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appearances.proto
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package tibia.protobuf.appearances;
enum PLAYER_ACTION {
PLAYER_ACTION_NONE = 0;
PLAYER_ACTION_LOOK = 1;
PLAYER_ACTION_USE = 2;
PLAYER_ACTION_OPEN = 3;
PLAYER_ACTION_AUTOWALK_HIGHLIGHT = 4;
}
enum ITEM_CATEGORY {
ITEM_CATEGORY_ARMORS = 1;
ITEM_CATEGORY_AMULETS = 2;
ITEM_CATEGORY_BOOTS = 3;
ITEM_CATEGORY_CONTAINERS = 4;
ITEM_CATEGORY_DECORATION = 5;
ITEM_CATEGORY_FOOD = 6;
ITEM_CATEGORY_HELMETS_HATS = 7;
ITEM_CATEGORY_LEGS = 8;
ITEM_CATEGORY_OTHERS = 9;
ITEM_CATEGORY_POTIONS = 10;
ITEM_CATEGORY_RINGS = 11;
ITEM_CATEGORY_RUNES = 12;
ITEM_CATEGORY_SHIELDS = 13;
ITEM_CATEGORY_TOOLS = 14;
ITEM_CATEGORY_VALUABLES = 15;
ITEM_CATEGORY_AMMUNITION = 16;
ITEM_CATEGORY_AXES = 17;
ITEM_CATEGORY_CLUBS = 18;
ITEM_CATEGORY_DISTANCE_WEAPONS = 19;
ITEM_CATEGORY_SWORDS = 20;
ITEM_CATEGORY_WANDS_RODS = 21;
ITEM_CATEGORY_PREMIUM_SCROLLS = 22;
ITEM_CATEGORY_TIBIA_COINS = 23;
}
enum PLAYER_PROFESSION {
PLAYER_PROFESSION_ANY = -1;
PLAYER_PROFESSION_NONE = 0;
PLAYER_PROFESSION_KNIGHT = 1;
PLAYER_PROFESSION_PALADIN = 2;
PLAYER_PROFESSION_SORCERER = 3;
PLAYER_PROFESSION_DRUID = 4;
PLAYER_PROFESSION_PROMOTED = 10;
}
enum ANIMATION_LOOP_TYPE {
ANIMATION_LOOP_TYPE_PINGPONG = -1;
ANIMATION_LOOP_TYPE_INFINITE = 0;
ANIMATION_LOOP_TYPE_COUNTED = 1;
}
enum HOOK_TYPE {
HOOK_TYPE_SOUTH = 1;
HOOK_TYPE_EAST = 2;
}
enum FIXED_FRAME_GROUP {
FIXED_FRAME_GROUP_OUTFIT_IDLE = 0;
FIXED_FRAME_GROUP_OUTFIT_MOVING = 1;
FIXED_FRAME_GROUP_OBJECT_INITIAL = 2;
}
message Appearances {
repeated Appearance object = 1;
repeated Appearance outfit = 2;
repeated Appearance effect = 3;
repeated Appearance missile = 4;
}
message SpritePhase {
optional uint32 duration_min = 1;
optional uint32 duration_max = 2;
}
message SpriteAnimation {
optional uint32 default_start_phase = 1;
optional bool synchronized = 2;
optional bool random_start_phase = 3;
optional ANIMATION_LOOP_TYPE loop_type = 4;
optional uint32 loop_count = 5;
repeated SpritePhase sprite_phase = 6;
}
message Box {
optional uint32 x = 1;
optional uint32 y = 2;
optional uint32 width = 3;
optional uint32 height = 4;
}
message SpriteInfo {
optional uint32 pattern_width = 1;
optional uint32 pattern_height = 2;
optional uint32 pattern_depth = 3;
optional uint32 layers = 4;
repeated uint32 sprite_id = 5;
optional uint32 bounding_square = 7;
optional SpriteAnimation animation = 6;
optional bool is_opaque = 8;
repeated Box bounding_box_per_direction = 9;
}
message FrameGroup {
optional FIXED_FRAME_GROUP fixed_frame_group = 1;
optional uint32 id = 2;
optional SpriteInfo sprite_info = 3;
}
message Appearance {
optional uint32 id = 1;
repeated FrameGroup frame_group = 2;
optional AppearanceFlags flags = 3;
optional string name = 4;
}
message AppearanceFlags {
optional AppearanceFlagBank bank = 1;
optional bool clip = 2;
optional bool bottom = 3;
optional bool top = 4;
optional bool container = 5;
optional bool cumulative = 6;
optional bool usable = 7;
optional bool forceuse = 8;
optional bool multiuse = 9;
optional AppearanceFlagWrite write = 10;
optional AppearanceFlagWriteOnce write_once = 11;
optional bool liquidpool = 12;
optional bool unpass = 13;
optional bool unmove = 14;
optional bool unsight = 15;
optional bool avoid = 16;
optional bool no_movement_animation = 17;
optional bool take = 18;
optional bool liquidcontainer = 19;
optional bool hang = 20;
optional AppearanceFlagHook hook = 21;
optional bool rotate = 22;
optional AppearanceFlagLight light = 23;
optional bool dont_hide = 24;
optional bool translucent = 25;
optional AppearanceFlagShift shift = 26;
optional AppearanceFlagHeight height = 27;
optional bool lying_object = 28;
optional bool animate_always = 29;
optional AppearanceFlagAutomap automap = 30;
optional AppearanceFlagLenshelp lenshelp = 31;
optional bool fullbank = 32;
optional bool ignore_look = 33;
optional AppearanceFlagClothes clothes = 34;
optional AppearanceFlagDefaultAction default_action = 35;
optional AppearanceFlagMarket market = 36;
optional bool wrap = 37;
optional bool unwrap = 38;
optional bool topeffect = 39;
repeated AppearanceFlagNPC npcsaledata = 40;
optional AppearanceFlagChangedToExpire changedtoexpire = 41;
optional bool corpse = 42;
optional bool player_corpse = 43;
optional AppearanceFlagCyclopedia cyclopediaitem = 44;
}
message AppearanceFlagBank {
optional uint32 waypoints = 1;
}
message AppearanceFlagWrite {
optional uint32 max_text_length = 1;
}
message AppearanceFlagWriteOnce {
optional uint32 max_text_length_once = 1;
}
message AppearanceFlagLight {
optional uint32 brightness = 1;
optional uint32 color = 2;
}
message AppearanceFlagHeight {
optional uint32 elevation = 1;
}
message AppearanceFlagShift {
optional uint32 x = 1;
optional uint32 y = 2;
}
message AppearanceFlagClothes {
optional uint32 slot = 1;
}
message AppearanceFlagDefaultAction {
optional PLAYER_ACTION action = 1;
}
message AppearanceFlagMarket {
optional ITEM_CATEGORY category = 1;
optional uint32 trade_as_object_id = 2;
optional uint32 show_as_object_id = 3;
repeated PLAYER_PROFESSION restrict_to_profession = 5;
optional uint32 minimum_level = 6;
}
message AppearanceFlagNPC {
optional string name = 1;
optional string location = 2;
optional uint32 sale_price = 3;
optional uint32 buy_price = 4;
}
message AppearanceFlagAutomap {
optional uint32 color = 1;
}
message AppearanceFlagHook {
optional HOOK_TYPE direction = 1;
}
message AppearanceFlagLenshelp {
optional uint32 id = 1;
}
message AppearanceFlagChangedToExpire {
optional uint32 former_object_typeid = 1;
}
message AppearanceFlagCyclopedia {
optional uint32 cyclopedia_type = 1;
}