2046 lines
85 KiB
Protocol Buffer
2046 lines
85 KiB
Protocol Buffer
syntax = "proto3";
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package serverproto;
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message AccountRole {
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string open_id = 1; //用户平台open_id
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string platform = 2; //用户平台
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uint64 uid = 3; //角色id,用来绑定玩家角色信息
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int32 phone_platform = 4; //手机平台 android ios
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uint64 register_time = 5; //注册时间
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int32 ZoneId = 6; //所在区服
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}
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//后续需要做战场时,的重连信息(战场所在的服务器信息)
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message ReconnectInfo {
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string pvp_node = 1; //战斗服务器节点(后续做战斗时使用)
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}
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message UserConnectInfo{
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string logic_node = 1; //用户所在的game服务器节点
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int64 time_stamp = 2; //保存连接信息时的时间
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}
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//key value 类型
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message KeyValueType {
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int32 key = 1;
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int32 value = 2;
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}
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message KeyValueTypeList {
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int32 key = 1;
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repeated int32 value_list = 2;
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}
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message KeyValueType64 {
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uint64 key = 1;
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int32 value = 2;
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int32 value2 = 3;
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int32 value3 = 4;
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string str_val = 5;
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uint64 value4 = 6;
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bool value5 = 7;
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}
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message KeyValueType64Str {
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uint64 key = 1;
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string str_val = 2;
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}
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message KeyValueFloat32{
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int32 key = 1;
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float value = 2;
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double value64 = 3; //目前只是血量会用到
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}
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message UKeyValueType {
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uint32 key = 1;
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uint32 value = 2;
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}
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//6部位信息
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message SlotDetailData {
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int32 level = 1; //等级
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int32 equip_id = 2; //装备id(直接使用configId)
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repeated int32 card_id_list = 3; //卡片(卡牌槽位)
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}
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//坑位信息
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message SlotData {
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int32 hero_id = 1;
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repeated SlotDetailData slot_list = 2; //6个部位
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}
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//宠物6坑位信息
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//宠物印记信息
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message PetEquipData {
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uint32 id = 1;
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int32 equip_cfg_id = 2;
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int32 level = 3;
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uint32 equip_pet_id = 4;//印记是否已经装备到宠物
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}
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//宠物6坑位信息(6个部位)
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message PetSlotDetailData {
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int32 idx = 1;
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uint32 equip_id = 2; //装备id(动态生成的ID)
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repeated int32 stone_id_list = 3; //宝石(卡牌槽位)
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}
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//技能信息
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message SkillData {
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int32 id = 1; //技能ID
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int32 point = 2; //技能等级(当前已经添加的技能点)
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}
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message ChangeJob{
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repeated TaskData task_list = 1; //当前正在执行的任务
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int32 hero_id = 2; //需要转职的英雄ID
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uint32 job_fush_state = 3; // 刷新状态
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}
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//宠物觉醒(当前伙伴跟随的宠物觉醒信息,觉醒槽位跟着角色走)
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message PetQiyueSlotInfo {
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int32 slot_idx = 1;
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uint32 pet_id = 2;
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int32 pet_cfg_id = 3; //主要用来客户端显示,不必再查找宠物动态数据
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}
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message PetQiyueInfo {
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uint32 pet_id = 1;
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repeated PetQiyueSlotInfo qiyue_slot_list = 2; //槽位
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}
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//宠物契约属性
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message PetQiyueAttr {
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uint32 pet_id = 1;
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repeated KeyValueFloat32 battle_attr_list = 2; //面板属性数值
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}
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//玩家角色结构中的strength_level和advance_level不使用
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message HeroData {
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int32 id = 1; //动态id
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int32 config_id = 2; //config id [JobCfg id]
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int32 fight_power = 3; //战斗力
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bool is_battle = 4; //是否出战
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int32 base_level = 5; //培养等级(主角是玩家等级)
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int32 advance_level = 6; //进阶(突破等级上限,角色通过专职来处理)
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int32 strength_level = 7; //突破
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SlotData slot = 8; //6个坑位信息(装备,卡片)
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RoleSkill skill = 9; //技能信息
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repeated KeyValueType attr_list = 10; //属性点添加列表(操作总和,不包括玩家初始属性点,需要客户端处理)
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int32 attr_point = 11; // 属性点(总属性点)
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uint32 battle_pet_id = 12; //出战宠物id
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uint64 pet_fight_power = 13; //出阵宠物战力
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repeated KeyValueType quality_list = 14; //素质果实数量
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int32 repress_skill_pvp_val = 15; //压制数值pvp技能竞技压制
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SkillEquipSlotData skill_equip_slot = 16; //神器槽位信息
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PetQiyueInfo pet_qiyue_data = 17; //宠物觉醒功能
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//有可能没有(老号)
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repeated KeyValueType battle_attr_list_old = 50; //面板属性数值
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repeated KeyValueFloat32 battle_attr_list = 51; //面板属性数值
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}
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//时装数据
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message FashionData{
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int32 eye = 1; //创建时的默认眼睛
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int32 hair = 2; //头发颜色
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int32 hair_avatar = 3; //头发模型
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repeated int32 fashion_up_list = 4; //已穿戴时装
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}
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message FashionAttr{
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int32 jobType = 1;
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int32 attrId = 2;
