410 lines
12 KiB
Lua
410 lines
12 KiB
Lua
local index = 0
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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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BATTLE_SERVER_TYPE = {
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NewArenaFight = 0, --本地测试竞技场值/罗浮争锋
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StoryFight = 1, --故事副本
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MapExploreFight = 2, -- 地图探索
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ArenaFight = 3, --竞技场
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InvasionBossFight = 4,--秘境boss
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AdventureLock = 5, -- 解锁秘境
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GuildFight = 6, -- 公会站
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BloodyFight = 7, -- 血战
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MonterFight = 8, -- 兽潮
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TOPFight = 9, -- 巅峰赛
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GuildBossFight = 10, -- 工会boss
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CarBossFight = 11, -- 车迟斗法挑战boss
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CarPersonFight = 12, -- 车迟斗法抢夺
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EXPEDITION = 13, -- 远征
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GuildChallenge = 14, --公会副本
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NewGeneral = 15,--新将
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TenDespairArray = 16,--十绝阵
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Firend = 17,--好友
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SenLuoHuanJing = 18,-- 森罗环境
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TaSuiLingXiao = 19,-- 踏碎凌霄
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FightLevel = 20,--
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QiJieShiLian = 23,--七界试炼
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CrossYuxuLunDaoFight = 24,--玉虚论道
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LINGMAIMIJING = 25, --灵脉秘境
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ENDLESS_NEW_TEAM = 28, --新无尽副本
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TREASURE_TEAM=29, --宝物副本
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}
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BattleEventName = {
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BattleStart = indexAdd(),
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BattleOrderChange = indexAdd(),
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BattleOrderEnd = indexAdd(),
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BeforeBattleEnd = indexAdd(),
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BattleEnd = indexAdd(),
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AddRole = indexAdd(),
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AddMonster = indexAdd(),
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RemoveRole = indexAdd(),
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RemoveMonster = 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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BattleRoundStart = indexAdd(),
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BattleRoundChange = indexAdd(),
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BattleRoundEnd = 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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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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ReliveRole = indexAdd(), -- 复活角色
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FinalDamage = indexAdd(),
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FinalBeDamage = indexAdd(),
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FinalBeDamageEnd = indexAdd(), --最后被攻击结束
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HitMiss = indexAdd(),
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BeHitMiss = indexAdd(),
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CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
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SkillCastBefore = indexAdd(), -- 技能攻击前再往前
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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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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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BuffCaster2 = indexAdd(),
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BuffStart = indexAdd(),
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BuffDodge = indexAdd(),
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BuffTrigger = indexAdd(),
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BuffBeAdd=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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ShildTrigger = indexAdd(),
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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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--显示提示文字
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ShowHintText = indexAdd(),
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--角色释放技能之前
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RoleCastSkillBefore = indexAdd(),
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--护盾buff消失以后
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ShieldBuffEnd=indexAdd(),
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--治疗效果结束
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HotBuffEnd=indexAdd(),
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--dot buff结束
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DotBuffEnd=indexAdd(),
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-- 战斗记录用
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RecordDamage = indexAdd(), -- 伤害
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RecordTreat = indexAdd(), -- 治疗
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RecordRage = indexAdd(), -- 怒气
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RecordTransRage = indexAdd(), -- 转移怒气
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RecordBuff = indexAdd(), -- buff
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RecordSecKill = indexAdd(), -- 斩杀
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DisposeRoleCtrl_noheal = indexAdd(),--处理角色禁疗
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RoleBeExile = indexAdd(),--角色被放逐
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RoleExileEnd = indexAdd(),--角色放逐结束
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RoleAddBuffFail = indexAdd(),--角色添加buff失败
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RecordRageChange = indexAdd(), -- 怒气改变时
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ActionOperateAngerAfter =indexAdd(),--角色行动操作怒气后
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HitRoleInBurn = indexAdd(), --击中在燃烧状态得敌人
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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
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CheckLiZhanZhiQu = indexAdd(),--检测历战之躯
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SkillCastCostRageEnd = indexAdd(), --技能释放最后扣除怒气
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BloodValuePassiveChange = indexAdd(),--被动修改御甲值
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TemporaryChangeCrit = indexAdd(),--临时改变暴击率
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RoleAddCtrlBuff = indexAdd(),--角色添加控制类buff
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CastRageBrfore = indexAdd(),--扣除怒气之前
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PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数
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PassiveChangeIgnoreImmuneValue = indexAdd(),--被动修改无视
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ImmuneDebuffSuccess = indexAdd(),--免疫debuff成功
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ChangeRoleRage = indexAdd(),--改变角色怒气
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PassiveChangeIgnoreDef = indexAdd(),--被动改变无视防御比例
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PassiveChangeDefDMGReFac = indexAdd(),--被动改变防御方减伤比例
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PassiveChangeRoleHit = indexAdd(),--被动改变角色命中
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RoleIsVanish = indexAdd(), -- 角色已经从显示层消失
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CheckDamageIsImmune = indexAdd(),--检测伤害是否免疫
