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mir_server/server/LogicServer/script/interface/PropertyIDDef.h
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2025-01-09 17:45:40 +08:00

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#pragma once
///下面这里定义的是实体的属性的ID脚本里需要用到,通过实体的id可以获取实体的属性
//tolua_begin
#define ACHIEVE_ATTR_VALUE 1000
//下面这些是属性的偏移
enum enPropEntity
{
PROP_ENTITY_ID= 0, //实体的id
PROP_ENTITY_POSX= 1, //位置 posx
PROP_ENTITY_POSY= 2, //位置pos y
PROP_ENTITY_MODELID= 3, //实体的模型ID
PROP_ENTITY_ICON= 4, //头像ID
PROP_ENTITY_DIR= 5, //实体的朝向
PROP_MAX_ENTITY= 6
};
enum enPropCreature
{
PROP_CREATURE_LEVEL = PROP_MAX_ENTITY , //等级
PROP_CREATURE_HP= 7, //血
PROP_CREATURE_MP= 8, //蓝
PROP_CREATURE_STATE= 9, //实体的状态
PROP_CREATURE_COLOR= 10, //实体的颜色
//下面这些是战斗属性
PROP_CREATURE_MAXHP= 11, //最大血,也就是生命
PROP_CREATURE_MAXMP= 12, //最大蓝,也就是内力
PROP_CREATURE_PHYSICAL_ATTACK_MIN= 13, //最小物理攻击
PROP_CREATURE_PHYSICAL_ATTACK_MAX= 14, //最大物理攻击
PROP_CREATURE_MAGIC_ATTACK_MIN= 15, //最小魔法攻击
PROP_CREATURE_MAGIC_ATTACK_MAX= 16, //最大魔法攻击
PROP_CREATURE_WIZARD_ATTACK_MIN= 17, //最小道术攻击
PROP_CREATURE_WIZARD_ATTACK_MAX= 18, //最大道术攻击
PROP_CREATURE_PYSICAL_DEFENCE_MIN= 19, //最小物理防御
PROP_CREATURE_PYSICAL_DEFENCE_MAX= 20, //最大物理防御
PROP_CREATURE_MAGIC_DEFENCE_MIN= 21, //最小魔法防御
PROP_CREATURE_MAGIC_DEFENCE_MAX= 22, //最大魔法防御
PROP_CREATURE_HITVALUE= 23, //物理命中
PROP_CREATURE_DODVALUE= 24, //物理闪避
PROP_CREATURE_MAGIC_HITRATE= 25, //魔法命中
PROP_CREATURE_MAGIC_DOGERATE= 26, //魔法闪避
PROP_CREATURE_HP_RATE_RENEW= 27, //HP万分比恢复
PROP_CREATURE_MP_RATE_RENEW= 28, //MP万分比恢复
PROP_CREATURE_MOVEONESLOTTIME= 29, //移动1格需要的时间单位ms
PROP_CREATURE_ATTACK_SPEED= 30, //攻击速度
PROP_CREATURE_LUCK= 31, //幸运
PROP_CREATURE_HP_RENEW= 32, //HP值恢复
PROP_CREATURE_MP_RENEW= 33, //MP值恢复
PROP_CREATURE_DIZZY_STATUS= 34, //麻痹
PROP_MAX_CREATURE= 35
};
//怪物的
enum enPropMonster
{
PROP_MONSTER_BORNPOINT = PROP_MAX_CREATURE , // 怪物的出生点
PROP_MONSTER_LEVEL_DIFF= 36, // 小队平均等级与副本推荐的等级差
PROP_MONSTER_INITHPPERCENT= 37, // 怪物出生的血量比例
PROP_MONSTER_LIVE_TIMEOUT= 38, // 怪物生命到期时间0-无生命期限)
PROP_MONSTER_CIRCLE= 39, // 转生次数
PROP_MONSTER_BELONG_ID= 40, // 怪物归属Id
PROP_MAX_MONSTER,
};
/*
增加定义需要在tagActorDbPardData增加数据
*/
enum enPropActor
{
//============不存DB==================
PROP_ACTOR_MONSTER_MODELID= PROP_MAX_CREATURE, //怪物模型id
PROP_ACTOR_TEAMFUBEN_OUTPUT= 36, //团队副本输出伤害
PROP_ACTOR_TEAMFUBEN_TEAMID= 37, //团队副本(团队ID)
PROP_ACTOR_TEAMFUBEN_FBID= 38, //团队副本(副本ID)
PROP_ACTOR_DEDUCT_DAMAGE= 39, //伤害减免
PROP_ACTOR_ABSORB_DAMAGE= 40, //伤害吸收
PROP_ACTOR_WEAPONAPPEARANCE= 41, //武器外观
PROP_ACTOR_SWINGAPPEARANCE= 42, //套装外观
