UGCProjects/GZJ/Script/Global/GlobalConfigs.lua

479 lines
23 KiB
Lua
Raw Normal View History

2025-01-08 22:46:12 +08:00
GlobalConfigs = GlobalConfigs or {}
GlobalConfigs.OpenDebug = false
GlobalConfigs.GameDifficulty = {
[1] = 1,
[2] = 2,
[3] = 3,
}
GlobalConfigs.QualityColor = {
[1] = {R = 0.246201, G = 0.450786, B = 0.318547, A = 1.0},
[2] = {R = 0.250158, G = 0.462077, B = 0.564712, A = 1.0},
[3] = {R = 0.412543, G = 0.291771, B = 0.491021, A = 1.0},
[4] = {R = 0.630757, G = 0.155926, B = 0.104616, A = 1.0},
}
-- 属性类型
AttributeType = {
Base = 0, -- 基础人物属性
Weapon = 1, --武器词条属性
WeaponSpecial = 2, -- 武器特殊词条属性
}
GlobalConfigs.Attributes = {
--基础属性
Base_MaxHP = { Value = 100000, Type = EAttributeDisplayType.Int }, --生命值
Base_MaxEnergy = { Value = 100, Type = EAttributeDisplayType.Int }, --能量值
Base_Attack = { Value = 100, Type = EAttributeDisplayType.Int }, --威力值
Base_Defence = { Value = 2, Type = EAttributeDisplayType.Int }, --防御值
Base_AttackSpeed = { Value = 1, Type = EAttributeDisplayType.Percent }, --射速%
Base_AttackIntervalReduction = { Value = 1, Type = EAttributeDisplayType.Int }, --射速频率
Base_Vamp = { Value = 0, Type = EAttributeDisplayType.Percent }, --吸血%
Base_EvadeRate = { Value = 0, Type = EAttributeDisplayType.Percent }, --闪避%
Base_RecoverHP = { Value = 20, Type = EAttributeDisplayType.Int }, --生命值回复
Base_RecoverEnergy = { Value = 4, Type = EAttributeDisplayType.Int }, --能量值回复
Base_RecoverHPPercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --生命值回复百分比%
Base_RecoverEnergyPercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --能量值回复百分比%
Base_AttackRange = { Value = 0, Type = EAttributeDisplayType.Int }, --攻击距离
Base_Toughness = { Value = 0, Type = EAttributeDisplayType.Percent }, --韧性%
Base_DamageReduction = { Value = 0, Type = EAttributeDisplayType.Int }, --受到伤害降低
--成长属性
Growth_MaxHP = { Value = 0, Type = EAttributeDisplayType.Int }, --每秒生命值
Growth_Attack = { Value = 0, Type = EAttributeDisplayType.Int }, --每秒威力值
Growth_Kill_MaxHP = { Value = 0, Type = EAttributeDisplayType.Int }, --杀敌生命值
Growth_Kill_Attack = { Value = 1, Type = EAttributeDisplayType.Int }, --杀敌威力值
Growth_Fire_MaxHP = { Value = 0, Type = EAttributeDisplayType.Int }, --射击生命值
Growth_Fire_Attack = { Value = 0, Type = EAttributeDisplayType.Int }, --射击威力值
Growth_Kill_CoinPoint = { Value = 0, Type = EAttributeDisplayType.Int }, --杀敌金币
Growth_KillPoint = { Value = 0, Type = EAttributeDisplayType.Int }, --每秒杀敌点
--高级属性
