miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua

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local index = 0
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local function indexAdd()
index = index + 1
return index
end
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BATTLE_SERVER_TYPE = {
NewArenaFight = 0, --本地测试竞技场值/罗浮争锋
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StoryFight = 1, --故事副本
MapExploreFight = 2, -- 地图探索
ArenaFight = 3, --竞技场
InvasionBossFight = 4,--秘境boss
AdventureLock = 5, -- 解锁秘境
GuildFight = 6, -- 公会站
BloodyFight = 7, -- 血战
MonterFight = 8, -- 兽潮
TOPFight = 9, -- 巅峰赛
GuildBossFight = 10, -- 工会boss
CarBossFight = 11, -- 车迟斗法挑战boss
CarPersonFight = 12, -- 车迟斗法抢夺
EXPEDITION = 13, -- 远征
GuildChallenge = 14, --公会副本
NewGeneral = 15,--新将
TenDespairArray = 16,--十绝阵
Firend = 17,--好友
SenLuoHuanJing = 18,-- 森罗环境
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TaSuiLingXiao = 19,-- 踏碎凌霄
FightLevel = 20,--
QiJieShiLian = 23,--七界试炼
CrossYuxuLunDaoFight = 24,--玉虚论道
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LINGMAIMIJING = 25, --灵脉秘境
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}
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BattleEventName = {
BattleStart = indexAdd(),
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BattleOrderChange = indexAdd(),
BattleOrderEnd = indexAdd(),
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BeforeBattleEnd = indexAdd(),
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BattleEnd = indexAdd(),
AddRole = indexAdd(),
AddMonster = indexAdd(),
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RemoveRole = indexAdd(),
RemoveMonster = indexAdd(),
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MpChanged = indexAdd(),
MpAdd = indexAdd(),
MpSub = indexAdd(),
BattleRoleDead = indexAdd(),
BattleSkillUsable = indexAdd(),
BattleRoundStart = indexAdd(),
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BattleRoundChange = indexAdd(),
BattleRoundEnd = indexAdd(),
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RoleBeDamaged = indexAdd(),
RoleDamage = indexAdd(),
RoleBeDamagedBefore = indexAdd(),
RoleDamageBefore = indexAdd(),
RoleBeDamagedAfter = indexAdd(),
RoleDamageAfter = indexAdd(),
RoleBeTreated = indexAdd(),
RoleTreat = indexAdd(),
RoleBeHealed = indexAdd(),
RoleBeCrit = indexAdd(),
RoleCrit = indexAdd(),
RoleBeHit = indexAdd(),
RoleHit = indexAdd(), --造成伤害dot情况排除
RoleBeDodge = indexAdd(),
RoleDodge = indexAdd(),
RoleDead = indexAdd(),
RoleKill = indexAdd(),
RoleRevive = indexAdd(),
RolePropertyChanged = indexAdd(),
RoleTurnStart = indexAdd(), -- 角色回合开始
RoleTurnEnd = indexAdd(), -- 角色回合结束
RoleRageGrow = indexAdd(), -- 角色怒气成长
RoleRageCost = indexAdd(), -- 角色怒气消耗
RoleRageChange = indexAdd(), -- 角色怒气变化
RoleControl = indexAdd(), -- 角色释放控制技能
RoleBeControl = indexAdd(), -- 角色被控制
RoleRealDead = indexAdd(), -- 角色真死了
RoleRelive = indexAdd(), -- 角色复活了
ReliveRole = indexAdd(), -- 复活角色
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FinalDamage = indexAdd(),
FinalBeDamage = indexAdd(),
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FinalBeDamageEnd = indexAdd(), --最后被攻击结束
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HitMiss = indexAdd(),
BeHitMiss = indexAdd(),
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CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
SkillCastBefore = indexAdd(), -- 技能攻击前再往前
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SkillCast = indexAdd(), -- 技能攻击前
SkillCastEnd = indexAdd(), -- 技能攻击结束
BeSkillCast = indexAdd(), -- 被技能攻击前
BeSkillCastEnd = indexAdd(), -- 被技能攻击结束
SkillRandomBuff = indexAdd(), -- 技能控制时
SkillEffectBefore = indexAdd(), -- 技能效果触发前
BeSkillEffectBefore = indexAdd(), -- 技能效果触发前
PassiveTreating = indexAdd(),
PassiveBeTreated = indexAdd(),
PassiveBeDamaging = indexAdd(),
PassiveDamaging = indexAdd(),
PassiveCriting = indexAdd(),
PassiveTreatingFactor = indexAdd(),
PassiveBeTreatedFactor = indexAdd(),
PassiveRandomControl = indexAdd(),
PassiveBeRandomControl = indexAdd(),
PassiveRandomDot = indexAdd(),
PassiveBeRandomDot = indexAdd(),
