134 lines
3.5 KiB
Lua
134 lines
3.5 KiB
Lua
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GlobalConfigs = GlobalConfigs or {}
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GlobalConfigs.DsDoOnce = true;
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GlobalConfigs.IsDebug = false;
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--- 游戏模式设置
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GlobalConfigs.GameModeSetting = {
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--- 队伍模式
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TeamModeType = CustomEnum.ETeamMode.TurnBase;
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--- 队伍所需玩家数
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TeamNeedPlayerNum = 4;
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--- 队伍数量
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TeamNum = 2;
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--- 最大玩家数量
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MaxPlayerNum = 8;
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--- 是否为第一人称
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bIsFPP = false;
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--- 回合时间
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RoundTime = 150;
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--- 回合准备时间
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RoundReadyTime = 5;
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--- 等待玩家加入的时间
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MaxWaitPlayerJoinTime = 30;
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--- 启用队伍出生点切换
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bEnableSwapBornPoint = true;
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}
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--- 游戏设置
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GlobalConfigs.GameSetting = {
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--- 启用补人
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EnablePlayerJoin = false,
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--- 观战所有玩家
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SpectateAllPlayer = true;
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--- 游戏时长
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GameTime = 480;
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--- 最大回合数
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MaxRound = 7;
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--- 玩家重生时间
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RespawnTime = 3.;
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--- 无敌时间
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InvincibleTime = 3.;
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--- 助攻最少伤害
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AssistDamage = 50;
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--- 初始金币
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BeginCoin = 2500;
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--- MVP玩家额外增加的金币
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MVPPlayerAddCoin = 1000;
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--- 持有钥匙的时间转为积分倍率
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HoldsTheKeyTimeToScore = 1./10;
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--- 队伍获胜条件,维持队友的钥匙时长超过此时长
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TeamNeedHoldsTheKeyTime = 45;
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--- Mechabusm
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--- 玩家初始拥有的能量
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InitEnergy = 200;
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--- 玩家每秒恢复的能量
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EnergyRecovery = 3;
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--- 玩家完成梯度增加的得分
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FullGradientAddScore = 3;
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--- 技术分占得分比重
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TechnicalScoreProportion = 0.004;
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--- 玩家默认选择的近战武器
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DefaultMeleeWeapon = 108004;
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--- 自动返回大厅的时间
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DelayReturnToLobbyTime = 20.;
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--- 玩家重生延迟给玩家发放默认武器
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DelayTimeAddDefault = 3.;
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--- 夺取的能量上限
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SeizeEnergyMax = 300;
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--- 友伤比例
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FriendlyInjuryRatio = 0.;
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--- 启用自己的伤害如手雷、火箭筒
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bEnableSelfHarm = false;
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--- 对自己的伤害比例
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SelfHarmInjuryRatio = 1.;
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--- 启用掉落伤害
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bEnableDropDamage = false;
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--- 启用死亡视角
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EnableLerpCamera = false;
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--- 等待客户端地图加载时间
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ClientLoadMapTime = 2.;
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--- 出生默认装备
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BeBornItems = {{ItemID = 502002, Count = 1}, {ItemID = 503002, Count = 1}, {ItemID = 602004, Count = 1}, {ItemID = 108004, Count = 1}, {ItemID = 601001, Count = 1}, {ItemID = 601005, Count = 1}};
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--- 玩家钩锁是否为双钩
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bIsTwoHook = false;
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--- 准备阶段不可移动
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ReadyCanNotMove = true;
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--- 地图结束投票时随机滚动选择投票地图是时间
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RollMapTime = 4.;
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}
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function GlobalConfigs.GetAddScore(WeaponID)
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return ((WeaponID > 0 and WeaponID < 108001) and 1 or 2)
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end
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--- 保存信息类型
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GlobalConfigs.EArchive = {
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--- 游玩次数
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NumberOfVisits = 1,
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--- 保存的快捷选择武器
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SaveSelectWeapon = 2,
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}
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--- 获取悬赏分对应的金币
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---@param RewardScore uint
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GlobalConfigs.RewardScoreToGoldCoin = function(RewardScore)
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return RewardScore * 100
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end
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--- 获取悬赏分对应的击杀得分
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---@param RewardScore uint
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GlobalConfigs.GetPlayerAddScoreFromRewardScore = function(DeadPlayerRewardScore)
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return 3 + DeadPlayerRewardScore
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end
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function GlobalConfigs.RoundFinishAddCoin(Round, IsWinner)
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if IsWinner then
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return 4000
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else
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return math.clamp(Round * 500 + 2000, 0, 4000)
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end
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end
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return GlobalConfigs
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