Adv_CriticalAttackRate = { Value = 0, Type = EAttributeDisplayType.Percent }, --暴击概率%
Adv_CriticalAttack = { Value = 0.5, Type = EAttributeDisplayType.Percent }, --暴击伤害%
Adv_FireAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --射击伤害%
Adv_AdditionalAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --附加伤害%
Adv_DefencePenetration = { Value = 0, Type = EAttributeDisplayType.Int }, --防御穿透值
Adv_DefencePenetrationPercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --防御穿透百分比%
Adv_FinalAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --最终伤害%
--加成属性
Bonus_MaxHP = { Value = 0, Type = EAttributeDisplayType.Percent }, --生命值加成%
Bonus_Attack = { Value = 0, Type = EAttributeDisplayType.Percent }, --威力值加成%
Bonus_FireAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --射击伤害加成%
Bonus_CriticalAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --暴击伤害加成%
Bonus_Defence = { Value = 0, Type = EAttributeDisplayType.Percent }, --防御加成%
Bonus_DamageReduction = { Value = 0, Type = EAttributeDisplayType.Percent }, --伤害减免加成%
--经济属性
Eco_CoinPoint = { Value = 0, Type = EAttributeDisplayType.Percent }, --金币加成%
Eco_KillPoint = { Value = 0, Type = EAttributeDisplayType.Percent }, --杀敌点加成%
Eco_Exp = { Value = 0, Type = EAttributeDisplayType.Percent }, --经验加成%
Eco_DropRate = { Value = 0, Type = EAttributeDisplayType.Percent }, --掉宝率加成%
Eco_HangupRoomMonsterNum = { Value = 0, Type = EAttributeDisplayType.Int }, --练功房怪物数量
Eco_HangupRoomRefreshRate = { Value = 0, Type = EAttributeDisplayType.Int }, --练功房刷新效率%
-- 增长的护甲
Growth_Shield = { Value = 0, Type = EAttributeDisplayType.Percent }, --每10秒获得自身最大生命值的护盾
Base_Shield = { Value = 0, Type = EAttributeDisplayType.Int }, --具体护盾值
Base_ReboundDamage = { Value = 0, Type = EAttributeDisplayType.Int }, --反弹伤害
Base_ReboundDamagePercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --反弹伤害%
-- 金币消耗,该值为负
Unpacking_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
Senior_Raffle_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
Middle_Raffle_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
Primary_Raffle_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
Inherit_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
KillPoint_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
}
-- 存档类型
GlobalConfigs.ArchiveType = {
GameClearance = 0,
Credit = 1,
EasterEggs = 2,
Achievement = 3,
}
-- 存档需要保存的数据
GlobalConfigs.InitialValues = {
["初始金币"] = "Init_Coin",
["初始科技点"] = "Init_KillPoint",
["初始经验"] = "Init_Exp",
["初级配件"] = "Init_Primary_WeaponPart",
