sk-client/Assets/ManagedResources/~Lua/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(),
BattleOrderEnd = indexAdd(),
BeforeBattleEnd = indexAdd(),
BattleEnd = indexAdd(),
AddRole = indexAdd(),
RemoveRole = indexAdd(),
BattleRoleDead = indexAdd(),
BattleRoundChangeBefore = indexAdd(),
BattleRoundChange = indexAdd(),
BattleRoundCheck =indexAdd(),
BattleRoundBeginDialogue = indexAdd(),
RoleCheckForbear = indexAdd(),
RoleBeCheckForbear = indexAdd(),
RoleBeDamaged = indexAdd(),
RoleDamage = indexAdd(),
RoleBeDamagedBefore = indexAdd(),
RoleDamageBefore = indexAdd(),
RoleBeDamagedAfter = indexAdd(),
RoleDamageAfter = indexAdd(),
RoleBeTreated = indexAdd(),
RoleTreat = indexAdd(),
RoleBeHealed = indexAdd(),
RoleBeCrit = indexAdd(),
RoleCrit = indexAdd(),
RoleBeSeal = indexAdd(), --封印
RoleSeal = indexAdd(),
RoleBeHit = indexAdd(),
RoleHit = indexAdd(), --造成伤害dot情况排除
RoleHitGeneralAttackCheck = indexAdd(),--攻击时额外普攻检测
RoleHitDoubleHitCheck = indexAdd(),--攻击时连击检测
RoleBeDodge = indexAdd(),
RoleDodge = indexAdd(),
RoleDead = indexAdd(),
RoleKill = indexAdd(),--击杀
RoleKillSkillPursueAttackCheck = indexAdd(),--击杀后追击技能检测
RoleKillGeneralAttackPursueAttackCheck = indexAdd(),--击杀后追击普攻检测
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
RoleRealDead = indexAdd(), -- 角色真死了
RoleRelive = indexAdd(), -- 角色复活了
FinalDamage = indexAdd(),
FinalBeDamage = indexAdd(),
HitMiss = indexAdd(),
BeHitMiss = indexAdd(),
CritMiss = indexAdd(), --< 暴击miss
BeCritMiss = indexAdd(), --< 暴击miss
CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
SkillSelectBefore = indexAdd(), --< 技能目标选择前
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All
BeSkillEffectBefore = indexAdd(), -- 技能效果触发前
SkillFirstEffectTrigger = indexAdd(), --< 技能第一效果到位时触发 在效果前触发
SkillLastEffectTrigger = indexAdd(), --< 技能最后效果到位时触发 在效果后触发
SkillFireOnce = indexAdd(), --< 技能单次炮击
SkillFireAll = indexAdd(), --< 技能单次攻击所有 无炮击效果
AddUnit = indexAdd(), --< 加战斗单元
RemoveUnit = indexAdd(), --< 减战斗单元
PassiveTreating = indexAdd(),
PassiveBeTreated = indexAdd(),
PassiveBeDamaging = indexAdd(),
PassiveDamaging = indexAdd(),
PassiveCriting = indexAdd(),
PassiveTreatingFactor = indexAdd(),
PassiveBeTreatedFactor = indexAdd(),
PassiveRandomControl = indexAdd(),
PassiveBeRandomControl = indexAdd(),
PassiveRandomFinalControl = indexAdd(), --< 修正最终控制率
PassiveBeRandomFinalControl = indexAdd(), --< 修正最终控制率
PassiveRandomDot = indexAdd(),
PassiveBeRandomDot = indexAdd(),
TriggerDamaging = indexAdd(),
TriggerBeDamaging = indexAdd(),
TriggerBeDamageEnd = 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(),
BuffCover = indexAdd(),
BuffRoundChange = indexAdd(),
BuffDurationChange = indexAdd(),
