ecs/proto/idl/mod_role.proto

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syntax = "proto3";
package Pb;
option go_package = "pb/";
import "enums.proto";
// ModId.ModuleLogin: 2000
// 角色模块消息定义
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// 如果定义的消息内没有字段或者消息被注释掉了,说明该请求不需要参数,发送消息时仅发送包头即可,包体可为空, 返回的消息亦是如此。
// MsgId.ModRoleProperty: 2001
// 角色属性返回
// 角色等级和经验从英雄列表中的主角色英雄获取
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message RolePropertyAck {
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//unchangeable
uint64 UserId = 1;
uint32 Platform = 2;
uint32 Channel = 3;
uint32 ServerId = 4;
string Username = 5;
int64 CreateTime = 6;
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//Fields
uint32 Language = 7;
string RoleName = 8;
uint32 RoleGender = 9;
uint32 AvatarFrame = 10;
uint32 ChatBubble = 11;
uint32 NamePrefix = 12;
uint32 NameTitle = 13;
uint32 RoleTitle = 14;
uint32 LoginDays = 15;
int64 PowerNextTime = 16;
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}
// MsgId.ModRoleProperty: 2001
// 角色属性对
message RoleProperty {
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RolePropertyType Type = 1;
int64 Value = 2;
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}
// MsgId.ModRolePropertyChange: 2002;
// 角色属性变更请求
message RolePropertyChangeReq {
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RoleProperty Property = 1;
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}
// MsgId.ModRolePropertyChange: 2002;
// 角色属性变更返回
message RolePropertyChangeAck {
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repeated RoleProperty PropertyList = 1;
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}
// MsgId.ModRoleChangeLanguage: 2003;
// 角色更改语言请求
message RoleChangeLanguageReq {
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uint32 Language = 1;
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}
// MsgId.ModRoleChangeLanguage: 2003;
// 角色变更语言返回
message RoleChangeLanguageAck {
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uint32 Language = 1;
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}
// MsgId.ModRoleChangeRoleName: 2004;
// 角色更改语言请求
message RoleChangeRoleNameReq {
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string RoleName = 1;
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}
// MsgId.ModRoleChangeRoleName: 2004;
// 角色变更语言返回
message RoleChangeRoleNameAck {
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string RoleName = 1;
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}
// 角色货币
message Money {
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MoneyType Type = 1;
uint32 Value = 2;
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}
// MsgId.ModRoleMoneyList: 2003
// MsgId.ModRoleMoneyChange: 2004
// 角色货币列表返回
message MoneyListAck {
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repeated Money MoneyList = 1;
}
message LineupHero {
uint32 Index = 1; //阵容英雄序列0-7
uint64 HeroUid = 2;
uint32 Position = 3; //布阵位置范围1-6
uint64 Capacity = 4;
repeated uint64 Equip = 5;
repeated uint64 Treasure = 6;
repeated uint64 Artifact = 8;
repeated uint64 Mounts = 7;
repeated uint64 General = 9;
repeated uint64 Ornament = 10;
repeated uint64 Sack = 11;
repeated uint64 FateChart = 12;
repeated uint64 Tetris = 13;
}
// MsgId.ModRoleLineupHeroChange: 2007
// 阵容英雄变更请求
message LineupHeroChangeReq {
uint64 LineupUid = 1;
uint32 Index = 2;
uint64 HeroUid = 3;
}
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// MsgId.ModRoleLineupHeroPosition = 2008;