["初级技能书"] = "Init_Primary_SkillBook",
["中级技能书"] = "Init_Middle_SkillBook",
["中级配件"] = "Init_Middle_WeaponPart",
}
GlobalConfigs.AttributeNameTable = {
["生命值"] = "Base_MaxHP",
["能量值"] = "Base_MaxEnergy",
["威力值"] = "Base_Attack",
["防御值"] = "Base_Defence",
["射速%"] = "Base_AttackSpeed",
["射速频率"] = "Base_AttackIntervalReduction",
["汲取%"] = "Base_Vamp",
["闪避%"] = "Base_EvadeRate",
["生命值回复/s"] = "Base_RecoverHP",
["能量值回复/s"] = "Base_RecoverEnergy",
["生命值回复%/s"] = "Base_RecoverHPPercent",
["能量值回复%/s"] = "Base_RecoverEnergyPercent",
["射击距离"] = "Base_AttackRange",
["韧性%"] = "Base_Toughness",
["受到伤害降低"] = "Base_DamageReduction",
["每秒生命值"] = "Growth_MaxHP",
["每秒威力值"] = "Growth_Attack",
["击败生命值"] = "Growth_Kill_MaxHP",
["击败威力值"] = "Growth_Kill_Attack",
["射击生命值"] = "Growth_Fire_MaxHP",
["射击威力值"] = "Growth_Fire_Attack",
["击败金币"] = "Growth_Kill_CoinPoint",
["每秒科技点"] = "Growth_KillPoint",
["暴击概率%"] = "Adv_CriticalAttackRate",
["暴击伤害%"] = "Adv_CriticalAttack",
["射击伤害%"] = "Adv_FireAttack",
["附加伤害%"] = "Adv_AdditionalAttack",
["防御穿透"] = "Adv_DefencePenetration",
["防御穿透%"] = "Adv_DefencePenetrationPercent",
["最终伤害%"] = "Adv_FinalAttack",
["生命值加成%"] = "Bonus_MaxHP",
["威力值加成%"] = "Bonus_Attack",
["射击伤害加成%"] = "Bonus_FireAttack",
["暴击伤害加成%"] = "Bonus_CriticalAttack",
["防御值加成%"] = "Bonus_Defence",
["伤害减免%"] = "Bonus_DamageReduction",
["金币加成%"] = "Eco_CoinPoint",
["科技点加成%"] = "Eco_KillPoint",
["经验加成%"] = "Eco_Exp",
["掉宝率加成%"] = "Eco_DropRate",
["练功房怪物数量"] = "Eco_HangupRoomMonsterNum",
["练功房刷新效率%"] = "Eco_HangupRoomRefreshRate",
["每10秒获得自身最大生命值"] = "Growth_Shield",
["护盾"] = "Base_Shield",
["反弹伤害"] = "Base_ReboundDamage",
["反弹伤害%"] = "Base_ReboundDamagePercent",
-- 金币消耗
["开箱金币消耗"] = "Unpacking_Cost",
["高级抽奖金币消耗"] = "Senior_Raffle_Cost",
["中级抽奖金币消耗"] = "Middle_Raffle_Cost",
["初级抽奖金币消耗"] = "Primary_Raffle_Cost",
["属性购买金币消耗"] = "Inherit_Cost",
["科技点兑换"] = "KillPoint_Cost",
}
--玩家针对于怪物的属性
GlobalConfigs.EnemyAttributeTable = {
["敌人降低移速"] = "Base_Speed",
["敌人降低回血"] = "Base_HPHeal",
["敌人降低防御加成"] = "Base_Defence",
["敌人移除护盾"] = "Base_Armor",
}
--这个是对应Id的排序通过ID可以找到类型通过类型也可以找到ID
GlobalConfigs.AttributeIdMap = {
[1] = "生命值",
[2] = "威力值",
[3] = "射速%",
[4] = "汲取%",
[5] = "生命值回复/s",
[6] = "生命值回复%/s",
[7] = "射击距离",
[8] = "受到伤害降低",
[9] = "能量值",
[10] = "防御值",
[11] = "射速频率",
[12] = "闪避%",
[13] = "能量值回复/s",
[14] = "能量值回复%/s",
[15] = "韧性%",
[16] = "每秒生命值",
[17] = "击败生命值",
[18] = "射击生命值",
[19] = "击败金币",
[20] = "每秒威力值",
[21] = "击败威力值",
[22] = "射击威力值",
[23] = "每秒科技点",
