341 lines
8.8 KiB
Protocol Buffer
Executable File
341 lines
8.8 KiB
Protocol Buffer
Executable File
package metatable;
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message MFPair
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{
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optional int32 key = 1; //key
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optional int32 value = 2; //val
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}
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message Parameter
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{
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optional string param_name = 1;
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optional string param_value = 2;
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}
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message Attr
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{
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required int32 attr_id = 1;
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required string attr_cname = 2;
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required string attr_ename = 3;
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}
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message Map
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{
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optional int32 map_id = 1; //地图id
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optional string template_list = 2; //模板列表
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optional string map_name = 3; //地图名
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optional float map_width = 4;
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optional float map_height = 5;
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optional string airdrops = 6;
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optional int32 terminator_airdrop = 7;
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}
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message MapThing
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{
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optional int32 thing_id = 1; //物件id
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optional int32 type = 2; //类型
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optional int32 height = 3; //高度
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optional int32 width = 4; //宽度
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optional int32 hp = 5; //生命
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optional float damage = 6; //伤害
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optional float damage_dia = 7; //伤害半径
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optional int32 drop = 8; //掉落
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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
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optional int32 is_door = 10; //是否门
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optional int32 is_house = 11; //是否房间
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optional int32 is_tree = 12; //是否树
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optional int32 house_id = 13; //房间id
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}
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message SafeArea
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{
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optional int32 id = 1; //id
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optional int32 level = 2; //安全区登记
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optional int32 rad = 3; //半径
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optional int32 wait_time = 4; //等待时间
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optional int32 shrink_speed = 5; //收缩速度
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optional int32 hurt = 6; //伤害/秒
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}
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message Item
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{
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optional int32 id = 1; //道具id
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}
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message Equip
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{
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optional int32 id = 1; //装备id
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optional int32 equip_type = 2; //装备类型
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optional int32 equip_subtype = 3; //装备子类型
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optional int32 equip_lv = 4; //装备等级
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optional int32 fire_mode = 5; //开火模式
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optional int32 use_bullet = 6; //使用子弹
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optional int32 clip_volume = 7; //弹夹数量
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optional int32 reload_time = 8; //装弹时间
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optional int32 fire_rate = 9; //武器射速
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optional int32 atk = 10; //攻击力
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optional int32 def = 11; //防御力
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optional int32 max_hp = 41;
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optional int32 explosion_range = 12; //子弹爆炸范围
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optional int32 bullet_speed = 13; //子弹速度
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optional int32 range = 14; //射程
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optional int32 use_time = 15; //使用时间
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optional int32 heal = 16; //瞬间生命恢复
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optional int32 time = 17; //时间
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optional string volume = 19; //装备容量
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optional int32 bullet_rad = 20; //子弹半径
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optional int32 group_num = 21; //每组数量
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optional int32 is_luck = 22; //是否吉利服
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optional string bullet_born_offset = 30; //子弹出生偏移
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optional float bullet_angle = 34; //子弹浮动方向
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optional string name = 35; //装备名字
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optional float rad = 36; //半径
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optional float rad2 = 37;
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optional int32 buffid = 38;
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optional int32 drop_id = 40;
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optional int32 explosion_effect = 42;
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optional string param1 = 43;
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optional int32 reloadtype = 46;
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optional string inventory_slot = 31; //库存槽位
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optional int32 _inventory_slot = 32; //库存槽位
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}
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message EquipUpgrade
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{
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optional int32 id = 1;
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optional string attr_type = 4;
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optional string spera_attr = 5;
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}
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message Player
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{
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optional int32 id = 1; //唯一id
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optional float radius = 2; //半径
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optional int32 health = 3; //初始血量
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optional int32 move_speed = 4; //移动速度
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optional int32 jump_speed = 5; //跳伞速度
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optional int32 move_speed3 = 6;
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optional int32 shot_speed = 7;
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optional int32 aiming_speed = 8;
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optional int32 move_speed4 = 10; //移动速度4
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optional int32 reload_speed = 9;
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optional float def = 11; //防御
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optional string volume = 12; //初始库存
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optional int32 level = 13;
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optional int32 race = 14;
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optional int32 active_skill = 15;
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optional int32 passive_skill = 16;
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optional int32 exp = 17;
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optional int32 dead_exp = 18;
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optional int32 killer_exp = 19;
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optional int32 zbmode_weapon_id = 20;
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optional int32 zbmode_weapon_lv = 21;
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optional int32 revive_time = 22;
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optional string name = 23;
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optional int32 normal_skill = 24;
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}
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message Robot
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{
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optional int32 id = 1;
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optional string name = 2;
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optional int32 skin = 3;
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optional int32 weapon_id = 4;
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optional int32 weapon_lv = 5;
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optional int32 zbmode_weapon_id = 6;
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optional int32 zbmode_weapon_lv = 7;
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}
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message Skill
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{
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required int32 skill_id = 1;
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required int32 skill_type = 2;
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required string value_up = 6;
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required int32 skill_cd = 7;
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required int32 skill_target = 8;
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required string buff_list = 9;
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required float skill_distance = 10;
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required int32 cold_time_up = 11;
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optional int32 phase1_time_offset = 20;
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optional int32 phase1_func = 21;
