515 lines
14 KiB
Protocol Buffer
Executable File
515 lines
14 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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optional int32 player = 8;
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optional string refresh_robot = 9;
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optional int32 map_mode = 10;
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optional string safearea = 11;
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optional string game_start_buff_list = 12;
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optional string map_pic = 13;
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optional string first_safearea_center = 14;
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optional int32 init_gas_ring = 15;
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optional string airraids = 16;
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optional string car_num_limit = 17;
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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 thing_type = 16;
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optional int32 time = 17;
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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 string drop = 8; //掉落
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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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optional string buff_list = 14;
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optional int32 explosion_effect = 15;
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optional int32 explosion_interval = 18;
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optional int32 explosion_times = 19;
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optional int32 explosion_float = 20;
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optional string preexplosion_summon = 35;
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optional string monster_list = 21;
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optional string special_damage_type = 22;
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optional string receive_special_damage_type = 23;
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optional string param1 = 24;
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optional string param2 = 25;
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optional int32 interaction_mode = 26;
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optional int32 view_mode = 27;
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optional int32 bullet_hit = 28;
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optional int32 collision_hit = 29;
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optional int32 explosion_hit = 30;
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optional string sweep_tags = 31;
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optional int32 prebattle_hide = 32;
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optional int32 life_time = 33;
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optional int32 summon_born_rad = 34;
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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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optional int32 type = 7;
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optional int32 x1 = 8;
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optional int32 y1 = 9;
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}
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message SafeAreaPos
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{
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optional int32 id = 1;
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optional int32 x1 = 2;
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optional int32 y1 = 3;
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optional int32 x2 = 4;
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optional int32 y2 = 5;
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optional int32 x3 = 6;
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optional int32 y3 = 7;
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optional int32 x4 = 8;
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optional int32 y4 = 9;
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optional int32 x5 = 10;
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optional int32 y5 = 11;
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optional int32 x6 = 12;
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optional int32 y6 = 13;
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optional int32 x7 = 14;
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optional int32 y7 = 15;
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optional int32 x8 = 16;
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optional int32 y8 = 17;
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optional int32 x9 = 18;
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optional int32 y9 = 19;
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optional int32 x10 = 20;
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optional int32 y10 = 21;
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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 string param2 = 44;
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optional int32 reloadtype = 46;
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optional float recoil_force = 47;
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optional int32 missiles_time = 48;
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optional int32 heroid = 49;
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optional string launch_dev = 50;
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optional string power_time = 51;
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optional string power_gun = 52;
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optional string power_buff = 53;
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optional int32 through_teammate = 54;
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optional string text_icon = 55;
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optional string special_damage_type = 56;
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optional float max_oil = 57;
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optional float average_oil = 58;
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optional float atk_mech = 59;
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optional int32 use_scene = 60;
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optional int32 ispenetrate = 61;
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optional int32 is_penetrate_thing = 62;
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optional int32 reload_delay_time = 63;
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optional int32 cast_time = 64;
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optional int32 auto_switch_weapon_time = 65;
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optional int32 quality = 66;
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optional int32 explosion_damage_delay = 67;
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optional int32 bullet_consume_type = 68;
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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 move_offset_x = 40;
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optional float move_offset_y = 41;
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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 int32 useitem_speed = 49;
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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 revive_time = 22;
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optional string name = 23;
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optional int32 normal_skill = 24;
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optional float hit_offset_x = 42;
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optional float hit_offset_y = 43;
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optional float hit_radius = 25;
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optional string ai_script = 26;
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optional string init_buffs = 27;
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optional int32 default_weapon = 28;
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optional string dead_drop = 29;
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optional int32 delay_delete = 39;
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optional int32 ai = 46;
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optional int32 delay_remove = 47;
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optional int32 skinlist = 48;
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}
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message PlayerSkin
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{
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optional int32 id = 1;
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optional int32 itemid = 2;
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optional int32 playerid = 3;
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optional int32 skinid = 4;
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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 hero_id = 3;
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optional string skin_id = 10;
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optional int32 weapon_id = 4;
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optional int32 weapon_lv = 5;
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optional int32 sex = 8;
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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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required int32 max_times = 12;
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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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optional int32 cast_time = 45;
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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 string name = 20;
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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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optional string buff_param5 = 19;
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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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optional string post_remove_action = 13;
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optional int32 only_server = 14;
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optional int32 only_self = 15;
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optional int32 depend_effect = 16;
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optional string child_buff = 17;
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optional int32 coexist_num = 18;
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optional int32 dead_valid = 23;
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optional int32 buff_interval = 24;
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optional string tag = 25;
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optional int32 post_battle_valid = 26;
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optional string only_spec_race = 27;
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optional string exclude_spec_race = 28;
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optional int32 dead_remove = 29;
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optional int32 no_immune = 30;
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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 string drop_id = 4;
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}
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message AirRaid
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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 string bomb_id = 4;
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optional string raid_wave = 5;
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optional float rad = 6;
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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 id = 13;
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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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optional int32 ai_kind = 14;
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optional string param1 = 15;
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optional string param2 = 16;
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optional string param3 = 17;
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optional string param4 = 18;
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optional string param5 = 19;
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optional int32 peace_time = 20;
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}
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message Text
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{
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optional string textid = 1;
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optional string text = 2;
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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 string 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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}
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message TerrainJson
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{
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optional int32 map_id = 1;
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repeated int32 dust = 2;
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repeated int32 water = 3;
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repeated int32 grass = 4;
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repeated int32 mountain_top = 5;
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}
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message MapLayerJson
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{
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optional string name = 1;
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optional int32 width = 2;
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optional int32 height = 3;
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repeated int32 grids = 4;
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}
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message MapBlockJson
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{
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optional int32 shape = 1;
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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 rad = 9;
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optional int32 bullet_penetrate = 10;
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optional int32 collider_tag = 11;
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}
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