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int32 value = 3;
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}
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message HeadFrameData {
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int32 head_frame_id = 1; //头像框ID
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int64 head_frame_time = 2; //头像框时间
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}
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//头像信息
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message HeadInfo{
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int32 head_version = 1; //头像更新版本
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repeated int32 head_list = 2; //已激活头像列表
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repeated HeadFrameData head_frame_list = 3; //头像框列表
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}
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//玩家附属属性
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message RoleData {
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int32 base_exp = 1; //基础经验等级
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int32 job_exp = 2; //职业经验
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int32 job_level = 3; //职业等级
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int32 hero_exp = 4; //伙伴经验
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HeroData hero_data = 5; //主角英雄数据
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uint64 fight_power = 6; //总战斗力
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int32 cruise = 7; //巡游值
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int32 max_cruise = 8; //巡游值上限
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int32 head_id = 9; //使用的头像ID
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uint64 last_login_time = 10; //最近一次离线时间
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int32 skill_box = 11; //当前弹框次数
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repeated KeyValueType boss_reward_list = 12; //boss挑战奖励预存储
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int32 skill_reset_count = 13; //重置次数
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int32 head_frame_id = 14; //头像框ID
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}
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//角色基本信息(不包括其他系统部分)
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message RoleBase {
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uint64 id = 1;
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string nick_name = 2; //玩家昵称
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string desc = 3; //个性签名
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int32 sex = 4; //性别
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int32 country = 5; //国家
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int32 guide_id = 6; //新手流程
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uint64 coin = 7; //玩家金币
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uint32 rmb = 8; //钻石
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repeated KeyValueType res_list = 9; //玩家其他资源列表(不放背包的资源)
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RoleData role_data = 10; //玩家附属属性
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FashionData fashion_data = 11; //时装数据
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HeadInfo head_Info = 13; //解锁头像列表
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repeated int32 story_id = 14; //播放的剧情
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KeyValueType cguide = 15; //Compulsory guidance强制引导 key引导组ID,Value引导步骤ID
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KeyValueType map_animation = 16; //新地图动画
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uint64 ban_time = 17; //封号结束时间s
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float total_recharge = 18; //累计充值
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float day_recharge = 19; //每日累计充值
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int32 vip_level = 20; //vip等级
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uint64 last_recharge_time = 21; //最近充值时间
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int32 question_reward = 22; //问卷调查奖励
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bool create_reward = 23; //創建角色奖励获取
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int32 ban_type = 24; //封号原因
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uint64 chat_ban_time = 25; //禁言结束时间
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int32 chat_ban_type = 26; //禁言原因
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int32 total_online_time = 27; //当前累计在线时间(隔天重置)s
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uint64 online_stamp = 28; //上线时的时间戳 ms
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int32 online_reward_id = 29; //已经领取过的奖励id(配置表中的唯一id)
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uint64 daily_reset_time_stamp = 30; //每日重置时的时间戳
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int32 repress_skill_pvp_val = 31; //技能竞技pvp压制值
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repeated KeyValueType watch_ad = 32; //观看广告记录(日清)
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bool google_comment = 33; //谷歌评论
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int32 first_change = 34; //首次改名
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}
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//神器槽位详细信息
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message SkillEquipSlotDetailData {
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uint32 skill_equip_id = 1; //神器id
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int32 skill_equip_config_id = 2; //神器配置id
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int32 skill_equip_star_level = 3; //神器星级
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int32 slot_level = 4; //槽位等级
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repeated KeyValueType slot_attrs = 5; //暂时只显示神威值
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}
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//神器槽位列表详细数据
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message SkillEquipSlotData {
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int32 hero_id = 1;
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repeated SkillEquipSlotDetailData slot_list = 2; //目前只有一个神器槽位
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}
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//神器数据
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message SkillEquipData {
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uint32 id = 1; //实例ID
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int32 config_id = 2; //配置id
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int32 star_level = 3; //神器星级
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}
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message SkillEquipChangeData{
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SkillEquipData skill_equip_data = 1; //神器数据
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bool add = 2; //添加or删除
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}
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//玩家神器列表
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message RoleSkillEquip {
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uint32 max_skill_equip_id = 1;
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repeated SkillEquipData skill_equip_list = 2;
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}
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/////////////////////////////////////////////////////////////////////////////
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message EquipData {
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int32 config_id = 1; //
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int32 num = 2; //当前拥有的数量
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}
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message RoleEquip {
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repeated EquipData equip_list = 1;
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}
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//道具数据
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message ItemData {
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uint64 id = 1; //实例id(用来处理道具堆叠操作)
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int32 config_id = 2; //道具配置ID
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uint32 num = 3; //道具数量
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uint32 time_stamp = 4; //道具获得时间
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}
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//碎片数据
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message ChipData {
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int32 config_id = 1; //道具配置ID
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uint32 num = 2; //道具数量
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uint32 time_stamp = 3; //道具获得时间
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}
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message RoleBag {
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repeated ItemData item_list = 1; //道具列表
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int32 bag_count = 2; //格子开启信息(暂时不使用)
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}
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message RoleHero {
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repeated HeroData hero_data = 1; //玩家伙伴信息
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}
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message RoleChip {
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repeated ChipData chip_list = 1; //英雄碎片列表
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}
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//当前职业对应拥有的技能
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message JobSkillData {
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int32 job_stage = 1; //职业当前转职阶段
