miduo_protocol/protos/HeroInfoProto.proto

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package rpc.protocols;
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option optimize_for = SPEED;
import "CommonProto.proto";
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message GetHeroListInfoRequest{
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optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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}
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message GetHeroListInfoResponse{
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repeated Hero heroList = 1;
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optional bool isSendFinish =2; //是否发送完成
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}
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//获取无尽副本可使用英雄
message GetEndlessHeroListInfoRequest{
optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
}
message GetEndlessHeroListInfoResponse{
repeated Hero heroList = 1;
optional bool isSendFinish =2; //是否发送完成
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optional int32 endlessMapId= 3;//无尽副本地图id
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}
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message DrawHeroRequest{
optional int32 type = 1;
optional string str = 2;
}
message DrawHeroResponse{
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repeated Hero heroList = 1;
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}
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message HeroRandRequest{
optional int32 type =1; //抽卡类型
}
message HeroRandResponse{
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optional Drop drop =1 ;
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optional Drop extraBox = 2 ;//宝箱奖励
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optional int32 mustCount = 3;//剩余必出次数
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repeated randomTypeNum drawTimes = 4;//类型抽卡次数
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}
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message TeamposSaveRequest{
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optional TeamPosInfo TeamPosInfo =1;
}
message GetAllTeamPosResponse{
repeated TeamPosInfo TeamPosInfo =1;
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}
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message UpHeroLevelRequest{
optional string heroId = 1; //升级或突破的英雄id
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optional int32 targetLevel = 2 ;// 目标等级
}
message UpHeroLevelResponse{
optional string heroId = 1; //升级或突破的英雄id
optional int32 targetLevel = 2 ;// 目标等级
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}
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message ConsumeItem{
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optional int32 type = 1;// 类型,1:英雄,2:万能道具 3:飞升丹
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optional string itemId = 2;//物品id或英雄id
}
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message ConsumeMaterial{
optional int32 position=1; //卡槽位置
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repeated ConsumeItem heroIds=2; //消耗英雄ids
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}
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message UpHeroStarRequest{
optional string heroId = 1; //升星的英雄id
repeated ConsumeMaterial consumeMaterials = 2; //消耗英雄组信息
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optional int32 type = 3;//1为英雄进阶 2为法宝进阶
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}
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message UpQuickSoulEquipRequest{
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optional string equipId = 1; //升级魂印id
repeated string soulEquipIds= 2; //消耗信息
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}
message UpSoulEquipResponse{
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optional string equipId = 1; //升级魂印id
optional int32 leve =2;//经验
optional int32 exp =3;//等级
repeated string soulEquipIds= 4; //消耗信息
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}
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message EquipWearRequest{
optional string heroId =1 ; //所穿英雄id
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repeated string equipId =2 ; //装备id
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optional int32 type = 3;//1、装备 2、宝器
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}
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message SoulEquipPos{
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optional int32 equipId =1 ; //装备id
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optional int32 position= 2; //卡槽位置
}
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message MergeSoulRequest{
optional int32 targetId = 1; //目标合成物
repeated int32 soulId =2; //消耗的魂印
}
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message MergeSoulResponse{
optional Drop drop = 1; //合成物
}
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message OptHeroSoul{
