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配置表访问接口化,简化常量访问
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@@ -1,65 +1,30 @@
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package constant
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var StaminaCostConst *StaminaCost
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type StaminaCost struct {
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const (
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// 消耗耐力
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CLIMBING_BASE int32 // 缓慢攀爬基数
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CLIMB_START int32 // 攀爬开始
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CLIMB_JUMP int32 // 攀爬跳跃
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DASH int32 // 快速跑步
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FLY int32 // 滑翔
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SPRINT int32 // 冲刺
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SWIM_DASH_START int32 // 快速游泳开始
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SWIM_DASH int32 // 快速游泳
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SWIMMING int32 // 缓慢游泳
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STAMINA_COST_CLIMBING_BASE int32 = -100 // 缓慢攀爬基数
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STAMINA_COST_CLIMB_START int32 = -500 // 攀爬开始
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STAMINA_COST_CLIMB_JUMP int32 = -2500 // 攀爬跳跃
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STAMINA_COST_DASH int32 = -360 // 快速跑步
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STAMINA_COST_FLY int32 = -60 // 滑翔
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STAMINA_COST_SPRINT int32 = -1800 // 冲刺
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STAMINA_COST_SWIM_DASH_START int32 = -200 // 快速游泳开始
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STAMINA_COST_SWIM_DASH int32 = -204 // 快速游泳
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STAMINA_COST_SWIMMING int32 = -400 // 缓慢游泳
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// 恢复耐力
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POWERED_FLY int32 // 滑翔加速(风圈等)
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RUN int32 // 正常跑步
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STANDBY int32 // 站立
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WALK int32 // 走路
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STAMINA_COST_POWERED_FLY int32 = 500 // 滑翔加速(风圈等)
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STAMINA_COST_RUN int32 = 500 // 正常跑步
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STAMINA_COST_STANDBY int32 = 500 // 站立
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STAMINA_COST_WALK int32 = 500 // 走路
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// 载具浪船
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SKIFF_DASH int32 // 浪船加速
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SKIFF_NORMAL int32 // 浪船正常移动 (回复耐力)
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POWERED_SKIFF int32 // 浪船加速(风圈等) (回复耐力)
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IN_SKIFF int32 // 处于浪船中回复角色耐力 (回复耐力)
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SKIFF_NOBODY int32 // 浪船无人时回复载具耐力 (回复耐力)
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STAMINA_COST_SKIFF_DASH int32 = -204 // 浪船加速
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STAMINA_COST_SKIFF_NORMAL int32 = 500 // 浪船正常移动 (回复耐力)
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STAMINA_COST_POWERED_SKIFF int32 = 500 // 浪船加速(风圈等) (回复耐力)
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STAMINA_COST_IN_SKIFF int32 = 500 // 处于浪船中回复角色耐力 (回复耐力)
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STAMINA_COST_SKIFF_NOBODY int32 = 500 // 浪船无人时回复载具耐力 (回复耐力)
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// 武器消耗默认值
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FIGHT_SWORD_ONE_HAND int32 // 单手剑
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FIGHT_POLE int32 // 长枪
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FIGHT_CATALYST int32 // 法器
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FIGHT_CLAYMORE_PER int32 // 双手剑 (每秒消耗)
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// 技能开始消耗 (目前仅发现绫华与莫娜的冲刺会有开始消耗)
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SKILL_START map[uint32]int32 // [skillId]消耗值
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}
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func InitStaminaCostConst() {
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StaminaCostConst = new(StaminaCost)
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StaminaCostConst.CLIMBING_BASE = -100
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StaminaCostConst.CLIMB_START = -500
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StaminaCostConst.CLIMB_JUMP = -2500
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StaminaCostConst.DASH = -360
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StaminaCostConst.FLY = -60
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StaminaCostConst.SPRINT = -1800
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StaminaCostConst.SWIM_DASH_START = -200
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StaminaCostConst.SWIM_DASH = -204
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StaminaCostConst.SWIMMING = -400
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StaminaCostConst.POWERED_FLY = 500
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StaminaCostConst.RUN = 500
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StaminaCostConst.STANDBY = 500
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StaminaCostConst.WALK = 500
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StaminaCostConst.SKIFF_DASH = -204
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StaminaCostConst.SKIFF_NORMAL = 500
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StaminaCostConst.POWERED_SKIFF = 500
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StaminaCostConst.IN_SKIFF = 500
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StaminaCostConst.SKIFF_NOBODY = 500
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StaminaCostConst.FIGHT_SWORD_ONE_HAND = -2000
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StaminaCostConst.FIGHT_POLE = -2500
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StaminaCostConst.FIGHT_CATALYST = -5000
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StaminaCostConst.FIGHT_CLAYMORE_PER = -4000
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StaminaCostConst.SKILL_START = map[uint32]int32{
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10013: -1000, // 绫华冲刺(霰步)
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10413: -1000, // 莫娜冲刺(虚实流动)
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}
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}
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STAMINA_COST_FIGHT_SWORD_ONE_HAND int32 = -2000 // 单手剑
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STAMINA_COST_FIGHT_POLE int32 = -2500 // 长枪
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STAMINA_COST_FIGHT_CATALYST int32 = -5000 // 法器
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STAMINA_COST_FIGHT_CLAYMORE_PER int32 = -4000 // 双手剑 (每秒消耗)
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)
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