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BloodValueGetZero = indexAdd(), --御甲值清零
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RoleAddBuffCheckBan = indexAdd(),--角色添加buff检测是否被禁止
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}
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BattleMaxFrame = 1000000
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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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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
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FoBonus = indexAdd(), --佛系伤害加成
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YaoBonus = indexAdd(), --妖系伤害加成
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DaoBonus = indexAdd(), --道系伤害加成
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RenReduce = indexAdd(), --人系伤害减免
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FoReduce = indexAdd(), --佛系伤害减免
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YaoReduce = indexAdd(), --妖系伤害减免
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DaoReduce = indexAdd(), --道系伤害减免
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CritDamageReduce = indexAdd(), --暴击伤害减免
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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
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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.CritDamageBonus,
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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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RoleDataName.RenBonus,
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RoleDataName.FoBonus,
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RoleDataName.YaoBonus,
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RoleDataName.DaoBonus,
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RoleDataName.RenReduce,
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RoleDataName.FoReduce,
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RoleDataName.YaoReduce,
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RoleDataName.DaoReduce,
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RoleDataName.CritDamageReduce,
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}
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BuffName = {
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PropertyChange = 1,
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Control = 2,
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DOT = 3,
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HOT = 4,
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Shield = 5,
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Immune = 6,
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Curse = 7,
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KylinMark = 8,
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Exile = 9,
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NoDead = 10,
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Aura = 11,
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Brand = 12,
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Blood = 13,
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BanBlood = 14,
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SigilSign = 15,
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CommonSign = 16,
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BreakArmor = 17,
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AddAttack = 18,
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Suppress = 19,
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BuDongSign = 20,
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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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Chaos = 8,
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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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--额外技能
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Extra = 3,
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--死亡后释放的技能
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DeadSkill = 4,
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--混乱后释放的普攻
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ChaosNormal = 5,
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}
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--敌人类型
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EnemyType={
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--普通敌人
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normal = 0,
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--boss
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Boss = 1,
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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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ThornsReduce = 5, --反伤盾
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ImmuneReduce = 6, --免疫负面效果
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}
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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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skill5={12011001,0.3,0.5,4,{400000,{1,2.2,1}}},
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skill6={100923,0.15,1.5,1,{260004,{126,0.48,2,4,1,0,4,12,0}}},
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}
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CurseTypeName = {
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ShareDamage = 1,
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}
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OutDataName = {
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DarkGlowBallNum = 1, -- 舍利子数量
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DaNaoTianGongFloor = 2, -- 当前层数
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OrangeGloryItemNum = 3, -- 橙色圣物数量
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RedGloryItemNum = 4, -- 红色圣物数量
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MisteryLiquidUsedTimes = 5, -- 判官笔使用次数
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WinTimes = 6, -- 大闹天宫胜利次数
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}
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BattleUnitType = {
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Role = 1,
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Monster = 2,
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Player = 3,
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}
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BattleRoleElementType = {
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REN = 1,
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FO = 2,
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YAO = 3,
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DAO = 4
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}
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BattleArtFontType = {
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Immune = 1, -- 免疫文字
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Shield = 2, --破盾文字
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clear = 3, --清除文字
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Blood = 4, --禁甲文字
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}
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RoleQueryType = {
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NoNodead = 1,--没有不灭
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}
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BattleMieProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenBonus,
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[BattleRoleElementType.FO] = RoleDataName.FoBonus,
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[BattleRoleElementType.YAO] = RoleDataName.YaoBonus,
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[BattleRoleElementType.DAO] = RoleDataName.DaoBonus
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}
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BattleKangProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenReduce,
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[BattleRoleElementType.FO] = RoleDataName.FoReduce,
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[BattleRoleElementType.YAO] = RoleDataName.YaoReduce,
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[BattleRoleElementType.DAO] = RoleDataName.DaoReduce
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} |