BattleDefine.lua 13 KB

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  1. local index = 0
  2. local function indexAdd()
  3. index = index + 1
  4. return index
  5. end
  6. BattleEventName = {
  7. BattleOrderChange = indexAdd(),
  8. BattleOrderEnd = indexAdd(),
  9. BeforeBattleEnd = indexAdd(),
  10. BattleEnd = indexAdd(),
  11. AddRole = indexAdd(),
  12. RemoveRole = indexAdd(),
  13. MpChanged = indexAdd(),
  14. MpAdd = indexAdd(),
  15. MpSub = indexAdd(),
  16. BattleRoleDead = indexAdd(),
  17. BattleSkillUsable = indexAdd(),
  18. BattleRoundChange = indexAdd(),
  19. BattleRoundCheck =indexAdd(),
  20. BattleRoundBeginDialogue = indexAdd(),
  21. RoleCheckForbear = indexAdd(),
  22. RoleBeCheckForbear = indexAdd(),
  23. RoleBeDamaged = indexAdd(),
  24. RoleDamage = indexAdd(),
  25. RoleBeDamagedBefore = indexAdd(),
  26. RoleDamageBefore = indexAdd(),
  27. RoleBeDamagedAfter = indexAdd(),
  28. RoleDamageAfter = indexAdd(),
  29. RoleBeTreated = indexAdd(),
  30. RoleTreat = indexAdd(),
  31. RoleBeHealed = indexAdd(),
  32. RoleBeCrit = indexAdd(),
  33. RoleCrit = indexAdd(),
  34. RoleBeSeal = indexAdd(), --封印
  35. RoleSeal = indexAdd(),
  36. RoleBeHit = indexAdd(),
  37. RoleHit = indexAdd(), --造成伤害,dot情况排除
  38. RoleBeDodge = indexAdd(),
  39. RoleDodge = indexAdd(),
  40. RoleDead = indexAdd(),
  41. RoleKill = indexAdd(),
  42. RoleRevive = indexAdd(),
  43. RolePropertyChanged = indexAdd(),
  44. RoleCDChanged = indexAdd(),
  45. RoleTurnStart = indexAdd(), -- 角色回合开始
  46. RoleTurnEnd = indexAdd(), -- 角色回合结束
  47. RoleRageGrow = indexAdd(), -- 角色怒气成长
  48. RoleRageCost = indexAdd(), -- 角色怒气消耗
  49. -- RoleRageChange = indexAdd(), -- 角色怒气变化
  50. RoleControl = indexAdd(), -- 角色释放控制技能
  51. RoleBeControl = indexAdd(), -- 角色被控制
  52. RoleRealDead = indexAdd(), -- 角色真死了
  53. RoleRelive = indexAdd(), -- 角色复活了
  54. FinalDamage = indexAdd(),
  55. FinalBeDamage = indexAdd(),
  56. HitMiss = indexAdd(),
  57. BeHitMiss = indexAdd(),
  58. CritMiss = indexAdd(), --< 暴击miss
  59. BeCritMiss = indexAdd(), --< 暴击miss
  60. CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
  61. SkillSelectBefore = indexAdd(), --< 技能目标选择前
  62. SkillCast = indexAdd(), -- 技能攻击前
  63. SkillCastEnd = indexAdd(), -- 技能攻击结束
  64. BeSkillCast = indexAdd(), -- 被技能攻击前
  65. BeSkillCastEnd = indexAdd(), -- 被技能攻击结束
  66. SkillRandomBuff = indexAdd(), -- 技能控制时
  67. SkillEffectBefore = indexAdd(), -- 技能效果触发前All
  68. BeSkillEffectBefore = indexAdd(), -- 技能效果触发前
  69. SkillFirstEffectTrigger = indexAdd(), --< 技能第一效果到位时触发 在效果前触发
  70. SkillLastEffectTrigger = indexAdd(), --< 技能最后效果到位时触发 在效果后触发
  71. SkillFireOnce = indexAdd(), --< 技能单次炮击
  72. SkillFireAll = indexAdd(), --< 技能单次攻击所有 无炮击效果
  73. AddUnit = indexAdd(), --< 加战斗单元
  74. RemoveUnit = indexAdd(), --< 减战斗单元
  75. PassiveTreating = indexAdd(),