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repeated KeyValueType unlock_skill_list = 2; //解锁的技能ID
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}
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//技能槽位信息
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message RoleSkillSlot {
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int32 skill_id = 1; //技能ID
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int32 unlock = 2; //0级表示未解锁,1表示已解锁
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int32 default_skill_id = 3; //默认不显示技能
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}
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message RoleSkill {
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repeated JobSkillData job_skill_list = 1; //已经解锁的技能
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repeated RoleSkillSlot skill_list = 2; //对应位置上的技能(位置加技能ID,没有该位置的数据说明为解锁该槽位)
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}
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message CardData {
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int32 config_id = 1; //卡片配置ID
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int32 num = 2;
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}
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message CardHandBook {
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int32 card_id = 1; //卡片id
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int32 card_level = 2; //卡片等级
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int32 reward_rec = 3; //领奖记录 按位
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}
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message CardCollect {
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int32 card_quality = 1; //卡片品质
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repeated CardHandBook card_book = 2; //卡片收集列表
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}
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message RoleCard {
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repeated CardData card_list = 1; //卡片列表
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repeated int32 card_slot_list = 2; //部件卡槽解锁信息,按位处理
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repeated CardCollect card_collect = 3; //卡片图册
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repeated KeyValueType total_card_num_list = 4;// 历史卡片数量
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}
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message RoleFashionData{
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int32 fashion_id = 1;
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int32 fashion_lvl = 2;
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bool fashion_wear = 3;
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repeated FashionAttr resetAttrs = 4;
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repeated FashionAttr attrs = 5;
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}
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message RoleFashion {
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repeated int32 fashion_list = 1; //时装列表
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repeated RoleFashionData fashion_data = 2; // 时装新结构
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repeated KeyValueType lvs = 3; // 套裝數據
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}
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////////////////////////AOI
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message RoleMap {
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int32 map_type = 1;
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Position pos = 2;
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int32 world_boss_count = 3; //世界boss挑战次数
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repeated int32 world_boss_challenge_list = 4; //当天挑战过的世界bossid列表(id*10 + summonidx)
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int32 watch_ad_count = 5; //看广告次数
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}
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message Position {
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float x = 1;
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float y = 2;
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float z = 3;
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}
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message Vector3 {
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float x = 1;
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float y = 2;
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float z = 3;
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}
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message Player {
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uint64 uid = 1;
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Position pos = 2;
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int32 u_type = 3; //单位类型,1玩家,2boss,3其他npc
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}
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//地图显示玩家数据
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message PlayerShowInfo {
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uint64 uid = 1; //玩家id
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int32 level = 2;
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int32 vip_level = 3;
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int32 gender = 4; //gender
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int32 job_id = 5; //config id [JobCfg id]
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string nick_name = 6; //玩家昵称
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FashionData fashion_data = 7; //时装数据
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int32 action_id = 8; //是否是npc 非0表示根据action_id来显示
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int32 head_id = 9; // 称号id
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int32 img_id = 10; //头像ID
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int32 head_frame_id = 11; //头像框ID
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int32 fight_power = 12; //战斗力(历史最高战力)
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int32 from_zone = 20; //逻辑区服
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int32 real_zone = 21; //服务器使用
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}
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//玩家详细信息
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message OtherPlayerDetailInfo{
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uint64 uid = 1; //玩家id
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}
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message UnitPosAndDir {
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uint64 uid = 1;
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Vector3 pos = 2;
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Vector3 dir = 3;
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bool is_on_ground = 4;
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int32 u_type = 5; //单位类型,1玩家,2boss,3其他npc
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int32 param_id = 6;
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}
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////////////////////////Battle
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//快速战斗
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message QuickBattleData{
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int32 max_times = 1; //最大次数 (解锁次数 + 后续可扩展次数)
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int32 day_times = 2; //当日领取次数
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uint64 draw_time = 3; //上一次领取时间
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}
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message BattleEvilBossData {
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int32 pos_idx = 1;
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int32 boss_id = 2;
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uint64 expire_time = 3; //有过期时间表示boss死亡
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int32 reward_evil_exp = 4; //胜利奖励的技能经验
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int32 refresh_time = 5;
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int32 quality = 6; //品质 1-4
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}
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message BattleEvilData {
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int32 free_count = 1;
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bool free_limit = 2; //true表示无限免费次数
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int32 challenge_count = 3; //挑战次数用来升级恶魔等级
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int32 evil_level = 4; //恶魔等级
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repeated BattleEvilBossData boss_list = 5;
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repeated KeyValueType quality_challenge_count = 6; //对应恶魔品质完成挑战次数
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int32 total_count = 7; //总次数
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}
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//远征之门
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message BattleExpeditionActor {
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int32 id = 1;
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int32 level = 2;
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int32 hp = 3;
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int32 sp = 4;
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}
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message BattleExpeditionReward {
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int32 expedition_type = 1;
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repeated int32 reward_state = 2; //获取奖励状态宝箱index,从1开始
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}
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message ExpeditionRankInfo {
