using GCGame; using GCGame.Table; using UnityEngine; public class PropID { //以下为固定,战斗相关的放这里 public enum PropertyID //enum FixPropId { PROPFIX_MIN = 0, MAXHP = PROPFIX_MIN, //血上限 0 MAXMP = 1, //蓝上限 MAXXP = 2, //战意上限 PYSATTACK = 3, //物理攻击 MAGATTACK = 4, //魔法攻击 PYSDEF = 5, //物理防御 MAGDEF = 6, //魔法防御 HIT = 7, //命中 DODGE = 8, //闪避 CRITICAL = 9, //暴击 DECRITICAL = 10, //爆抗 STRIKE = 11, //穿透 DUCTICAL = 12, //韧性 CRITIADD = 13, //暴击伤害加成 CRITIMIS = 14, //暴击伤害减免 INGDEF = 15, //无视防御 REDUCEDAM = 16, //伤害减免 MOVESPEED = 17, //移动速度 ATTACKSPEED = 18, //攻击速度 CUREAMOUNT = 19, //治疗量 CONSTITU = 20, //体质 MORFIB = 21, //精力 STRENGTH = 22, //力量 INTELLENG = 23, //智力 AGILE = 24, //敏捷 DIZZYENHANCE = 25, //眩晕增强 DIZZYEDEF = 26, //眩晕抗性 SILENTENHANCE = 27, //沉默增强 SILENTDEF = 28, //沉默抗性 IMMOBENHANCE = 29, //定身 IMMOBDEF = 30, //抗定身 REPELENHANCE = 31, //击退增强 REPELDEF = 32, //抗击退 POLYMORPHENHANCE = 33, //变羊增强 POLYMORPHDEF = 34, //抗变羊 HMENHANCE = 35, //昏迷增强 HMDEF = 36, //抗昏迷 SMENHANCE = 37, //失明增强 SMDEF = 38, //抗失明 SHENHANCE = 39, //石化增强 SHDEF = 40, //抗石化 HPRECOV = 41, //回血 MPRECOV = 42, //回蓝 ATTACKRATEIGNORE = 43, //攻击时概率忽略防御,数值读其他表 ATTACKRATEFIXDAM = 44, //攻击时概率造成固定伤害 ATTACKRATERECOVHP = 45, //攻击时概率回复血量 ATTACKRATERECOVMP = 46, //攻击时概率回蓝 DGDEF, //电抗 DGIGNDEF, //忽视电抗 HUOGDEF, //火抗 HUOGIGNDEF, //忽视火炕 DUGDEF, //毒抗 DUGIGNDEF, //忽视毒抗 BGDEF, //冰抗 BGIGNDEF, //忽视冰抗 FGDEF, //风抗 FGIGNDEF, //忽视风抗 GGDEF, //光抗 GGIGNDEF, //忽视光抗 HUANGDEF, // 抗幻弓 HUANGIFNDEF, //忽视幻抗 ALLGDEF, //所有抗属性加 ALLGINGDEF, //所有抗属性忽视增加 DAMGRATEADDMONSTER, //对普通怪物伤害加成比率 DAMGRATEADDPET, //对宠物伤害加成比率 DAMGRATEADDUSER, //对玩家伤害加成比率 DAMGRATEADDBOSS = 67, //对boss伤害加成比率 SKILLLVLADD, //技能等级加成 子id 0表示所有技能,非零表示对应技能 VOCDAMAGERATE, //职业伤害加成百分比,玩家对固定职业额外造成百分比伤害 子id表示职业 VOCDAMAGEREDUECRATE, //职业伤害减免百分比,玩家受到固定职业伤害百分比减免 子id表示职业 ATTACKALL = 71, //增加所有攻击力 DEFALL, //所有防御增加 ATTACKALLRATE, //所有攻击增加百分比率 DEFALLRATE, //所有防御增加 MAXHPRATE, //增加最大血百分比 MAXMPRATE, // 最大魔增加百分比 MAXXPRATE, //战意百分比 PYSATTACKRATE, //物理攻击增加百分比 MAGATTACKRATE, //魔法攻击增加百分比 PYSDEFRATE, //物理防御增加百分比 MAGDEFRATE, //魔法防御增加百分比 HITRATE, //命中率增加百分比 DODGERATE, //闪避增加百分比 CRITICALRATE, //暴击增加百分比 DECRITICALRATE, //抗爆增加百分比 STRIKERATE, //穿透百分比 DUCTICALRATE, //韧性把粉笔 CRITIADDRATE, //暴击伤害加成百分比 CRITIMISRATE, //暴击伤害减免百分比 INGDEFRATE, //无视防御百分比 REDUCEDAMRATE, //减免伤害百分比 MOVESPEEDRATE, // 移动速度百分比 ATTACKSPEEDRATE, //攻击速度百分比 CUREAMOUNTRATE, //治疗量增加百分比率 CONSTITURATE, //体质增加百分比率 MORFIBRATE, //精力增加百分比率 STRENGTHRATE, //力量增加百分比率 INTELLENGRATE, //智力增加百分比率 AGILERATE, //敏捷增加分比 // HLDEF, //混乱抗 HLIGNDEF, //忽视混乱抗 HLENHANCE, //混乱增强 DGATTACK, //点攻 HUOATTACK, //火攻 DUGATTACK, //毒攻 BGATTACK, //冰攻 FGATTACK, //风攻 GGATTACK, //光攻 HUANGATTACK, //幻攻 PROPFIX_MAX, //}; ////enum ObjPropId //{ PROPOBJ_Min = 256, STEALTHLEV = PROPOBJ_Min, //隐身级别 PROPOBJ_Max, //}; ////enum CharactorPropId //{ PROPCHAR_MIN = 288, CURHP = PROPCHAR_MIN, //HP CURMP, //MP CURXP, //XP LEVEL, //等级 STATE, //状态位 // 1-死亡,2-战斗 PROP_COUNTTRY, //势力国家 FACEDIR, //朝向 NAME, //名字 MAXHPADD, //当前最大血量加成 MAXHPCAPADD, //最大血量加成 MAXHPCAP, //最大血量 CHARACTORPROP_MAX, //}; ////enum UserPropId //{ PROPUSER_MIN = 384, PROFESSION = PROPUSER_MIN, //职业 PROPUSER_EXP, //经验 MONEY = PROPUSER_EXP + 