  76. PassiveBeTreated = indexAdd(),
  77. PassiveBeDamaging = indexAdd(),
  78. PassiveDamaging = indexAdd(),
  79. PassiveCriting = indexAdd(),
  80. PassiveTreatingFactor = indexAdd(),
  81. PassiveBeTreatedFactor = indexAdd(),
  82. PassiveRandomControl = indexAdd(),
  83. PassiveBeRandomControl = indexAdd(),
  84. PassiveRandomFinalControl = indexAdd(), --< 修正最终控制率
  85. PassiveBeRandomFinalControl = indexAdd(), --< 修正最终控制率
  86. PassiveRandomDot = indexAdd(),
  87. PassiveBeRandomDot = indexAdd(),
  88. TriggerDamaging = indexAdd(),
  89. TriggerBeDamaging = indexAdd(),
  90. PassiveRebackDamage = indexAdd(),
  91. PassiveBeRebackDamage = indexAdd(),
  92. PassiveSkillDamageHeal = indexAdd(),
  93. PassiveBeSkillDamageHeal = indexAdd(),
  94. PassiveSeckill = indexAdd(),
  95. PassiveBeSeckill = indexAdd(),
  96. Seckill = indexAdd(),
  97. BeSeckill = indexAdd(),
  98. PassiveDamageShare = indexAdd(),
  99. PassiveDamageBeShare = indexAdd(),
  100. PassiveShield = indexAdd(),
  101. PassiveBeShield = indexAdd(),
  102. AOE = indexAdd(),
  103. RoleViewBullet = indexAdd(), --弹道飞行击中表现
  104. RoleAddBuffMiss = indexAdd(),
  105. BuffCaster = indexAdd(),
  106. BuffStart = indexAdd(),
  107. BuffDodge = indexAdd(),
  108. BuffTrigger = indexAdd(),
  109. BuffEnd = indexAdd(),
  110. BuffCountChange = indexAdd(),
  111. BuffCover = indexAdd(),
  112. BuffRoundChange = indexAdd(),
  113. BuffDurationChange = indexAdd(),
  114. BuffAuraTrigger = indexAdd(),
  115. BuffPropertyChangeIcebound = indexAdd(),
  116. ShildValueChange = indexAdd(),
  117. ShildTrigger = indexAdd(),
  118. Curse_ShareDamage = indexAdd(),
  119. Be_Curse_ShareDamage = indexAdd(),
  120. ImmuneTrigger =indexAdd(),
  121. Be_ImmuneTrigger =indexAdd(),
  122. SkillTargetCheck = indexAdd(),
  123. DebugStop = indexAdd(),
  124. FloatTotal = indexAdd(),
  125. IgnoreDefFactor = indexAdd(),
  126. BeIgnoreDefFactor = indexAdd(),
  127. SkillTextFloating = indexAdd(),
  128. RoundBegin = indexAdd(),-- 单轮回合开始
  129. Rounding = indexAdd(),-- 单轮回合中
  130. RoundEnd = indexAdd(),-- 单轮回合结束
  131. FlagCritReset = indexAdd();
  132. RoleRealRelive = indexAdd();
  133. OnAddTibuRole = indexAdd(), -- 替补角色
  134. BattleTibuRoundBegin = indexAdd(), -- 替补回合开始
  135. BattleTibuRoundEnd = indexAdd(), -- 替补回合结束
  136. CheckFrame = indexAdd(),
  137. AllRoleMoved=indexAdd(),-- 所有角色回合结束
  138. }
  139. index = 0
  140. RoleDataName = {
  141. Level = indexAdd(), --等级
  142. Hp = indexAdd(), --生命
  143. MaxHp = indexAdd(), --最大生命
  144. Attack = indexAdd(), --攻击力
  145. PhysicalDefence = indexAdd(),--护甲
  146. MagicDefence = indexAdd(),--魔抗
  147. Speed = indexAdd(),--速度
  148. DamageBocusFactor = indexAdd(), --伤害加成系数(%)
  149. DamageReduceFactor = indexAdd(), --伤害减免系数(%)
  150. Hit = indexAdd(), --施法率(%) --< 10
  151. Dodge = indexAdd(), --后期基础施法率(%)
  152. Crit = indexAdd(), --暴击率(%)