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int32 rank = 1;
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CommonPlayerBriefInfo brief_info = 2;
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uint32 score = 3; //当前积分
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}
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message BattleExpedition {
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int32 expedition_type = 1; //当前解锁到的区域地图ID
|
||
repeated int32 battle_hero_list = 2; //上阵玩家英雄动态id
|
||
int32 total_expedition_num = 3; //历史通关副本区域地图次数
|
||
|
||
//数据需要隔天清空(关卡数据在挑战关区域地图后可以进行重置)
|
||
int32 challenge_num = 4; //剩余挑战次数
|
||
int32 cur_expedition_type = 5; //当前挑战的区域地图ID,同一时间只存在一份
|
||
repeated int32 finish_expedition_list = 6; //已经完成全部关卡挑战的区域地图ID
|
||
repeated BattleExpeditionReward reward_state_list = 7; //获取奖励状态
|
||
int32 cur_battle_level = 8; //当前正在挑战的关卡
|
||
repeated BattleExpeditionActor boss_list = 9; //挑战bossID
|
||
repeated int32 battle_buff_list = 10; //战斗胜利后获得的增强buff列表(选择后的buff)
|
||
repeated int32 battle_select_buff_list = 11; //上一关未选择的buff列表
|
||
repeated BattleExpeditionActor battle_hero_hp_list = 12; //英雄血量保存万分比
|
||
int32 battle_idx = 13; //0表示没有挑战
|
||
|
||
KeyValueType assist_num = 14; //救助其他玩家次数 key:最大次数 val:已经救助次数
|
||
KeyValueType be_assist_num = 15; //被其他玩家救助次数 key:最大次数 val:已经其他玩家救助次数
|
||
bool assist_state = 16; //是否处于求救中(发起求助后未被救助) true救助中
|
||
uint64 assist_guild_end_time = 17; //公会求助结束时间戳
|
||
repeated KeyValueType64 be_assist_uid_list = 18; //救助该玩家的其他玩家(保证只能救助一次)
|
||
uint64 assist_time_stamp = 19; //是否处于求救中(发起求助后未被救助) >0 救助中,发起求助的时间
|
||
|
||
uint32 cur_expedition_score = 20; //当前地图远征积分(隔天重置)
|
||
uint32 cur_expedition_score_max = 21; //地图远征积分历史最大值
|
||
uint64 expedition_score_reset_time = 22; //系统重置积分时间
|
||
|
||
uint64 expedition_type_reward = 23; //地图通关宝箱奖励领取状态
|
||
}
|
||
|
||
message RushMap {
|
||
uint32 map_score = 1; //推图积分
|
||
uint32 bag_score = 2; //礼包积分
|
||
uint32 rush_map_id = 3; //推图ID
|
||
int32 fight_round = 4; //参与轮次
|
||
int32 reward_round = 5; //保底奖励轮次
|
||
int32 rank_reward = 6; //上次领取的奖励轮次
|
||
}
|
||
|
||
message RoleBattle {
|
||
uint64 last_income_time = 1; //上一次领取收益时间,0表示未初始化
|
||
uint32 map_level = 2; //当前场景ID,默认为1
|
||
uint32 map_id = 3; //当前地图ID,默认为1
|
||
uint32 max_income_time = 4; //最大收益时间
|
||
QuickBattleData quick_battle = 5; //快速战斗
|
||
|
||
//当前领取到的奖励关ID
|
||
uint32 reward_map_id = 6;
|
||
uint32 reward_map_level = 7;
|
||
uint32 reward_map_count = 8; //累计的挑战boss成功次数,用来后续做小目标星星处理
|
||
//小地图数据
|
||
|
||
//恶魔协会
|
||
BattleEvilData evil_info = 9;
|
||
//远征之门
|
||
BattleExpedition expedition_info = 10; //远征之门
|
||
|
||
uint64 map_level_time = 11; //到达当前关卡时的时间戳(用来做难度衰减)
|
||
RushMap rush_map = 12; //推图冲榜
|
||
repeated KeyValueType map_challenge_num_list = 13; //关卡挑战次数
|
||
|
||
bool deleted_level_handled = 14; //2024年3月删除了部分关卡同时简化了新手引导,要对停留在指定关卡的玩家进行处理
|
||
|
||
uint32 fruit_income_reward_point = 15; //水果机赢得的挂机奖励点数
|
||
}
|
||
|
||
message ActorPosition {
|
||
uint32 id = 1;
|
||
Position pos = 2;
|
||
}
|
||
|
||
message RankPlayerInfo {
|
||
uint64 uid = 1; //玩家ID
|
||
uint32 map_level = 2; //当前场景ID,默认为1
|
||
uint32 map_id = 3; //当前地图ID,默认为1
|
||
CommonPlayerBriefInfo brief = 4; //玩家昵称
|
||
}
|
||
//世界boss列表信息
|
||
message WorldBossContentInfo {
|
||
int32 cfg_id = 1;
|
||
int32 boss_id = 3;
|
||
int32 boss_summon_idx = 4; //同一id boss第一次刷新
|
||
CommonPlayerBriefInfo brief = 5; //玩家昵称
|
||
int32 fighter_num = 6;
|
||
uint64 expire_time = 7;
|
||
int32 total_hp = 8; //总血量
|
||
int32 cur_hp = 9; //当前血量
|
||
bool is_fight = 10; //是否参与过挑战
|
||
uint64 next_refresh_time = 11; //下次刷新boss时间戳
|
||
|
||
int32 boss_summon_type = 15; //0普通世界boss 1变身世界boss
|
||
}
|
||
//世界boss rand点数据
|
||
message PointNameInfo{
|
||
string name = 1;
|
||
int32 point = 2;
|
||
uint64 uid = 3;
|
||
}
|
||
message WorldBossRandPointInfo {
|
||
repeated int32 reward_list = 1; //1大奖,2中奖,3参与奖
|
||
int32 boss_id = 2; //bossuid
|
||
int32 boss_summon_idx = 3; //该boss当前召唤的次数
|
||
int32 boss_summon_type = 4; //boss召唤类型
|
||
}
|
||
|
||
////////////////////////Task
|
||
//key value 类型
|
||
message TaskProgressType {
|
||
int32 key = 1;
|
||
int32 value = 2;
|
||
int32 state = 3;
|
||
uint32 total = 4;
|
||
}
|
||
message TaskData {
|
||
uint32 task_id = 1; //任务ID
|
||
repeated TaskProgressType progress = 2; //任务进度
|
||
uint32 state = 3; //是否领取任务奖励
|
||
uint64 begin_time = 4; //开启该任务时的时间
|
||
int32 task_type = 5; //任务类型(日常/周常/主线)
|
||
}
|
||
|
||
message HeadCond{
|
||
int32 head_id = 1; //头像ID
|
||
repeated TaskData task_list = 2; //头像进度
|
||
}
|
||
|
||
message RoleHeadCond {
|
||
repeated HeadCond conditions = 1; //头像进度
|
||
}
|
||
|
||
message HeroCond{
|
||
int32 hero_id = 1; //伙伴ID
|
||
repeated TaskData task_list = 2; //伙伴进度
|
||
}
|
||
|
||
message RoleHeroCond {
|
||
repeated HeroCond conditions = 1; //伙伴进度
|
||
}
|
||
|
||
message RoleTask {
|
||
repeated TaskData task_list = 1; //任务列表
|
||
|
||
repeated ChangeJob condition = 2; //可转职业条件
|
||
RoleHeadCond head_cond = 3; //头像进度
|
||
RoleHeroCond hero_cond = 4; //伙伴进度
|
||
|
||
KeyValueType daily_task_score = 5; //活跃度/活跃度对应的奖励,按位处理(完成任务累加的积分)
|
||
KeyValueType week_task_score = 6;
|
||
|
||
//任务通用累计计数
|
||
uint64 total_add_zeny = 7; //累计获得的zeny数量
|
||
int32 accumulative_card_mvp = 8; //累计收集获得不同种类,MVP的卡片{X}张
|
||
|
||
uint64 latest5_hour_time = 9;
|
||
uint64 latest_week5_hour_time = 10;
|
||
|
||
repeated KeyValueType type_rec_count = 11;
|
||
}
|
||
|
||
message SlotFightPower {
|
||
int32 hero_id = 1; //伙伴ID
|
||
uint64 hero_fight_power = 2; //伙伴战斗力
|
||
uint64 pet_fight_power = 3; //宠物战斗力
|
||
}
|
||
|
||
message FightPowerData {
|
||
uint32 total_fightpower = 1; //主角总战力
|
||
repeated SlotFightPower slot_fightpower = 2; //所有英雄的战力
|
||
uint32 pet_bond_fightpower = 3; //羁绊战力
|
||
|
||
repeated SlotFightPower actor_fightpower = 4; //英雄/宠物自身战力
|
||
}
|
||
|
||
////////////////////////Arena
|
||
message RushArena {
|
||
int32 rush_round = 1; //冲榜轮次
|
||
int32 count = 2; //战斗次数
|
||
int32 reward = 3; //是否领奖
|
||
int32 rank_reward = 4; //上次领取的奖励轮次
|
||
}
|
||
|
||
message ArenaInfo {
|
||
int32 challenge_count = 1; //剩余挑战次数
|
||
int32 reward_count = 2; //剩余积分获得次数
|
||
int32 buy_count = 3; //剩余购买次数
|
||
int32 score = 4; //积分
|
||
|
||
int32 win_count = 5; //胜利次数
|
||
int32 total_count = 6; //总挑战次数
|
||
int32 old_score = 7; //上一赛季积分
|
||
int32 win_streak = 8; //连胜
|
||
int32 failed_streak = 9; //连败
|
||
|
||
uint64 last_challenge_player = 10; //最后一次匹配的玩家
|
||
repeated int32 self_hero_list = 11;
|
||
int32 arena_season_id = 12; //玩家参与赛季ID(用户获取奖励)
|
||
uint64 last_arena_season_time = 13; //参加赛季时间
|
||
|
||
//历史记录换赛季不清空
|
||
int32 record_win_count = 14;
|
||
int32 record_total_count = 15;
|
||
|
||
RushArena rush_arena = 16; //英灵殿冲榜
|
||
int32 arena_season_id_reduce = 17; ////玩家参与赛季ID(降段位使用)
|
||
}
|
||
//道场排行信息
|
||
message ArenaRankInfo {
|
||
int32 rank = 1;
|
||
CommonPlayerBriefInfo brief_info = 2;
|
||
int32 score = 3; //当前积分
|
||
}
|
||
message RoleArena {
|
||
ArenaInfo arena = 1; //道场
|
||
}
|
||
|
||
////////////////////////mail
|
||
message MailContent {
|
||
int32 id = 1; //动态id
|
||
int32 config_id = 2; //邮件配置id
|
||
int32 type = 3; //邮件类型
|
||
repeated KeyValueType reward_list = 4; //附件资源
|
||
uint64 begin_time = 5; //获得邮件时间戳
|
||
uint64 expire_time = 6; //结束时间戳
|
||
//0未读取 1已读取 | 00未获取 10已获取 | 000 未删除 100 已删除
|
||
int32 state = 7; //邮件状态 第1位标识读取状态,第2位标识附件获取状态 第3位表示删除状态
|
||
repeated int32 param_list = 8; //邮件参数列表
|
||
string title = 9;
|
||
string content = 10;
|
||
}
|
||
message RoleMail {
|
||
repeated MailContent mail_list = 1;
|
||
int32 max_mail_id = 2;
|
||
int32 curr_global_mail_id = 3; //领取webgm发送的奖励
|
||
}
|
||
|
||
////////////////////////ReadInfo 小红点数据
|
||
message RoleRed {
|
||
bool is_unread_mail = 1; //当前是否拥有为读取邮件
|
||
}
|
||
|
||
////////////////////////Competition 赛季玩法
|
||
//赛季结算信息
|
||
message CompetitionRewardInfo {
|
||
int32 reward_idx = 1; //结算次数序号
|
||
uint64 reward_end_tme = 2; //结算的结束时间(数据存时不使用,发送数据时使用)
|
||
//参数说明
|
||
//1,2赛季类型,对应档位礼包id
|
||
repeated int32 param_list = 3;
|
||
}
|
||
//历史赛季信息
|
||
message CompetitionInfo {
|
||
int32 competition_id = 1; //CompetitionPeriodCfg中的CompetitionId
|
||
uint64 cur_end_time = 2; //结束时间
|
||
repeated CompetitionRewardInfo reward_info_list = 3; //周期结算信息
|
||
int32 com_param = 4; //当前赛季系统对应的参数(二类型赛季表示积分)
|
||
uint64 com_param_add_time = 5; //添加积分时的时间戳(用来判断下次添加时是否还生效)
|
||
//显示超过进度使用
|
||
int32 self_rank = 6; //当前排名
|
||
int32 total_rank = 7; //总人数
|
||
|
||
//下一档积分差距
|
||
int32 next_com_score = 8;
|
||
int32 last_com_score = 9; //玩家在第一档时,第二档的第一名(也就是第二名)
|
||
}
|
||
|
||
message DivineInfo {
|
||
//占星
|
||
repeated int32 cur_stars = 1; //当前星星
|
||
int32 failed_count = 2; //当前连败次数
|
||
}
|
||
|
||
//每日领奖数据
|
||
message DaySupplyData {
|
||
uint64 begin = 1; //领奖开始
|
||
uint64 end_index = 2; //领奖结束
|
||
bool draw = 3; //是否领奖
|
||
}
|
||
|
||
//粉丝投票数据
|
||
message FansVoteData {
|
||
string name = 1; //名字
|
||
int32 rank = 2; //排名
|
||
int32 score = 3; //分数
|
||
}
|
||
|
||
//箱子排名数据
|
||
message FansBoxData {
|
||
uint64 uid = 1; //uid
|
||
int32 box = 2; //箱子数量
|
||
int32 rank = 3; //排名
|
||
}
|
||
|
||
//排名数据
|
||
message FansRankData {
|
||
uint64 uid = 1; //uid
|
||
int32 score = 2; //分数
|
||
int32 rank = 3; //排名
|
||
}
|
||
|
||
message FansVoteDetail {
|
||
uint64 uid = 1; //uid 投票人
|
||
uint64 vote_time = 2; //time 投票时间
|
||
int32 ticket_count = 3; //ticket 票数
|
||
}
|
||
|
||
//请求自己的粉丝榜单
|
||
message IdolFansInfo {
|
||
repeated FansVoteDetail fans_list = 1;
|
||
}
|
||
|
||
message IdolInfo {
|
||
repeated KeyValueType64 vote_data = 1; //uid 投票目标, value 票数, value2 领奖标记
|
||
repeated int32 day_reward = 2; //每日奖励领取
|
||
bool join_competition = 3; //参加活动标记
|
||
int32 box_score = 4; //购买箱子分数
|
||
|
||
uint64 first_begin = 5; //第一次领奖开始
|
||
uint64 first_end = 6; //第一次领奖结束
|
||
uint64 second_begin = 7; //第二次领奖开始
|
||
uint64 second_end = 8; //第二次领奖开始
|
||
}
|
||
|
||
message PlayerShowData {
|
||
uint64 uid = 1;
|
||
RoleBase role_base = 2;
|
||
HeroData hero_data = 3; //主角数据
|
||
}
|
||
|
||
message IdolSeasonData {
|
||
//前三名数据
|
||
repeated PlayerShowData detail_list = 1; //详细信息列表
|
||
//前三名的票数
|
||
