COMBAT_FRAME_MAXCNT = 40 COMBAT_ATK_TIME = 5 -- 每次攻击消耗时间 -- 选方(敌方还是己方) 对应targetmode2 ALL = 0 FRIENDS = 1 ENEMY = 2 -- 对战左右双方 ATTACK_SIDE = 1 -- 左方 DEFEND_SIDE = 2 -- 右方 --攻守站位 SIDE2POS = {[0] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20},[1] = {1,2,3,4,5,6,7,8,9,10},[2] = {11,12,13,14,15,16,17,18,19,20}} SIDE2HELPPOS = {[0] = {21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40},[1] = {21,22,23,24,25,26,27,28,29,30},[2] = {31,32,33,34,35,36,37,38,39,40}} --前,中,后排目标选择策略 begin ROW2POS = { [1] ={ [1] = {1,2,3}, [2] = {4,5,6}, [3] = {7,8,9}, }, [2] = { [1] = {11,12,13}, [2] = {14,15,16}, [3] = {17,18,19}, } } COLUMN2POS = { [1] ={ [1] = {1,4,7}, [2] = {2,5,8}, [3] = {3,6,9}, }, [2] ={ [1] = {11,14,17}, [2] = {12,15,18}, [3] = {13,16,19}, }, } --前,中,后排目标选择策略 end --默认目标选择策略 begin DEFAULT_TARGET_POS = { [13] = {3,6,9,2,1,5,4,8,7}, [16] = {3,6,9,2,1,5,4,8,7}, [19] = {3,6,9,2,1,5,4,8,7}, [12] = {2,5,8,1,3,4,6,7,9}, [15] = {2,5,8,1,3,4,6,7,9}, [18] = {2,5,8,1,3,4,6,7,9}, [11] = {1,4,7,2,3,5,6,8,9}, [14] = {1,4,7,2,3,5,6,8,9}, [17] = {1,4,7,2,3,5,6,8,9}, [3] = {13,16,19,12,11,15,14,18,17}, [6] = {13,16,19,12,11,15,14,18,17}, [9] = {13,16,19,12,11,15,14,18,17}, [2] = {12,15,18,11,13,14,16,17,19}, [5] = {12,15,18,11,13,14,16,17,19}, [8] = {12,15,18,11,13,14,16,17,19}, [1] = {11,14,17,12,13,15,16,18,19}, [4] = {11,14,17,12,13,15,16,18,19}, [7] = {11,14,17,12,13,15,16,18,19}, } -- 选择目标范围test DEFAULT_TARGET_POS3 = { [ATTACK_SIDE] = {3,6,9,2,1,5,4,8,7}, [DEFEND_SIDE] = {13,16,19,12,11,15,14,18,17}, [0] = {3,6,9,2,1,5,4,8,7,9,13,16,19,12,11,15,14,18,17,19} } DEFAULT_TARGET_POS2 = { [13] = {3,2,1,6,5,4,9,8,7}, [16] = {3,2,1,6,5,4,9,8,7}, [19] = {3,2,1,6,5,4,9,8,7}, [12] = {2,1,3,5,4,6,8,7,9}, [15] = {2,1,3,5,4,6,8,7,9}, [18] = {2,1,3,5,4,6,8,7,9}, [11] = {1,2,3,4,5,6,7,8,9}, [14] = {1,2,3,4,5,6,7,8,9}, [17] = {1,2,3,4,5,6,7,8,9}, [3] = {13,12,11,16,15,14,19,18,17}, [6] = {13,12,11,16,15,14,19,18,17}, [9] = {13,12,11,16,15,14,19,18,17}, [2] = {12,11,13,15,14,16,18,17,19}, [5] = {12,11,13,15,14,16,18,17,19}, [8] = {12,11,13,15,14,16,18,17,19}, [1] = {11,12,13,14,15,16,17,18,19}, [4] = {11,12,13,14,15,16,17,18,19}, [7] = {11,12,13,14,15,16,17,18,19}, } --默认目标选择策略 