BuffAuraTrigger = indexAdd(),
BuffPropertyChangeIcebound = indexAdd(),
ShildValueChange = indexAdd(),
ShildTrigger = indexAdd(),
ShildReduce = indexAdd(),
ShildBeReduce = indexAdd(),
Curse_ShareDamage = indexAdd(),
Be_Curse_ShareDamage = indexAdd(),
ImmuneTrigger =indexAdd(),
SkillTargetCheck = indexAdd(),
DebugStop = indexAdd(),
FloatTotal = indexAdd(),
IgnoreDefFactor = indexAdd(),
BeIgnoreDefFactor = indexAdd(),
SkillTextFloating = indexAdd(),
RoundBegin = indexAdd(),-- 单轮回合开始
Rounding = indexAdd(),-- 单轮回合中
RoundEnd = indexAdd(),-- 单轮回合结束
FlagCritReset = indexAdd();
RoleRealRelive = indexAdd();
OnAddTibuRole = indexAdd(), -- 替补角色
BattleTibuRoundBegin = indexAdd(), -- 替补回合开始
BattleTibuRoundEnd = indexAdd(), -- 替补回合结束
CheckFrame = indexAdd(),
RoleBeDamagedImmunityr = 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(% --< 10
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(%
PhysicalDamage = indexAdd(), --< 物伤
MagicDamage = indexAdd(), --< 法伤
PhysicalImmune = indexAdd(), --< 物免
MagicImmune = indexAdd(), --< 法免 --< 20
SpeedAddition = indexAdd(), --< 速度加成
AttackAddition = indexAdd(), --< 攻击加成
ArmorAddition = indexAdd(), --< 护甲加成
ControlProbability = indexAdd(), --< 控制几率
ControlResist = indexAdd(), --< 控制抵抗
MultiHitUp = indexAdd(); --< 连击强化
MultiHitResist =indexAdd(); --< 连击抵抗
CounterUp = indexAdd(); --< 反击强化
CounterResist =indexAdd(); --< 反击抵抗
SkillDamage = indexAdd(), --< 技能伤害
DamageToMage = indexAdd(), --< 对高爆型伤害
DamageToFighter = indexAdd(), --< 对穿甲型伤害
DamageToDefender = indexAdd(), --< 对防御型伤害
DamageToHealer = indexAdd(), --< 对辅助型伤害 --< 30
DefenceFromFighter = indexAdd(), --< 受穿甲型伤害降低
DefenceFromMage = indexAdd(), --< 受高爆型伤害降低
DefenceFromDefender = indexAdd(), --< 受防御型伤害降低
DefenceFromHealer = indexAdd(), --< 受辅助型伤害降低
CriDamageReduceRate = indexAdd(), --< 暴伤抵抗
HealCritical = indexAdd(), --< 修理暴击
HealCriEffect = indexAdd(), --< 修理暴击效果
MaxHpPercentage = indexAdd(), --< 生命加成
PVPDamageBocusFactor = indexAdd(), --< pvp 增伤
PVPDamageReduceFactor = indexAdd(), --< pvp 减伤
PhysicalRateIncrease = indexAdd(), --< 勇气
MagicRateIncrease = indexAdd(), --< 信念
Accurate = indexAdd(), --< 精准
}
BuffName = {
PropertyChange = "PropertyChange",
HOT = "HOT",
DOT = "DOT",
Control = "Control",
Aura = "Aura",
Brand = "Brand",
Shield = "Shield",
Immune = "Immune",
NoDead = "NoDead",
Curse = "Curse",
BEffect = "BEffect",
Bond = "Bond",
}
BEffectType = {
BaZhenTu = 1,
}
DotType = {
All = 0,
Burn = 1,
Poison = 2,
Blooding = 3,
}
ControlType = {
Dizzy = 1,
Slient = 2,
LockTarget = 3,
NoHeal = 4,
Blind = 5,
Palsy = 7,
Frozen = 8,
Chaos = 9,
}
BattleSkillType = {
Monster = 0,
Normal = 1,
Special = 2,
}
SkillBaseType = {
Physical = 1,
Magic = 2
}