repeated FansRankData vote_list = 2; //前三名数据
|
||
|
||
repeated int32 day_reward = 3; //每日奖励领取
|
||
uint64 first_begin = 4; //第一次领奖开始
|
||
uint64 first_end = 5; //第一次领奖结束
|
||
uint64 second_begin = 6; //第二次领奖开始
|
||
uint64 second_end = 7; //第二次领奖结束
|
||
|
||
bool has_box_reward = 8; //是否有箱子奖励(有人买了箱子就显示)
|
||
}
|
||
|
||
message FansVoteRewardData {
|
||
uint64 uid = 1;
|
||
repeated KeyValueType64 idol_list = 2; //key idoluid, value score
|
||
}
|
||
|
||
message RoleCompetition {
|
||
CompetitionInfo cur_competition = 1; //正在进行的赛季
|
||
int32 reward_competition_id = 2; //当前获取到的赛季奖励ID
|
||
int32 reward_competition_sub_id = 3; //当前赛季内结算周期对应奖励
|
||
|
||
DivineInfo divine = 4; //占星数据
|
||
IdolInfo idol = 5; //偶像季数据
|
||
}
|
||
|
||
////////////////////////social好友
|
||
//每次上线时需要重新加载
|
||
message RoleFriend {
|
||
repeated uint64 sub_list = 1; //关注列表
|
||
repeated uint64 fans_list = 2; //被关注列表(粉丝列表)
|
||
repeated uint64 black_list = 3; //黑名单列表
|
||
}
|
||
message RoleSocial {
|
||
RoleFriend friendInfo = 1; //friend info
|
||
}
|
||
|
||
////////////////////////common
|
||
//战斗玩家数据
|
||
message FightRoleInfo {
|
||
bool is_robot = 1; //是否是机器人
|
||
CommonPlayerBriefInfo brief_info = 2;
|
||
//系统数据
|
||
int32 job_level = 3; //职业等级
|
||
repeated KeyValueType attr_list = 4; //属性点添加列表
|
||
FashionData fashion_data = 5; //时装数据
|
||
repeated HeroData hero_data_list = 6; //主角/伙伴数据(对应的上阵玩家数据)
|
||
int32 max_fight_power = 7; //玩家历史最高战力
|
||
repeated PetData battle_pet_list = 8; //上阵宠物数据
|
||
int32 change_play_id = 9; //是否是变身状态(<=0未变身)
|
||
int32 repress_skill_pvp_val = 10; //技能竞技压制
|
||
}
|
||
|
||
message ChatMessageInfo {
|
||
string message = 1;//消息内容
|
||
uint64 send_time = 2; //秒为单位,发送聊天时间
|
||
int32 sub_type = 3; //子类型,显示不同系统消息
|
||
string language_type = 4; //客户端用,语言标记
|
||
}
|
||
message ChatPlayerBriefInfo {
|
||
uint64 uid = 1; //玩家唯一ID
|
||
string nick_name = 2; //玩家nickname
|
||
int32 img_id = 3; //头像ID
|
||
int32 config_id = 4; //职业配置表id
|
||
int32 level = 5; //等级
|
||
int32 head_frame_id = 6; //头像框ID
|
||
int32 gender = 7; //性别
|
||
int32 vip_level = 8; //VIP等级
|
||
int32 head_id = 9; //称号di
|
||
}
|
||
message CommonPlayerBriefInfo {
|
||
uint64 uid = 1; //玩家唯一ID
|
||
string nick_name = 2; //玩家nickname
|
||
int32 img_id = 3; //头像ID
|
||
int32 gender = 4; //性別
|
||
int32 level = 5; //等级
|
||
int32 config_id = 6; //职业ID
|
||
int32 fight_power = 7; //战斗力(历史最高战力)
|
||
bool online_state = 8; //玩家在线状态
|
||
uint64 online_time = 9; //玩家最后在线时间(上线时也会更新该事件)
|
||
int32 tower_level = 10; //爬塔层数
|
||
uint64 tower_time = 11; //当前塔通关时间
|
||
int32 map_level_id = 12; //当前地图关卡
|
||
uint64 battle_record_id = 13;
|
||
int32 head_frame_id = 14; //头像框ID
|
||
int32 vip_level = 15; //vipLevel
|
||
int32 select_zone = 16; //登录所在的区服
|
||
int32 head_id = 17; // 称号id
|
||
|
||
//后续字段不做保存操作
|
||
float total_recharge = 30; //累计充值
|
||
uint64 last_recharge_time = 31; //最近充值时间
|
||
uint64 rmb = 32;
|
||
uint64 zeny = 33;
|
||
uint32 max_fight_power = 34;
|
||
string daochang100_tips = 35; //设置口号
|
||
|
||
}
|
||
message PlayerStateInfo {
|
||
uint64 uid = 1; //玩家唯一ID
|
||
bool online = 2; //true在线,false离线
|
||
}
|
||
message SystemMessage {
|
||
int32 type = 1; //公告类型 1通关 2获得伙伴 3宝箱 4稀有道具
|
||
string nick_name = 2; //玩家nickname
|
||
repeated int32 param_id = 3; //通用参数ID
|
||
uint64 send_time = 4; //秒为单位,发送消息时间
|
||
}
|
||
message MessageContentInfo {
|
||
int32 type = 1; //消息类型1私人聊天,2世界频道聊天
|
||
ChatPlayerBriefInfo from_id = 2;
|
||
ChatMessageInfo message = 3; //消息内容
|
||
uint64 target_id = 4; //targetId显示该私聊信息
|
||
repeated int32 param_list = 5;
|
||
}
|
||
|
||
message RoleChat {
|
||
repeated ChatPlayerBriefInfo offline_msg_player_list = 1; //离线消息玩家ID列表
|
||
}
|
||
|
||
message BuyInfo {
|
||
int32 goods_id = 1; //道具配置ID
|
||
int32 buy_num = 2; //道具购买数量
|
||
uint64 buy_time = 3; //道具购买时
|
||
int64 ref_time = 5; //购买刷新时间refresh_time
|
||
}
|
||
|
||
//黑市类型商店数据
|
||
message SpecialShop {
|
||
int64 refresh_time = 1; //上次刷新时间
|
||
repeated int32 goods_list = 2; //刷新的商品列表
|
||
int32 refresh_count = 3; //刷新次数
|
||
}
|
||
|
||
message ShopBuyInfo {
|
||
int32 goods_type = 1; //商店ID
|
||
repeated BuyInfo item_info = 2; //购买ixinxi
|
||
SpecialShop ref_data = 3; //黑市信息
|
||
}
|
||
|
||
message ShopItem {
|
||
int32 goods_id = 1; //道具配置ID
|
||
int32 price = 3; //原价
|
||
int32 cur_price = 4; //现价
|
||
int32 dispercent = 6; //折扣比例
|
||
bool hot = 7; //热销
|
||
int32 limit_type = 9; //限购类型
|
||
int32 count = 10; //限购数量
|
||
int32 circle = 11; //循环时间
|
||
int64 start_time = 13; //开始时间
|
||
int64 end_time = 14; //结束时间
|
||
int32 hd_item_id = 15; //活动指定掉落道具
|
||
}
|
||
|
||
message ShopData {
|
||
int32 goods_type = 1; //商店ID
|
||
repeated ShopItem item_info = 2; //道具信息
|
||
repeated BuyInfo buy_info = 3; //购买ixinxi
|
||
int64 refresh_time = 4; //下一次刷新时间(黑市商店)
|
||
int32 refresh_count = 5; //刷新次数
|
||
int64 day_end = 6; //日结束时间戳
|
||
int64 week_end = 7; //周结束时间戳
|
||
}
|
||
|
||
message ShopList {
|
||
repeated ShopData data = 1;
|
||
}
|
||
|
||
//战斗玩家数据
|
||
message ViewRoleInfo {
|
||
uint64 id = 1; //玩家id
|
||
CommonPlayerBriefInfo brief = 2; //玩家信息
|
||
HeroData role_hero = 3; //玩家伙伴信息
|
||
RoleHero hero = 4; //玩家主角信息
|
||
RoleFashion fashion = 5; //时装
|
||
repeated KeyValueType attr_list = 6; //属性点添加列表
|
||
FashionData fashion_data = 7; //时装数据
|
||
int32 danScore = 8; //段位
|
||
repeated int32 param_list = 9; //赛季相关
|
||
string guild_name = 10; //公会名字
|
||
repeated PetData pet_list = 11; //宠物列表(上阵的)
|
||
}
|
||
|
||
message ShopCost{
|
||
int32 shop_type = 1;
|
||
int32 res_type = 2;
|
||
uint32 res_count = 3;
|
||
}
|
||
|
||
message RoleShop {
|
||
repeated ShopBuyInfo info = 1; //商店购买信息
|
||
int32 total_buy_num = 2; //商店总购买次数
|
||
repeated ShopCost cost_res = 3; //商店特定货币消耗
|
||
}
|
||
|
||
message CurRoundSign {
|
||
int64 last_sign = 1; //最近一次签到时间
|
||
}
|
||
|
||
//签到相关
|
||
message SignUp{
|
||
int32 sign_round = 1; //签到轮次
|
||
int32 cur_day = 2; //当前签到天数
|
||
CurRoundSign cur_sign_info = 3; //当前轮次签到信息
|
||
}
|
||
|
||
//活动数据
|
||
message RoleActivity {
|
||
SignUp sign_info = 1; //签到活动
|
||
|
||
//精彩活动
|
||
uint64 cur_day_end_time = 2; //当前天结束时间戳
|
||
repeated ActivitiesDetailData activity_data_list = 3;
|
||
|
||
//充值活动
|
||
//首充大礼包时间(达到给定数值记录时间)
|
||
uint64 first_charge_time = 4; //非0表示可以进行奖励领取
|
||
int32 first_charge_reward_state = 5;
|
||
//超值礼包数据
|
||
repeated ActivitiesUnlockRechargeData unlock_charge_list = 6;
|
||
repeated KeyValueType unlock_charge_has_list = 7; //已经触发的超值礼包的次数
|
||
|
||
repeated int32 expired_activity_list = 8; //过期或者已经删除的活动(次数) = 9;
|
||
uint64 add_login_day = 9;
|
||
}
|
||
|
||
///精彩活动
|
||
message ActivitiesDetailData {
|
||
int32 activities_id = 1;
|
||
int32 activities_type = 2;
|
||
uint64 start_time = 3;
|
||
uint64 end_time = 4; //活动结束时间(服务器使用)
|
||
int32 cur_day = 5; //根据开始时间计算的当前天数
|
||
//连续登录活动奖励获取状态
|
||
repeated KeyValueType login_reward_list = 6;
|
||
//14日目标任务
|
||
ActivitiesFortnightDays fortnight_days = 7;
|
||
|
||
//充值达到百元大礼包时的时间戳
|
||
uint64 param_time = 8; //非0表示可以进行奖励领取
|
||
int32 reward_state = 9; //奖励领取状态
|
||
|
||
//集字活动
|
||
repeated ActivitiesCollectionData collection_list = 10;
|
||
|
||
//好感度数据(3.8活动)
|
||
ActivitiesLikabilityData likability_data = 11;
|
||
|
||
|
||
repeated TaskData king_task = 12; //国王盛宴任务
|
||
uint32 fighting_target = 13; //开启时战力
|
||
//兑换活动
|
||
repeated ExchangeData exchange_list = 14;
|
||
|
||
//活动转盘
|
||
ActivityWheelData wheel_data = 15; //
|
||
//签到活动
|
||
ActivitySignIn sign_data = 16;
|
||
|
||
//基金活动
|
||
ActivityFundData fund_data = 18;
|
||
|
||
//基金活动
|
||
ActivityFaceData face_data = 19;
|
||
//宠物大比拼
|
||
ActivityPetRankData pet_rank_data = 20;
|
||
uint64 award_time = 21; //发奖时间
|
||
}
|
||
|
||
//弹脸活动相关
|
||
message ActivityFaceData {
|
||
repeated TaskData task_list = 1; //弹脸任务
|
||
bool reward = 2; //总的奖励
|
||
}
|
||
|
||
//宠物大比拼
|
||
message ActivityPetRankData {
|
||
repeated int32 award_ids = 1; //已经领奖的配置id
|
||
bool rank_awarded = 2; //排行榜奖励是否领取
|
||
int32 max_level = 3; //历史最高领悟等级
|
||
int32 rank_level = 4; //排名等级
|
||
}
|
||
|
||
//基金活动
|
||
message ActivityFundData {
|
||
bool has_buy = 1; //是否已经购买激活
|
||
bool is_force_open = 2; //是否是强制激活
|
||
repeated TaskData task_list = 3;
|
||
}
|
||
|
||
message ActivitySignIn {
|
||
uint64 next_sign_time = 1; // 下次签到时间戳
|
||
int32 sign_days = 2; // 已签到次数
|
||
}
|
||
|
||
//活动转盘
|
||
message ActivityWheelData {
|
||
//转盘
|
||
repeated WheelRewardItemInfo wheel_reward_item_list = 1; //奖励物品
|
||
bool wheel_open = 2; //是否开启本轮,false表示关闭
|
||
int32 wheel_refresh_num = 3; //每轮的第几次刷新
|
||
int32 template_idx = 4; //模板id
|
||
int32 wheel_num = 5; //抽取次数
|
||
int32 wheel_idx = 6; //最后一次抽奖停留的位置(全部获取奖励该数值为0)
|
||
repeated WheelLogData log_list = 7; //转盘大奖日志(自己)
|
||
//repeated TaskData daily_task_list = 8;
|
||
repeated TaskData task_list = 9;
|
||
}
|
||
message ExchangeData {
|
||
int32 id = 1;
|
||
int32 exchange_num = 2; //目前已经兑换次数
|
||
}
|
||
message ExchangeInfo {
|
||
int32 condition_id = 1;
|
||
repeated KeyValueType cost_item = 2;
|
||
}
|
||
|
||
message ActivitiesData {
|
||
int32 id = 1; //配置id
|
||
int32 type = 2; //活动类型
|
||
uint64 end_time = 3; //活动结束时间戳
|
||
string bg = 4; //背景图片地址
|
||
}
|
||
//14日目标任务(7天重置一次,显示7天数据)
|
||
message ActivitiesFortnightDays {
|
||
int32 task_score = 1; //任务获取到的积分
|
||
uint32 task_score_reward = 2; //任务积分奖励获取状态(位处理)
|
||
repeated TaskData task_list = 3; //7天任务列表(不会有重复ID)
|
||
}
|
||
//超值礼包数据
|
||
message ActivitiesUnlockRechargeData {
|
||
int32 activities_id = 1; //超值礼包数据ID
|
||
uint64 start_time = 2;
|
||
uint64 end_time = 3; //活动结束时间
|
||
string code = 4; //商品编号
|
||
float original_price = 5;
|
||
}
|
||
message ActivitiesCollectionData {
|
||
int32 id = 1;
|
||
int32 reward_num = 2; //目前已经兑换次数
|
||
bool no_notice = 3; //不提醒 默认为false
|
||
}
|
||
//好感度数据
|
||
message ActivitiesLikabilityData {
|
||
int32 level = 1; //等级
|
||
uint32 param = 2; //当前数值
|
||
}
|
||
|
||
message FriendTowerInfo {
|
||
int32 tower_level = 1; //塔层数
|
||
repeated CommonPlayerBriefInfo infos = 2; //好友简介
|
||
}
|
||
|
||
message RushTower {
|
||
int32 rush_round = 1; //冲榜次数
|
||
int32 count = 2; //战斗次数
|
||
int32 reward = 3; //是否领奖
|
||
int32 rank_reward = 4; //上次领取的奖励轮次
