222 lines
3.3 KiB
Protocol Buffer
222 lines
3.3 KiB
Protocol Buffer
syntax = "proto3";
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package Pb;
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option go_package = "pb/";
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// 用户平台
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enum Platform {
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// 开发环境
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Dev = 0;
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//安卓平台
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Android = 1;
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//iOS平台
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IOS = 2;
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}
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// 用户渠道
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enum Channel {
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//内部渠道
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Internal = 0;
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//微信MiniGame
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//WechatMiniGame = 1
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//TapTap渠道
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//TapTap = 2;
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}
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// 角色属性类型
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enum RolePropertyType {
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RolePropertyTypeNone = 0;
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//头像框
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AvatarFrame = 1;
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//气泡
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ChatBubble = 2;
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//前缀
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NamePrefix = 3;
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//名号
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NameTitle = 4;
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//称号
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RoleTitle = 5;
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//等级
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RoleLevel = 6;
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//登录天数
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LoginDays = 7;
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//下次体力恢复时间
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PowerNextTime = 8;
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}
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//货币类型
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enum MoneyType {
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MoneyTypeNone = 0;
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// 经验
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Exp = 1;
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// 体力
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Power = 2;
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// 银币
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Coin = 3;
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// 金币
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Gold = 4;
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}
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// 计数器类型
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enum CounterType {
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CounterTypeNone = 0;
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// 任务完成计数
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TaskCompleted = 1;
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// 抽奖总次数
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LotteryTotal = 2;
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// 普通库抽奖次数
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LotteryOrdinary = 3;
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// 高级库抽奖次数
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LotteryAdvanced = 4;
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// 商品购买次数
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StoreBuy = 5;
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// 商品池刷新次数
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StorePoolRefresh = 6;
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// 充值次数
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Charge = 7;
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}
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enum ChangeType {
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ChangeTypeNone = 0;
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// 添加
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Add = 1;
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// 删除
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Delete = 2;
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// 改变
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Changed = 3;
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}
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// 物品类型
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enum ItemType {
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ItemTypeNone = 0;
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// 货币
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ItemMoney = 1;
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// 道具
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ItemProp = 2;
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// 装备
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ItemEquip = 3;
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// 宝物
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ItemTreasure = 4;
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// 神兵
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ItemArtifact = 5;
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// 锦囊
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ItemSack = 6;
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// 饰品
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ItemOrnament = 7;
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// 命格
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ItemFateChart = 8;
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// 玉石
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ItemGem = 9;
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// 神兵玉石
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ItemArtifactGem = 10;
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// 觉醒道具
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ItemAwakenProp = 11;
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// 历史名将
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ItemGeneral = 12;
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// 神机(俄罗斯方块)
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ItemTetris = 13;
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}
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enum PropType {
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PropTypeNone = 0;
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HeroExp = 1;
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}
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enum EquipType {
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Weapon = 0;
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Hat = 1;
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Cloth = 2;
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Shoe = 3;
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}
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enum TreasureType {
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WarBook = 0;
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WarToken = 2;
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}
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enum CopyType {
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CopyTypeNone = 0;
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CopyMain = 1;
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}
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enum AbleStatus {
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Unable = 0; //不可用
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Able = 1; //可用
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Already = 2; //已经
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}
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enum AttrType {
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AttrTypeNone = 0; //无属性
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Attack = 1; //攻击
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Hp = 2; //生命
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AttrPhysicalDefense = 3; //物防
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AttrMagicDefense = 4; //法防
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AttrAttackRatio = 5; //攻击加成
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AttrHpRatio = 6; //生命加成
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AttrPhysicalDefenseRatio = 7; //物防加成
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AttrMagicDefenseRatio = 8; //法防加成
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AttrDamageRatio = 9; //伤害加成
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AttrDamageRelief = 10; //伤害减免
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AttrCriticalRatio = 11; //暴击几率
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AttrCriticalResistance = 12; //抗暴几率
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AttrCriticalDamage = 13; //暴击伤害
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AttrCriticalDamageRelief = 14; //暴伤减免
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AttrHitRate = 15; //命中几率
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AttrDodgeRate = 16; //闪避几率
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AttrTreatRatio = 17; //治疗加成
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AttrByTreatedRatio = 18; //被治疗率
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AttrFinalDamageRatio = 19; //最终增伤
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AttrFinalDamageRelief = 20; //最终减伤
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AttrBlockRate = 21; //格挡
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AttrBlockResistance = 22; //抗格挡
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Nums = 23; //属性数量
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}
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