CombatDefine.lua 7.1 KB

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