|
||
}
|
||
message RoleTower{
|
||
int32 now_tower_level = 1; //当前可爬塔层数,默认为1
|
||
int64 now_tower_time = 2; //当前爬塔时间
|
||
RushTower rush_tower = 3; //爬塔冲榜数据
|
||
|
||
uint64 sys_reward_time = 4; //获取系统补偿奖励(印记奖励)时间戳
|
||
}
|
||
|
||
message RefusedApply{
|
||
uint64 guild_id = 1; //公会ID
|
||
int64 apply_time = 2; //连续被拒绝3次时间
|
||
}
|
||
|
||
message DayApply{
|
||
uint64 guild_id = 1; //公会ID
|
||
int64 apply_time = 2; //连续被拒绝3次时间
|
||
}
|
||
message TowerBriefInfo {
|
||
CommonPlayerBriefInfo common_info = 1;
|
||
int32 battle_time = 2;
|
||
int32 battle_version = 3;
|
||
}
|
||
message RecommendGuild {
|
||
uint64 guild_id = 1; //公会列表
|
||
int32 level = 2; //公会等级
|
||
int64 active_time = 3; //活跃时间
|
||
uint32 active = 4; //活跃度
|
||
}
|
||
message RecommendSet {
|
||
repeated RecommendGuild guild = 1;
|
||
}
|
||
|
||
//=============================== 公会 ====================================
|
||
//客户端请求: 公会基础信息:成员简介
|
||
message MemberBrief {
|
||
uint64 uid = 1; //公会成员ID
|
||
int64 offline_time = 2; //离线时间
|
||
int32 title = 3; //职位
|
||
}
|
||
|
||
//客户端请求: 公会基础信息:公会简介
|
||
message GuildNotifyData {
|
||
GuildBrief brief = 1; //公会简介
|
||
int32 mem_count = 2; //成员数量
|
||
bool is_apply = 3; //是否申请过
|
||
bool cp_num = 4; //贡献点
|
||
}
|
||
|
||
//客户端请求: 成员详细信息
|
||
message MemberInfo {
|
||
uint32 total_active = 1;
|
||
CommonPlayerBriefInfo brief = 2;
|
||
}
|
||
|
||
message GuildBossLogDetial {
|
||
GuildFightLog fight_log = 1; //boss战斗日志
|
||
CommonPlayerBriefInfo info = 2; //
|
||
}
|
||
|
||
message GuildBossData {
|
||
uint32 boss_id = 1; //bossId
|
||
uint64 fight_time = 2; //boss战斗截止时间
|
||
uint64 fight_cd_time = 3; //结算截止时间
|
||
}
|
||
|
||
//公会存库======开始
|
||
message GuildLog{
|
||
int32 op_title = 1; //操作人官职
|
||
string op_name = 2; //操作人名字
|
||
int32 be_op_title = 3; //备操作人官职
|
||
string be_op_name = 4; //被操作人名字
|
||
int32 event_type = 5; //事件类型
|
||
uint64 event_time = 6; //事件发生时间
|
||
}
|
||
|
||
message GuildLogSet {
|
||
repeated GuildLog guild_log = 1;
|
||
}
|
||
|
||
message GuildMember{
|
||
uint64 member_id = 1; //UID
|
||
int32 title = 2; //官职0:玩家, 1:副会长,2:会长
|
||
int64 offline_time = 3; //下线时间,0 表示在线
|
||
repeated KeyValueType64 active_info = 4; //活跃度Key:时间, value:活跃度
|
||
uint64 add_guild_time = 5; //进入(创建)公会时间
|
||
}
|
||
|
||
message MemberData {
|
||
uint64 pre_id = 1; //会长ID
|
||
repeated uint64 vice_pre_id = 2; //副会长ID
|
||
repeated GuildMember member_info = 3; //公会成员信息
|
||
uint64 kick_time = 4; //上次踢人时间
|
||
int32 kick_num = 5; //踢人数量
|
||
}
|
||
|
||
message GuildBrief {
|
||
uint64 guild_id = 1; //公会ID
|
||
string guild_name = 2; //公会名字
|
||
int32 guild_badge = 3; //公会徽章
|
||
int32 guild_level = 4; //公会等级
|
||
uint32 guild_active = 5; //公会活跃值
|
||
}
|
||
|
||
message GuildBase {
|
||
GuildBrief guild_brief = 1; //公会简介信息
|
||
uint32 day_active = 2; //当天活跃度
|
||
uint32 guild_exp = 3; //公会经验值
|
||
int64 active_time = 4; //最后一次活跃值时间
|
||
int32 recruit_type = 5; //招人类型(是否可以直接入会)
|
||
int32 recruit_level = 6; //入会等级
|
||
string notice = 7; //公会公告
|
||
string recruit_notice = 8; //招人公告
|
||
}
|
||
|
||
message DemonDamage {
|
||
uint64 uid = 1;
|
||
uint64 damage = 2;
|
||
uint64 fight_time = 3;
|
||
}
|
||
|
||
message GuildDemon {
|
||
int32 cur_demon_id = 1;
|
||
uint64 total_damage = 2;
|
||
repeated DemonDamage damage_list = 3;
|
||
uint64 refresh_time = 4;
|
||
}
|
||
|
||
message GuildActiveInfo{
|
||
uint32 active_value = 1; //我的活跃值
|
||
int32 day_active_value = 2; //当天活跃值
|
||
int64 active_time = 3; //前一次活跃时间
|
||
}
|
||
|
||
message RoleApplyInfo{
|
||
repeated DayApply day_apply = 1; //日常被拒
|
||
repeated RefusedApply refused = 2; //被连续拒绝的公会
|
||
}
|
||
|
||
message GuildBossTickTime {
|
||
uint32 bossId = 1; //bossId
|
||
int32 fight_count = 2; //战斗次数
|
||
uint64 refresh_time = 3; //刷新时间
|
||
int32 total_count = 4; //总战斗次数(任务用)
|
||
int32 max_damage = 5; //最高伤害(任务用)
|
||
}
|
||
|
||
|
||
//公会战个人信息
|
||
message GuildBattle {
|
||
int32 reward_round = 1; //奖励轮次
|
||
int32 mvp_reward_round = 2; //MVP奖励轮次
|
||
int32 challenge_num = 3; //战斗次数
|
||
}
|
||
|
||
message GuildDemonReward{
|
||
uint64 total_damage = 1;
|
||
int32 demon_id = 2;
|
||
repeated DemonDamage damage_list = 3;
|
||
}
|
||
|
||
message DemonInfo {
|
||
int32 free_fight_count = 1; //免费战斗次数
|
||
int32 buy_fight_count = 2; //购买了的次数
|
||
int32 use_fight_count = 3; //当天使用次数
|
||
uint64 refresh_time = 4; //公会demon刷新时间
|
||
uint64 last_fight_time = 5; //最近一次战斗时间
|
||
}
|
||
|
||
message RoleGuild{
|
||
uint64 guild_id = 1; //当前公会ID
|
||
GuildActiveInfo guild_active = 2; //公会信息
|
||
RoleApplyInfo guild_apply = 3; //公会申请信息
|
||
int32 quit_num = 4; //总退会次数
|
||
int64 next_join = 5; //下一次入会时间
|
||
repeated GuildBossTickTime boss_fight = 6; //boss战斗数据
|
||
string guild_name = 7; //公会名字
|
||
uint64 elite_boss_cd = 8; //精英bossCD
|
||
GuildBattle guild_battle = 9; //公会战个人数据
|
||
DemonInfo demon_info = 10; //公会魔王
|
||
}
|
||
|
||
message GuildIdex {
|
||
uint64 guild_id = 1; //公会ID
|
||
}
|
||
|
||
message RushRoundData {
|
||
int32 rush_id = 1; //冲榜序号
|
||
uint64 start_time = 2; //冲榜开始
|
||
uint64 close_time = 3; //冲榜结束
|
||
uint64 reset_time = 4; //冲榜重置
|
||
}
|
||
|
||
message RushData {
|
||
int32 rush_id = 1; //冲榜序号
|
||
int32 rush_stage = 2; //冲榜阶段
|
||
repeated uint64 reward_list = 3; //已领取奖励列表
|
||
repeated RushRoundData round_data = 4; //轮次信息
|
||
}
|
||
|
||
message GuildFightLog {
|
||
uint64 uid = 1; //uid
|
||
uint64 fight_time = 2; //战斗时间
|
||
uint32 damage = 3; //伤害值
|
||
}
|
||
|
||
message GuildFight {
|
||
uint64 uid = 1; //uid
|
||
uint32 damage = 2; //伤害值
|
||
}
|
||
|
||
message GuildBossInfo {
|
||
GuildFight max_dam = 1; //最大伤害
|
||
repeated GuildFightLog fight_log = 2; //战斗日志
|
||
uint64 refresh_time = 3; //召唤时间
|
||
int32 boss_state = 4; //boss状态
|
||
}
|
||
|
||
message GuildBoss {
|
||
uint64 guild_id = 1; //当前公会ID
|
||
repeated GuildBossInfo day_boss = 2; //boss
|
||
}
|
||
message RoleApplayData {
|
||
repeated uint64 apply_guild = 1; //个人申请列表
|
||
}
|
||
message GuildApplayData {
|
||
repeated uint64 apply_guild = 1; //公会的申请列表
|
||
}
|
||
|
||
//公会战个人数据
|
||
message GuildBattleSelfData {
|
||
uint64 uid = 1;
|
||
uint64 guild_id = 2;
|
||
int32 challenge_num = 3; //剩余挑战次数
|
||
repeated KeyValueType buff_list = 4; //战斗个人buff列表[id,level]
|
||
uint64 reborn_end_time = 5; //复活结束时间
|
||
bool auto_challenge = 6; //是否设置自动购买挑战次数
|
||
bool auto_reborn = 7; //是否设置自动清除复活CD时间
|
||
int32 win_num = 8; //连杀次数
|
||
int32 win_strak = 9; //连续击杀次数
|
||
bool guild_pre = 10; //是否会长
|
||
}
|
||
//公会战位置数据
|
||
message GuildPosIdxData {
|
||
int32 pos_idx = 1;
|
||
uint64 guild_id = 2; //0表示无公会玩家占领(默认状态)
|
||
uint64 uid = 3; //占领该位置玩家(玩家不在该位置但是也也能属于该玩家)
|
||
CommonPlayerBriefInfo owner_brief = 4; //玩家占位时不为空
|
||
uint64 fight_end_time = 5;
|
||
uint64 fight_start_time = 6;
|
||
uint64 challenge_uid = 7; //挑战该占位的玩家
|
||
uint64 fight_ping_time = 8; //保持战斗状态时间 动态存在
|
||
}
|
||
//占领日志
|
||
message GuildBattleLog {
|
||
int32 type = 1; //
|
||
uint64 record_time = 2; //记录时间
|
||
bool state = 3; //true成功
|
||
int32 pos_idx = 4; //占位idx
|
||
string target_player_name = 5;
|
||
uint64 target_guild_id = 6;
|
||
uint64 target_player_uid = 7;
|
||
string challenge_player_name = 8;
|
||
uint64 challenge_guild_id = 9;
|
||
uint64 challenge_player_uid = 10;
|
||
int32 win_steak = 11;
|
||
}
|
||
message GuildBattleBaseData {
|
||
uint64 battle_start_time = 1;
|
||
uint64 battle_end_time = 2;
|
||
repeated KeyValueType64 score_list = 3; //(Key:公会ID, value:积分,value2:道场数量,value3:公会徽章, str_val:公会名次)
|
||
repeated uint64 score_mvp = 4; //积分MVP领奖 //目前1个人,repeated做预留
|
||
repeated uint64 killer_mvp = 5; //击杀MVP领奖 //目前1个人,repeated做预留
|
||
}
|
||
|
||
//公会战基础信息
|
||
message GuildBattleBase {
|
||
int32 guild_battle_id = 1; //公会战ID
|
||
uint64 cur_guild_start = 2; //当前公会战开启时间
|
||
int32 guild_battle_state = 3; //当前公会战状态
|
||
uint64 next_stage_begin = 4; //下个公会战状态开始时间
|
||
uint64 next_battle_begin = 5; //下轮公会战开始时间
|
||
uint64 tournament_prepare = 6; //四强赛准备
|
||
uint64 tournament_begin = 7; //四强赛开始
|
||
uint64 tournament_end = 8; //四强赛结束
|
||
uint64 semifinals_prepare = 9; //半决赛准备
|
||
uint64 semifinals_begin = 10; //半决赛开始
|
||
uint64 semifinals_end = 11; //半决赛结束
|
||
uint64 finals_prepare = 12; //决赛准备
|
||
uint64 finals_begin = 13; //决赛开始
|
||
uint64 finals_end = 14; //决赛结束
|
||
uint64 show_end = 15; //展示结束
|
||
int32 is_open = 16; //开关
|
||
int32 reward_state = 17; //奖励阶段
|
||
int32 ban_type = 18; //暂停类型//0:取消封停 1:封停
|
||
}
|
||
|
||
message CountTableData {
|
||
int32 battle_index = 1; //索引
|
||
uint64 guild1_id = 2;
|
||
string guild1_name = 3;
|
||
int32 guild1_badge = 4;
|
||
uint64 guild2_id = 5;
|
||
string guild2_name = 6;
|
||
int32 guild2_badge = 7;
|
||
bool win_guild = 8; //true guild1胜,false guild2负
|
||
int32 win_type = 9; //胜利类型
|
||
int32 state = 10; //状态(1:未开始,2:进行中,3:已结束)
|
||
}
|
||
|
||
//公会战对阵表
|
||
message GuildCountPartTable {
|
||
repeated CountTableData data = 1; //对阵表数据
|
||
}
|
||
|
||
//MVP界面数据
|
||
message GuildBattleDetail {
|
||
uint64 guild_id = 1;
|
||
int32 slot_count = 2; //坑位数量
|
||
int32 score = 3; //积分
|
||
}
|
||
|
||
//MVP
|
||
message GuildBattleMvp{
|
||
uint64 uid = 1; //玩家ID
|
||
string name = 2; //玩家名字
|
||
uint64 guild_id = 3; //所属公会
|
||
int32 score = 4; //(类型1:积分,类型2:击杀人数)
|
||
}
|
||
|
||
message GuildBattleRank {
|
||
int32 score = 1; //分数
|
||
int32 rank = 2; //排名
|
||
uint64 guild_id = 3; //公会ID
|
||
CommonPlayerBriefInfo info = 4; //玩家简介信息
|
||
}
|
||
|
||
//公会贡献点cp
|
||
message GuildBattleCP {
|
||
GuildBrief brief = 1; //公会简介
|
||
int32 mem_count = 2; //成员数量
|
||
uint32 cp_num = 3; //贡献点
|
||
int32 rank = 4; //贡献点排名
|
||
}
|
||
|
||
//公会存库======结束
|
||
|
||
message GMNoticeInfo {
|
||
string notice_color = 1;
|
||
uint32 notice_speed = 2;
|
||
uint32 notice_count = 3;
|
||
uint32 notice_interval = 4;
|
||
}
|
||
|
||
message ReconnectUserData {
|
||
uint32 map_id = 1;
|
||
uint32 map_level = 2;
|
||
}
|
||
|
||
|
||
message EquipSlotCards {
|
||
int32 slot_id = 1;
|
||
repeated KeyValueType card_slot_info = 2; //[key:卡槽ID,value:卡片ID]
|
||
}
|
||
|
||
message BattleRecordInfo {
|
||
uint64 uid = 1; //玩家uid
|
||
uint64 battle_record_id = 2; //战斗唯一ID
