aozhiwei 68b35769ac 1
2023-02-08 11:50:53 +08:00

553 lines
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package mt;
message Parameter
{
optional string param_name = 1;
optional string param_value = 2;
}
message Attr
{
required int32 attr_id = 1;
required string attr_cname = 2;
required string attr_ename = 3;
}
message Map
{
optional int32 map_id = 1;
optional string template_list = 2;
optional string map_name = 3;
optional float map_width = 4;
optional float map_height = 5;
optional string airdrops = 6;
optional int32 terminator_airdrop = 7;
optional int32 player = 8;
optional string refresh_robot = 9;
optional int32 map_mode = 10;
optional string safearea = 11;
optional string game_start_buff_list = 12;
optional string map_pic = 13;
optional string first_safearea_center = 14;
optional int32 init_gas_ring = 15;
optional string airraids = 16;
optional string car_num_limit = 17;
optional float scale = 18;
optional string map_collider = 19;
}
message MapArea
{
optional int32 map_id = 1;
optional int32 area_type = 2;
optional int32 area_subtype = 3;
optional string area_center = 4;
optional float area_width = 5;
optional float area_height = 6;
}
message MapThing
{
optional int32 thing_id = 1; //物件id
optional int32 thing_type = 16;
optional int32 time = 17;
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 string drop = 8; //掉落
optional int32 is_door = 10; //是否门
optional int32 is_house = 11; //是否房间
optional int32 is_tree = 12; //是否树
optional int32 house_id = 13; //房间id
optional string buff_list = 14;
optional int32 explosion_effect = 15;
optional int32 explosion_interval = 18;
optional int32 explosion_dmg_delay = 37;
optional int32 explosion_times = 19;
optional int32 explosion_float = 20;
optional string preexplosion_summon = 35;
optional string monster_list = 21;
optional string special_damage_type = 22;
optional string receive_special_damage_type = 23;
optional string param1 = 24;
optional string param2 = 25;
optional int32 interaction_mode = 26;
optional int32 view_mode = 27;
optional int32 bullet_hit = 28;
optional int32 collision_hit = 29;
optional int32 explosion_hit = 30;
optional string sweep_tags = 31;
optional int32 prebattle_hide = 32;
optional int32 life_time = 33;
optional int32 summon_born_rad = 34;
optional string shapes = 36;
}
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 float hurt = 6; //伤害/秒
optional int32 type = 7;
optional int32 x1 = 8;
optional int32 y1 = 9;
}
message SafeAreaPos
{
optional int32 id = 1;
optional int32 x1 = 2;
optional int32 y1 = 3;
optional int32 x2 = 4;
optional int32 y2 = 5;
optional int32 x3 = 6;
optional int32 y3 = 7;
optional int32 x4 = 8;
optional int32 y4 = 9;
optional int32 x5 = 10;
optional int32 y5 = 11;
optional int32 x6 = 12;
optional int32 y6 = 13;
optional int32 x7 = 14;
optional int32 y7 = 15;
optional int32 x8 = 16;
optional int32 y8 = 17;
optional int32 x9 = 18;
optional int32 y9 = 19;
optional int32 x10 = 20;
optional int32 y10 = 21;
}
message Item
{
optional int32 id = 1;
optional int32 type = 2;
optional int32 sub_type = 3;
optional int32 quality = 4;
optional int32 use = 5;
optional int32 skinid = 6;
optional int32 isdefaultskin = 7;
optional int32 playerid = 8;
optional int32 relationship = 9;
optional string name = 10;
}
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 max_hp = 41;
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 float rad = 36; //半径
optional float rad2 = 37;
optional int32 buffid = 38;
optional int32 drop_id = 40;
optional int32 explosion_effect = 42;
optional string param1 = 43;
optional string param2 = 44;
optional int32 reloadtype = 46;
optional float recoil_force = 47;
optional int32 missiles_time = 48;
optional int32 heroid = 49;
optional string launch_dev = 50;
optional string power_time = 51;
optional string power_gun = 52;
optional string power_buff = 53;
optional int32 through_teammate = 54;
optional string text_icon = 55;
optional string special_damage_type = 56;
optional float max_oil = 57;
optional float average_oil = 58;
