CombatDefine.lua 7.4 KB

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  1. COMBAT_FRAME_MAXCNT = 40
  2. COMBAT_ATK_TIME = 5 -- 每次攻击消耗时间
  3. -- 选方(敌方还是己方) 对应targetmode2
  4. ALL = 0
  5. FRIENDS = 1
  6. ENEMY = 2
  7. -- 对战左右双方
  8. ATTACK_SIDE = 1 -- 左方
  9. DEFEND_SIDE = 2 -- 右方
  10. --攻守站位
  11. 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}}
  12. 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}}
  13. --前,中,后排目标选择策略 begin
  14. ROW2POS = {
  15. [1] ={
  16. [1] = {1,2,3},
  17. [2] = {4,5,6},
  18. [3] = {7,8,9},
  19. },
  20. [2] = {
  21. [1] = {11,12,13},
  22. [2] = {14,15,16},
  23. [3] = {17,18,19},
  24. }
  25. }
  26. COLUMN2POS = {
  27. [1] ={
  28. [1] = {1,4,7},
  29. [2] = {2,5,8},
  30. [3] = {3,6,9},
  31. },
  32. [2] ={
  33. [1] = {11,14,17},
  34. [2] = {12,15,18},
  35. [3] = {13,16,19},
  36. },
  37. }
  38. --前,中,后排目标选择策略 end
  39. --默认目标选择策略 begin
  40. DEFAULT_TARGET_POS = {
  41. [13] = {3,6,9,2,1,5,4,8,7},
  42. [16] = {3,6,9,2,1,5,4,8,7},
  43. [19] = {3,6,9,2,1,5,4,8,7},
  44. [12] = {2,5,8,1,3,4,6,7,9},
  45. [15] = {2,5,8,1,3,4,6,7,9},
  46. [18] = {2,5,8,1,3,4,6,7,9},
  47. [11] = {1,4,7,2,3,5,6,8,9},
  48. [14] = {1,4,7,2,3,5,6,8,9},
  49. [17] = {1,4,7,2,3,5,6,8,9},
  50. [3] = {13,16,19,12,11,15,14,18,17},
  51. [6] = {13,16,19,12,11,15,14,18,17},
  52. [9] = {13,16,19,12,11,15,14,18,17},
  53. [2] = {12,15,18,11,13,14,16,17,19},
  54. [5] = {12,15,18,11,13,14,16,17,19},
  55. [8] = {12,15,18,11,13,14,16,17,19},
  56. [1] = {11,14,17,12,13,15,16,18,19},
  57. [4] = {11,14,17,12,13,15,16,18,19},
  58. [7] = {11,14,17,12,13,15,16,18,19},
  59. }
  60. -- 选择目标范围test
  61. DEFAULT_TARGET_POS3 = {
  62. [ATTACK_SIDE] = {3,6,9,2,1,5,4,8,7},
  63. [DEFEND_SIDE] = {13,16,19,12,11,15,14,18,17},
  64. [0] = {3,6,9,2,1,5,4,8,7,9,13,16,19,12,11,15,14,18,17,19}
  65. }
  66. DEFAULT_TARGET_POS2 = {
  67. [13] = {3,2,1,6,5,4,9,8,7},
  68. [16] = {3,2,1,6,5,4,9,8,7},
  69. [19] = {3,2,1,6,5,4,9,8,7},
  70. [12] = {2,1,3,5,4,6,8,7,9},
  71. [15] = {2,1,3,5,4,6,8,7,9},
  72. [18] = {2,1,3,5,4,6,8,7,9},
  73. [11] = {1,2,3,4,5,6,7,8,9},
  74. [14] = {1,2,3,4,5,6,7,8,9},
  75. [17] = {1,2,3,4,5,6,7,8,9},
  76. [3] = {13,12,11,16,15,14,19,18,17},
  77. [6] = {13,12,11,16,15,14,19,18,17},
  78. [9] = {13,12,11,16,15,14,19,18,17},
  79. [2] = {12,11,13,15,14,16,18,17,19},
