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(), 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 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(), 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(), 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(), BuffAuraTrigger = indexAdd(), BuffPropertyChangeIcebound = indexAdd(), ShildValueChange = indexAdd(), ShildTrigger = indexAdd(), Curse_ShareDamage = indexAdd(), Be_Curse_ShareDamage = indexAdd(), ImmuneTrigger =indexAdd(), Be_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(), AllRoleMoved=indexAdd(),-- 所有角色回合结束 } 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 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 } BuffName = { PropertyChange = "PropertyChange", HOT = "HOT", DOT = "DOT", Control = "Control", Aura = "Aura", Brand = "Brand", Shield = "Shield", Immune = "Immune", NoDead = "NoDead", Curse = "Curse", BEffect = "BEffect", } 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 CantRelive = 8, --< 无法复活 TreatCutDebuff = 9, --< 治疗去debuff curse = 10, --< 诅咒 } --> 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, } 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 }