BuffTable.cs 4.3 KB

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  1. // Generate By EToy
  2. // Don't Edit It!!
  3. using XGame.Framework.Database;
  4. using XGame.Framework.Serialization;
  5. namespace XGame.Database
  6. {
  7. /// <summary> Buff </summary>
  8. public sealed class BuffTable : ITable
  9. {
  10. long ITable.Key => Id;
  11. /// <summary> BUFFIDBUFF类型*100+序号 </summary>
  12. public int Id { get; private set; } // sc
  13. /// <summary> 名字 </summary>
  14. public string Name { get; private set; } // c
  15. /// <summary> 图标 </summary>
  16. public string Icon { get; private set; } // c
  17. /// <summary> buff描述 </summary>
  18. public string Desc { get; private set; } // c
  19. /// <summary> 元素系1:火2:雷3:冰4:毒5:风0:无元素 </summary>
  20. public EElementType Element { get; private set; }
  21. /// <summary> 叠加上限 </summary>
  22. public int AddUp { get; private set; } // sc
  23. /// <summary> BUFF持续时间 </summary>
  24. public int EndureTime { get; private set; } // sc
  25. /// <summary> buff特效 </summary>
  26. public string BuffEffect { get; private set; } // c
  27. /// <summary> buff结束特效 </summary>
  28. public string BuffEndEffect { get; private set; } // c
  29. /// <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>
  30. public int TargetType { get; private set; } // sc
  31. /// <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>
  32. public int BuffType { get; private set; } // sc
  33. /// <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>
  34. public int[] BuffTypeNum { get; private set; } // sc
  35. void ISerializable.Deserialize(IReader reader)
  36. {
  37. Id = reader.ReadInt();
  38. Name = reader.ReadString();
  39. Icon = reader.ReadString();
  40. Desc = reader.ReadString();
  41. Element = (EElementType)reader.ReadInt();
  42. AddUp = reader.ReadInt();
  43. EndureTime = reader.ReadInt();
  44. BuffEffect = reader.ReadString();
  45. BuffEndEffect = reader.ReadString();
  46. TargetType = reader.ReadInt();
  47. BuffType = reader.ReadInt();
  48. BuffTypeNum = reader.ReadEnumerable<int[]>();
  49. }
  50. void ISerializable.Serialize(IWriter writer)
  51. {
  52. writer.Write(Id);
  53. writer.Write(Name);
  54. writer.Write(Icon);
  55. writer.Write(Desc);
  56. writer.Write((int)Element);
  57. writer.Write(AddUp);
  58. writer.Write(EndureTime);
  59. writer.Write(BuffEffect);
  60. writer.Write(BuffEndEffect);
  61. writer.Write(TargetType);
  62. writer.Write(BuffType);
  63. writer.Write(BuffTypeNum);
  64. }
  65. }
  66. }