2020-08-06 17:52:32 +08:00
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local index = 0
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2020-05-09 13:31:21 +08:00
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local function indexAdd()
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index = index + 1
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return index
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end
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BattleEventName = {
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BattleOrderChange = indexAdd(),
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BattleOrderEnd = indexAdd(),
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2020-05-25 19:16:23 +08:00
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BeforeBattleEnd = indexAdd(),
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2020-05-09 13:31:21 +08:00
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BattleEnd = indexAdd(),
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AddRole = indexAdd(),
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RemoveRole = indexAdd(),
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MpChanged = indexAdd(),
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MpAdd = indexAdd(),
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MpSub = indexAdd(),
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BattleRoleDead = indexAdd(),
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BattleSkillUsable = indexAdd(),
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BattleRoundChange = indexAdd(),
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RoleBeDamaged = indexAdd(),
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RoleDamage = indexAdd(),
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RoleBeDamagedBefore = indexAdd(),
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RoleDamageBefore = indexAdd(),
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RoleBeDamagedAfter = indexAdd(),
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RoleDamageAfter = indexAdd(),
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RoleBeTreated = indexAdd(),
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RoleTreat = indexAdd(),
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RoleBeHealed = indexAdd(),
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RoleBeCrit = indexAdd(),
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RoleCrit = indexAdd(),
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RoleBeHit = indexAdd(),
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RoleHit = indexAdd(), --造成伤害,dot情况排除
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RoleBeDodge = indexAdd(),
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RoleDodge = indexAdd(),
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RoleDead = indexAdd(),
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RoleKill = indexAdd(),
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RoleRevive = indexAdd(),
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RolePropertyChanged = indexAdd(),
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RoleCDChanged = indexAdd(),
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RoleTurnStart = indexAdd(), -- 角色回合开始
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RoleTurnEnd = indexAdd(), -- 角色回合结束
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RoleRageGrow = indexAdd(), -- 角色怒气成长
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RoleRageCost = indexAdd(), -- 角色怒气消耗
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RoleRageChange = indexAdd(), -- 角色怒气变化
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RoleControl = indexAdd(), -- 角色释放控制技能
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RoleBeControl = indexAdd(), -- 角色被控制
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RoleRealDead = indexAdd(), -- 角色真死了
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RoleRelive = indexAdd(), -- 角色复活了
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FinalDamage = indexAdd(),
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FinalBeDamage = indexAdd(),
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2020-07-08 21:19:34 +08:00
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HitMiss = indexAdd(),
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BeHitMiss = indexAdd(),
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2020-05-25 19:16:23 +08:00
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CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
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2020-05-09 13:31:21 +08:00
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SkillCast = indexAdd(), -- 技能攻击前
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SkillCastEnd = indexAdd(), -- 技能攻击结束
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BeSkillCast = indexAdd(), -- 被技能攻击前
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BeSkillCastEnd = indexAdd(), -- 被技能攻击结束
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SkillRandomBuff = indexAdd(), -- 技能控制时
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SkillEffectBefore = indexAdd(), -- 技能效果触发前
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BeSkillEffectBefore = indexAdd(), -- 技能效果触发前
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PassiveTreating = indexAdd(),
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PassiveBeTreated = indexAdd(),
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PassiveBeDamaging = indexAdd(),
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PassiveDamaging = indexAdd(),
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PassiveCriting = indexAdd(),
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PassiveTreatingFactor = indexAdd(),
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PassiveBeTreatedFactor = indexAdd(),
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PassiveRandomControl = indexAdd(),
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PassiveBeRandomControl = indexAdd(),
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PassiveRandomDot = indexAdd(),
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PassiveBeRandomDot = indexAdd(),
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2020-05-25 19:16:23 +08:00
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2020-05-09 13:31:21 +08:00
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PassiveRebackDamage = indexAdd(),
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PassiveBeRebackDamage = indexAdd(),
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PassiveSkillDamageHeal = indexAdd(),
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PassiveBeSkillDamageHeal = indexAdd(),
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PassiveSeckill = indexAdd(),
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PassiveBeSeckill = indexAdd(),
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Seckill = indexAdd(),
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BeSeckill = indexAdd(),
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PassiveDamageShare = indexAdd(),
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PassiveDamageBeShare = indexAdd(),
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PassiveShield = indexAdd(),
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PassiveBeShield = indexAdd(),
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AOE = indexAdd(),
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RoleViewBullet = indexAdd(), --弹道飞行击中表现
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RoleAddBuffMiss = indexAdd(),
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BuffCaster = indexAdd(),
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BuffStart = indexAdd(),
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BuffDodge = indexAdd(),
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BuffTrigger = indexAdd(),
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BuffEnd = indexAdd(),
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BuffCountChange = indexAdd(),
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BuffCover = indexAdd(),
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BuffRoundChange = indexAdd(),
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BuffDurationChange = indexAdd(),
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ShildValueChange = indexAdd(),
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2020-05-25 19:16:23 +08:00
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ShildTrigger = indexAdd(),
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2020-05-09 13:31:21 +08:00
