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}
]