PROP_ACTOR_SOLDIERSOULAPPEARANCE= 43, //时装外观(高低16位2个word,存2个外观)
PROP_ACTOR_WEAPON_ID= 44, //正在装备的武器物品id
//============存DB==================
PROP_ACTOR_PK_MOD= 45, //玩家的PK模式
PROP_ACTOR_SEX= 46, //性别
PROP_ACTOR_VOCATION= 47, //职业
PROP_ACTOR_EXP= 48, //经验 这个多4个字节,uint64的
PROP_ACTOR_EXP_= 49,
PROP_ACTOR_PK_VALUE = 50, //玩家的pk值(杀戮值)
PROP_ACTOR_BAG_GRID_COUNT= 51, //背包的格子数量
PROP_ACTOR_MONTH_CARD= 52, // 月卡到期时间
PROP_ACTOR_MEDICINE_CARD= 53, // 大药月卡到期时间
PROP_ACTOR_BIND_COIN= 54, //绑定金钱
PROP_ACTOR_COIN= 55, //非绑定金钱
PROP_ACTOR_BIND_YUANBAO= 56, //绑定元宝
PROP_ACTOR_YUANBAO= 57, //非绑定元宝
PROP_ACTOR_EVIL_PK_STATUS= 58, //恶意PK状态
PROP_ACTOR_GUILD_ID = 59, //帮派的ID
PROP_ACTOR_TEAM_ID= 60, //队伍的ID
PROP_ACTOR_SOCIALMASK= 61, //社会关系的mask是一些bit位合用的 //怪物保存虚拟的bossid 用于boss 刷新
PROP_ACTOR_GUILDEXP= 62, //玩家个人当前的贡献度
PROP_ACTOR_GM_LEVEL= 63, //gm等级
PROP_ACTOR_DEFAULT_SKILL= 64, //玩家的默认技能的ID
PROP_ACTOR_MULTI_EXP_UNUSED= 65, //剩余多倍经验64位的
PROP_ACTOR_MULTI_EXP_UNUSED_= 66,
PROP_ACTOR_MERITORIOUSPOINT = 67, //累计功勋(玩家的成就点)
PROP_ACTOR_CURCUSTOMTITLE= 68, //当前自定义称号
PROP_ACTOR_MERITORIOUS_DAY= 69, //每日功勋
PROP_ACTOR_FOREVER_CARD_CLAG= 70, // 免费特权(第0位)永久卡(第1位)首充会员(2位) 色卡(3-7)
PROP_ACTOR_ACTIVITY= 71, //玩家的活跃度
PROP_ACTOR_DRAW_YB_COUNT= 72, //提取元宝数目
PROP_ACTOR_BATTLE_POWER= 73, //玩家的战力
PROP_ACTOR_RECOVERSTATE= 74, //回收状态
PROP_ACTOR_LOOT_PET_ID= 75, //当前宠物id
PROP_ACTOR_LASTLOGIN_OPEN_DAY_NUM= 76, //上次登录时的开服天数
PROP_ACTOR_PERSONBOSS_JIFEN= 77, //个人BOSS积分(开服活动)
PROP_ACTOR_DEPORT_GRID_COUNT= 78, //仓库的格子数目
PROP_ACTOR_CIRCLE= 79, //转生等级
PROP_ACTOR_CIRCLE_SOUL= 80, //转生修为
PROP_ACTOR_ANGER= 81, //怒气 低两位表示当前怒气值 高两位表示最大怒气值
PROP_ACTOR_CHECKINS= 82, //签到次数
PROP_ACTOR_Prestige= 83, //声望
PROP_ACTOR_Bless= 84, //当前祝福值
PROP_ACTOR_CARD_AWARD_FLAG= 85, // 免费特权(第0位)/月卡(第1位)/大药(第2位)/永久卡(第3位)首充会员(4位) 色卡(5-9)的当日领取标记
PROP_ACTOR_TOTAL_ONLINE_MIN= 86, //总在线时间,单位:分钟
PROP_ACTOR_WINGPOINT= 87, //翅膀幸运值 nWingPoint
PROP_ACTOR_CURNEWTITLE= 88, //当前头衔
PROP_ACTOR_DIMENSIONALKEY= 89, //次元钥匙
PROP_ACTOR_89_= 90,
PROP_ACTOR_DEFAULTLOOTPETDIS = 91, //
PROP_ACTOR_91_ = 92,
PROP_ACTOR_REBATE_DRAW_YB_COUNT = 93, // 返利卡提取元宝数目
PROP_ACTOR_93_ = 94,
PROP_CROSS_SERVER_ACTORID = 95, //跨服玩家id
PROP_ACTOR_OFFICE= 96, //官职
PROP_ACTOR_DEPOT_COIN= 97, //仓库金币
PROP_ACTOR_SUPPER_PLAY_LVL= 98, //超玩VIP等级
PROP_ACTOR_FRENZY= 99, //狂暴状态
PROP_ACTOR_BE_KILLED_COUNT= 100, //被杀总次数
PROP_ACTOR_KILL_MONSTER_COUNT= 101, //杀怪总数
PROP_ACTOR_FLYSHOES = 102, //飞鞋数量
PROP_ACTOR_BROATNUM = 103, //喇叭数量
PROP_ACTOR_RECYCLE_POINTS = 104, //回收积分
PROP_ACTOR_MERIDIALv = 105, //经脉等级
PROP_ACTOR_106_ = 106,
//存db的属性跟tagActorDbPardData的字段按顺序对应,请同步修改!