end BACKUP_POS = {10,20} BACKUP_BUFF_REATE = {[5]=100,[6]=200,[7]=300,[8]=400,[9]=500,[10]=600,[11]=700,[12]=800,[13]=900,} -- 上阵技能 BACKUP_BUFF_SKILL = {4000, 1, 0, 0} --默认大小和位移 DEFAULT_POS_OFFSET = 300 DEFAULT_POS_SIZE = { {220, 665 + DEFAULT_POS_OFFSET, 9600}, {220, 555 + DEFAULT_POS_OFFSET, 9100}, {140, 790 + DEFAULT_POS_OFFSET, 10000}, {80, 665 + DEFAULT_POS_OFFSET, 9600}, {60, 555 + DEFAULT_POS_OFFSET, 9100}, {110, 450 + DEFAULT_POS_OFFSET, 9000}, {420, 665 + DEFAULT_POS_OFFSET, 9600}, {420, 555 + DEFAULT_POS_OFFSET, 9100}, {500, 790 + DEFAULT_POS_OFFSET, 10000}, {560, 665 + DEFAULT_POS_OFFSET, 9600}, {580, 555 + DEFAULT_POS_OFFSET, 9100}, {530, 450 + DEFAULT_POS_OFFSET, 9000}, {210, 370 + DEFAULT_POS_OFFSET, 10000}, {430, 370 + DEFAULT_POS_OFFSET, 10000}, {500, 790 + DEFAULT_POS_OFFSET, 10000}, {560, 665 + DEFAULT_POS_OFFSET, 9600}, {580, 555 + DEFAULT_POS_OFFSET, 9100}, {530, 450 + DEFAULT_POS_OFFSET, 9000}, {210, 370 + DEFAULT_POS_OFFSET, 10000}, {430, 370 + DEFAULT_POS_OFFSET, 10000}, } COMBAT_ROUND_MAX = 15 -- 最大回合数 COMBAT_HERO_CNT = 10 -- 单边出战英雄最大个数 COMBAT_HERO_ALL_CNT = 20 -- 两边出战英雄最大个数 COMBAT_HERO_ARRAY = 3 -- 最大支持3组英雄 COMBAT_BACKUP_POS = 10 --援军站位 COMBAT_HELP_CNT = 10 -- 单边出战辅助对象最大个数 COMBAT_HELP_ALL_CNT = 20 -- 两边出战辅助对象最大个数 -- 战斗结果:0-平局 1-攻方胜利 2-守方胜利 RESULT_TIE = 0 RESULT_WIN = 1 RESULT_FAIL = 2 --技能类型 SKILL_TYPE1 = 1 --普通攻击 SKILL_TYPE2 = 2 --技能攻击 SKILL_TYPE3 = 3 --反击攻击 SKILL_TYPE4 = 4 --魔兽攻击 SKILL_TYPE5 = 5 --技能包攻击(按顺序生效技能包中其中一个) SKILL_TYPE6 = 6 --技能包攻击(技能包全部生效) SKILL_TYPE7 = 7 --技能包攻击(随机生效技能包中其中一个) --buffer时效类型 BUFFER_TYPE1 = 1 -- 即时buffer BUFFER_TYPE2 = 2 -- 普通buffer BUFFER_TYPE3 = 3 -- 永久buffer BUFFER_TYPE4 = 4 -- buffer包 --buffer效果类型 BUFFER_CMD_TYPE1 = 1 -- 