| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277 |
- 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_TYPE29 = 29 --新天梯赛
- COMBAT_TYPE30 = 30 --主线闯关二队
- COMBAT_TYPE31 = 31 --幽暗禁地
- COMBAT_TYPE32 = 32 --诸神圣域
- -- 一个英雄不能同时上阵的阵容列表, 即一个英雄在key代表阵容上阵后,就不能同时在value列表中的战斗阵容里上阵
- COMBAT_EXCLUSION_LIST = {
- [COMBAT_TYPE1] = {COMBAT_TYPE30},
- [COMBAT_TYPE30] = {COMBAT_TYPE1, COMBAT_TYPE2, COMBAT_TYPE5, COMBAT_TYPE7, COMBAT_TYPE12, COMBAT_TYPE15},
- [COMBAT_TYPE2] = {COMBAT_TYPE30},
- [COMBAT_TYPE5] = {COMBAT_TYPE30},
- [COMBAT_TYPE7] = {COMBAT_TYPE30},
- [COMBAT_TYPE12] = {COMBAT_TYPE30},
- [COMBAT_TYPE15] = {COMBAT_TYPE30},
- }
- 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
|