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optional string heroId =1 ; //所穿英雄id
repeated SoulEquipPos soulEquipIds =2 ; //装备id
}
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message SoulEquipWearRequest{
optional OptHeroSoul wearInfo =1;
optional OptHeroSoul unloadInfo =2;
}
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message SoulEquipUnLoadWearRequest{
optional string heroId =1 ; //所穿英雄id
repeated SoulEquipPos soulEquipIds =2 ; //装备id
}
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// 穿戴神印
message WearGodSealRequest{
optional int32 type = 1;//0:卸下1装备
optional OptHeroSoul wearInfo = 2;
}
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message EquipUnLoadOptRequest{
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optional string heroId = 1;
repeated string equipIds =2;
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optional int32 type = 3;//1、装备 2、宝器
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}
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message HeroComposeRequest{
optional Item item = 1; //合成英雄需要用的碎片,和合成英雄的个数
}
message HeroComposeResponse{
optional Drop drop = 1;
}
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message GetAllEquipRequest{
optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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optional int32 type = 2;//1、装备 、3魂印不要在此请求法宝4、宝器
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}
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message GetAllEquipResponse{
repeated Equip equip =1;
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optional bool isSendFinish =2; //是否发送完成
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}
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message GetAllPokemonRequest{
optional int32 start = 1;//从哪开始每次20个
}
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message GetAllPokemonResponse{
repeated PokemonInfo pokemonInfo =1;
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repeated TeamPokemonInfo teamPokemonInfos = 2; // 异妖编队
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repeated int32 pokemonGot = 3;//已经获得过的灵兽
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}
message GetAllPropertyInfoResponse{
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repeated int32 allBookEnabled = 1;//已经激活的羁绊
repeated int32 equipGot = 2;//已经获得过的魂印
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repeated EquipBookInfo equipList = 3;//已经获得过的装备
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}
// 替换异妖编队
message ReplaceTeamPokemonInfoRequest {
repeated TeamPokemonInfo teamPokemonInfos = 1; // 异妖编队
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}
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message PokenmonUpLevelRequest{//灵兽升级
optional string pokemonId =1;//灵兽id
optional int32 level =2; // 升级到的等级
}
message PokenmonUpLevelResponse{
optional int32 level = 1;
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}
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message PokemonAdvancedRequest{ //灵兽进阶
optional string pokemonId = 1; //要进阶的灵兽的id
repeated string consumePokemonIds = 2;//消耗的材料
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}
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message PokemonBackRequest{ //灵兽涅槃
optional string pokemonId = 1; //灵兽id
}
message PokemonBackResponse{
optional Drop drop = 1;
}
message PokemonFreeRequest{ //灵兽放生
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repeated string pokemonId = 1; //灵兽id
optional int32 pieceId = 2;//灵兽碎片id 只能传一个
optional int32 pieceNum = 3;
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}
message PokemonFreeResponse{
optional Drop drop = 1;
}
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message AllBookEnableRequest{
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optional int32 bookId = 1;//图鉴id
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}
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message GetAllRingFireResponse{
repeated RingFireInfo ringFireInfo =1;
}
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message PokemonBookEnableResponse{
optional Drop drop = 1;
}
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message SoulRandRequest{
optional int32 time =1; //次数
}
message SoulRandResponse{
optional Drop drop = 1;//掉落
optional int32 pos = 2;
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optional int32 time =3; //次数
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}
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message SoulForceRandRequest{
}
message SoulForceRandResponse{
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optional Drop drop = 1;//掉落
optional int32 pos = 2;
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}
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message HeroReturnRequest{
optional string heroId = 1;
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optional int32 type = 2; // 0:神将回归元 1神将回退
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}
message HeroReturnResponse{
optional Drop drop =1;
}
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message HeroLockChangeRequest{