  153. CritDamageFactor = indexAdd(), --暴击伤害系数(%)
  154. Tenacity = indexAdd(), --抗暴率(%)
  155. TreatFacter = indexAdd(),--治疗加成系数(%)
  156. CureFacter = indexAdd(),--受到治疗加成系数(%)
  157. PhysicalDamage = indexAdd(), --< 物伤
  158. MagicDamage = indexAdd(), --< 法伤
  159. PhysicalImmune = indexAdd(), --< 物免
  160. MagicImmune = indexAdd(), --< 法免 --< 20
  161. SpeedAddition = indexAdd(), --< 速度加成
  162. AttackAddition = indexAdd(), --< 攻击加成
  163. ArmorAddition = indexAdd(), --< 护甲加成
  164. ControlProbability = indexAdd(), --< 控制几率
  165. ControlResist = indexAdd(), --< 控制抵抗
  166. SkillDamage = indexAdd(), --< 技能伤害
  167. DamageToMage = indexAdd(), --< 对高爆型伤害
  168. DamageToFighter = indexAdd(), --< 对穿甲型伤害
  169. DamageToDefender = indexAdd(), --< 对防御型伤害
  170. DamageToHealer = indexAdd(), --< 对辅助型伤害 --< 30
  171. DefenceFromFighter = indexAdd(), --< 受穿甲型伤害降低
  172. DefenceFromMage = indexAdd(), --< 受高爆型伤害降低
  173. DefenceFromDefender = indexAdd(), --< 受防御型伤害降低
  174. DefenceFromHealer = indexAdd(), --< 受辅助型伤害降低
  175. CriDamageReduceRate = indexAdd(), --< 暴伤抵抗
  176. HealCritical = indexAdd(), --< 修理暴击
  177. HealCriEffect = indexAdd(), --< 修理暴击效果
  178. MaxHpPercentage = indexAdd(), --< 生命加成
  179. }
  180. BuffName = {
  181. PropertyChange = "PropertyChange",
  182. HOT = "HOT",
  183. DOT = "DOT",
  184. Control = "Control",
  185. Aura = "Aura",
  186. Brand = "Brand",
  187. Shield = "Shield",
  188. Immune = "Immune",
  189. NoDead = "NoDead",
  190. Curse = "Curse",
  191. BEffect = "BEffect",
  192. }
  193. BEffectType = {
  194. BaZhenTu = 1,
  195. }
  196. DotType = {
  197. All = 0,
  198. Burn = 1,
  199. Poison = 2,
  200. Blooding = 3,
  201. }
  202. ControlType = {
  203. Dizzy = 1,
  204. Slient = 2,
  205. LockTarget = 3,
  206. NoHeal = 4,
  207. Blind = 5,
  208. Palsy = 7,
  209. Frozen = 8,
  210. Chaos = 9,
  211. }
  212. BattleSkillType = {
  213. Monster = 0,
  214. Normal = 1,
  215. Special = 2,
  216. }
  217. SkillBaseType = {
  218. Physical = 1,
  219. Magic = 2
  220. }
  221. SkillSlotPos = {
  222. Slot_0 = 0,
  223. Slot_1 = 1,
  224. Slot_2 = 2,
  225. Slot_3 = 3,
  226. Slot_4 = 4,
  227. }
  228. CountTypeName = {
  229. Add = 1,
  230. AddPencent = 2,
  231. Sub = 3,
  232. SubPencent = 4,
  233. Cover = 5,
  234. }
  235. ShieldTypeName = {
  236. NormalReduce = 1, -- 固定值减伤A
  237. RateReduce = 2, -- 百分比减伤
  238. AllReduce = 3, -- 无敌护盾
  239. }
  240. --> 属性状态
  241. PropertyChangeType = {
  242. ReduceSpeed = 1, --< 减速
  243. PenetrationArmor = 2, --< 破甲
  244. Admonish = 3, --< 训诫
  245. Icebound = 4, --< 冰封结界
  246. }
  247. --> 属性状态映射属性
  248. PropertyChangeTypeMap = {
  249. RoleDataName.Speed,
  250. RoleDataName.ArmorAddition,
  251. RoleDataName.AttackAddition,
  252. RoleDataName.AttackAddition,
  253. RoleDataName.DamageReduceFactor,