  80. [5] = {12,11,13,15,14,16,18,17,19},
  81. [8] = {12,11,13,15,14,16,18,17,19},
  82. [1] = {11,12,13,14,15,16,17,18,19},
  83. [4] = {11,12,13,14,15,16,17,18,19},
  84. [7] = {11,12,13,14,15,16,17,18,19},
  85. }
  86. --默认目标选择策略 end
  87. BACKUP_POS = {10,20}
  88. BACKUP_BUFF_REATE = {[5]=100,[6]=200,[7]=300,[8]=400,[9]=500,[10]=600,[11]=700,[12]=800,[13]=900,}
  89. -- 上阵技能
  90. BACKUP_BUFF_SKILL = {4000, 1, 0, 0}
  91. --默认大小和位移
  92. DEFAULT_POS_OFFSET = 300
  93. DEFAULT_POS_SIZE = {
  94. {220, 665 + DEFAULT_POS_OFFSET, 9600}, {220, 555 + DEFAULT_POS_OFFSET, 9100},
  95. {140, 790 + DEFAULT_POS_OFFSET, 10000}, {80, 665 + DEFAULT_POS_OFFSET, 9600},
  96. {60, 555 + DEFAULT_POS_OFFSET, 9100}, {110, 450 + DEFAULT_POS_OFFSET, 9000},
  97. {420, 665 + DEFAULT_POS_OFFSET, 9600}, {420, 555 + DEFAULT_POS_OFFSET, 9100},
  98. {500, 790 + DEFAULT_POS_OFFSET, 10000}, {560, 665 + DEFAULT_POS_OFFSET, 9600},
  99. {580, 555 + DEFAULT_POS_OFFSET, 9100}, {530, 450 + DEFAULT_POS_OFFSET, 9000},
  100. {210, 370 + DEFAULT_POS_OFFSET, 10000}, {430, 370 + DEFAULT_POS_OFFSET, 10000},
  101. {500, 790 + DEFAULT_POS_OFFSET, 10000}, {560, 665 + DEFAULT_POS_OFFSET, 9600},
  102. {580, 555 + DEFAULT_POS_OFFSET, 9100}, {530, 450 + DEFAULT_POS_OFFSET, 9000},
  103. {210, 370 + DEFAULT_POS_OFFSET, 10000}, {430, 370 + DEFAULT_POS_OFFSET, 10000},
  104. }
  105. COMBAT_ROUND_MAX = 15 -- 最大回合数
  106. COMBAT_HERO_CNT = 10 -- 单边出战英雄最大个数
  107. COMBAT_HERO_ALL_CNT = 20 -- 两边出战英雄最大个数
  108. COMBAT_HERO_ARRAY = 3 -- 最大支持3组英雄
  109. COMBAT_BACKUP_POS = 10 --援军站位
  110. COMBAT_HELP_CNT = 10 -- 单边出战辅助对象最大个数
  111. COMBAT_HELP_ALL_CNT = 20 -- 两边出战辅助对象最大个数
  112. -- 战斗结果:0-平局 1-攻方胜利 2-守方胜利
  113. RESULT_TIE = 0
  114. RESULT_WIN = 1
  115. RESULT_FAIL = 2
  116. --技能类型
  117. SKILL_TYPE1 = 1 --普通攻击
  118. SKILL_TYPE2 = 2 --技能攻击
  119. SKILL_TYPE3 = 3 --反击攻击
  120. SKILL_TYPE4 = 4 --魔兽攻击
  121. SKILL_TYPE5 = 5 --技能包攻击(按顺序生效技能包中其中一个)
  122. SKILL_TYPE6 = 6 --技能包攻击(技能包全部生效)
  123. SKILL_TYPE7 = 7 --技能包攻击(随机生效技能包中其中一个)
  124. --buffer时效类型
  125. BUFFER_TYPE1 = 1 -- 即时buffer
  126. BUFFER_TYPE2 = 2 -- 普通buffer
  127. BUFFER_TYPE3 = 3 -- 永久buffer
  128. BUFFER_TYPE4 = 4 -- buffer包
  129. --buffer效果类型
  130. BUFFER_CMD_TYPE1 = 1 -- 增益buffer
  131. BUFFER_CMD_TYPE2 = 2 -- 减益buffer
  132. BUFFER_OP_ADD = 1 -- 添加
