package metatable; message MFPair { optional int32 key = 1; //key optional int32 value = 2; //val } message Parameter { optional string param_name = 1; optional string param_value = 2; } message Attr { optional int32 attr_id = 1; optional string attr_cname = 2; optional string attr_ename = 3; } message Map { optional int32 map_id = 1; //地图id optional string template_list = 2; //模板列表 optional string map_name = 3; //地图名 } message MapThing { optional int32 thing_id = 1; //物件id optional int32 type = 2; //类型 optional int32 height = 3; //高度 optional int32 width = 4; //宽度 optional int32 hp = 5; //生命 optional float damage = 6; //伤害 optional float damage_dia = 7; //伤害半径 optional int32 drop = 8; //掉落 optional int32 attack_type = 9; //是否可攻击 0:不可破坏对象 1:可破坏对象 2:可穿透对象 } message SafeArea { optional int32 id = 1; //id optional int32 level = 2; //安全区登记 optional int32 rad = 3; //半径 optional int32 wait_time = 4; //等待时间 optional int32 shrink_speed = 5; //收缩速度 optional int32 hurt = 6; //伤害/秒 } message Item { optional int32 id = 1; //道具id } message Equip { optional int32 id = 1; //装备id optional int32 equip_type = 2; //装备类型 optional int32 equip_subtype = 3; //装备子类型 // optional int32 equip_lv = 4; //装备等级 //optional int32 fire_mode = 5; //开火模式 //optional int32 use_bullet = 6; //使用子弹 optional int32 clip_volume = 7; //弹夹数量 optional int32 reload_time = 8; //装弹时间 optional int32 fire_rate = 9; //武器射速 optional int32 atk = 10; //攻击力 //optional int32 def = 11; //防御力 optional int32 explosion_range = 12; //子弹爆炸范围 optional int32 bullet_speed = 13; //子弹速度 optional int32 range = 14; //射程 //optional int32 use_time = 15; //使用时间 optional int32 heal = 16; //瞬间生命恢复 optional int32 time = 17; //时间 //optional string volume = 19; //装备容量 optional int32 bullet_rad = 20; //子弹半径 //optional int32 group_num = 21; //每组数量 //optional int32 is_luck = 22; //是否吉利服 optional string bullet_born_offset = 30; //子弹出生偏移 optional float bullet_angle = 34; //子弹浮动方向 optional string name = 35; //装备名字 //optional string inventory_slot = 31; //库存槽位 //optional int32 _inventory_slot = 32; //库存槽位 } message EquipUpgrade { optional int32 id = 1; optional string attr_type = 4; optional int32 max_lv = 5; } message Player { optional int32 id = 1; //唯一id optional float radius = 2; //半径 optional int32 health = 3; //初始血量 optional int32 move_speed = 4; //移动速度 optional int32 jump_speed = 5; //跳伞速度 optional int32 move_speed3 = 6; optional int32 shot_speed = 7; optional int32 move_speed4 = 10; //移动速度4 optional float def = 11; //防御 optional string volume = 12; //初始库存 } message Robot { optional int32 id = 1; optional string name = 2; optional int32 skin = 3; optional int32 weapon_id = 4; optional int32 weapon_lv = 5; } message Skill { optional int32 skill_id = 1; optional int32 skill_type = 2; optional int32 skill_effect_id = 3; optional string value = 4; optional string value_up = 6; optional int32 skill_cd = 7; optional int32 skill_target = 8; optional string buff_list = 9; } message Buff { optional int32 buff_id = 1; optional int32 buff_target = 2; optional int32 buff_effect = 3; optional int32 trigger_type = 4; optional int32 trigger_chance = 5; optional string buff_param1 = 6; optional string buff_param2 = 7; optional string buff_param3 = 8; optional int32 duration_time = 9; } message Drop { optional int32 drop_id = 1; optional string item_id = 2; optional string num = 3; optional string weight = 4; optional int32 type = 5; } message AirDrop { optional int32 id = 1; optional int32 time = 2; optional int32 appear_time = 3; optional int32 drop_id = 4; } message AirLine { optional int32 id = 1; optional string start_point = 2; optional string end_point = 3; optional float plane_speed = 4; optional int32 weight = 5; } message Dress { optional int32 id = 1; optional int32 level = 2; optional int32 skill_id = 3; optional string attr_type = 4; optional int32 max_lv = 5; } message RankReward { optional int32 rank = 1; optional float parameter = 2; } message KillReward { optional int32 kill_num = 1; optional float parameter = 2; } message Tank { optional int32 id = 1; optional int32 bullet_id = 2; optional int32 max_lv = 3; } //end message DoorObjJson { optional float height = 1; optional float width = 2; optional float x = 3; optional float y = 4; optional int32 type = 5; optional int32 id = 6; } message DropObjJson { optional float x = 1; optional float y = 2; optional int32 id = 3; } message StaticObjJson { optional float x = 1; optional float y = 2; optional float height = 3; optional float width = 4; } message LootObjJson { optional float x = 1; optional float y = 2; optional int32 weight = 3; optional string things = 4; repeated MFPair _things = 5; optional int32 _rand_space = 6; } message BuildingJson { // optional int32 id = 1; optional float tileheight = 2; optional float tilewidth = 3; repeated DoorObjJson doorObj = 4; repeated DropObjJson dropObj = 5; repeated StaticObjJson staticObj = 6; repeated LootObjJson lootObj = 7; optional int32 mapId = 20; } message MapTplThingJson { optional string layer_name = 1; optional string name = 2; optional string things = 3; optional int32 weight = 4; optional float x = 5; optional float y = 6; optional int32 is_born_point = 7; optional string born_angle = 8; }