optional string heroId =1;
optional int32 lockState = 2 ; // 1 上锁 0 :解锁
}
message ComplexEquipRequest{
optional int32 type = 1;//装备类型
optional int32 star = 2;//装备星级 0一键合成
optional int32 num = 3;//合成数量
}
message ComplexEquipResponse{
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optional Drop drop = 1;//合成的装备
}
message ComplexJewelEquipRequest{
optional int32 type = 1;//宝器类型 灵宝、魂宝
optional int32 rance = 2;//宝器属性
optional int32 targetleve = 3;//目标品质 0一键合成
optional int32 num = 4;//合成数量
}
message ComplexJewelEquipResponse{
repeated string equipIds =1;//消耗的装备
optional Drop drop = 2;//合成的装备
}
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message EspecialEquipBackRequest{
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repeated string heroIdLsit = 1;//法宝归元
}
message EspecialEquipBackResponse{
optional Drop drop = 1;
}
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message SaveHeroChangeRequest{
optional string heroId = 1; //操作英雄id
}
message SaveHeroChangeResponse{
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optional int32 heroTempId = 2; //置换的id
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}
message CancelHeroChangeRequest{
optional string heroId = 1; //操作英雄id
}
message CancelHeroChangeResponse{
}
message DoHeroChangeRequest{
optional string heroId = 1; //操作英雄id
}
message DoHeroChangeResponse{
optional Drop drop = 1;//掉落
}
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message GetAllSkinResponse{
repeated SkinInfo skinInfo = 1;
}
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message ChangeSkinRequest{
optional string heroId = 1;
optional int32 skinId = 2;
}
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message GetSkinIndication{
optional SkinInfo skinInfo = 1;//激活皮肤的推送
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}
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// 开启共鸣格子
message OpenResonanceRequest {
optional int32 gridId = 1; // 格子id
}
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// 共鸣
message ResonanceRequest{
optional string heroId = 1; // 需要共鸣的神将id
optional int32 gridId = 2; // 格子id
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optional int32 type = 3; // 1:共鸣 2卸下共鸣神将 3:卸下鸿蒙使者 4:上阵鸿蒙使者
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}
message ResonanceResponse{
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optional int32 leftTime = 1; // 如果是卸下,返回倒计时 单位 秒
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}
// 花费妖晶清除共鸣冷却时间
message CleanResonanceTimeRequest{
optional int32 gridId = 2; // 格子id
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optional int32 type = 1; // 1清除共鸣区cd 2清除鸿蒙使者cd
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}
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// 鸿蒙守卫、鸿蒙使者、共鸣信息
message HongmengHeroInfo{
optional int32 gridId = 1; // 共鸣格子
optional string heroId = 2; // 共鸣神将id
optional int64 time = 3; // 共鸣神将卸下后的冷却时间 单位 秒
}
// 共鸣加成
message HongmengAddition{
optional int32 additionType = 1; // 加成类型 1等级 2装备 3魂宝 4灵宝 5法宝
optional int32 value = 2; // 加成值
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optional int32 heroTid = 3; // 来自哪个英雄0表示鸿蒙碑-1未开启其他英雄id
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}
// 获取鸿蒙阵信息
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message GetHongmengInfoRequest{
}
message GetHongmengInfoResponse{
repeated HongmengHeroInfo hongmengGuards = 1; // 鸿蒙守卫、鸿蒙使者
repeated HongmengAddition hongmengAdditions = 2; // 共鸣加成
repeated HongmengHeroInfo hongmengResonacnes = 3; // 共鸣使者
optional int32 hongmengTabletMax = 4; // 鸿蒙碑等级上限,0未开启其他为鸿蒙碑等级
}
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// 鸿蒙阵信息推送
message HongmengInfoIndication{
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repeated HongmengHeroInfo hongmengGuards = 1; // 鸿蒙守卫、鸿蒙使者
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repeated HongmengAddition hongmengAdditions = 2; // 共鸣加成
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repeated HongmengHeroInfo hongmengResonacnes = 3; // 共鸣使者
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optional int32 hongmengTabletMax = 4; // 鸿蒙碑等级上限,0未开启其他为鸿蒙碑等级
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}
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// 鸿蒙碑新手引导推送
message HongmengSteleNewHandIndication{
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optional int32 state = 1;// 开启鸿蒙碑
}
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// 修行玩法 升级
message UpPracticeLevelRequest{}
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message UpPracticeLevelResponse{
optional int32 practiceLevel = 1;//等级
}
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// 修行玩法 主角修为等级提升
message XiuxianLevelUpResponse{
optional int32 xiuxianLevel = 1;// 主角修为等级
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}
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// 修行玩法 替换紫府神印
message ReplacePurpleMansionSealRequest{
optional int32 oldSealId = 1;//旧神印id
optional int32 newSealId = 2;//新神印id
optional string subId = 3;//附属英雄id
}
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message ReplacePrupleMansionSealResponse{