optional float atk_mech = 59;
optional int32 use_scene = 60;
optional int32 ispenetrate = 61;
optional int32 is_penetrate_thing = 62;
optional int32 reload_delay_time = 63;
optional int32 cast_time = 64;
optional int32 aiming_cast_time = 80;
optional int32 auto_switch_weapon_time = 65;
optional int32 quality = 66;
optional int32 explosion_damage_delay = 67;
optional int32 bullet_consume_type = 68;
optional string inventory_slot = 31;
optional int32 _inventory_slot = 32;
optional float critical = 70;
optional float cri_damage = 71;
optional int32 shootfire = 73;
optional string hit_buff = 75;
optional int32 auto_trace = 76;
optional int32 trace_range = 77;
optional int32 double_gun = 78;
}
message Hero
{
optional int32 id = 1; //唯一id
optional float move_offset_x = 40;
optional float move_offset_y = 41;
optional float radius = 2; //半径
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 aiming_speed = 8;
optional int32 move_speed4 = 10; //移动速度4
optional int32 reload_speed = 9;
optional int32 useitem_speed = 49;
optional string volume = 12; //初始库存
optional int32 level = 13;
optional int32 race = 14;
optional int32 active_skill = 15;
optional int32 passive_skill = 16;
optional int32 exp = 17;
optional int32 dead_exp = 18;
optional int32 killer_exp = 19;
optional int32 revive_time = 22;
optional string name = 23;
optional int32 normal_skill = 24;
optional float hit_offset_x = 42;
optional float hit_offset_y = 43;
optional float hit_radius = 25;
optional string ai_script = 26;
optional string init_buffs = 27;
optional int32 default_weapon = 28;
optional string dead_drop = 29;
optional int32 delay_delete = 39;
optional int32 ai = 46;
optional int32 delay_remove = 47;
optional int32 skinlist = 48;
optional string pre_appear_effect = 50;
optional string pve_score = 51;
optional int32 hp = 52;
optional int32 damage = 53;
optional int32 defence = 54;
optional float crit_atk = 55;
optional float crit_atk_ratio = 56;
optional float miss = 57;
optional float miss_damage_ruduce = 58;
optional int32 skill1list = 60;
optional int32 skill2list = 61;
optional int32 skill3list = 62;
optional float hp_ratio = 63;
optional float damage_ratio = 64;
optional float defence_ratio = 65;
}
message Robot
{
optional int32 id = 1;
optional string name = 2;
optional int32 hero_id = 3;
optional string skin_id = 10;
optional int32 weapon_id = 4;
optional int32 weapon_lv = 5;
optional int32 sex = 8;
}
message Skill
{
required int32 skill_id = 1;
required int32 skill_type = 2;
required string value_up = 6;
required int32 skill_cd = 7;
required int32 skill_target = 8;
required string buff_list = 9;
required float skill_distance = 10;
required int32 cold_time_up = 11;
required int32 max_times = 12;
optional int32 phase1_time_offset = 20;
optional int32 phase1_func = 21;
optional string phase1_param1 = 22;
optional string phase1_param2 = 23;
optional string phase1_param3 = 24;
optional int32 phase2_time_offset = 30;
optional int32 phase2_func = 31;
optional string phase2_param1 = 32;
optional string phase2_param2 = 33;
optional string phase2_param3 = 34;
optional int32 phase3_time_offset = 40;
optional int32 phase3_func = 41;
optional string phase3_param1 = 42;
optional string phase3_param2 = 43;
optional string phase3_param3 = 44;
optional int32 cast_time = 45;
optional int32 up_exp = 50;
optional int32 nextlv_skill = 51;
optional int32 attack_dir_lock_time = 52;
}
message SkillNumber
{
required int32 skill_id = 1;
optional int32 skill_type = 2;
optional string ratio = 3;
optional string ratio2 = 4;
optional string speed = 5;
optional string range = 6;
optional string range2 = 7;
optional string probability = 8;
optional string time = 9;
optional string cd = 10;
optional int32 buff_id = 11;
optional float buff_time = 12;
optional int32 explosion_effect = 13;
}
message NpcStandard
{
required int32 id = 1;
optional int32 quality = 2;
optional int32 hp = 3;
optional int32 damage = 4;
optional int32 defence = 5;
}
message Buff
{
required int32 buff_id = 1;
required string name = 20;
required int32 buff_target = 2;