|
||
string nick_name = 3; //玩家nickname
|
||
int32 img_id = 4; //头像ID
|
||
int32 gender = 5; //性別
|
||
int32 level = 6; //等级
|
||
int32 config_id = 7; //职业ID
|
||
int32 fight_power = 8; //战斗力当前战斗力
|
||
uint64 record_time = 9; //战斗时间错
|
||
uint32 battle_time = 10; //通关用时
|
||
int32 map_level_id = 12; //当前地图关卡
|
||
int32 record_idx = 13;
|
||
int32 head_frame_id = 14; //头像框ID
|
||
int32 battle_version = 15; //战斗记录版本号(高版本覆盖低版本)
|
||
}
|
||
////////////////////////宠物
|
||
//设置援助信息(玩家自身设置的援助信息存储)
|
||
message AssistSaveData {
|
||
uint32 pet_id = 1;
|
||
int32 pet_cfg_id = 2;
|
||
uint32 adv_level = 3;
|
||
}
|
||
//羁绊数据结构
|
||
message AssistData {
|
||
uint64 owner_uid = 1; //玩家uid
|
||
string owner_nick_name = 2; //玩家昵称
|
||
repeated PetData pet_info_list = 3;
|
||
}
|
||
message PetBondPosData{
|
||
uint64 owner_uid = 2; //0表示自己对应的宠物,不为0表示其他玩家援助的宠物
|
||
uint32 pet_id = 3;
|
||
uint32 advance_level = 4; //不做存储发送时使用
|
||
int32 pet_cfg_id = 5; //宠物配置ID
|
||
}
|
||
message PetBondData {
|
||
int32 bond_cfg_id = 1; //羁绊列表索引ID
|
||
repeated PetBondPosData bond_list = 2; //设置的羁绊宠物列表
|
||
int32 pet_bond_level = 3; //羁绊激活等级
|
||
}
|
||
//宠物技能
|
||
message PetSkillData {
|
||
int32 config_id = 1;
|
||
int32 level = 2;
|
||
int32 rate = 3;
|
||
}
|
||
message PetData {
|
||
uint32 id = 1; //唯一ID
|
||
int32 config_id = 2; //配置文件ID
|
||
int32 level = 3; //等级
|
||
uint32 advance_level = 4; //进阶等级
|
||
repeated PetSkillData skill_list = 5; //技能列表(0位置表示默认技能)
|
||
int32 hero_id = 6; //出阵英雄id,0表示没有出阵
|
||
int32 param = 7; //服务器端使用
|
||
repeated PetSlotDetailData slot_equip_list = 8; //6个坑位信息(印记(装备),宝石)
|
||
int32 qiyue_hero_id = 9; //归属的契约英雄(放入的哪个英雄的契约槽位)
|
||
|
||
//有可能没有(老号)
|
||
repeated KeyValueType battle_attr_list_old = 50; //面板属性数值
|
||
uint32 pet_fight_power = 51; //宠物战斗力
|
||
repeated KeyValueFloat32 battle_attr_list = 52; //面板属性数值
|
||
}
|
||
message AssistIdxData {
|
||
uint32 pet_id = 1;
|
||
uint64 end_cd_time = 2;
|
||
}
|
||
|
||
message PetManualST {
|
||
int32 pet_cfg_id = 1;
|
||
uint32 adv_level = 2;
|
||
int32 reward_state = 3;
|
||
}
|
||
|
||
message RushPet {
|
||
uint32 total_score = 1; //总积分
|
||
int32 rush_round = 2; //冲榜轮次
|
||
int32 reward_round = 3; //保底奖励轮次
|
||
int32 score_reward_flag = 4; //保底奖励标志
|
||
int32 rank_reward = 5; //上次领取的奖励轮次
|
||
}
|
||
|
||
message RolePet {
|
||
int32 max_pet_id = 1;
|
||
repeated KeyValueType pet_manual_list = 2; //宠物图鉴(图鉴奖励状态) 废弃不使用
|
||
|
||
repeated AssistIdxData assist_list = 3; //援助宠物
|
||
repeated PetData pet_list = 4; //宠物列表
|
||
repeated PetBondData bond_list = 5; //羁绊(只填充固定字段数据)
|
||
repeated PetManualST pet_manual_reward_list = 6; //宠物图鉴(图鉴奖励状态) [0]表示当前进阶等级 [1]表示获奖状态
|
||
|
||
RushPet rush_pet = 7; //宠物冲榜
|
||
|
||
repeated PetEquipData pet_equip_list = 8; //宠物印记列表
|
||
bool reset_pet_bond = 9;
|
||
}
|
||
message PetAdvAchievementData {
|
||
int32 adv_level = 1;
|
||
uint64 achievement_time = 2;
|
||
uint64 uid = 3;
|
||
}
|
||
|
||
message CardCollection {
|
||
uint64 uid = 1; //Uid
|
||
int32 card_level = 2; //卡片等级
|
||
int64 log_time = 3; //记录时间
|
||
}
|
||
|
||
////////////////////////拉新(邀请码)
|
||
message InvitationTaskData {
|
||
uint32 task_id = 1;
|
||
int32 progress = 2; //任务进度
|
||
int32 rewarded_count = 3; //已经获取任务奖励次数
|
||
int32 reward_count = 4; //当前完成任务的次数
|
||
int32 complete_max_count = 5; //最大可完成次数
|
||
}
|
||
//成员贡献给导师的日志
|
||
message InvitationLogData {
|
||
string member_nick_name = 1; //成员昵称
|
||
uint64 process_time = 2;
|
||
uint32 res_val = 3; //资源数量
|
||
}
|
||
message InvitationMemberValData {
|
||
uint64 uid = 1;
|
||
int32 level = 2;
|
||
float total_recharge = 3;
|
||
int32 res_val = 4; //初心值
|
||
bool state = 5; //是否已经被导师删除(true表示已经被删除)
|
||
}
|
||
message RoleInvitation {
|
||
int32 click_num = 1; //拍一拍剩余次数
|
||
uint64 self_invitation_number = 2; //自己的邀请码
|
||
uint64 master_uid = 3; //导师uid
|
||
uint64 master_end_time = 4; //要写邀请码成功学员的CD时间
|
||
repeated uint64 click_member_list = 5; //当前已经拍一拍的成员列表
|
||
|
||
repeated InvitationTaskData task_list = 6; //任务列表
|
||
repeated InvitationMemberValData member_uid_list = 7;
|
||
repeated InvitationLogData log_list = 8; //贡献日志(保存最近50条)
|
||
|
||
repeated uint64 click_replay_master_list = 9; //拍一拍回应操作
|
||
}
|
||
|
||
////////////////////////抽卡
|
||
message DrawData {
|
||
int32 draw_type = 1; //抽取类型://1:宠物抽卡, 2:卡片抽卡,
|
||
int32 draw_times = 2; //抽取次数
|
||
repeated DrawSpecialTimes special_times = 3; //保底掉落次数
|
||
}
|
||
|
||
message DrawSpecialTimes {
|
||
int32 drop_id = 1; //掉落id
|
||
int32 draw_times = 2;//掉落次数
|
||
}
|
||
|
||
message RoleDraw {
|
||
repeated DrawData draw_system = 1; //抽取功能
|
||
//历史抽卡次数
|
||
int32 card_draw_total_num = 2;
|
||
int32 pet_draw_total_num = 3;
|
||
int32 skill_equip_draw_total_num = 4;
|
||
}
|
||
|
||
//卢恩商品
|
||
message RuneGoods{
|
||
int32 goods_id = 1; //商店ID
|
||
int32 buy_num = 2; //购买数量
|
||
int32 history_buy = 3; //历史购买数量
|
||
int64 end_time = 4; //结束时间//月卡结束时间
|
||
int64 next_reward_time = 5; //下一次领奖时
|
||
}
|
||
|
||
//卢恩商店
|
||
message RuneShop {
|
||
int32 shop_id = 1; //商店ID
|
||
int32 sub_shop_id = 2; //商店子类型
|
||
repeated RuneGoods goods_info = 3; //商品信息
|
||
int64 next_refresh = 4; //下次刷新时间(日,周,月)
|
||
}
|
||
|
||
message RuneExplore {
|
||
int32 curLvl = 1; // 等级
|
||
int32 totalExp = 2; // 总经验
|
||
int32 missionExp = 3; // 活跃度经验
|
||
bool bUnlock = 4; // 解锁
|
||
bool fullMaxAward = 5; // 满级领奖
|
||
repeated KeyValueType state = 6; // 奖励状态
|
||
int32 alreadyRune = 7; // 已经结算奖励的关卡
|
||
}
|
||
|
||
message RuneBaseData {
|
||
int32 reset_version = 1; //礼包商店,金币页签的重置标记
|
||
bool month_card_modify = 2; //月卡结束时间修正
|
||
}
|
||
//卢恩商会
|
||
message RoleRune {
|
||
repeated RuneShop shop_list = 1; //商店列表
|
||
RuneExplore rune_explore = 2;
|
||
RuneBaseData rune_base = 3; //卢恩商店基础数据
|
||
}
|
||
|
||
message RushRankTop3{
|
||
string name = 1; //名字
|
||
int32 data = 2; //爬塔:层数,英灵殿:积分, 推图:推图积分
|
||
int32 rank = 3; //排名
|
||
uint64 uid = 4;
|
||
}
|
||
|
||
message RushActivityData {
|
||
int32 rush_type = 1; //冲榜类型
|
||
bool in_rush = 2; //是否在冲榜活动
|
||
uint64 next_rush = 3; //下次冲榜开始时间
|
||
int32 stage = 4; //当前冲榜阶段 1:冲榜阶段,2:领奖阶段
|
||
uint64 stage_end = 5; //当前阶段结束时间
|
||
int32 rush_count = 6; //活动次数
|
||
}
|
||
|
||
////////////////////////百人道场
|
||
//type
|
||
//=1占领空白领地
|
||
//=2自身击败机器人守卫占领领地的信息
|
||
//=3自身试图占领他人领地的战斗信息
|
||
//=4他人试图占领我方领地的战斗信息
|
||
//=5自身占领领地达到x小时时显示为
|
||
message DaoChang100Log {
|
||
int32 type = 1; //
|
||
uint64 record_time = 2; //记录时间
|
||
bool state = 3; //true成功
|
||
int32 pos_idx = 4; //占位idx
|
||
string target_player_name = 5;
|
||
string target_guild_name = 6;
|
||
uint64 target_player_uid = 7;
|
||
uint32 reward_time = 8; //占位时间
|
||
}
|
||
//占位奖励处理(玩家对应数据)
|
||
message DaoChang100PosRewardData {
|
||
int32 pos_idx = 1; //位置
|
||
uint64 reward_start_time = 2; //奖励开始时间
|
||
uint64 reward_end_time = 3; //奖励结束时间(主动切换 被动切换时修改该时间)
|
||
}
|
||
//占位信息
|
||
message DaoChang100PosIdxData {
|
||
int32 pos_idx = 1;
|
||
uint64 owner_start_time = 2; //占位开始时间
|
||
uint64 owner_end_time = 3; //占位结束时间
|
||
uint64 owner_protect_end_time = 4; //占位保护结束时间
|
||
CommonPlayerBriefInfo owner_brief = 5; //占位玩家
|
||
int32 owner_robot_id = 6; //机器人则该id不为0
|
||
uint64 fight_end_time = 7; //占位状态 (战斗结束时间)
|
||
|
||
uint64 guild_id = 8; //公会ID
|
||
string guild_name = 9; //公会名称
|
||
uint64 refresh_time = 10; //服务器使用
|
||
}
|
||
message WheelRewardItemInfo {
|
||
int32 item_idx = 1; //奖励位置
|
||
int32 item_id = 2;
|
||
int32 item_num = 3;
|
||
int32 reward_type = 4; //1nomal 2mini 3mvp(大奖)
|
||
bool has_reward = 5; //是否已经被获取奖励
|
||
}
|
||
message WheelLogData {
|
||
uint64 log_time = 1;
|
||
string nick_name = 2;
|
||
uint64 uid = 3;
|
||
repeated KeyValueType item_list = 4;
|
||
}
|
||
message RoleDaoChang100 {
|
||
int32 challenge_count = 1; //剩余挑战次数
|
||
int32 challenge_buy_count = 2; //购买剩余挑战次数
|
||
int32 buy_count = 3; //当前购买累计次数
|
||
uint64 base_reward_time = 4; //基础收益开始时间(功能解锁后该字段开始生效),客户端宝箱个数显示使用该时间4; //基础收益开始时间(功能解锁后该字段开始生效),客户端宝箱个数显示使用该时间
|
||
bool log_state = 5; //领地记录变化
|
||
uint64 last_attack_uid = 6; //最后一个攻击自己的其他玩家uid
|
||
string tips_desc = 7; //口号设置
|
||
|
||
//道场转盘
|
||
repeated WheelRewardItemInfo wheel_reward_item_list = 10; //奖励物品
|
||
bool wheel_open = 11; //是否开启本轮,false表示关闭
|
||
int32 wheel_refresh_num = 12; //每轮的第几次刷新
|
||
int32 template_idx = 13; //模板id
|
||
int32 wheel_num = 14; //抽取次数
|
||
int32 wheel_idx = 15; //最后一次抽奖停留的位置(全部获取奖励该数值为0)
|
||
}
|
||
|
||
message RoleCheatChat {
|
||
repeated uint64 target_id = 1;
|
||
uint64 chat_msg_crc32 = 2;//聊天hashcode
|
||
}
|
||
message RoleStatistic {
|
||
repeated KeyValueType cheat_data = 1;//作弊类型基数
|
||
}
|
||
|
||
message KeepSake {
|
||
int32 keep_sake_id = 1; //信物ID
|
||
int32 keep_sake_level = 2; //信物LEVEL
|
||
}
|
||
|
||
message RoleKeepSake {
|
||
repeated KeepSake keep_sake = 1; //信物数据
|
||
repeated KeyValueType material = 2; //材料
|
||
}
|
||
|
||
message KeepSakeCollection {
|
||
uint64 uid = 1; //Uid
|
||
int64 log_time = 3; //记录时间
|
||
}
|
||
|
||
//宠物冲榜信息
|
||
message RushInfo {
|
||
int32 pet_config_id = 1; //宠物configid
|
||
int32 pet_score = 2; //宠物积分
|
||
int32 pet_level = 3; //宠物等级
|
||
int32 total_skill_level = 4; //总技能等级
|
||
int32 quality_score = 5; //品质分数
|
||
int32 level_score = 6; //等级积分
|
||
int32 skill_score = 7; //技能分数
|
||
}
|
||
|
||
message RushPetInfo {
|
||
repeated RushInfo info = 1; //宠物数据
|
||
}
|
||
|
||
message RushPetData {
|
||
int32 rank = 1; //排名档次
|
||
int32 total_score = 2; //总积分
|
||
string name = 3; //名字
|
||
RushPetInfo pet_info = 4; //宠物数据
|
||
}
|
||
|
||
////////////////////////跨服数据
|
||
message RoleCross {
|
||
RoleYuanHangTrial yuanhangtrial = 1; //远航试炼
|
||
RoleCrossTopTower crosstoptower = 2; //巅峰爬塔
|
||
}
|
||
////远航试炼
|
||
message RoleYuanHangTrial {
|
||
int32 challenge_num = 1; //当前玩家发起挑战其他玩家的胜利次数(前几次是奖励次数)
|
||
int32 trial_num = 2; //当前已经发起远航试炼次数
|
||
int32 refresh_trial_type = 3; //当前刷新的远航试炼品质
|
||
YuanHangTrialData trial_data = 4; //远航试炼数据(当前或者上一次)
|
||
repeated YuanHangTrialLogData log_list = 5; //挑战被挑战日志记录
|
||
int32 trial_score = 6;
|
||
}
|
||
message YuanHangTrialData {
|
||
uint64 uid = 1;
|
||
int32 zone = 2;
|
||
int32 trial_type = 3; //远航试炼类型(1,2,3,4,5...)