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Curse_ShareDamage = indexAdd(),
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Be_Curse_ShareDamage = indexAdd(),
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SkillTargetCheck = indexAdd(),
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DebugStop = indexAdd(),
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}
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index = 0
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RoleDataName = {
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Level = indexAdd(), --等级
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Hp = indexAdd(), --生命
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MaxHp = indexAdd(), --最大生命
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Attack = indexAdd(), --攻击力
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PhysicalDefence = indexAdd(),--护甲
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MagicDefence = indexAdd(),--魔抗
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Speed = indexAdd(),--速度
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DamageBocusFactor = indexAdd(), --伤害加成系数(%)
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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(%)
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CritDamageFactor = 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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TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%)
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TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%)
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FireDamageReduceFactor = indexAdd(), --火系伤害减免系数(%)
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WindDamageReduceFactor = indexAdd(), --风系伤害减免系数(%)
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IceDamageReduceFactor = indexAdd(), --冰系伤害减免系数(%)
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LandDamageReduceFactor = indexAdd(), --地系伤害减免系数(%)
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LightDamageReduceFactor = indexAdd(), --光系伤害减免系数(%)
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DarkDamageReduceFactor = indexAdd(), --暗系伤害减免系数(%)
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ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%)
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InitRage = indexAdd(), --初始怒气值
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}
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BuffName = {
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PropertyChange = "PropertyChange",
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HOT = "HOT",
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DOT = "DOT",
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Control = "Control",
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Aura = "Aura",
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Brand = "Brand",
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Shield = "Shield",
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Immune = "Immune",
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NoDead = "NoDead",
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Curse = "Curse",
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}
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DotType = {
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All = 0,
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Burn = 1,
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Poison = 2,
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Blooding = 3,
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}
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ControlType = {
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Dizzy = 1,
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Slient = 2,
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LockTarget = 3,
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NoHeal = 4,
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Blind = 5,
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Palsy = 7,
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}
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BattleSkillType = {
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Monster = 0,
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Normal = 1,
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Special = 2,
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2020-08-20 15:54:03 +08:00
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--额外技能
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Extra = 3,
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2020-05-09 13:31:21 +08:00
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}
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CountTypeName = {
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Add = 1,
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AddPencent = 2,
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Sub = 3,
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SubPencent = 4,
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Cover = 5,
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}
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ShieldTypeName = {
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NormalReduce = 1, -- 固定值减伤
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RateReduce = 2, -- 百分比减伤
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AllReduce = 3, -- 无敌护盾
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}
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2020-08-20 15:54:03 +08:00
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--额外释放技能
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ExtraReleaseSkill={
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skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
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skill2={1132051,0.8,0,1,{200212,{1,0.89,2}}},
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skill3={1151111,0.05,0,1,{220000,1,0.86,2}},
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skill4={10000351,0.3,0.5,4,{400000,{1,1.75,1}}},
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}
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2020-05-09 13:31:21 +08:00
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-- 战斗表属性id对应战斗中属性数据
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BattlePropList = {
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RoleDataName.Attack,
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RoleDataName.PhysicalDefence,
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RoleDataName.MagicDefence,
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RoleDataName.Speed,
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RoleDataName.DamageBocusFactor,
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RoleDataName.DamageReduceFactor,
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RoleDataName.Hit,
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RoleDataName.Dodge,
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RoleDataName.Crit,
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RoleDataName.CritDamageFactor,
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RoleDataName.TreatFacter,
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RoleDataName.MaxHp,
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RoleDataName.Hp,
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RoleDataName.CureFacter,
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RoleDataName.Tenacity,
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RoleDataName.InitRage,
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}
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CurseTypeName = {
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ShareDamage = 1,
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2020-05-25 19:16:23 +08:00
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}
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OutDataName = {
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DarkGlowBallNum = 1,
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DaNaoTianGongFloor = 2,
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PerpleGloryItemNum = 3,
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OrangeGloryItemNum = 4,
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MisteryLiquidUsedTimes = 5
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2020-05-09 13:31:21 +08:00
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}
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