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

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Lua
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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
}