XEnumConst = { FeedBackType = { From = { Unknown = 0, Setting = 2, } }, MAIL_STATUS = { STATUS_UNREAD = 0, STATUS_READ = 1 << 0, STATUS_GETREWARD = 1 << 0 | (1 << 1), STATUS_DELETE = 1 << 2, }, MailType = { Normal = 0, --普通邮件 FavoriteMail = 1, --收藏角色好感邮件 }, EQUIP = { MAX_STAR_COUNT = 6, -- 最大星星数 MAX_ATTR_COUNT = 2, -- 最大属性数量 WEAPON_RESONANCE_COUNT = 3, -- 武器的共鸣数量 AWARENESS_RESONANCE_COUNT = 2, -- 意识的共鸣数量 OVERRUN_ADD_SUIT_CNT = 2, -- 超限增加意识数量 WEAR_AWARENESS_COUNT = 6, -- 可穿戴意识的数量 MAX_SUIT_SKILL_COUNT = 4, -- 最大的意识套装技能数量 SUIT_MAX_SKILL_COUNT = 3, -- 同一意识套装里最大技能数量 AWAKE_CRYSTAL_MONEY = 2, -- 超频激活的晶币 CAN_NOT_AUTO_EAT_STAR = 5, -- 大于等于该星级的装备不会被当做默认狗粮选中 FIVE_STAR = 5, -- 5星 STRENGTHEN_EXP_OVERFLOW_CONFIRM = 300, -- 强化经验溢出超过这个值需要二次确认 -- XUiEquipDetailV2P6界面的页签按钮下标 UI_EQUIP_DETAIL_BTN_INDEX = { STRENGTHEN = 1, -- 强化 RESONANCE = 2, -- 共鸣 OVERCLOCKING = 3, -- 超频 OVERRUN = 4, -- 超限 }, -- 武器模型用途 WEAPON_USAGE = { ROLE = 1, -- ui角色身上 BATTLE = 2, -- 战斗 SHOW = 3, -- ui单独展示 }, -- 装备位置 EQUIP_SITE = { WEAPON = 0, -- 武器 AWARENESS = { -- 意识 ONE = 1, -- 1号位 TWO = 2, -- 2号位 THREE = 3, -- 3号位 FOUR = 4, -- 4号位 FIVE = 5, -- 5号位 SIX = 6, -- 6号位 }, }, -- 狗粮类型 EAT_TYPE = { EQUIP = 0, -- 装备 ITEM = 1, -- 道具 }, -- 排序优先级选项 PRIOR_SORT_TYPE = { STAR = 0, -- 星级 BREAKTHROUGH = 1, -- 突破次数 LEVEL = 2, -- 等级 PROCEED = 3, -- 入手顺序 }, -- 装备适配角色类型 USER_TYPE = { ALL = 0, -- 通用 NORMAL = 1, -- 泛用机体 ISOMER = 2, -- 独域机体 }, -- 武器类型 EQUIP_TYPE = { UNIVERSAL = 0, -- 通用 SUNCHA = 1, -- 双枪 SICKLE = 2, -- 太刀 MOUNT = 3, -- 挂载 ARROW = 4, -- 弓箭 CHAINSAW = 5, -- 电锯 SWORD = 6, -- 大剑 HCAN = 7, -- 巨炮 DOUBLE_SWORDS = 8, -- 双短刀 SICKLE = 9, -- 镰刀 ISOMER_SWORD = 10, -- 感染者专用大剑 FOOD = 99, -- 狗粮 }, -- 共鸣类型 RESONANCE_TYPE = { ATTRIB = 1, -- 属性共鸣 CHARACTER_SKILL = 2, -- 角色技能共鸣 WEAPON_SKILL = 3, -- 武器技能共鸣 }, IS_TEST_V2P6 = true, -- 是否测试2.6版本, true为打开2.6的界面, false为打开旧的界面 }, FuBen = { ProcessFunc = { --战斗过程自定义函数 InitStageInfo = "InitStageInfo", CheckPreFight = "CheckPreFight", CustomOnEnterFight = "CustomOnEnterFight", PreFight = "PreFight", FinishFight = "FinishFight", CallFinishFight = "CallFinishFight", OpenFightLoading = "OpenFightLoading", CloseFightLoading = "CloseFightLoading", ShowSummary = "ShowSummary", SettleFight = "SettleFight", CheckReadyToFight = "CheckReadyToFight", CheckAutoExitFight = "CheckAutoExitFight", ShowReward = "ShowReward", CheckUnlockByStageId = "CheckUnlockByStageId", CheckPassedByStageId = "CheckPassedByStageId", CustomRecordFightBeginData = "CustomRecordFightBeginData" }, StageType = { Mainline = 1, Daily = 2, Tower = 3, Urgent = 4, BossSingle = 5, BossOnline = 6, Bfrt = 7, Resource = 8, BountyTask = 9, Trial = 10, Prequel = 11, Arena = 12, Experiment = 13, --试验区 Explore = 14, --探索玩法关卡 ActivtityBranch = 15, --活动支线副本 ActivityBossSingle = 16, --活动单挑BOSS Practice = 17, --教学关卡 Festival = 18, --节日副本 BabelTower = 19, -- 巴别塔计划 RepeatChallenge = 20, --复刷本 RogueLike = 21, --爬塔玩法 Assign = 22, -- 边界公约 UnionKill = 23, --列阵 ArenaOnline = 24, --合众战局 ExtraChapter = 25, --番外关卡 SpecialTrain = 26, --特训关 InfestorExplore = 27, --感染体玩法 GuildBoss = 28, --工会boss Expedition = 29, --虚像地平线 WorldBoss = 30, --世界Boss RpgTower = 31, --兵法蓝图 MaintainerAction = 32, --大富翁 TRPG = 33, --跑团玩法 NieR = 34, --尼尔玩法 ZhouMu = 35, --多周目 