|
||
uint64 end_time_stamp = 4; //本次远航试炼结束时间
|
||
bool reward_state = 5; //是否已经领取过奖励
|
||
uint64 dirty_stamp = 6; //变更时的时间
|
||
int32 be_challenge_num = 7; //被挑战次数
|
||
repeated uint64 be_challenge_uid_list = 8; //挑战该飞艇成功的玩家uid(每个玩家只能成功打劫一次)
|
||
int32 from_real_zone = 9; //來自对应的真实区服
|
||
int32 duration_time = 10; //持续时间(s)
|
||
int32 line_num = 11; //所在赛道
|
||
}
|
||
//type
|
||
//1 你被xxx挑战,失去xxx奖励
|
||
//2 你对xx发起了抢夺,获得了xxx奖励
|
||
//3 你对xx发起了抢夺,但是自己无法获取到奖励
|
||
message YuanHangTrialLogData {
|
||
int32 type = 1;
|
||
uint64 record_time = 2;
|
||
bool state = 3; //true成功
|
||
string target_player_name = 4;
|
||
uint64 target_player_uid = 5;
|
||
int32 target_player_zone = 6;
|
||
int32 trial_type = 7; //当前被攻击的船品质类型
|
||
repeated KeyValueType item_list = 8; //获取/失去的奖励列表
|
||
}
|
||
|
||
message CommonRankInfo {
|
||
int32 rank = 1;
|
||
CommonPlayerBriefInfo brief_info = 2;
|
||
int32 score = 3; //当前积分
|
||
}
|
||
|
||
//巅峰爬塔
|
||
message RoleCrossTopTower {
|
||
uint64 valid_end_time = 1; //该数据过期结束时间,用来判断是否可以挑战
|
||
repeated TopTowerFightRoleInfo fight_list = 2; //
|
||
}
|
||
message TopTowerFightRoleInfo {
|
||
int32 idx = 1; //[1-10]
|
||
FightRoleInfo fight_info = 2;
|
||
bool reward_state = 3; //是否获胜领取了奖励
|
||
}
|
||
|
||
//AOI服务器线路状态
|
||
message ServerStateInfo {
|
||
int32 id = 1; //服务器ID(一个id对应1-10个线,暂定)
|
||
string sid = 2;
|
||
repeated StateDetailDesc state_list = 3;
|
||
int32 max_line_num = 4; //每台服务器最大aoi线路数
|
||
int32 max_space_entity_num = 5; //每条线路最大的玩家数量
|
||
}
|
||
message StateDetailDesc {
|
||
int32 line = 2; //线路编号(1线,2线)
|
||
int32 cur_num = 3; //当前线路在线人数
|
||
}
|
||
////////////////////////
|
||
|
||
message RoleRush {
|
||
RushSkill rush_skill = 1; //技能冲榜
|
||
}
|
||
|
||
message RushSkill {
|
||
uint32 total_score = 1; //总积分
|
||
int32 rush_round = 2; //冲榜轮次
|
||
int32 reward_round = 3; //保底奖励轮次
|
||
int32 score_reward_flag = 4; //保底奖励标志
|
||
int32 rank_reward = 5; //上次领取的奖励轮次
|
||
}
|
||
|
||
message HeadData{
|
||
int32 head_id = 1; // 称号id
|
||
int32 state = 2; // 当前称号状态 未达成 未激活 佩戴 卸下
|
||
int64 end_time = 3;
|
||
TaskData task_data = 4;
|
||
}
|
||
|
||
message RoleHead {
|
||
repeated HeadData heads = 1; //称号任务数据
|
||
}
|
||
|
||
message RoleWish {
|
||
repeated WishSlot slots = 1; //称号任务数据
|
||
}
|
||
|
||
// 许愿槽位信息
|
||
message WishSlot {
|
||
serverproto.KeyValueType item = 1; // 许愿物品
|
||
int32 src_item =2; // 原物品Id
|
||
int64 end_time = 3;
|
||
bool isOpen = 4;
|
||
bool isLucky = 5; // 是否暴击
|
||
}
|
||
|
||
// 妙聚SDK玩法
|
||
message RoleMujoy {
|
||
repeated int32 day_award_ids = 1; //当日已领奖的配置id
|
||
uint64 last_award_time = 2; //每日登录领奖时间
|
||
BigRichMan rich = 3; //大富翁
|
||
FlipBrand flip = 4; //翻牌子
|
||
}
|
||
|
||
message BigRichMan {
|
||
int32 cur_slot = 1; //当前位置(初始出生位置是1)
|
||
int32 last_dice_num = 2; //上一次投掷骰子的点数(初始是0)
|
||
int32 left_dice_times = 3; //每日骰子剩余次数
|
||
uint64 last_dice_use_time = 4; //上一次使用骰子的时间ms
|
||
uint64 next_dice_refresh_time = 5; //下一次刷新骰子次数时间ms
|
||
int32 last_award_slot = 6; //暂存的奖励位置
|
||
int32 today_get_reward_times = 7; //今日领奖次数
|
||
}
|
||
|
||
message FlipBrand {
|
||
uint64 last_free_refresh_time = 1; //上一次刷新免费次数的时间ms
|
||
int32 left_free_times = 2; //剩余免费次数
|
||
int32 left_strenth = 3; //剩余体力
|
||
uint64 next_strenth_refresh_time = 4; //下一次回复体力时间ms
|
||
}
|
||
|
||
message Role {
|
||
uint64 id = 1; //玩家id
|
||
RoleBase role_base = 2; //玩家基础信息
|
||
RoleHero role_hero = 3; //玩家伙伴信息
|
||
RoleBag role_bag = 4; //背包
|
||
RoleEquip role_equip = 5; //装备
|
||
RoleChip role_chip = 6; //英雄碎片
|
||
RoleMap role_map = 7; //地图相关信息
|
||
RoleCard role_card = 9; //卡片系统
|
||
RoleFashion role_fashion = 10; //时装
|
||
RoleBattle role_battle = 11; //战斗相关数据
|
||
RoleTask role_task = 12; //任务系统
|
||
RoleChat role_chat = 13; //聊天处理
|
||
RoleRed role_red = 14; //玩家小红点数据
|
||
RoleMail role_mail = 15; //邮件
|
||
RoleCompetition role_competition = 16; //赛季玩法
|
||
RoleShop role_shop = 17; //商店
|
||
RoleActivity role_activity = 18; //活动
|
||
RoleTower role_tower = 19; //爬塔
|
||
RoleGuild role_guild = 20; //公会信息
|
||
RoleDraw role_draw = 21; //抽取系统
|
||
RoleRune role_rune = 22; //卢恩商店
|
||
RoleDaoChang100 role_daochang100 = 23; //百人道场
|
||
RoleStatistic role_statistic = 24; //统计数据
|
||
RoleKeepSake role_keep_sake = 25; //信物
|
||
RoleCross role_cross = 26; //跨服数据(远航试炼)
|
||
RoleRush role_rush = 27;
|
||
RoleSkillEquip role_skill_equip = 28; //神器
|
||
RoleHead role_head = 29; // 称号数据
|
||
RoleWish role_wish = 30; // 许愿宝箱
|
||
RoleMujoy role_mujoy = 31; //妙聚玩法
|
||
RoleLevelupSummon role_levelup_summon = 32; //可升级卡池
|
||
}
|
||
|
||
//强开活动信息
|
||
message ForceOpenActivity {
|
||
int32 activity_id = 1;
|
||
uint64 start_time = 2;
|
||
uint64 end_time = 3;
|
||
uint64 award_time = 4;
|
||
}
|
||
|
||
//活动信息
|
||
message CommonActivityInfo {
|
||
int32 activity_id = 1;
|
||
uint64 start_time = 2;
|
||
uint64 award_time = 3;
|
||
uint64 end_time = 4;
|
||
int32 state = 5;
|
||
}
|
||
|
||
message CommonRankSnapShot {
|
||
uint64 uid = 1; //玩家唯一ID
|
||
string nick_name = 2; //玩家nickname
|
||
int32 img_id = 3; //头像ID
|
||
int32 gender = 4; //性別
|
||
int32 level = 5; //等级
|
||
int32 config_id = 6; //职业ID
|
||
uint64 fight_power = 7; //战斗力(历史最高战力)
|
||
int32 head_frame_id = 8; //头像框ID
|
||
int32 title_id = 9; // 称号id
|
||
uint64 time = 10; //上榜时间
|
||
}
|
||
|
||
message CommonRankShapShotCli {
|
||
CommonRankSnapShot snap = 1;
|
||
int32 rank = 2; //排名
|
||
uint64 score = 3; //积分
|
||
}
|
||
|
||
message RoleLevelupSummon{
|
||
repeated LevelupSummonInfo info = 1;
|
||
}
|
||
|
||
message LevelupSummonInfo{
|
||
int32 group = 1;
|
||
int32 level = 2;
|
||
int32 exp = 3;
|
||
}
|
||
|
||
message FruitSlotInfo {
|
||
int32 slot = 1;
|
||
int32 num = 2;
|
||
}
|
||
message FruitPlayerAwardInfo {
|
||
uint64 uid = 1;
|
||
string name = 2;
|
||
int32 award_chip_num = 3;
|
||
int32 rank = 4;
|
||
}
|