // 正在学习 BEHAVE_FARMLAND_IDLE: 15, // 农田空闲 15: "农田空闲", // 农田空闲 BEHAVE_MOVE_BUILDING: 16, // 去建筑里 16: "去建筑里", // 去建筑里 BEHAVE_ARRIVE_BUILDING: 17, // 到达建筑里面 17: "到达建筑里面", // 到达建筑里面 BEHAVE_ACCOMPANY_VILLAGER: 18, // 陪伴游民 18: "陪伴游民", // 陪伴游民 BEHAVE_NEAR_DIE_IDLE: 19, // 濒临死亡的空闲 19: "濒临死亡的空闲", // 濒临死亡的空闲 BEHAVE_TROOP_BATTLE: 22, // 队伍战斗 22: "队伍战斗", // 队伍战斗 BEHAVE_JOIN_BATTLE: 23, // 参加战斗 23: "参加战斗", // 参加战斗 BEHAVE_DIE: 24, // 死亡,用于死亡表现 24: "死亡,用于死亡表现", // 死亡,用于死亡表现 BEHAVE_PREPARE_REST: 25, // 准备去休息 25: "准备去休息", // 准备去休息 BEHAVE_REST_IN_HOUSE: 26, // 重伤/重疾 在休息点休息 26: "重伤/重疾", // 重伤/重疾 在休息点休息 BEHAVE_DIE_WAIT_REVIVE: 27, // 死亡,等待复活 27: "死亡,等待复活", // 死亡,等待复活 BEHAVE_MONSTER_RUN_BACK: 28, // 怪物往自己的出生点跑 BEHAVE_PREPARE_STUDY: 29, // 去学习的路上 29: "去学习的路上", // 去学习的路上 BEHAVE_PREPARE_TEACH: 30, // 去教书的路上 30: "去教书的路上", // 去教书的路上 BEHAVE_TEACH: 31, // 正在教书 31: "正在教书", // 正在教书 BEHAVE_GATHER_SMALL_RESOURCE: 32, // 采集小资源 32: "采集小资源", // 采集小资源 BEHAVE_FIGHT_STATION: 33, // 在哨塔战斗 33: "在哨塔战斗", // 在哨塔战斗 BEHAVE_CHALLENGE_BATTLE: 34, // 在挑战Boss战斗 34: "在挑战Boss战斗", // 在挑战Boss战斗 BEHAVE_PLANT_MIGU: 35, // 种植迷谷树,包括跑过去的过程 35: "种植迷谷树", // 种植迷谷树,包括跑过去的过程 //夜晚行为 1001 - 1100 BEHAVE_NIGHT_NONE: 1000, BEHAVE_NIGHT_IDLE: 1001, // 夜晚空闲 1001: "夜晚空闲", // 夜晚空闲 BEHAVE_NIGHT_SLEEP: 1002, // 睡觉 1002: "睡觉", // 睡觉 BEHAVE_NIGHT_TROOP_IDLE: 1003, // 夜晚队伍空闲 1003: "夜晚队伍空闲", // 夜晚队伍空闲 BEHAVE_NIGHT_TROOP_SLEEP: 1004, // 夜晚队伍睡觉 1004: "夜晚队伍睡觉", // 夜晚队伍睡觉 } export const CHANNEL = [{label: "全渠道", value: ""}, {label: "母包渠道-0", value: "0"}]; export const PLATFORM = [{label: "编辑器", value: "Editor"}, {label: "安卓", value: "Android"}, { label: "苹果", value: "Ios" }]; export const NOTICE_MODEL = { type_title: 1, type_drops: 2 }; export const DATE_NAMES = { 1: "one", 2: "two", 3: "three", 4: "four", 5: "five", 6: "six", 7: "seven", 8: "eight", 9: "nine", 10: "ten", 11: "eleven", 12: "twelve", 13: "thirteen", 14: "fourteen", 15: "fifteen", 16: "sixteen", 17: "seventeen", 18: "eighteen", 19: "nineteen", 20: "twenty", 21: "twentyOne", 22: "twentyTwo", 23: "twentyThree", 24: "twentyFour", 25: "twentyFive", 26: "twentySix", 27: "twentySeven", 28: "twentyEight", 29: "twentyNine", 30: "thirty" }; export const DATE_NAMES1 = { 1: "one", 2: "two", 3: "three", 4: "four", 5: "five", 6: "six", 7: "seven", 15: "fifteen", 30: "thirty" }; export const DATE_LIST = [ {name: "one", label: "首日"}, {name: "two", label: "次日"}, {name: "three", label: "3日"}, {name: "four", label: "4日"}, {name: "five", label: "5日"}, {name: "six", label: "6日"}, {name: "seven", label: "7日"}, {name: "eight", label: "8日"}, {name: "nine", label: "9日"}, {name: "ten", label: "10日"}, {name: "eleven", label: "11日"}, {name: "twelve", label: "12日"}, {name: "thirteen", label: "13日"}, {name: "fourteen", label: "14日"}, {name: "fifteen", label: "15日"}, {name: "sixteen", label: "16日"}, {name: "seventeen", label: "17日"}, {name: "eighteen", label: "18日"}, {name: "nineteen", label: "19日"}, {name: "twenty", label: "20日"}, {name: "twentyOne", label: "21日"}, {name: "twentyTwo", label: "22日"}, {name: "twentyThree", label: "23日"}, {name: "twentyFour", label: "24日"}, {name: "twentyFive", label: "25日"}, {name: "twentySix", label: "26日"}, {name: "twentySeven", label: "27日"}, {name: "twentyEight", label: "28日"}, {name: "twentyNine", label: "29日"}, {name: "thirty", label: "30日"} ]; export const DATE_NAMES_KEEP = { 1: "one", 2: "two", 3: "three", 4: "four", 5: "five", 6: "six", 7: "seven", 8: "eight", 9: "nine", 10: "ten", 11: "eleven", 12: "twelve", 13: "thirteen", 14: "fourteen", 15: "fifteen", 30: "thirty" }; export const DATE_LIST_KEEP = [ {name: "two", label: "2留"}, {name: "three", label: "3留"}, {name: "four", label: "4留"}, {name: "five", label: "5留"}, {name: "six", label: "6留"}, {name: "seven", label: "7留"}, {name: "eight", label: "8留"}, {name: "nine", label: "9留"}, {name: "ten", label: "10留"}, {name: "eleven", label: "11留"}, {name: "twelve", label: "12留"}, {name: "thirteen", label: "13留"}, {name: "fourteen", label: "14留"}, {name: "fifteen", label: "15留"}, {name: "sixteen", label: "16留"}, {name: "seventeen", label: "17留"}, {name: "eighteen", label: "18留"}, {name: "nineteen", label: "19留"}, {name: "twenty", label: "20留"}, {name: "twentyOne", label: "21留"}, {name: "twentyTwo", label: "22留"}, {name: "twentyThree", label: "23留"}, {name: "twentyFour", label: "24留"}, {name: "twentyFive", label: "25留"}, {name: "twentySix", label: "26留"}, {name: "twentySeven", label: "27留"}, {name: "twentyEight", label: "28留"}, {name: "twentyNine", label: "29留"}, {name: "thirty", label: "30留"} ]; export const Notice_Type = [ {Name: "所有公告", Id: 0}, {Name: "弹窗公告", Id: 1}, {Name: "登录公告", Id: 2}, {Name: "维护公告", Id: 3}, {Name: "客服页面", Id: 4}, {Name: "预览公告", Id: 5} ]