478 lines
13 KiB
Lua
478 lines
13 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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BattleEventName = {
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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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RemoveRole = indexAdd(),
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BattleRoleDead = indexAdd(),
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BattleRoundChangeBefore = indexAdd(),
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BattleRoundChange = indexAdd(),
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BattleRoundCheck =indexAdd(),
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BattleRoundBeginDialogue = indexAdd(),
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RoleCheckForbear = indexAdd(),
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RoleBeCheckForbear = 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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RoleBeSeal = indexAdd(), --封印
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RoleSeal = 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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RoleHitGeneralAttackCheck = indexAdd(),--攻击时额外普攻检测
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RoleHitDoubleHitCheck = indexAdd(),--攻击时连击检测
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RoleBeDodge = indexAdd(),
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RoleDodge = indexAdd(),
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RoleDead = indexAdd(),
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RoleKill = indexAdd(),--击杀
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RoleKillSkillPursueAttackCheck = indexAdd(),--击杀后追击技能检测
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RoleKillGeneralAttackPursueAttackCheck = indexAdd(),--击杀后追击普攻检测
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RolePropertyChanged = indexAdd(),
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RoleCDChanged = 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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RoleRealDead = indexAdd(), -- 角色真死了
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RoleRelive = indexAdd(), -- 角色复活了
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FinalDamage = indexAdd(),
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FinalBeDamage = indexAdd(),
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HitMiss = indexAdd(),
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BeHitMiss = indexAdd(),
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CritMiss = indexAdd(), --< 暴击miss
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BeCritMiss = indexAdd(), --< 暴击miss
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CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
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SkillSelectBefore = indexAdd(), --< 技能目标选择前
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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All
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BeSkillEffectBefore = indexAdd(), -- 技能效果触发前
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SkillFirstEffectTrigger = indexAdd(), --< 技能第一效果到位时触发 在效果前触发
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SkillLastEffectTrigger = indexAdd(), --< 技能最后效果到位时触发 在效果后触发
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SkillFireOnce = indexAdd(), --< 技能单次炮击
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SkillFireAll = indexAdd(), --< 技能单次攻击所有 无炮击效果
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AddUnit = indexAdd(), --< 加战斗单元
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RemoveUnit = indexAdd(), --< 减战斗单元
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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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PassiveRandomFinalControl = indexAdd(), --< 修正最终控制率
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PassiveBeRandomFinalControl = indexAdd(), --< 修正最终控制率
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PassiveRandomDot = indexAdd(),
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PassiveBeRandomDot = indexAdd(),
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TriggerDamaging = indexAdd(),
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TriggerBeDamaging = indexAdd(),
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TriggerBeDamageEnd = 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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BuffStart = indexAdd(),
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BuffDodge = indexAdd(),
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BuffTrigger = indexAdd(),
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BuffEnd = indexAdd(),
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BuffCover = indexAdd(),
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BuffRoundChange = indexAdd(),
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BuffDurationChange = indexAdd(),
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BuffAuraTrigger = indexAdd(),
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BuffPropertyChangeIcebound = indexAdd(),
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ShildValueChange = indexAdd(),
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ShildTrigger = indexAdd(),
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ShildReduce = indexAdd(),
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ShildBeReduce = indexAdd(),
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Curse_ShareDamage = indexAdd(),
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Be_Curse_ShareDamage = indexAdd(),
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ImmuneTrigger =indexAdd(),
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SkillTargetCheck = indexAdd(),
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DebugStop = indexAdd(),
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FloatTotal = indexAdd(),
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IgnoreDefFactor = indexAdd(),
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BeIgnoreDefFactor = indexAdd(),
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SkillTextFloating = indexAdd(),
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RoundBegin = indexAdd(),-- 单轮回合开始
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Rounding = indexAdd(),-- 单轮回合中
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RoundEnd = indexAdd(),-- 单轮回合结束
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FlagCritReset = indexAdd();
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RoleRealRelive = indexAdd();
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OnAddTibuRole = indexAdd(), -- 替补角色
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BattleTibuRoundBegin = indexAdd(), -- 替补回合开始
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BattleTibuRoundEnd = indexAdd(), -- 替补回合结束
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CheckFrame = indexAdd(),
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RoleBeDamagedImmunityr = indexAdd(),
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}
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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(%) --< 10
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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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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(%)
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PhysicalDamage = indexAdd(), --< 物伤
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MagicDamage = indexAdd(), --< 法伤
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PhysicalImmune = indexAdd(), --< 物免
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MagicImmune = indexAdd(), --< 法免 --< 20
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SpeedAddition = indexAdd(), --< 速度加成
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AttackAddition = indexAdd(), --< 攻击加成
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ArmorAddition = indexAdd(), --< 护甲加成
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ControlProbability = indexAdd(), --< 控制几率
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ControlResist = indexAdd(), --< 控制抵抗
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MultiHitUp = indexAdd(); --< 连击强化
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MultiHitResist =indexAdd(); --< 连击抵抗
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CounterUp = indexAdd(); --< 反击强化
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CounterResist =indexAdd(); --< 反击抵抗
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SkillDamage = indexAdd(), --< 技能伤害
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DamageToMage = indexAdd(), --< 对高爆型伤害
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DamageToFighter = indexAdd(), --< 对穿甲型伤害
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DamageToDefender = indexAdd(), --< 对防御型伤害
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DamageToHealer = indexAdd(), --< 对辅助型伤害 --< 30
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DefenceFromFighter = indexAdd(), --< 受穿甲型伤害降低
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DefenceFromMage = indexAdd(), --< 受高爆型伤害降低
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DefenceFromDefender = indexAdd(), --< 受防御型伤害降低
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DefenceFromHealer = indexAdd(), --< 受辅助型伤害降低
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CriDamageReduceRate = indexAdd(), --< 暴伤抵抗
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HealCritical = indexAdd(), --< 修理暴击
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HealCriEffect = indexAdd(), --< 修理暴击效果
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MaxHpPercentage = indexAdd(), --< 生命加成
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PVPDamageBocusFactor = indexAdd(), --< pvp 增伤
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PVPDamageReduceFactor = indexAdd(), --< pvp 减伤
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PhysicalRateIncrease = indexAdd(), --< 勇气
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MagicRateIncrease = indexAdd(), --< 信念
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Accurate = indexAdd(), --< 精准
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}
