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- // Generate By EToy
- // Don't Edit It!!
- using XGame.Framework.Database;
- using XGame.Framework.Serialization;
- namespace XGame.Database
- {
- /// <summary> Buff </summary>
- public sealed class BuffTable : ITable
- {
- long ITable.Key => Id;
- /// <summary> BUFFIDBUFF类型*100+序号 </summary>
- public int Id { get; private set; } // sc
- /// <summary> 名字 </summary>
- public string Name { get; private set; } // c
- /// <summary> 图标 </summary>
- public string Icon { get; private set; } // c
- /// <summary> buff描述 </summary>
- public string Desc { get; private set; } // c
- /// <summary> 元素系1:火2:雷3:冰4:毒5:风0:无元素 </summary>
- public EElementType Element { get; private set; }
- /// <summary> 叠加上限 </summary>
- public int AddUp { get; private set; } // sc
- /// <summary> BUFF持续时间 </summary>
- public int EndureTime { get; private set; } // sc
- /// <summary> buff特效 </summary>
- public string BuffEffect { get; private set; } // c
- /// <summary> buff结束特效 </summary>
- public string BuffEndEffect { get; private set; } // c
- /// <summary> 作用对象 1:主角 2:所有飞剑 3:主角+飞剑 4:所有剑 8:所有斧 16:所有锤 32:所有法杖 64:所有匕首 512:受击者(敌方单体)1024:敌方群体2048:友方群体4096:施法者 </summary>
- public int TargetType { get; private set; } // sc
- /// <summary> BUFF类型1:属性类(增加攻击,增加防御,增加生命,增加攻速,增加免伤,降低移动速度,降低攻击速度,普攻时伤害加成,暴击时伤害加成,连击时伤害加成,反击时伤害加成,技能暴击时伤害加成,伤害加成,技能伤害加成,回复)2:眩晕3:眩晕状态伤害加成4:冰冻5:冰冻状态伤害加成6:沉默7:麻痹8:护盾9:护盾转化(时间内护盾没有被击破直接转化成生命)10:流血/中毒/灼烧11:流血时伤害加深/中毒时伤害加深/灼烧时伤害加深12:无敌13:回复效果降低110:元素易伤-易燃120:元素易伤-引雷130:元素易伤-冻伤140:元素易伤-毒雾150:元素易伤-风语 </summary>
- public int BuffType { get; private set; } // sc
- /// <summary> BUFF效果1:属性类型BUFF(属性ID,属性数值(正值表示增加,负值表示降低,增加的属性值根据属性类型直接进行+/-))3:正值表示增加,负值表示降低5:正值表示增加,负值表示降低7:正值表示增加,负值表示降低8:生命护盾百分比9:护盾值转化百分比10:每秒的百分比伤害,技能触发概率,buffid11:百分比效果12:持续时长110:[灼烧buffId,触发概率,3,灼烧buffId,5,炎爆技能id]120:[天雷技能Id,触发概率,3,眩晕buffId,5,磁暴技能Id)]130:[1(预留),伤害加成比例,3,冰冻buffId,5,冰盾Buffid]140:[毒buffId,触发概率,3,毒爆技能Id,5,中毒层数]150:[攻速buffId,触发概率,3,攻速buffId,5,飓风技能id] </summary>
- public int[] BuffTypeNum { get; private set; } // sc
- void ISerializable.Deserialize(IReader reader)
- {
- Id = reader.ReadInt();
- Name = reader.ReadString();
- Icon = reader.ReadString();
- Desc = reader.ReadString();
- Element = (EElementType)reader.ReadInt();
- AddUp = reader.ReadInt();
- EndureTime = reader.ReadInt();
- BuffEffect = reader.ReadString();
- BuffEndEffect = reader.ReadString();
- TargetType = reader.ReadInt();
- BuffType = reader.ReadInt();
- BuffTypeNum = reader.ReadEnumerable<int[]>();
- }
- void ISerializable.Serialize(IWriter writer)
- {
- writer.Write(Id);
- writer.Write(Name);
- writer.Write(Icon);
- writer.Write(Desc);
- writer.Write((int)Element);
- writer.Write(AddUp);
- writer.Write(EndureTime);
- writer.Write(BuffEffect);
- writer.Write(BuffEndEffect);
- writer.Write(TargetType);
- writer.Write(BuffType);
- writer.Write(BuffTypeNum);
- }
- }
- }
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