  254. RoleDataName.PhysicalImmune,
  255. }
  256. --> BrandFlag
  257. BrandType = {
  258. ReBound = 1, --< 反伤
  259. Attention = 2, --< 关注
  260. Protect = 3, --< 保护
  261. Angry = 4, --< 怒气
  262. Sign = 5, --< 标识
  263. MagicSeed = 6, --< 魔种
  264. WithStand = 7, --< 无懈可击
  265. CantRelive = 8, --< 无法复活
  266. TreatCutDebuff = 9, --< 治疗去debuff
  267. curse = 10, --< 诅咒
  268. }
  269. --> FightUnit类型
  270. FightUnitType = {
  271. UnitSupport = 1, --< 守护 原坦克的支援
  272. UnitAircraftCarrier = 2, --< 航母
  273. UnitAdjutant = 3, --< 先驱 原坦克的副官
  274. }
  275. -- 战斗表属性id对应战斗中属性数据
  276. BattlePropList = {
  277. RoleDataName.Attack,
  278. RoleDataName.PhysicalDefence,
  279. RoleDataName.MagicDefence,
  280. RoleDataName.Speed,
  281. RoleDataName.DamageBocusFactor,
  282. RoleDataName.DamageReduceFactor,
  283. RoleDataName.Hit,
  284. RoleDataName.Dodge,
  285. RoleDataName.Crit,
  286. RoleDataName.CritDamageFactor, --< 10
  287. RoleDataName.TreatFacter,
  288. RoleDataName.MaxHp,
  289. RoleDataName.Hp,
  290. RoleDataName.CureFacter,
  291. RoleDataName.Tenacity,
  292. 99999, --< 怒气删除了 补位
  293. RoleDataName.PhysicalDamage,
  294. RoleDataName.MagicDamage,
  295. RoleDataName.PhysicalImmune,
  296. RoleDataName.MagicImmune, --< 20
  297. RoleDataName.SpeedAddition,
  298. RoleDataName.AttackAddition,
  299. RoleDataName.ArmorAddition,
  300. RoleDataName.ControlProbability,
  301. RoleDataName.ControlResist,
  302. RoleDataName.MaxHpPercentage,
  303. RoleDataName.HealCritical,
  304. RoleDataName.HealCriEffect,
  305. }
  306. CurseTypeName = {
  307. ShareDamage = 1,
  308. }
  309. OutDataName = {
  310. DarkGlowBallNum = 1,
  311. DaNaoTianGongFloor = 2,
  312. PerpleGloryItemNum = 3,
  313. OrangeGloryItemNum = 4,
  314. MisteryLiquidUsedTimes = 5
  315. }
  316. -- 从0 开始
  317. BattleTankFrame = {
  318. IdleFrame = 6
  319. }
  320. --> 战法类型
  321. WarWayType = {
  322. W_6001 = 6001, --< 敏捷
  323. W_6002 = 6002, --< 物连
  324. W_6003 = 6003, --< 法连
  325. W_6004 = 6004, --< 法力
  326. W_6005 = 6005, --< 武力
  327. W_6009 = 6009, --< 必杀
  328. W_6020 = 6020, --< 躲闪
  329. W_6025 = 6025, --< 回春
  330. W_6026 = 6026, --< 还魂
  331. W_6027 = 6027, --< 复活
  332. W_6031 = 6031, --< 医术
  333. }
  334. SkillSubType = {
  335. Normal = 1, --< 正常技能
  336. BeatBack = 2, --< 反击
  337. }
  338. SkillEffectFirstPropty={ --<主动技能有限级别
  339. AtOnce = 9999999999,
  340. P2 = 1000,
  341. P1 = 100,
  342. P0 = 10,
  343. BeforeFirst = 3,
  344. First = 2,
  345. Normal = 1,
  346. Delay = 0.1,
  347. AfterDelay = 0.2,
  348. A0 = 0.01,
  349. A1 = 0.001,
  350. A2 = 0.0001,
  351. Latest = 0.00000000001
  352. }
  353. --1 燃烧 2 中毒 3 流血 4 点燃 5 洪荒烈火 6 业火 7 诅咒
  354. BuffDamageType={
  355. All = 0,
  356. Burn = 1,
  357. Poison = 2,
  358. Blooding = 3,
  359. Fired = 4,
  360. Flood = 5,
  361. Hellfire = 6,
  362. Curse = 7
  363. }