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repeated PurpleMansionSeal sealList = 1;
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}
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// 推送神印信息
message PurpleMansionSealIndication{
repeated PurpleMansionSeal sealList = 1;
}
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// 心愿抽卡
message wishDrawCardIndication{
repeated wishDrawCardInfo infoList = 1;
}
message choiceWishHeroRequest{
repeated wishDrawCardInfo infoList = 1;//不用status
}
message choiceWishHeroResponse{
repeated wishDrawCardInfo infoList = 1;
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optional int32 serverOpenTime = 2;//开服时间
repeated int32 heroList = 3;//当天开启的英雄列表
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}
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// 乾坤宝盒-许愿魂印
message beautyBagCardIndication{
repeated beautyBagCardInfo infoList = 1;
}
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message beautyBagWishEquipRequest{
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repeated beautyBagCardInfo infoList = 1;
}
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message beautyBagWishEquipResponse{
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repeated beautyBagCardInfo infoList = 1;
}
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//四象心法强化协议
message SixiangUpRequest{
optional int32 professionId = 1;
}
message SixiangUpResponse{
repeated SixiangxinfaPropertyInfo infoList = 1;
}
//四象心法进阶协议
message SixiangUpStarRequest{
optional int32 professionId = 1;
}
message SixiangUpStarResponse{
optional int32 starLv = 1;
repeated SixiangxinfaPropertyInfo infoList = 2;
}
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//获取好感度数据协议
message GetLikableDataResponse{
repeated LikableInfo infoList = 1;
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optional int32 likableRemainTime = 2;//好感度剩余捐赠次数
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}
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//好感度提升协议
message HeroUpLikableRequest{
optional int32 heroStaticId = 1;//英雄静态id
optional int32 itemId = 2;//消耗道具id
optional int32 itemNum = 3;//消耗道具数量
}
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///装备图鉴数据推送
message EquipBookIndication{
repeated EquipBookInfo changeEquipList = 1;//装备图鉴修改数据(推的是当前数量)
}
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//英雄神魂绑定协议
message HeroGodSoulBindRequest{
optional string heroId = 1;//当前神魂升级神将
optional int32 godSoulLv = 2;//神魂等级
repeated string bindHeros=3;//被绑定神将
}
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//修行技能升级
message PracticeSkillUpRequest{
optional int32 skillId = 1;
}
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//法宝之魂升级协议
message FaBaoSoulUpLvRequest{
optional int32 id = 1;
optional int32 level = 2;
}
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// 身外化身
message GetTransformationRequest{
}
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message GetTransformationResponse{
repeated TransformationCardInfo list = 1;//化身列表信息
}
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message UpOrDownTransformationRequest{
optional int32 id = 1;//变身卡id
optional int32 index = 2;//位置
}
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//身外化身升级 升星
message TransformationUpGradeRequest{
optional int32 type = 1;//1:升级 1升星
optional int32 id = 2;//变身卡id
}
message TransformationUpGradeResponse{
optional TransformationCardInfo info = 1;//化身信息
}
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//命石合成升级
message LifeStoneUpRequest{
optional int32 type = 1;//操作类型 1:批量合成 2:一键合成 3:命石单个合成 4:快速合成
optional int32 gridId = 2;//当前选择命格id 这个值大于0说明在命格界面操作 否则是在背包操作
optional int32 gridIndex = 3;//当前命格内索引
optional int32 curGemId = 4;//当前选择命石id
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optional int32 selectNum = 5;//批量时选择消耗数量
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}
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//当前命石已装备的情况返回命格数据
message LifeStoneUpResponse{
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optional LifeGridInfo lifeGridInfo = 1;//命格信息
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optional Drop drop = 2;//合成掉落
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}
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//命格穿戴/卸下
message LifeGridChangeRequest{
optional int32 type = 1;//操作类型 1:穿戴 2:卸下
optional int32 position = 2;//命格id
optional int32 index = 3;//命格里格子索引
optional int32 lifeStoneId = 4;//当前选择命石道具id
}
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//返回命格数据
message LifeGridChangeResponse{
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optional LifeGridInfo lifeGridInfo = 1;//命格信息
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}
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//神魔阵营选择职业协议
message GodDevilHeroSelectPropRequest{
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optional string heroId = 1; // 神将id
optional int32 propId = 2; // 阵营id (对应HeroConfig表PropertyName字段)
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}
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