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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(),
- 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
- }
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