SkillSlotPos = {
Slot_0 = 0,
Slot_1 = 1,
Slot_2 = 2,
Slot_3 = 3,
Slot_4 = 4,
}
CountTypeName = {
Add = 1,
AddPencent = 2,
Sub = 3,
SubPencent = 4,
Cover = 5,
}
ShieldTypeName = {
NormalReduce = 1, -- 固定值减伤A
RateReduce = 2, -- 百分比减伤
AllReduce = 3, -- 无敌护盾
}
--> 属性状态
PropertyChangeType = {
ReduceSpeed = 1, --< 减速
PenetrationArmor = 2, --< 破甲
Admonish = 3, --< 训诫
Icebound = 4, --< 冰封结界
}
--> 属性状态映射属性
PropertyChangeTypeMap = {
RoleDataName.Speed,
RoleDataName.ArmorAddition,
RoleDataName.AttackAddition,
RoleDataName.AttackAddition,
RoleDataName.DamageReduceFactor,
RoleDataName.PhysicalImmune,
}
--> BrandFlag
BrandType = {
ReBound = 1, --< 反伤
Attention = 2, --< 关注
Protect = 3, --< 保护
Angry = 4, --< 怒气
Sign = 5, --< 标识
MagicSeed = 6, --< 魔种
WithStand = 7, --< 无懈可击
jueqing = 8, --< 绝情
TreatCutDebuff = 9, --< 治疗去debuff
curse = 10, --< 诅咒
wild = 11, --< 野心
CantRelive = 12, --< 无法复活
buquyizhi = 13, --< 不屈意志
GodBless = 14, --< 神之庇佑
Rocky4 = 16, --< 洛基技能4提高伤害基础值
}
--> FightUnit类型
FightUnitType = {
UnitSupport = 1, --< 守护 原坦克的支援
UnitAircraftCarrier = 2, --< 航母
UnitAdjutant = 3, --< 先驱 原坦克的副官
}
-- 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, --< 10
RoleDataName.TreatFacter,
RoleDataName.MaxHp,
RoleDataName.Hp,
RoleDataName.CureFacter,
RoleDataName.Tenacity,
99999, --< 怒气删除了 补位
RoleDataName.PhysicalDamage,
RoleDataName.MagicDamage,
RoleDataName.PhysicalImmune,
RoleDataName.MagicImmune, --< 20
RoleDataName.SpeedAddition,
RoleDataName.AttackAddition,
RoleDataName.ArmorAddition,
RoleDataName.ControlProbability,
RoleDataName.ControlResist,
RoleDataName.MaxHpPercentage,
RoleDataName.HealCritical,
RoleDataName.HealCriEffect,
RoleDataName.MultiHitUp,
RoleDataName.MultiHitResist,
RoleDataName.CounterUp,
RoleDataName.CounterResist,
}
CurseTypeName = {
ShareDamage = 1,
}
OutDataName = {
DarkGlowBallNum = 1,
DaNaoTianGongFloor = 2,
PerpleGloryItemNum = 3,
OrangeGloryItemNum = 4,
MisteryLiquidUsedTimes = 5
}
-- 从0 开始
BattleTankFrame = {
IdleFrame = 6
}
--> 战法类型
WarWayType = {
W_6001 = 6001, --< 敏捷
W_6002 = 6002, --< 物连
W_6003 = 6003, --< 法连
W_6004 = 6004, --< 法力
W_6005 = 6005, --< 武力
W_6009 = 6009, --< 必杀
W_6020 = 6020, --< 躲闪
W_6025 = 6025, --< 回春
W_6026 = 6026, --< 还魂
W_6027 = 6027, --< 复活
W_6031 = 6031, --< 医术
}
SkillSubType = {
Normal = 1, --< 正常技能
BeatBack = 2, --< 反击
}
SkillEffectFirstPropty={ --<主动技能有限级别
AtOnce = 9999999999,
P2 = 1000,
P1 = 100,
P0 = 10,
BeforeFirst = 3,
First = 2,
Normal = 1,
Delay = 0.1,
AfterDelay = 0.2,
A0 = 0.01,
A1 = 0.001,
A2 = 0.0001,
Latest = 0.00000000001
}
--1 燃烧 2 中毒 3 流血 4 点燃 5 洪荒烈火 6 业火 7 诅咒
BuffDamageType={
All = 0,
Burn = 1,
Poison = 2,
Blooding = 3,
Fired = 4,
Flood = 5,
Hellfire = 6,
Curse = 7
}