package constant var StaminaCostConst *StaminaCost type StaminaCost struct { // 消耗耐力 CLIMBING_BASE int32 // 缓慢攀爬基数 CLIMB_START int32 // 攀爬开始 CLIMB_JUMP int32 // 攀爬跳跃 DASH int32 // 快速跑步 FLY int32 // 滑翔 SPRINT int32 // 冲刺 SWIM_DASH_START int32 // 快速游泳开始 SWIM_DASH int32 // 快速游泳 SWIMMING int32 // 缓慢游泳 // 恢复耐力 POWERED_FLY int32 // 滑翔加速(风圈等) RUN int32 // 正常跑步 STANDBY int32 // 站立 WALK int32 // 走路 // 载具浪船 SKIFF_DASH int32 // 浪船加速 SKIFF_NORMAL int32 // 浪船正常移动 (回复耐力) POWERED_SKIFF int32 // 浪船加速(风圈等) (回复耐力) IN_SKIFF int32 // 处于浪船中回复角色耐力 (回复耐力) SKIFF_NOBODY int32 // 浪船无人时回复载具耐力 (回复耐力) // 武器消耗默认值 FIGHT_SWORD_ONE_HAND int32 // 单手剑 FIGHT_POLE int32 // 长枪 FIGHT_CATALYST int32 // 法器 FIGHT_CLAYMORE_PER int32 // 双手剑 (每秒消耗) // 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) SKILL_START map[uint32]int32 // [skillId]消耗值 } func InitStaminaCostConst() { StaminaCostConst = new(StaminaCost) StaminaCostConst.CLIMBING_BASE = -100 StaminaCostConst.CLIMB_START = -500 StaminaCostConst.CLIMB_JUMP = -2500 StaminaCostConst.DASH = -360 StaminaCostConst.FLY = -60 StaminaCostConst.SPRINT = -1800 StaminaCostConst.SWIM_DASH_START = -200 StaminaCostConst.SWIM_DASH = -204 StaminaCostConst.SWIMMING = -400 StaminaCostConst.POWERED_FLY = 500 StaminaCostConst.RUN = 500 StaminaCostConst.STANDBY = 500 StaminaCostConst.WALK = 500 StaminaCostConst.SKIFF_DASH = -204 StaminaCostConst.SKIFF_NORMAL = 500 StaminaCostConst.POWERED_SKIFF = 500 StaminaCostConst.IN_SKIFF = 500 StaminaCostConst.SKIFF_NOBODY = 500 StaminaCostConst.FIGHT_SWORD_ONE_HAND = -2000 StaminaCostConst.FIGHT_POLE = -2500 StaminaCostConst.FIGHT_CATALYST = -5000 StaminaCostConst.FIGHT_CLAYMORE_PER = -4000 StaminaCostConst.SKILL_START = map[uint32]int32{ 10013: -1000, // 绫华冲刺(霰步) 10413: -1000, // 莫娜冲刺(虚实流动) } }