ecs/proto/idl/enums.proto

219 lines
3.3 KiB
Protocol Buffer

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