syntax = "proto3"; package Pb; option go_package = "pb/"; import "enums.proto"; // ModId.ModuleLogin: 2000 // 角色模块消息定义 // 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 message RolePropertyAck { //unchangeable uint64 UserId = 1; uint32 Platform = 2; uint32 Channel = 3; uint32 ServerId = 4; string Username = 5; int64 CreateTime = 6; //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; } // MsgId.ModRoleProperty: 2001 // 角色属性对 message RoleProperty { RolePropertyType Type = 1; int64 Value = 2; } // MsgId.ModRolePropertyChange: 2002; // 角色属性变更请求 message RolePropertyChangeReq { RoleProperty Property = 1; } // MsgId.ModRolePropertyChange: 2002; // 角色属性变更返回 message RolePropertyChangeAck { repeated RoleProperty PropertyList = 1; } // MsgId.ModRoleChangeLanguage: 2003; // 角色更改语言请求 message RoleChangeLanguageReq { uint32 Language = 1; } // MsgId.ModRoleChangeLanguage: 2003; // 角色变更语言返回 message RoleChangeLanguageAck { uint32 Language = 1; } // MsgId.ModRoleChangeRoleName: 2004; // 角色更改语言请求 message RoleChangeRoleNameReq { string RoleName = 1; } // MsgId.ModRoleChangeRoleName: 2004; // 角色变更语言返回 message RoleChangeRoleNameAck { string RoleName = 1; } // 角色货币 message Money { MoneyType Type = 1; uint32 Value = 2; } // MsgId.ModRoleMoneyList: 2003 // MsgId.ModRoleMoneyChange: 2004 // 角色货币列表返回 message MoneyListAck { 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; } // 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。 } // 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 } // 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 } // MsgId.ModRoleLineupHeroArtifact = 2011; // 阵容英雄神兵变更请求 message LineupHeroArtifactReq { uint64 LineupUid = 1; uint32 Index = 2; uint64 ArtifactUid = 3; } // MsgId.ModRoleLineupHeroMounts = 2012; // 阵容英雄坐骑变更请求 message LineupHeroMountsReq { uint64 LineupUid = 1; uint32 Index = 2; uint64 MountsUid = 3; } // MsgId.ModRoleLineupHeroGeneral = 2013; // 阵容英雄名将变更请求 message LineupHeroGeneralReq { uint64 LineupUid = 1; uint32 Index = 2; uint64 GeneralUid = 3; } // 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 } // 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; 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; } // 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 }