2025-06-04 18:17:39 +08:00
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syntax = "proto3";
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package Pb;
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option go_package = "pb/";
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import "enums.proto";
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2025-06-13 17:19:56 +08:00
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// ModId.ModuleHero: 5000;
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// 英雄模块消息定义
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2025-06-04 18:17:39 +08:00
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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。
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message Hero {
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uint64 Uid = 1; //玩家英雄在列表中的唯一ID,列表中会有多个相同英雄, 故不能用Id做为键
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uint32 Id = 2; //数据表ID
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uint64 Exp = 3; //当前经验
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uint32 Level = 4; //当前等级
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uint32 BreakLevel = 5; //突破等级
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uint32 SoulLevel = 6; //命魂等级
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repeated uint32 SoulSkill = 7; //选择的命魂技能
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uint32 Awaken = 8; //觉醒等级
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bool InLineup = 9; //是否已上阵
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repeated uint64 Attrs = 10; //属性
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}
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// MsgId.ModHeroList: 5001
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// 英雄列表返回, 玩家登录时同步给前端的所有英雄列表
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message HeroListAck {
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repeated Hero HeroList = 1;
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}
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// 有新英雄增加,英雄数据发生改变,或者英雄被消耗掉需要从列表删除时返回的消息
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message HeroChange {
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ChangeType ChangeType = 1;
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Hero Hero = 2; //ChangeType=ChangeType.Delete时, Hero中只有Uid有值,用于索引删除
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}
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// MsgId.ModHeroChang: 5002
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// 英雄变更返回,仅返回数据发生了改变的英雄, 可能有多个数据改变,所以是集合
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// 英雄请求升级,突破,获得到新英雄,英雄被当做材料消耗掉,以及英雄上下阵,装备装卸,都会使英雄的数据发生改变
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message HeroChangeListAck {
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repeated HeroChange ChangeList = 1;
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}
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// MsgId.ModHeroUpgrade: 5003
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// 英雄升级请求
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message HeroUpgradeReq {
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uint64 HeroUid = 1;
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uint32 Levels = 2; // 1/5级
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}
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// MsgId.ModHeroBreak: 5004
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// 英雄升级请求
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message HeroBreakReq {
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uint64 HeroUid = 1;
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uint32 OptItemId = 2; //选择的可选消耗物品ID
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}
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// MsgId.ModHeroAwaken = 5005;
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// 英雄觉醒
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message HeroAwakenReq{
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}
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// MsgId.ModHeroSoul = 5006;
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// 英雄命魂, 用于升级命魂和更改已升级的命魂选择
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message HeroSoulReq{
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uint64 HeroUid = 1;
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uint32 SoulLevel = 2; //要操作的命魂等级
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uint32 SoulSkill = 3; //选择的命魂技能(配置表中左边/右边的技能ID),下面的消耗材料,对于已升级的命魂可以不用传
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uint32 ConsumeLeftNum = 4; // 左边优先消耗的信物数量
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uint32 ConsumeMiddleNum = 5; // 中间消耗的物品数量(奇葩,明明只能选指定的数量,不能多也不能少,还非得让你手动选),
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uint32 ConsumeRightNum = 6; // 右边优先消耗的信物数量
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repeated uint64 ConsumeLeft = 7; // 左边消耗的英雄UID
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repeated uint64 ConsumeRight = 8; // 右边消耗的英雄UID
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}
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// MsgId.ModHeroFateBreak = 5007;
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// 英雄破命
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message HeroFateBreakReq{
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}
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// MsgId.ModHeroQuality = 5008;
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// 英雄界限
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message HeroQualityReq{
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}
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// 英雄名将册状态
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message HeroBookItem {
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uint32 BookId = 1;
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AbleStatus Status = 2;
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}
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// 英雄名将册
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message HeroBook {
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uint32 HeroId = 1;
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repeated HeroBookItem ItemList = 8;
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}
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// ModHeroBookList: 5013
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// ModHeroBookChange: 5014
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// 英雄名将册列表返回
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message HeroBookListAck {
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repeated HeroBook BookList = 1;
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}
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// ModHeroBookActivate: 5015
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// 英雄名将册激活请求
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message HeroBookActivateReq {
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uint32 HeroId = 1;
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uint32 Index = 2;
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}
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