yuanshen/Yuanshen.Proto/AvatarInfo.proto
wisedev fc2ac1050f First working version of the server
KCP gameserver with packet dispatch, scene streaming, combat, gacha and the
shop, plus a small HTTP server for the login flow and the wish history page.

Game data under assets is pulled out of the client instead of being typed by
hand. The excel tables come from the packed bin container and the spawn points
from the compiled scene scripts.
2026-09-04 02:10:50 +03:00

37 lines
1.1 KiB
Protocol Buffer

syntax = "proto3";
option csharp_namespace = "Yuanshen.Protocol";
import "AvatarEquipAffixInfo.proto";
import "AvatarExpeditionState.proto";
import "AvatarFetterInfo.proto";
import "AvatarSkillInfo.proto";
import "PropValue.proto";
import "TrialAvatarInfo.proto";
message AvatarInfo {
uint32 avatarId = 1;
uint64 guid = 2;
map<uint32, PropValue> propMap = 3;
uint32 lifeState = 4;
repeated uint64 equipGuidList = 5;
repeated uint32 talentIdList = 6;
map<uint32, float> fightPropMap = 7;
TrialAvatarInfo trialAvatarInfoField = 9;
map<uint32, AvatarSkillInfo> skillMap = 10;
uint32 skillDepotId = 11;
AvatarFetterInfo fetterInfo = 12;
uint32 coreProudSkillLevel = 13;
repeated uint32 inherentProudSkillList = 14;
map<uint32, uint32> skillLevelMap = 15;
AvatarExpeditionState expeditionState = 16;
map<uint32, uint32> proudSkillExtraLevel = 17;
bool isFocusFieldNumber = 18;
uint32 avatarType = 19;
repeated uint32 teamResonanceList = 20;
uint32 wearingFlycloakId = 21;
repeated AvatarEquipAffixInfo equipAffixList = 22;
uint32 bornTime = 23;
repeated uint32 pendingPromoteRewardListFieldNumber = 24;
uint32 costumeId = 25;
}