local index = 0 local function indexAdd() index = index + 1 return index end BattleEventName = { BattleOrderChange = indexAdd(), BattleOrderEnd = indexAdd(), BeforeBattleEnd = indexAdd(), BattleEnd = indexAdd(), AddRole = indexAdd(), RemoveRole = indexAdd(), MpChanged = indexAdd(), MpAdd = indexAdd(), MpSub = indexAdd(), BattleRoleDead = indexAdd(), BattleSkillUsable = indexAdd(), BattleRoundChange = indexAdd(), 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(), RoleCDChanged = 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 FinalDamage = indexAdd(), FinalBeDamage = indexAdd(), HitMiss = indexAdd(), BeHitMiss = indexAdd(), CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数 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(), 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(), BuffEnd = indexAdd(), BuffCountChange = indexAdd(), BuffCover = indexAdd(), BuffRoundChange = indexAdd(), BuffDurationChange = indexAdd(), ShildValueChange = indexAdd(), ShildTrigger = indexAdd(), Curse_ShareDamage = indexAdd(), Be_Curse_ShareDamage = indexAdd(), SkillTargetCheck = indexAdd(), DebugStop = indexAdd(), } index = 0 RoleDataName = { 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 DamageBocusFactor = indexAdd(), --伤害加成系数(%) DamageReduceFactor = indexAdd(), --伤害减免系数(%) Hit = indexAdd(), --施法率(%) Dodge = indexAdd(), --后期基础施法率(%) Crit = indexAdd(), --暴击率(%) CritDamageFactor = indexAdd(), --暴击伤害系数(%) Tenacity = indexAdd(), --抗暴率(%) TreatFacter = indexAdd(),--治疗加成系数(%) CureFacter = indexAdd(),--受到治疗加成系数(%) TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%) TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%) FireDamageReduceFactor = indexAdd(), --火系伤害减免系数(%) WindDamageReduceFactor = indexAdd(), --风系伤害减免系数(%) IceDamageReduceFactor = indexAdd(), --冰系伤害减免系数(%) LandDamageReduceFactor = indexAdd(), --地系伤害减免系数(%) LightDamageReduceFactor = indexAdd(), --光系伤害减免系数(%) DarkDamageReduceFactor = indexAdd(), --暗系伤害减免系数(%) ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%) InitRage = indexAdd(), --初始怒气值 } BuffName = { PropertyChange = "PropertyChange", HOT = "HOT", DOT = "DOT", Control = "Control", Aura = "Aura", Brand = "Brand", Shield = "Shield", Immune = "Immune", NoDead = "NoDead", Curse = "Curse", } DotType = { All = 0, Burn = 1, Poison = 2, Blooding = 3, } 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, } 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 } --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}}}, } -- 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.CritDamageFactor, RoleDataName.TreatFacter, RoleDataName.MaxHp, RoleDataName.Hp, RoleDataName.CureFacter, RoleDataName.Tenacity, RoleDataName.InitRage, } CurseTypeName = { ShareDamage = 1, } OutDataName = { DarkGlowBallNum = 1, DaNaoTianGongFloor = 2, PerpleGloryItemNum = 3, OrangeGloryItemNum = 4, MisteryLiquidUsedTimes = 5 }