miduo_server/luafight/Modules/Battle/Logic/Misc/BattleDefine.lua

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local index = 0
local function indexAdd()
index = index + 1
return index
end
BattleEventName = {
BattleOrderChange = indexAdd(),
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BattleOrderEnd = indexAdd(),
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BattleEnd = indexAdd(),
AddRole = indexAdd(),
RemoveRole = indexAdd(),
MpChanged = indexAdd(),
MpAdd = indexAdd(),
MpSub = indexAdd(),
BattleRoleDead = indexAdd(),
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BattleSkillUsable = indexAdd(),
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BattleRoundChange = indexAdd(),
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RoleBeDamaged = indexAdd(),
RoleDamage = indexAdd(),
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RoleBeDamagedBefore = indexAdd(),
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RoleDamageBefore = indexAdd(),
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RoleBeDamagedAfter = indexAdd(),
RoleDamageAfter = indexAdd(),
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RoleBeTreated = indexAdd(),
RoleTreat = indexAdd(),
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RoleBeHealed = indexAdd(),
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RoleBeCrit = indexAdd(),
RoleCrit = indexAdd(),
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RoleBeHit = indexAdd(),
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(),
RolePropertyChanged = indexAdd(),
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RoleCDChanged = indexAdd(),
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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
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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
RoleBeControl = indexAdd(), -- 角色被控制
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RoleRealDead = indexAdd(), -- 角色真死了
RoleRelive = indexAdd(), -- 角色复活了
FinalDamage = indexAdd(),
FinalBeDamage = indexAdd(),
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SkillCast = indexAdd(), -- 技能攻击前
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
SkillRandomBuff = indexAdd(), -- 技能控制时
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SkillEffectBefore = indexAdd(), -- 技能效果触发前
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(),
PassiveCriting = indexAdd(),
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PassiveTreatingFactor = indexAdd(),
PassiveBeTreatedFactor = indexAdd(),
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PassiveRandomControl = indexAdd(),
PassiveBeRandomControl = indexAdd(),
PassiveRandomDot = indexAdd(),
PassiveBeRandomDot = indexAdd(),
PassiveRebackDamage = indexAdd(),
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PassiveBeRebackDamage = indexAdd(),
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PassiveSkillDamageHeal = indexAdd(),
PassiveBeSkillDamageHeal = indexAdd(),
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PassiveSeckill = indexAdd(),
PassiveBeSeckill = indexAdd(),
Seckill = indexAdd(),
BeSeckill = indexAdd(),
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PassiveDamageShare = indexAdd(),
PassiveDamageBeShare = indexAdd(),
PassiveShield = indexAdd(),
PassiveBeShield = indexAdd(),
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AOE = indexAdd(),
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(),
BuffEnd = indexAdd(),
BuffCountChange = indexAdd(),
BuffCover = indexAdd(),
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BuffRoundChange = indexAdd(),
BuffDurationChange = indexAdd(),
ShildValueChange = indexAdd(),
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Curse_ShareDamage = indexAdd(),
Be_Curse_ShareDamage = indexAdd(),
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SkillTargetCheck = indexAdd(),
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DebugStop = indexAdd(),
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}
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(%
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Hit = indexAdd(), --施法率(%
Dodge = indexAdd(), --后期基础施法率(%
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Crit = indexAdd(), --暴击率(%
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(%
TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%
TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%
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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(%
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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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}
BuffName = {
PropertyChange = "PropertyChange",
HOT = "HOT",
DOT = "DOT",
Control = "Control",
Aura = "Aura",
Brand = "Brand",
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 = {
All = 0,
Burn = 1,
Poison = 2,
Blooding = 3,
}
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ControlType = {
Dizzy = 1,
Slient = 2,
LockTarget = 3,
NoHeal = 4,
Blind = 5,
Palsy = 7,
}
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BattleSkillType = {
Monster = 0,
Normal = 1,
Special = 2,
}
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CountTypeName = {
Add = 1,
AddPencent = 2,
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Sub = 3,
SubPencent = 4,
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Cover = 5,
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}
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ShieldTypeName = {
NormalReduce = 1, -- 固定值减伤
RateReduce = 2, -- 百分比减伤
AllReduce = 3, -- 无敌护盾
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}
-- 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,
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}
CurseTypeName = {
ShareDamage = 1,
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}