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BuffName = {
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PropertyChange = "PropertyChange",
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HOT = "HOT",
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DOT = "DOT",
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Control = "Control",
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Aura = "Aura",
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Brand = "Brand",
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Shield = "Shield",
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Immune = "Immune",
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NoDead = "NoDead",
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Curse = "Curse",
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BEffect = "BEffect",
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Bond = "Bond",
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}
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BEffectType = {
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BaZhenTu = 1,
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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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Frozen = 8,
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Chaos = 9,
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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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}
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SkillBaseType = {
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Physical = 1,
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Magic = 2
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}
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SkillSlotPos = {
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Slot_0 = 0,
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Slot_1 = 1,
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Slot_2 = 2,
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Slot_3 = 3,
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Slot_4 = 4,
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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A
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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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}
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--> 属性状态
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PropertyChangeType = {
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ReduceSpeed = 1, --< 减速
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PenetrationArmor = 2, --< 破甲
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Admonish = 3, --< 训诫
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Icebound = 4, --< 冰封结界
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}
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--> 属性状态映射属性
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PropertyChangeTypeMap = {
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RoleDataName.Speed,
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RoleDataName.ArmorAddition,
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RoleDataName.AttackAddition,
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RoleDataName.AttackAddition,
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RoleDataName.DamageReduceFactor,
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RoleDataName.PhysicalImmune,
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}
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--> BrandFlag
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BrandType = {
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ReBound = 1, --< 反伤
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Attention = 2, --< 关注
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Protect = 3, --< 保护
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Angry = 4, --< 怒气
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Sign = 5, --< 标识
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MagicSeed = 6, --< 魔种
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WithStand = 7, --< 无懈可击
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jueqing = 8, --< 绝情
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TreatCutDebuff = 9, --< 治疗去debuff
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curse = 10, --< 诅咒
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wild = 11, --< 野心
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CantRelive = 12, --< 无法复活
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buquyizhi = 13, --< 不屈意志
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GodBless = 14, --< 神之庇佑
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Rocky4 = 16, --< 洛基技能4提高伤害基础值
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}
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--> FightUnit类型
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FightUnitType = {
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UnitSupport = 1, --< 守护 原坦克的支援
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UnitAircraftCarrier = 2, --< 航母
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UnitAdjutant = 3, --< 先驱 原坦克的副官
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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.CritDamageFactor, --< 10
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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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99999, --< 怒气删除了 补位
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RoleDataName.PhysicalDamage,
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RoleDataName.MagicDamage,
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RoleDataName.PhysicalImmune,
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RoleDataName.MagicImmune, --< 20
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RoleDataName.SpeedAddition,
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RoleDataName.AttackAddition,
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RoleDataName.ArmorAddition,
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RoleDataName.ControlProbability,
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RoleDataName.ControlResist,
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RoleDataName.MaxHpPercentage,
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RoleDataName.HealCritical,
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RoleDataName.HealCriEffect,
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RoleDataName.MultiHitUp,
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RoleDataName.MultiHitResist,
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RoleDataName.CounterUp,
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RoleDataName.CounterResist,
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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,
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DaNaoTianGongFloor = 2,
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PerpleGloryItemNum = 3,
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OrangeGloryItemNum = 4,
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MisteryLiquidUsedTimes = 5
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}
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-- 从0 开始
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BattleTankFrame = {
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IdleFrame = 6
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}
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--> 战法类型
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WarWayType = {
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W_6001 = 6001, --< 敏捷
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W_6002 = 6002, --< 物连
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W_6003 = 6003, --< 法连
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W_6004 = 6004, --< 法力
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W_6005 = 6005, --< 武力
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W_6009 = 6009, --< 必杀
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W_6020 = 6020, --< 躲闪
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W_6025 = 6025, --< 回春
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W_6026 = 6026, --< 还魂
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W_6027 = 6027, --< 复活
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W_6031 = 6031, --< 医术
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}
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SkillSubType = {
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Normal = 1, --< 正常技能
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BeatBack = 2, --< 反击
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}
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SkillEffectFirstPropty={ --<主动技能有限级别
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AtOnce = 9999999999,
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P2 = 1000,
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P1 = 100,
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P0 = 10,
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BeforeFirst = 3,
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First = 2,
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Normal = 1,
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Delay = 0.1,
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AfterDelay = 0.2,
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A0 = 0.01,
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A1 = 0.001,
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A2 = 0.0001,
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Latest = 0.00000000001
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}
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--1 燃烧 2 中毒 3 流血 4 点燃 5 洪荒烈火 6 业火 7 诅咒
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BuffDamageType={
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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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Fired = 4,
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Flood = 5,
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Hellfire = 6,
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Curse = 7
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}
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