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PassiveRebackDamage = indexAdd(),
PassiveBeRebackDamage = indexAdd(),
PassiveSkillDamageHeal = indexAdd(),
PassiveBeSkillDamageHeal = indexAdd(),
PassiveSeckill = indexAdd(),
PassiveBeSeckill = indexAdd(),
Seckill = indexAdd(),
BeSeckill = indexAdd(),
PassiveDamageShare = indexAdd(),
PassiveDamageBeShare = indexAdd(),
PassiveShield = indexAdd(),
PassiveBeShield = indexAdd(),
AOE = indexAdd(),
RoleViewBullet = indexAdd(), --弹道飞行击中表现
RoleAddBuffMiss = indexAdd(),
BuffCaster = indexAdd(),
BuffStart = indexAdd(),
BuffDodge = indexAdd(),
BuffTrigger = indexAdd(),
BuffBeAdd=indexAdd(),
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BuffEnd = indexAdd(),
BuffCountChange = indexAdd(),
BuffCover = indexAdd(),
BuffRoundChange = indexAdd(),
BuffDurationChange = indexAdd(),
ShildValueChange = indexAdd(),
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ShildTrigger = indexAdd(),
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Curse_ShareDamage = indexAdd(),
Be_Curse_ShareDamage = indexAdd(),
SkillTargetCheck = indexAdd(),
DebugStop = indexAdd(),
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--显示提示文字
ShowHintText = indexAdd(),
--角色释放技能之前
RoleCastSkillBefore = indexAdd(),
--护盾buff消失以后
ShieldBuffEnd=indexAdd(),
--治疗效果结束
HotBuffEnd=indexAdd(),
--dot buff结束
DotBuffEnd=indexAdd(),
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-- 战斗记录用
RecordDamage = indexAdd(), -- 伤害
RecordTreat = indexAdd(), -- 治疗
RecordRage = indexAdd(), -- 怒气
RecordTransRage = indexAdd(), -- 转移怒气
RecordBuff = indexAdd(), -- buff
RecordSecKill = indexAdd(), -- 斩杀
DisposeRoleCtrl_noheal = indexAdd(),--处理角色禁疗
RoleBeExile = indexAdd(),--角色被放逐
RoleExileEnd = indexAdd(),--角色放逐结束
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RoleAddBuffFail = indexAdd(),--角色添加buff失败
RecordRageChange = indexAdd(), -- 怒气改变时
ActionOperateAngerAfter =indexAdd(),--角色行动操作怒气后
HitRoleInBurn = indexAdd(), --击中在燃烧状态得敌人
ActionOperateAngerBefore =indexAdd(),--角色行动操作怒气前
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BloodValueChange = indexAdd(), --御甲值发发生改变
CheckLiZhanZhiQu = indexAdd(),--检测历战之躯
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SkillCastCostRageEnd = indexAdd(), --技能释放最后扣除怒气
BloodValuePassiveChange = indexAdd(),--被动修改御甲值
TemporaryChangeCrit = indexAdd(),--临时改变暴击率
RoleAddCtrlBuff = indexAdd(),--角色添加控制类buff
CastRageBrfore = indexAdd(),--扣除怒气之前
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PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数
PassiveChangeIgnoreImmuneValue = indexAdd(),--被动修改无视
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ImmuneDebuffSuccess = indexAdd(),--免疫debuff成功
ChangeRoleRage = indexAdd(),--改变角色怒气
PassiveChangeIgnoreDef = indexAdd(),--被动改变无视防御比例
PassiveChangeDefDMGReFac = indexAdd(),--被动改变防御方减伤比例
PassiveChangeRoleHit = indexAdd(),--被动改变角色命中
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}
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BattleMaxFrame = 1000000
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index = 0
RoleDataName = {
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Level = indexAdd(), --等级
Hp = indexAdd(), --生命
MaxHp = indexAdd(), --最大生命
Attack = indexAdd(), --攻击力
PhysicalDefence = indexAdd(), --护甲
MagicDefence = indexAdd(), --魔抗
Speed = indexAdd(), --速度
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DamageBocusFactor = indexAdd(), --伤害加成系数(%
DamageReduceFactor = indexAdd(), --伤害减免系数(%
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Hit = indexAdd(), --施法率(%
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Dodge = indexAdd(), --后期基础施法率(%
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Crit = indexAdd(), --暴击率(%
CritDamageBonus = indexAdd(), --暴击伤害系数(%
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Tenacity = indexAdd(), --抗暴率(%
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TreatFacter = indexAdd(), --治疗加成系数(%
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CureFacter = indexAdd(),--受到治疗加成系数(%
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RenBonus = indexAdd(), --人系伤害加成