required int32 buff_effect = 3;
required int32 trigger_type = 4;
required string buff_param1 = 6;
required string buff_param2 = 7;
required string buff_param3 = 8;
required string buff_param4 = 9;
optional string buff_param5 = 19;
required float duration_time = 10;
optional float buff_valueup = 11;
required string immune_buffeffect_list = 12;
optional string post_remove_action = 13;
optional int32 only_server = 14;
optional int32 only_self = 15;
optional int32 depend_effect = 16;
optional string child_buff = 17;
optional int32 coexist_num = 18;
optional int32 dead_valid = 23;
optional int32 buff_interval = 24;
optional string tag = 25;
optional int32 post_battle_valid = 26;
optional string only_spec_race = 27;
optional string exclude_spec_race = 28;
optional int32 dead_remove = 29;
optional int32 no_immune = 30;
optional int32 lock_move = 31;
optional int32 lock_dir = 34;
optional int32 disable_shot = 32;
optional int32 disable_useskill = 33;
}
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 string drop_id = 4;
}
message AirRaid
{
optional int32 id = 1;
optional int32 time = 2;
optional int32 appear_time = 3;
optional string bomb_id = 4;
optional string raid_wave = 5;
optional float rad = 6;
}
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;
optional int32 map_id = 6;
}
message RankReward
{
optional int32 rank = 1;
optional float parameter = 2;
optional int32 drop = 3;
}
message RankPoint
{
optional int32 rank = 1;
optional int32 parameter = 2;
optional int32 parameter2 = 3;
optional int32 parameter3 = 4;
}
message KillReward
{
optional int32 kill_num = 1;
optional float parameter = 2;
}
message KillPoint
{
optional int32 kill_num = 1;
optional int32 parameter = 2;
optional int32 parameter2 = 3;
}
message AI
{
optional int32 id = 13;
//optional int32 ai_level = 1;
optional int32 pursuit_radius = 2;
optional int32 attack_interval = 3;
optional int32 attack_times = 4;
optional int32 attack_type = 5;
optional int32 shot_offset_angle = 6;
optional string random_move_idle_time = 8;
optional string random_move_time = 9;
optional int32 attack_range = 10;
optional float attack_rate = 11;
optional int32 ai_mode = 12;
optional int32 ai_kind = 14;
optional string param1 = 15;
optional string param2 = 16;
optional string param3 = 17;
optional string param4 = 18;
optional string param5 = 19;
optional int32 peace_time = 20;
}
message Text
{
optional string textid = 1;
optional string text = 2;
}
message GunTalentGrow
{
optional int32 id = 1;
optional int32 talent_id = 2;
optional int32 talent_lv = 3;
optional int32 addtype = 4;
optional string addattr = 5;
}
message HeroQuality
{
optional int32 id = 1;
optional int32 quality = 2;
optional int32 gold_limit = 3;
optional int32 lucky = 4;
}
message GunQuality
{
optional int32 id = 1;
optional int32 quality = 2;
optional int32 gold_limit = 3;
optional int32 lucky = 4;
}
message FormulaPvp
{
optional float top = 1;
optional float ranked_topx = 2;
optional float kills_topx = 3;
optional float hero_topx = 4;
optional float weapon_topx = 5;
optional float survival_topx = 6;
}
message PveGemini
{
optional int32 gemini_id = 1;
optional int32 gemini_lv = 2;
optional int32 gemini_limit = 3;
optional string multiplayer_enemy_hp_mul = 4;
}
message PveGeminiContent
{
optional int32 id = 1;
optional int32 mode_id = 2;
optional int32 round = 3;
optional string spawn_point = 4;
optional string enemy_id = 5;
}
message PveGeminiMode
{
optional int32 id = 1;
optional int32 map_id = 2;
optional string mode_time = 3;
optional string area = 4;
optional string score_reward = 5;
optional string round_score = 7;
optional string next_door = 6;
optional int32 wave_prepare_time = 8;
}
message RankRoom
{
optional int32 id = 1;
optional int32 elo_min = 2;
optional int32 elo_max = 3;
optional int32 elo_expansion1 = 4;
optional int32 elo_expansion2 = 5;
optional int32 expand_time1 = 6;
optional int32 expand_time2 = 7;
optional int32 player_num_standard = 8;
optional int32 final_time = 9;
optional int32 final_player_num = 10;
}