//=========不存DB=========
PROP_ACTOR_NEXT_SKILL_FLAG= 107, //下一次技能标记(标记战士的下一次附加技能:攻杀,刺杀,半月,烈火,逐日)
PROP_ACTOR_ZY , //阵营类型
PROP_ACTOR_CRIT_DAMAGE, //新版暴击最终造成的伤害值
PROP_ACTOR_CRIT_RATE, //新版暴击几率(万分比)
PROP_ACTOR_CRIT_POWER, //新版暴击力(int)
PROP_ACTOR_DEDUCT_CRIT, //抗暴
PROP_ACTOR_MEDIC_RENEW, //药品恢复倍率增益1为100%
PROP_ACTOR_AREA_ATTR, //区域属性存储位
PROP_ACTOR_AREA_ATTR_0, //
PROP_ACTOR_GOLDEQ_ATTR1, //降低受战士伤害值
PROP_ACTOR_GOLDEQ_ATTR2, //降低受法师伤害值
PROP_ACTOR_GOLDEQ_ATTR3, //降低受道士伤害值
PROP_ACTOR_GOLDEQ_ATTR4, //降低受怪物伤害值
PROP_ACTOR_GOLDEQ_ATTR5, //增加对战士伤害值
PROP_ACTOR_GOLDEQ_ATTR6, //增加对法师伤害值
PROP_ACTOR_GOLDEQ_ATTR7, //增加对道士伤害值
PROP_ACTOR_GOLDEQ_ATTR8, //增加对怪物伤害值
PROP_ACTOR_CRIT_MUTRATE, //新版暴击倍率(万分比)
PROP_ACTOR_BANCHAT,//禁言
PROP_ACTOR_PET_STATUS,//宝宝状态
PROP_ACTOR_DAMAGEBONUS,//伤害加成
PROP_ACTOR_IGNORDEFENCE,//无视防御
PROP_ACTOR_SUCKBLOOD,//吸血
PROP_ACTOR_EXP_POWER,//经验倍率
PROP_ACTOR_LOOTBINDCOIN,//金币倍率
PROP_ACTOR_CUT,//切割
PROP_ACTOR_NORMAL_ATK_ACC,//普攻加速万分比
PROP_ACTOR_HP_RATE,//HP加成万分比
PROP_ACTOR_PK_DEDUCT_DAMAGE,//pk伤害减免万分比
PROP_ACTOR_HP_2_MP_DAMAGE,//护身
PROP_ACTOR_ZL_MONEY,//战令金币
PROP_ACTOR_CURREVIVEDURATION,//当前复活特权持续时间
PROP_ACTOR_HALFMONTHS_INCREASEDAMAGE, //半月增伤
PROP_ACTOR_FIRE_INCREASEDAMAGE, //烈火增伤
PROP_ACTOR_DAYBYDAY_INCREASEDAMAGE, //逐日增伤
PROP_ACTOR_ICESTORM_INCREASEDAMAGE, //冰咆哮增伤
PROP_ACTOR_FIRERAIN_INCREASEDAMAGE, //火雨增伤
PROP_ACTOR_THUNDER_INCREASEDAMAGE, //雷电增伤
PROP_ACTOR_BLOODBITE_INCREASEDAMAGE, //噬血术增伤
PROP_ACTOR_FIRESIGN_INCREASEDAMAGE, //火符增伤
PROP_ACTOR_HALFMONTHS_REDUCEDAMAGE, //半月减伤
PROP_ACTOR_FIRE_REDUCEDAMAGE, //烈火减伤
PROP_ACTOR_DAYBYDAY_REDUCEDAMAGE, //逐日减伤
PROP_ACTOR_ICESTORM_REDUCEDAMAGE, //冰咆哮减伤
PROP_ACTOR_FIRERAIN_REDUCEDAMAGE, //火雨减伤
PROP_ACTOR_THUNDER_REDUCEDAMAGE, //雷电减伤
PROP_ACTOR_BLOODBITE_REDUCEDAMAGE, //噬血术减伤
PROP_ACTOR_FIRESIGN_REDUCEDAMAGE, //火符减伤
PROP_ACTOR_CREAT_TIME_MIN, //创建时间155
PROP_ACTOR_TRADINGQUOTA, //交易额度(unsigned long long)156
PROP_ACTOR_TRADINGQUOTA_, //交易额度157
PROP_ACTOR_GUILD_LEVEL, //行会等级158
PROP_ACTOR__159, //目前暂未使用
//!!!存DB的属性不要放这里
///这里加了属性, tagACTORTAILDATA 结构需要增加对应的字段,切记!
PROP_MAX_ACTOR,
};
//tolua_end