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optional string phase1_param1 = 22;
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optional string phase1_param2 = 23;
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optional string phase1_param3 = 24;
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optional int32 phase2_time_offset = 30;
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optional int32 phase2_func = 31;
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optional string phase2_param1 = 32;
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optional string phase2_param2 = 33;
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optional string phase2_param3 = 34;
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optional int32 phase3_time_offset = 40;
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optional int32 phase3_func = 41;
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optional string phase3_param1 = 42;
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optional string phase3_param2 = 43;
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optional string phase3_param3 = 44;
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}
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message Buff
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{
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required int32 buff_id = 1;
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required int32 buff_target = 2;
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required int32 buff_effect = 3;
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required int32 trigger_type = 4;
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required string buff_param1 = 6;
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required string buff_param2 = 7;
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required string buff_param3 = 8;
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required string buff_param4 = 9;
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required float duration_time = 10;
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optional float buff_valueup = 11;
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required string immune_buffeffect_list = 12;
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}
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message Drop
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{
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optional int32 drop_id = 1;
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optional string item_id = 2;
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optional string num = 3;
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optional string weight = 4;
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optional int32 type = 5;
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}
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message AirDrop
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{
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optional int32 id = 1;
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optional int32 time = 2;
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optional int32 appear_time = 3;
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optional int32 drop_id = 4;
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}
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message AirLine
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{
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optional int32 id = 1;
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optional string start_point = 2;
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optional string end_point = 3;
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optional float plane_speed = 4;
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optional int32 weight = 5;
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optional int32 map_id = 6;
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}
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message Dress
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{
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optional int32 id = 1;
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optional int32 level = 2;
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optional int32 skill_id = 3;
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optional string attr_type = 4;
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optional int32 max_lv = 5;
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}
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message RankReward
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{
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optional int32 rank = 1;
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optional float parameter = 2;
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optional int32 drop = 3;
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}
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message RankPoint
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{
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optional int32 rank = 1;
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optional int32 parameter = 2;
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optional int32 parameter2 = 3;
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optional int32 parameter3 = 4;
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}
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message KillReward
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{
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optional int32 kill_num = 1;
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optional float parameter = 2;
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}
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message KillPoint
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{
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optional int32 kill_num = 1;
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optional int32 parameter = 2;
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optional int32 parameter2 = 3;
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}
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message AI
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{
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optional int32 ai_level = 1;
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optional int32 pursuit_radius = 2;
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optional int32 attack_interval = 3;
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optional int32 attack_times = 4;
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optional int32 attack_type = 5;
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optional int32 shot_offset_angle = 6;
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optional string random_move_idle_time = 8;
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optional string random_move_time = 9;
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optional int32 attack_range = 10;
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optional float attack_rate = 11;
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optional int32 ai_mode = 12;
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}
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//end
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message DoorObjJson
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{
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optional float height = 1;
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optional float width = 2;
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optional float x = 3;
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optional float y = 4;
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optional int32 type = 5;
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optional int32 id = 6;
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}
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message DropObjJson
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{
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optional float x = 1;
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optional float y = 2;
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optional int32 id = 3;
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}
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message StaticObjJson
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{
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optional float x = 1;
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optional float y = 2;
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optional float height = 3;
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optional float width = 4;
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}
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message LootObjJson
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{
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optional float x = 1;
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optional float y = 2;
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optional int32 weight = 3;
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optional string things = 4;
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repeated MFPair _things = 5;
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optional int32 _rand_space = 6;
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}
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message BuildingJson
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{
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// optional int32 id = 1;
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optional float tileheight = 2;
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optional float tilewidth = 3;
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repeated DoorObjJson doorObj = 4;
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repeated DropObjJson dropObj = 5;
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repeated StaticObjJson staticObj = 6;
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repeated LootObjJson lootObj = 7;
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repeated StaticObjJson halfwallObj = 8;
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optional int32 mapId = 20;
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}
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message MapTplThingJson
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{
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optional string layer_name = 1;
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optional string name = 2;
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optional string things = 3;
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optional int32 weight = 4;
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optional float x = 5;
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optional float y = 6;
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optional float height = 7;
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optional float width = 8;
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optional float param1 = 9;
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optional float param2 = 10;
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optional float param3 = 11;
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optional string object_type = 12;
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optional int32 _object_type = 13;
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} |