2, //金钱 YUANBAO, //元宝 BIND_YUANBAO, //绑定元宝 YINLIANG, //银两 BIND_YINLIANG, //绑银 ZHENQI, //真气 COMATSTATE, //战斗状态 STAMINA, //体能 CUROFFLINEEXP, //离线经验 SWORDSMANSCORE, //积分 REPUTATION, //声望 MODELVISUALID, //身体模型 VIPCOST, //玩家VIP等级 COMBATVALUE, //战力 BINDINFOFATHER, //绑定信息 父id BINDINFOSON, //绑定信息 儿子id,为一个数组 WEAPONDATAID, //武器id WEAPONEFFECTGEM, //武器特效表现的宝石id ABILITYLEVEL, //修为等级 HEADEXP, //迎头经验 PRIVATEEXP = HEADEXP + 2, //专用经验 PKVAL = PRIVATEEXP + 2, //PK值 ACTVAL, //活力值 LUCKYVAL, //幸运值 //新加积分属性 CHAELLENGESCORE = 413, //门派积分 GUANNING, FIGHTSCORE = 415, //比武积分 QINGYIZHI = 417, //情义值积分 SHOUZENG = 418, //受赠积分 SNATCHSCORE = 420, //夺宝积分 PROPUSER_MAX, //}; //登录数据相关 LOGINDAYS = 421, // 已登陆天数 RECHECKNUM = 422, // 补签次数(签到) TIMEDOUBLE = 423, // 是否能再领一次[在线时长]0,1 JADECOST = 424, // 已花费灵玉 PAYCOUNT = 425, // 已充值数 //进阶幻化相关 ADVANCEMOUNTID = 426, //坐骑幻化ID ADVANCEGODWEAPONID = 427, //神兵幻化ID ADVANCEWISHID = 428, //暗幻化ID ADVANCESEALID = 429, //玉玺幻化ID ADVANCEMASKID = 430, //面具幻化ID ADVANCECROWNID = 431, //皇冠幻化ID CAPTAINLEVEL = 432, //队长福利等级 CROSSSERVERSCORE = 434, //跨服声望 EXPERIMENTSCORE = 435, //试炼副本积分 BOSSCORE = 436, //boss积分 //// 混合属性 ////enum MIXTYPE //{ MIXTYPE_BEGIN = 999, // 开始 MIXTYPE_ALLATTACK = 1000, // 全攻击 MIXTYPE_ALLDEF = 1001, // 全防御 //}; //装备 EQUIP_XILIAN_NOGEM = 2001, EQUIP_XILIAN_GODGIVE = 2002, EQUIP_XILIAN_NOREFIT = 2003, EQUIP_XILIAN_EQUIPLEVEL = 2004, SKILL_LVL_ADD_1 = 2101, SKILL_LVL_ADD_2 = 2102, SKILL_LVL_ADD_3 = 2103, SKILL_LVL_ADD_4 = 2104, SKILL_LVL_ADD_5 = 2105, EQUIP_XILIAN_DURABLE = 2501, LEVEL_UP_EXP = 8000 } public static string GetAttrName(PropertyID _PropID) { var strID = (int) _PropID + 10000; var propName = StrDictionary.GetClientDictionaryString("#{" + strID + "}"); return propName; } public static string GetAttrName(PropertyID _PropID, int propSubID, int propValue) { var strID = (int) _PropID + 10000; var propName = StrDictionary.GetClientDictionaryString("#{" + strID + "}"); if (_PropID == PropertyID.SKILLLVLADD) { if (propSubID < 0) { var profName = Utils.GetProfession(-2 - propSubID); propName = profName + propName; } else if (propSubID == 0) { propName = propName; } else { var skillbase = TableManager.GetSkillBaseByID(propSubID); if (skillbase == null) Debug.LogError("SkillBase null:" + propSubID); var skillbaseName = skillbase.Name; propName = skillbaseName + propName; } } //else if (_PropID == PropertyID.VOCDAMAGERATE // || _PropID == PropertyID.VOCDAMAGEREDUECRATE) //{ // propName = StrDictionary.GetClientDictionaryString("#{4742}") + propName; //} else if (_PropID == PropertyID.ATTACKRATEIGNORE) { var idx = propSubID + 13000; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } else if (_PropID == PropertyID.ATTACKRATEFIXDAM) { var idx = propSubID + 13100; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } else if (_PropID == PropertyID.ATTACKRATERECOVHP) { var idx = propSubID + 13200; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } else if (_PropID == PropertyID.ATTACKRATERECOVMP) { var idx = propSubID + 13300; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } else if (_PropID == PropertyID.DAMGRATEADDMONSTER) { var idx = propSubID + 13500; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } else if (_PropID == PropertyID.VOCDAMAGERATE) { var idx = propSubID + 13600; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } else if (_PropID == PropertyID.VOCDAMAGEREDUECRATE) { var idx = propSubID + 13700; propName = StrDictionary.GetClientDictionaryString("#{" + idx + "}"); } return propName; } public static string GetAttrValue(PropertyID _PropID, int propSubID, int value) { var propName = GetAttrName(_PropID, propSubID, value); if (_PropID == PropertyID.EQUIP_XILIAN_NOGEM || _PropID == PropertyID.EQUIP_XILIAN_GODGIVE || _PropID == PropertyID.EQUIP_XILIAN_NOREFIT || _PropID == PropertyID.SKILL_LVL_ADD_1 || _PropID == PropertyID.SKILL_LVL_ADD_2 || _PropID == PropertyID.SKILL_LVL_ADD_3 || _PropID == PropertyID.SKILL_LVL_ADD_4 || _PropID == PropertyID.SKILL_LVL_ADD_5) return propName; if (_PropID == PropertyID.DAMGRATEADDMONSTER || _PropID == PropertyID.DAMGRATEADDPET || _PropID == PropertyID.DAMGRATEADDUSER || _PropID == PropertyID.DAMGRATEADDBOSS || _PropID == PropertyID.VOCDAMAGERATE || _PropID == PropertyID.VOCDAMAGEREDUECRATE || _PropID == PropertyID.ATTACKALLRATE || _PropID == PropertyID.DEFALLRATE || _PropID == PropertyID.MAXHPRATE || _PropID == PropertyID.MAXMPRATE || _PropID == PropertyID.MAXXPRATE || _PropID == PropertyID.PYSATTACKRATE || _PropID == PropertyID.MAGATTACKRATE || _PropID == PropertyID.PYSDEFRATE || _PropID == PropertyID.MAGDEFRATE || _PropID == PropertyID.HITRATE || _PropID == PropertyID.DODGERATE || _PropID == PropertyID.CRITICALRATE || _PropID == PropertyID.DECRITICALRATE || _PropID == PropertyID.STRIKERATE || _PropID == PropertyID.DUCTICALRATE || _PropID == PropertyID.CRITIADDRATE || _PropID == PropertyID.CRITIMISRATE || _PropID == PropertyID.INGDEFRATE || _PropID == PropertyID.REDUCEDAMRATE || _PropID == PropertyID.MOVESPEEDRATE || _PropID == PropertyID.ATTACKSPEEDRATE || _PropID == PropertyID.CUREAMOUNTRATE || _PropID == PropertyID.CONSTITURATE || _PropID == PropertyID.MORFIBRATE || _PropID == PropertyID.STRENGTHRATE || _PropID == PropertyID.INTELLENGRATE || _PropID == PropertyID.AGILERATE) return propName + " +" + value * 0.01 + "%"; if (_PropID == PropertyID.EQUIP_XILIAN_DURABLE) return propName + " " + value + "%"; if (_PropID == PropertyID.EQUIP_XILIAN_NOGEM || _PropID == PropertyID.EQUIP_XILIAN_GODGIVE || _PropID == PropertyID.EQUIP_XILIAN_NOREFIT || _PropID == PropertyID.ATTACKRATEIGNORE || _PropID == PropertyID.ATTACKRATEFIXDAM || _PropID == PropertyID.ATTACKRATERECOVHP || _PropID == PropertyID.ATTACKRATERECOVMP ) return propName; if (_PropID == PropertyID.EQUIP_XILIAN_EQUIPLEVEL) ////临时代码------------------------------------------- //if (propName == GCGame.Table.StrDictionary.GetClientDictionaryString("#{12004}")) //{ // value = 108; // return propName + " " + value; //} //else //{ // return propName + " -" + value; //} //value = 108; //return propName + " " + value; //------------------------------------------------------ return propName + " -" + value; return propName + " +" + value; } public static float GetAttrValue(int value) { return value; } }