NewCharAct = 36, -- 新角色教学 Pokemon = 37, --口袋妖怪 ChessPursuit = 38, --追击玩法 Stronghold = 39, --超级据点 SimulatedCombat = 40, --模拟作战 Hack = 41, --骇入玩法 PartnerTeaching = 43, --宠物教学 Reform = 44, --改造关卡 KillZone = 45, --杀戮无双 FashionStory = 46, --涂装剧情活动 CoupleCombat = 47, --双人下场玩法 SuperTower = 48, --超级爬塔 PracticeBoss = 49, --拟真boss LivWarRace = 50, --二周年预热-赛跑小游戏 SuperSmashBros = 51, --超限乱斗 SpecialTrainMusic = 52, --特训关音乐关 AreaWar = 53, -- 全服决战 MemorySave = 54, -- 周年意识营救战 Maverick = 55, -- 二周年射击玩法 Theatre = 56, -- 肉鸽 ShortStory = 57, --短篇小说 Escape = 58, --大逃杀 SpecialTrainSnow = 59, --特训关冰雪感谢祭2.0 PivotCombat = 60, --SP枢纽作战 SpecialTrainRhythmRank = 61, --特训关元宵 DoubleTowers = 62, -- 动作塔防 GuildWar = 63, -- 公会战 MultiDimSingle = 64, -- 多维挑战单人 MultiDimOnline = 65, -- 多维挑战多人 TaikoMaster = 66, -- 音游 --SpecialTrainBreakthrough = 67, --卡列特训关 MoeWarParkour = 68, -- 萌战跑酷 TwoSideTower = 69, --正逆塔 Course = 70, -- v1.30-考级-ManagerStage BiancaTheatre = 71, --肉鸽2.0 FubenPhoto = 72, -- 夏活特训关-拍照 Rift = 73, -- 战双大秘境 CharacterTower = 74, -- 本我回廊(角色塔) Awareness = 75, -- 意识公约 SpecialTrainBreakthrough = 76, --魔方 2.0 ColorTable = 77, -- 调色板战争 BrillientWalk = 78, --光辉同行 Maverick2 = 79, -- 异构阵线2.0 Maze = 80, --情人节活动2023 MonsterCombat = 81, -- 战双BVB CerberusGame = 82, -- 三头犬小队玩法 Transfinite = 83, -- 超限连战 Theatre3 = 84, -- 肉鸽3.0 } }, CHARACTER = { IS_NEW_CHARACTER = true, MAX_QUALITY_STAR = 10, MAX_QUALITY = 6, QualityState = { Activing = 1, EvoEnable = 2, ActiveFinish = 3, Lock = 4, }, PerformState = { One = 1, Two = 2, Three = 3, Four = 4, }, CameraV2P6 = { Main = 1, Train = 2, Quality = 3, LvUseItem = 4, QualitySingle = 5, QualityOverview = 6, QualityUpgradeDetail = 7, CharLeftMove = 8, }, SkipEnumV2P6 = { Character = 1, PropertyLvUp = 2.1, PropertyGrade = 2.2, PropertySkill = 2.3, }, }, THEATRE3 = { --步骤类型 StepType = { RecruitCharacter = 1, --设置编队 Node = 2, --节点 FightReward = 3, --战斗奖励 ItemReward = 4, --具体道具奖励 WorkShop = 5, --炼金工坊 EquipReward = 6, --打开装备选择界面 EquipInherit = 7, --打开装备继承界面 }, --节点类型 NodeSlotType = { Fight = 1, --战斗 Event = 2, --事件 Shop = 3, --商店 }, --节点奖励类型 NodeRewardType = { ItemBox = 1, --道具箱 Gold = 2, --金币 EquipBox = 3, --装备箱 }, --商店售卖项类型 NodeShopItemType = { Item = 1, --道具 EquipBox = 2, --装备箱 ItemBox = 3, --道具箱 }, NodeShopItemLockType = { Unlock = 0, --已解锁 Lock = 1, --上锁 NoItem = 2, --没有物品 }, EventStepType = { Dialogue = 1, --对话 Options = 2, --选项 ChapterItem = 3, --物品 Fight = 4, --战斗 WorkShop = 5, --炼金工坊 }, EventStepOptionType = { CostItem = 1, --消耗物品 CheckItem = 2, --检查物品 Dialogue = 3, --对话 }, EventStepItemType = { OutSideItem = 1, --局外物品 InnerItem = 2, --局内物品 ItemBox = 3, --道具箱 EquipBox = 4, --装备箱 }, --工坊节点类型 WorkShopType = { Recast = 1, --重铸 Change = 2, --交换 }, StrengthenPointType = { Small = 1, --小节点 Middle = 2, --中节点 Big = 3, --大节点 }, RewardDisplayType = { Normal = 0, --普通 Rare = 1, --稀有 }, -- 肉鸽3,天赋点,激活天赋强化 Theatre3TalentPoint = 96187, -- 肉鸽3,BP经验,升级BP等级 Theatre3OutCoin = 96188, -- 肉鸽3,肉鸽三期商店货币,复活也用这个 Theatre3InnerCoin = 96189, MaxEnergyCount = 16, GetBattlePassRewardType = { GetOnce = 1, -- 领取一个 GetAll = 2, -- 领取全部 }, TipAlign = { Left = 1, -- 居左 Right = 2, -- 居右 }, }, Turntable = { RewardType = { Main = 1, -- 核心 Height = 2, -- 高级 Simple = 3, -- 普通 }, } }