增益buffer BUFFER_CMD_TYPE2 = 2 -- 减益buffer BUFFER_OP_ADD = 1 -- 添加 BUFFER_OP_HOLD = 2 -- 持续 BUFFER_OP_DEL = 3 -- 删除 --战斗静态属性值 --状态标记 FLAG_BAOJI = 1 --暴击 FLAG_GEDANG = 2 --格挡 FLAG_SHANBI = 3 --闪避 --战斗类型 COMBAT_TYPE1 = 1 --征战/战役 COMBAT_TYPE2 = 2 --皇冠联赛/冠军联赛(进攻) COMBAT_TYPE3 = 3 --皇冠联赛/冠军联赛(防守) COMBAT_TYPE4 = 4 --众神之战/王者争霸 COMBAT_TYPE5 = 5 --星空争霸/战神殿 COMBAT_TYPE6 = 6 --通天塔/恶魔之塔 COMBAT_TYPE7 = 7 --日常副本/黄金圣树 COMBAT_TYPE8 = 8 --无尽之路/绝望深渊 COMBAT_TYPE9 = 9 --圣树试炼/勇者试炼 COMBAT_TYPE10 = 10 --遗迹探宝/遗迹探险 COMBAT_TYPE11 = 11 --公会BOSS COMBAT_TYPE12 = 12 --公会战(进攻) COMBAT_TYPE13 = 13 --公会战(防守) COMBAT_TYPE14 = 14 --好友切磋 COMBAT_TYPE15 = 15 --天梯(进攻) COMBAT_TYPE16 = 16 --天梯(防守) COMBAT_TYPE17 = 17 --荣耀峡谷/龙族战场 COMBAT_TYPE18 = 18 --剧情动画(cs专用) COMBAT_TYPE19 = 19 --心愿试炼(gz专用) COMBAT_TYPE20 = 20 --冰龙巢穴 COMBAT_TYPE21 = 21 --英雄展示 COMBAT_TYPE22 = 22 --英雄展示 COMABT_TYPE23 = 23 --次元魔蛛 COMBAT_TYPE24 = 24 --失落神庙 COMBAT_TYPE25 = 25 --种族试炼-妖族 COMBAT_TYPE26 = 26 --种族试炼-人族 COMBAT_TYPE27 = 27 --种族试炼-兽族 COMBAT_TYPE28 = 28 --种族试炼-仙魔族 COMBAT_TYPE_MAX = 24 --阵容最大数 --对象类型 COMBAT_OBJ_TYPE1 = 1 --玩家 COMBAT_OBJ_TYPE2 = 2 --怪物 COMBAT_OBJ_TYPE3 = 3 --BOSS --职业枚举 JOB_TYPE1 = 1 --虎卫 JOB_TYPE2 = 2 --猛将 JOB_TYPE3 = 3 --谋士 JOB_TYPE4 = 4 --方士 JOB_TYPE5 = 5 --傀儡 VEDIO_TYPE_NOMAL = 0 VEDIO_TYPE_JJC = 1 --魔兽 PET_CD = 3 --伤害类型 PHY_HURT_TYPE = 0 MAGIC_HURT_TYPE = 1 --是否援军 BACKUP_TYPE0 = 0--非援军 BACKUP_TYPE1 = 1--未上阵的援军 BACKUP_TYPE2 = 2--已经上阵的援军 FIGHT_MODE0 = 0 --正常模式 FIGHT_MODE1 = 1 --伤害递增模式 FIGHT_MODE2 = 2 --剧情模式 FIGHT_MODE3 = 3 --世界boss模式 function isBackup(obj) if obj.pos == BACKUP_POS[1] or obj.pos == BACKUP_POS[2] then if obj.backupPos then return BACKUP_TYPE2 else return BACKUP_TYPE1 end end return BACKUP_TYPE0 end --辅助对象站位 HELP_TYPE0 = 0 --武将 HELP_TYPE1 = 1 --魔兽 function getHelpPos(side,type) return SIDE2HELPPOS[side][type] end CAMP_ALL = 6 PET_ATKPOS = 21 PET_DEFPOS = 31 --阵营枚举 CAMP_TYPE1 = 1 --恶魔 CAMP_TYPE2 = 2 --圣堂 CAMP_TYPE3 = 3 --不死 CAMP_TYPE4 = 4 --神域 CAMP_TYPE5 = 5 --混沌