| | |
| | |
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| | | Def_SkillID_Peace = 23048 # 玩家间和平buff
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| | | #----------------------------------------------------------------------
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| | | #战斗类型
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| | | Def_ChanceDefRate = 2000 # 抵御伤害概率, 目前固定20%概率
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| | |
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| | | #技能释放后需要额外处理逻辑
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| | | AfterLogic_DelBuff = "DelBuff"
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| | | AfterLogic_AddBuff = "AddBuff"
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| | | AfterLogic_SyncBuff = "SyncBuff"
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| | |
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| | | #伤害类型
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| | | (
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| | |
| | | CampType_Justice = ShareDefine.CampType_Justice # 正义
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| | | CampType_Evil = ShareDefine.CampType_Evil # 邪恶
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| | |
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| | | #buff释放类型
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| | | BuffAtkType_DamageShield = 1003 # 承伤盾
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| | |
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| | | #计算类型
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| | | Def_CalcTypeList = (
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| | | Def_Calc_Attack, # 攻击 0
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| | | Def_Calc_MaxHP, # 最大生命值 1
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| | | Def_Calc_HurtValue, # 伤害值 2
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| | | Def_Calc_TagMaxHP, # 目标最大生命值 3
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| | | ) = range(4)
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| | |
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| | | #治疗类型(影响公式参数)
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| | | Def_CureTypeList = (
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| | | Def_Cure_Attack, # 攻击 0
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| | |
| | | Def_Skill_HappenState_LuckyHit = 0x0004 # 必会心一击
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| | | Def_Skill_HappenState_ThumpHit = 0x0008 # 必重击
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| | |
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| | | # 回合战斗行列数
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| | | TurnFightRows = 2
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| | | TurnFightCols = 3
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| | |
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| | | def GetInColNum(posNum):
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| | | ## 获取站位编号所在列编号
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| | | # @param posNum: 在阵容中的站位 1 ~ n
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| | | # @return: 1 ~ 总列数
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| | | return (posNum - 1) % TurnFightCols + 1
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| | |
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| | | def GetInRowNum(posNum):
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| | | ## 获取站位编号所在行编号
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| | | # @param posNum: 在阵容中的站位 1 ~ n
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| | | # @return: 1 ~ 总行数
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| | | return (posNum - 1) / TurnFightCols + 1
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| | |
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| | | # 技能目标 - 瞄准范围
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| | | (
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| | | SkillTagAim_All, # 全部 0
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| | |
| | | SkillTagAffect_HPLowest, # 血量最低 1
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| | | SkillTagAffect_HPHighest, # 血量最高 2
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| | | SkillTagAffect_Death, # 死亡单位 3
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| | | ) = range(4)
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| | | SkillTagAffect_UncontrolledPriority, # 未被控制优先 4
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| | | ) = range(5)
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| | |
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| | | #技能施法目标
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| | | Def_UseSkillAim_Type = 3
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| | |
| | |
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| | | # 回合攻击战斗类型
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| | | (
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| | | TurnBattleType_Normal, # 常规攻击
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| | | TurnBattleType_Combo, # 连击
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| | | TurnBattleType_AtkBack, # 反击
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| | | TurnBattleType_Pursue , # 追击
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| | | ) = range(4)
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| | | TurnBattleType_Normal, # 常规攻击 0
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| | | TurnBattleType_Combo, # 连击 1
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| | | TurnBattleType_AtkBack, # 反击 2
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| | | TurnBattleType_Pursue, # 追击 3
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| | | TurnBattleType_Enhance, # 额外技能 4
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| | | TurnBattleType_Passive, # 被动技能 5
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| | | ) = range(6)
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| | |
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| | | Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
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| | |
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| | |
| | | BatObjState_Sneer, # 嘲讽 9
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| | | BatObjState_LimitSkill, # 沉默 10
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| | | BatObjState_LimitAddHP, # 禁疗 11
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| | | ) = range(12)
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| | | BatObjState_Stone, # 石化 12
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| | | ) = range(13)
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| | |
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| | | # 被控制的状态列表,无法行动,处于某些控制类buff影响状态下,如晕眩,冰冻,石化
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| | | InControlledStateList = [BatObjState_Frozen, BatObjState_Stun, BatObjState_Stone]
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| | |
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| | | #玩家状态定义,不能超过31个,如超过,需扩展多个key支持
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| | | Def_PlayerStateList = (
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| | |
| | | TriggerWay_HeroTurnEnd, # 武将回合开始时 5
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| | | TriggerWay_HeroActionStart, # 武将行动前 6
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| | | TriggerWay_HeroActionEnd, # 武将行动后 7
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| | | ) = range(1, 1 + 7)
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| | | TriggerWay_CalcTagInState, # 攻击计算时对方处于xx状态时(参数:状态1|2|...)一般用于攻击时属性计算 8
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| | | TriggerWay_AttackOverTagInState, # 攻击计算后对方处于xx状态时(参数:状态1|2|...)一般用于攻击后触发效果 9
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| | | TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
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| | | TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
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| | | TriggerWay_ShieldBroken, # 承伤盾被击破时 12
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| | | ) = range(1, 1 + 12)
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| | |
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| | | # 被动触发有效来源
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| | | TriggerSrc_Skill = 1
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| | | TriggerSrc_Buff = 2
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| | |
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| | | (
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| | | TriggerType_BeSuperHit, # 被暴击触发技能 1
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