local index = 0 local function indexAdd() index = index + 1 return index end BATTLE_SERVER_TYPE = { NewArenaFight = 0, --本地测试竞技场值/罗浮争锋 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 TaSuiLingXiao = 19,-- 踏碎凌霄 FightLevel = 20,-- QiJieShiLian = 23,--七界试炼 CrossYuxuLunDaoFight = 24,--玉虚论道 LINGMAIMIJING = 25, --灵脉秘境 ENDLESS_NEW_TEAM = 28, --新无尽副本 TREASURE_TEAM=29, --宝物副本 } BattleEventName = { BattleStart = indexAdd(), BattleOrderChange = indexAdd(), BattleOrderEnd = indexAdd(), BeforeBattleEnd = indexAdd(), BattleEnd = indexAdd(), AddRole = indexAdd(), AddMonster = indexAdd(), RemoveRole = indexAdd(), RemoveMonster = indexAdd(), MpChanged = indexAdd(), MpAdd = indexAdd(), MpSub = indexAdd(), BattleRoleDead = indexAdd(), BattleSkillUsable = indexAdd(), BattleRoundStart = indexAdd(), BattleRoundChange = indexAdd(), BattleRoundEnd = 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(), 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 FinalDamage = indexAdd(), FinalBeDamage = indexAdd(), FinalBeDamageEnd = indexAdd(), --最后被攻击结束 HitMiss = indexAdd(), BeHitMiss = indexAdd(), CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数 SkillCastBefore = indexAdd(), -- 技能攻击前再往前 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(), BuffCaster2 = indexAdd(), BuffStart = indexAdd(), BuffDodge = indexAdd(), BuffTrigger = indexAdd(), BuffBeAdd=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(), --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(), -- 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 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 BloodValueChange = indexAdd(), --御甲值发发生改变 CheckLiZhanZhiQu = indexAdd(),--检测历战之躯 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 PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数 PassiveChangeIgnoreImmuneValue = indexAdd(),--被动修改无视 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 RoleIsVanish = indexAdd(), -- 角色已经从显示层消失 CheckDamageIsImmune = indexAdd(),--检测伤害是否免疫 BloodValueGetZero = indexAdd(), --御甲值清零 RoleAddBuffCheckBan = indexAdd(),--角色添加buff检测是否被禁止 } BattleMaxFrame = 1000000 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(%) CritDamageBonus = 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(%) 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 } -- 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, 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, } BuffName = { 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, SigilSign = 15, CommonSign = 16, BreakArmor = 17, AddAttack = 18, Suppress = 19, BuDongSign = 20, } DotType = { All = 0, Burn = 1, Poison = 2, Blooding = 3, } ControlType = { Dizzy = 1, Slient = 2, LockTarget = 3, NoHeal = 4, Blind = 5, Palsy = 7, Chaos = 8, } 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, } --敌人类型 EnemyType={ --普通敌人 normal = 0, --boss Boss = 1, } 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 = 5, --反伤盾 ImmuneReduce = 6, --免疫负面效果 } --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}}}, } CurseTypeName = { ShareDamage = 1, } 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, 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 Blood = 4, --禁甲文字 } RoleQueryType = { NoNodead = 1,--没有不灭 } 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 }