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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(),
- MpChanged = indexAdd(),
- MpAdd = indexAdd(),
- MpSub = indexAdd(),
- BattleRoleDead = indexAdd(),
- BattleSkillUsable = indexAdd(),
- BattleRoundChange = indexAdd(),
- RoleBeDamaged = indexAdd(),
- RoleDamage = indexAdd(),
- RoleBeDamagedBefore = indexAdd(),
- RoleDamageBefore = indexAdd(),
- RoleBeDamagedAfter = indexAdd(),
- RoleDamageAfter = indexAdd(),
- RoleBeTreated = indexAdd(),
- RoleTreat = indexAdd(),
- RoleBeHealed = indexAdd(),
- RoleBeCrit = indexAdd(),
- RoleCrit = 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(),
- CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
- 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
- BeSkillEffectBefore = indexAdd(), -- 技能效果触发前
- SkillFireOnce = indexAdd(), --< 技能单次炮击
- AddUnit = indexAdd(), --<
- RemoveUnit = indexAdd(), --<
- PassiveTreating = indexAdd(),
- PassiveBeTreated = indexAdd(),
- PassiveBeDamaging = indexAdd(),
- PassiveDamaging = indexAdd(),
- PassiveCriting = indexAdd(),
- PassiveTreatingFactor = indexAdd(),
- PassiveBeTreatedFactor = indexAdd(),
- PassiveRandomControl = indexAdd(),
- PassiveBeRandomControl = indexAdd(),
- PassiveRandomDot = indexAdd(),
- PassiveBeRandomDot = 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(),
- ShildValueChange = indexAdd(),
- ShildTrigger = indexAdd(),
- Curse_ShareDamage = indexAdd(),
- Be_Curse_ShareDamage = indexAdd(),
- SkillTargetCheck = indexAdd(),
- DebugStop = indexAdd(),
- FloatTotal = indexAdd(),
- IgnoreDefFactor = indexAdd(),
- BeIgnoreDefFactor = 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(%)
- 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(%)
- TeamDamageBocusFactor = indexAdd(),--队伍伤害加成系数(%)
- TeamDamageReduceFactor = indexAdd(),--队伍伤害减免系数(%)
- 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(%)
- PhysicalDamage = indexAdd(), --< 物伤
- MagicDamage = indexAdd(), --< 法伤
- PhysicalImmune = indexAdd(), --< 物免
- MagicImmune = indexAdd(), --< 法免
- 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
- ElementDamageBocusFactor = indexAdd(), --属性伤害加成系数(%)
- --InitRage = indexAdd(), --初始怒气值
-
- }
- BuffName = {
- PropertyChange = "PropertyChange",
- HOT = "HOT",
- DOT = "DOT",
- Control = "Control",
- Aura = "Aura",
- Brand = "Brand",
- Shield = "Shield",
- Immune = "Immune",
- NoDead = "NoDead",
- Curse = "Curse",
- }
- DotType = {
- All = 0,
- Burn = 1,
- Poison = 2,
- Blooding = 3,
- }
- ControlType = {
- Dizzy = 1,
- Slient = 2,
- LockTarget = 3,
- NoHeal = 4,
- Blind = 5,
- Palsy = 7,
- }
- 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
- }
- --> FightUnit类型
- FightUnitType = {
- UnitSupport = 1, --< 支援
- UnitAircraftCarrier = 2, --< 航母
- UnitAdjutant = 3, --< 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,
- RoleDataName.TreatFacter,
- RoleDataName.MaxHp,
- RoleDataName.Hp,
- RoleDataName.CureFacter,
- RoleDataName.Tenacity,
- RoleDataName.InitRage,
- RoleDataName.PhysicalDamage,
- RoleDataName.MagicDamage,
- RoleDataName.PhysicalImmune,
- RoleDataName.MagicImmune,
- RoleDataName.SpeedAddition,
- RoleDataName.AttackAddition,
- RoleDataName.ArmorAddition,
- }
- CurseTypeName = {
- ShareDamage = 1,
- }
- OutDataName = {
- DarkGlowBallNum = 1,
- DaNaoTianGongFloor = 2,
- PerpleGloryItemNum = 3,
- OrangeGloryItemNum = 4,
- MisteryLiquidUsedTimes = 5
- }
- -- 从0 开始
- BattleTankFrame = {
- IdleFrame = 6
- }
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