  133. BUFFER_OP_HOLD = 2 -- 持续
  134. BUFFER_OP_DEL = 3 -- 删除
  135. --战斗静态属性值
  136. --状态标记
  137. FLAG_BAOJI = 1 --暴击
  138. FLAG_GEDANG = 2 --格挡
  139. FLAG_SHANBI = 3 --闪避
  140. --战斗类型
  141. COMBAT_TYPE1 = 1 --征战/战役
  142. COMBAT_TYPE2 = 2 --皇冠联赛/冠军联赛(进攻)
  143. COMBAT_TYPE3 = 3 --皇冠联赛/冠军联赛(防守)
  144. COMBAT_TYPE4 = 4 --众神之战/王者争霸
  145. COMBAT_TYPE5 = 5 --星空争霸/战神殿
  146. COMBAT_TYPE6 = 6 --通天塔/恶魔之塔
  147. COMBAT_TYPE7 = 7 --日常副本/黄金圣树
  148. COMBAT_TYPE8 = 8 --无尽之路/绝望深渊
  149. COMBAT_TYPE9 = 9 --圣树试炼/勇者试炼
  150. COMBAT_TYPE10 = 10 --遗迹探宝/遗迹探险
  151. COMBAT_TYPE11 = 11 --公会BOSS
  152. COMBAT_TYPE12 = 12 --公会战(进攻)
  153. COMBAT_TYPE13 = 13 --公会战(防守)
  154. COMBAT_TYPE14 = 14 --好友切磋
  155. COMBAT_TYPE15 = 15 --天梯(进攻)
  156. COMBAT_TYPE16 = 16 --天梯(防守)
  157. COMBAT_TYPE17 = 17 --荣耀峡谷/龙族战场
  158. COMBAT_TYPE18 = 18 --剧情动画(cs专用)
  159. COMBAT_TYPE19 = 19 --心愿试炼(gz专用)
  160. COMBAT_TYPE20 = 20 --冰龙巢穴
  161. COMBAT_TYPE21 = 21 --英雄展示
  162. COMBAT_TYPE22 = 22 --英雄展示
  163. COMABT_TYPE23 = 23 --次元魔蛛
  164. COMBAT_TYPE24 = 24 --失落神庙
  165. COMBAT_TYPE_MAX = 24 --阵容最大数
  166. --对象类型
  167. COMBAT_OBJ_TYPE1 = 1 --玩家
  168. COMBAT_OBJ_TYPE2 = 2 --怪物
  169. COMBAT_OBJ_TYPE3 = 3 --BOSS
  170. --职业枚举
  171. JOB_TYPE1 = 1 --虎卫
  172. JOB_TYPE2 = 2 --猛将
  173. JOB_TYPE3 = 3 --谋士
  174. JOB_TYPE4 = 4 --方士
  175. JOB_TYPE5 = 5 --傀儡
  176. VEDIO_TYPE_NOMAL = 0
  177. VEDIO_TYPE_JJC = 1
  178. --魔兽
  179. PET_CD = 3
  180. --伤害类型
  181. PHY_HURT_TYPE = 0
  182. MAGIC_HURT_TYPE = 1
  183. --是否援军
  184. BACKUP_TYPE0 = 0--非援军
  185. BACKUP_TYPE1 = 1--未上阵的援军
  186. BACKUP_TYPE2 = 2--已经上阵的援军
  187. FIGHT_MODE0 = 0 --正常模式
  188. FIGHT_MODE1 = 1 --伤害递增模式
  189. FIGHT_MODE2 = 2 --剧情模式
  190. FIGHT_MODE3 = 3 --世界boss模式
  191. function isBackup(obj)
  192. if obj.pos == BACKUP_POS[1] or obj.pos == BACKUP_POS[2] then
  193. if obj.backupPos then
  194. return BACKUP_TYPE2
  195. else
  196. return BACKUP_TYPE1
  197. end
  198. end
  199. return BACKUP_TYPE0
  200. end
  201. --辅助对象站位
  202. HELP_TYPE0 = 0 --武将
  203. HELP_TYPE1 = 1 --魔兽
  204. function getHelpPos(side,type)
  205. return SIDE2HELPPOS[side][type]
  206. end
  207. CAMP_ALL = 6
  208. PET_ATKPOS = 21
  209. PET_DEFPOS = 31
  210. --阵营枚举
  211. CAMP_TYPE1 = 1 --恶魔
  212. CAMP_TYPE2 = 2 --圣堂
  213. CAMP_TYPE3 = 3 --不死
  214. CAMP_TYPE4 = 4 --神域
  215. CAMP_TYPE5 = 5 --混沌