// 阵容英雄布阵位置变更请求
message LineupHeroPositionReq {
uint64 LineupUid = 1;
repeated uint32 PositionList = 3; // 阵容英雄列表中前6个英雄新布阵位置布阵位置的顺序和阵容英雄列表是不一样的布阵位置调整不影响英雄在阵容列表中的顺序。
}
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// MsgId.ModRoleLineupHeroPosition = 2008;
// 阵容英雄布阵位置变更返回
message LineupHeroPositionAck {
uint64 LineupUid = 1;
repeated uint32 PositionList = 3; // 阵容英雄列表中前6个英雄新布阵位置布阵位置的顺序和阵容英雄列表是不一样的布阵位置调整不影响英雄在阵容列表中的顺序。
}
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// MsgId.ModRoleLineupHeroEquip = 2009;
// 阵容英雄装备变更请求
message LineupHeroEquipReq {
uint64 LineupUid = 1;
uint32 Index = 2;
EquipType EquipType = 3; // 要传不然EquipUid为0时不知道是什么类型的装备
uint64 EquipUid = 4; // 传0为卸下装备
}
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// MsgId.ModRoleLineupHeroTreasure = 2010;
// 阵容英雄宝物变更请求
message LineupHeroTreasureReq {
uint64 LineupUid = 1;
uint32 Index = 2;
TreasureType TreasureType = 3; // 要传不然TreasureUid为0时不知道是什么类型的宝物
uint64 TreasureUid = 4; // 传0为卸下宝物
}
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// MsgId.ModRoleLineupHeroArtifact = 2011;
// 阵容英雄神兵变更请求
message LineupHeroArtifactReq {
uint64 LineupUid = 1;
uint32 Index = 2;
uint64 ArtifactUid = 3;
}
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// MsgId.ModRoleLineupHeroMounts = 2012;
// 阵容英雄坐骑变更请求
message LineupHeroMountsReq {
uint64 LineupUid = 1;
uint32 Index = 2;
uint64 MountsUid = 3;
}
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// MsgId.ModRoleLineupHeroGeneral = 2013;
// 阵容英雄名将变更请求
message LineupHeroGeneralReq {
uint64 LineupUid = 1;
uint32 Index = 2;
uint64 GeneralUid = 3;
}
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// MsgId.ModRoleLineupHeroOrnament = 2014;
// 阵容英雄饰品变更请求
message LineupHeroOrnamentReq {
uint64 LineupUid = 1;
uint32 Index = 2;
uint64 OrnamentsUid = 3;
}
// MsgId.ModRoleLineupHelperChange = 2015;
// 阵容援军变更
message LineupHelperChangeReq{
uint64 LineupUid = 1;
uint32 Index = 2;
uint64 HeroUid = 3; //填0为卸下
}
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// MsgId.ModRoleLineupEquipInlay = 2016;
// 阵容英雄装备变更请求
message LineupEquipInlayReq {
uint64 LineupUid = 1;
uint32 Index = 2;
}
message Lineup {
uint64 Uid = 1; // 唯一ID(可以此字段排序越晚创建的UID会越大)
string Name = 2; // 阵容名称
bool Active = 3; // 阵容是否生效,即是否当前阵容
repeated LineupHero HeroList = 4; //阵容英雄列表,0-5为上阵英雄6-7为偏将坐板凳的对于未激活的阵容是否需要返回英雄列表待定
repeated uint64 HelpList = 5;
}
// MsgId.ModRoleLineupList = 2021;
// 阵容列表返回
message LineupListAck {
repeated Lineup LineupList = 1; //理论上至少会有个阵容
}
message LineupChange {
ChangeType ChangeType = 1;
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Lineup Lineup = 2; //ChangeType=ChangeType.Delete时, Lineup中只有Uid有值用于索引删除
}
// MsgId.ModRoleLineupChange = 2022;
// 阵容变更列表返回
message LineupChangeListAck {
repeated LineupChange ChangeList = 1;
}
// MsgId.ModRoleLineupCreate = 2023;
// 创建新阵容请求
message LineupCreateReq {
string Name = 1;
}
// MsgId.ModRoleLineupChangeName = 2024;
// 阵容修改名称请求
message LineupChangeNameReq {
uint64 Uid = 1;
string Name = 2;
}
// MsgId.ModRoleLineupActivate = 2025;
// 阵容激活(变更当前阵容)请求
message LineupActivateReq {
uint64 Uid = 1;
}
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// MsgId.ModRoleLineupDelete = 2026;
// 阵容删除请求
message LineupDeleteReq {
uint64 Uid = 1;
}
// MsgId.ModRoleUpgradeMaster = 2030;
// 强化大师返回
message UpgradeMasterAck {
uint32 PreLevel = 1; //之前的强化大师等级
uint32 CurLevel = 2; //当前的强化大师等级
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}