FoBonus = indexAdd(), --佛系伤害加成
YaoBonus = indexAdd(), --妖系伤害加成
DaoBonus = indexAdd(), --道系伤害加成
RenReduce = indexAdd(), --人系伤害减免
FoReduce = indexAdd(), --佛系伤害减免
YaoReduce = indexAdd(), --妖系伤害减免
DaoReduce = indexAdd(), --道系伤害减免
CritDamageReduce = indexAdd(), --暴击伤害减免
InitRage = indexAdd(), --初始怒气值
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}
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-- 战斗表属性id对应战斗中属性数据
BattlePropList = {
RoleDataName.Attack,
RoleDataName.PhysicalDefence,
RoleDataName.MagicDefence,
RoleDataName.Speed,
RoleDataName.DamageBocusFactor,
RoleDataName.DamageReduceFactor,
RoleDataName.Hit,
RoleDataName.Dodge,
RoleDataName.Crit,
RoleDataName.CritDamageBonus,
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RoleDataName.TreatFacter,
RoleDataName.MaxHp,
RoleDataName.Hp,
RoleDataName.CureFacter,
RoleDataName.Tenacity,
RoleDataName.InitRage,
RoleDataName.RenBonus,
RoleDataName.FoBonus,
RoleDataName.YaoBonus,
RoleDataName.DaoBonus,
RoleDataName.RenReduce,
RoleDataName.FoReduce,
RoleDataName.YaoReduce,
RoleDataName.DaoReduce,
RoleDataName.CritDamageReduce,
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}
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BuffName = {
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PropertyChange = 1,
Control = 2,
DOT = 3,
HOT = 4,
Shield = 5,
Immune = 6,
Curse = 7,
KylinMark = 8,
Exile = 9,
NoDead = 10,
Aura = 11,
Brand = 12,
Blood = 13,
BanBlood = 14,
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SigilSign = 15,
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CommonSign = 16,
BreakArmor = 17,
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}
DotType = {
All = 0,
Burn = 1,
Poison = 2,
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Blooding = 3,
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}
ControlType = {
Dizzy = 1,
Slient = 2,
LockTarget = 3,
NoHeal = 4,
Blind = 5,
Palsy = 7,
}
BattleSkillType = {
Monster = 0,
Normal = 1,
Special = 2,
--额外技能
Extra = 3,
--死亡后释放的技能
DeadSkill = 4,
--混乱后释放的普攻
ChaosNormal = 5,
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}
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--敌人类型
EnemyType={
--普通敌人
normal = 0,
--boss
Boss = 1,
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}
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CountTypeName = {
Add = 1,
AddPencent = 2,
Sub = 3,
SubPencent = 4,
Cover = 5,
}
ShieldTypeName = {
NormalReduce = 1, -- 固定值减伤
RateReduce = 2, -- 百分比减伤
AllReduce = 3, -- 无敌护盾
ThornsReduce = 4, --反伤盾
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}
--额外释放技能
ExtraReleaseSkill={
skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
skill2={1132051,0.8,0,1,{200212,{1,0.89,2}}},
skill3={1151111,0.05,0,1,{220000,{1,0.86,2}}},
skill4={10000351,0.3,0.5,4,{400000,{1,1.75,1}}},
skill5={12011001,0.3,0.5,4,{400000,{1,2.2,1}}},
skill6={100923,0.15,1.5,1,{260004,{126,0.48,2,4,1,0,4,12,0}}},
}
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CurseTypeName = {
ShareDamage = 1,
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}
OutDataName = {
DarkGlowBallNum = 1, -- 舍利子数量
DaNaoTianGongFloor = 2, -- 当前层数
OrangeGloryItemNum = 3, -- 橙色圣物数量
RedGloryItemNum = 4, -- 红色圣物数量
MisteryLiquidUsedTimes = 5, -- 判官笔使用次数
WinTimes = 6, -- 大闹天宫胜利次数
}
BattleUnitType = {
Role = 1,
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Monster = 2,
Player = 3,
}
BattleRoleElementType = {
REN = 1,
FO = 2,
YAO = 3,
DAO = 4
}
BattleArtFontType = {
Immune = 1, -- 免疫文字
Shield = 2, --破盾文字
clear = 3, --清除文字
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Blood = 4, --禁甲文字
}
BattleMieProp = {
[BattleRoleElementType.REN] = RoleDataName.RenBonus,
[BattleRoleElementType.FO] = RoleDataName.FoBonus,
[BattleRoleElementType.YAO] = RoleDataName.YaoBonus,
[BattleRoleElementType.DAO] = RoleDataName.DaoBonus
}
BattleKangProp = {
[BattleRoleElementType.REN] = RoleDataName.RenReduce,
[BattleRoleElementType.FO] = RoleDataName.FoReduce,
[BattleRoleElementType.YAO] = RoleDataName.YaoReduce,
[BattleRoleElementType.DAO] = RoleDataName.DaoReduce
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}