[24] = "暴击概率%",
[25] = "射击伤害%",
[26] = "防御穿透",
[27] = "防御穿透%",
[28] = "暴击伤害%",
[29] = "附加伤害%",
[30] = "最终伤害%",
[31] = "生命值加成%",
[32] = "射击伤害加成%",
[33] = "防御值加成%",
[34] = "威力值加成%",
[35] = "暴击伤害加成%",
[36] = "伤害减免%",
[37] = "金币加成%",
[38] = "经验加成%",
[39] = "练功房怪物数量",
[40] = "科技点加成%",
[41] = "掉宝率加成%",
[42] = "练功房刷新效率%",
--[43] = "生命值成长*lv",
--[44] = "威力值成长*lv",
--[45] = "防御值成长*lv"
}
GlobalConfigs.AttributeNameMap = {
["生命值"] = 1,
["威力值"] = 2,
["射速%"] = 3,
["汲取%"] = 4,
["生命值回复/s"] = 5,
["生命值回复%/s"] = 6,
["射击距离"] = 7,
["受到伤害降低"] = 8,
["能量值"] = 9,
["防御值"] = 10,
["射速频率"] = 11,
["闪避%"] = 12,
["能量值回复/s"] = 13,
["能量值回复/s"] = 14,
["韧性%"] = 15,
["每秒生命值"] = 16,
["击败生命值"] = 17,
["射击生命值"] = 18,
["击败金币"] = 19,
["每秒威力值"] = 20,
["击败威力值"] = 21,
["射击威力值"] = 22,
["每秒科技点"] = 23,
["暴击概率%"] = 24,
["射击伤害%"] = 25,
["防御穿透"] = 26,
["防御穿透%"] = 27,
["暴击伤害%"] = 28,
["附加伤害%"] = 29,
["最终伤害%"] = 30,
["生命值加成%"] = 31,
["射击伤害加成%"] = 32,
["防御值加成%"] = 33,
["威力值加成%"] = 34,
["暴击伤害加成%"] = 35,
["伤害减免%"] = 36,
["金币加成%"] = 37,
["经验加成%"] = 38,
["练功房怪物数量"] = 39,
["科技点加成%"] = 40,
["掉宝率加成%"] = 41,
["练功房刷新效率%"] = 42,
--["生命值成长*lv"] = 43,
--["威力值成长*lv"] = 44,
--["防御值成长*lv"] = 45
}
GlobalConfigs.SkillInfo = {
[ESkillName.Heal] = {Name = "回复", IconIndex = 32, Desc = "立即回复20%最大生命值和能量值并且回复40%已损生命值和能量值"},
[ESkillName.Dash] = {Name = "冲刺", IconIndex = 4, Desc = "向前冲刺400码", ShortDesc = "位移"},
[ESkillName.Anger] = {Name = "怒意", IconIndex = 19, Desc = "使用期间造成伤害提升100%不过受到伤害提升20%持续8秒", ShortDesc = "伤害提升"},
[ESkillName.ShadowKill] = {Name = "影击", IconIndex = 30, Desc = "移动速度提升50%,并且闪避%提升50%持续8秒", ShortDesc = "闪避"},
[ESkillName.Slash] = {Name = "瞬击", IconIndex = 31, Desc = "立即对周围300码的有敌人造成自身最大生命值10%的真实伤害", ShortDesc = "瞬击血量"},
[ESkillName.Stun] = {Name = "眩晕", IconIndex = 29, Desc = "眩晕周围300码所有敌人持续3秒", ShortDesc = "眩晕"},
[ESkillName.Exhaust] = {Name = "虚弱", IconIndex = 28, Desc = "使周围300码的所有敌人受到伤害提升30%持续8秒", ShortDesc = "射击易伤"},
[ESkillName.Penetration] = {Name = "穿透", IconIndex = 7, Desc = "开启期间造成伤害均为真实伤害持续8秒", ShortDesc = "真伤"},
[ESkillName.Counter] = {Name = "反击", IconIndex = 11, Desc = "受到伤害时有【10%/12%/15%/20%】概率对附近300码所有敌方单位造成【200+自身最大生命值*5%/8%/12%/18%】伤害"},
[ESkillName.ElectricShock] = {Name = "电击", IconIndex = 8, Desc = "射击时有【10%/12%/15%/20%】概率对周围随机目标造成【200+威力值*200%/320%/480%/720%】的伤害最多5个目标"},
[ESkillName.StarFall] = {Name = "星落", IconIndex = 27, Desc = "每3秒降下星火对周围200码随机敌人造成【240+威力值*36%/48%/63%/90%】的伤害最多【2/3/4/5】个目标"},
[ESkillName.Ray] = {Name = "射线", IconIndex = 22, Desc = "每次射击朝前方发射3条间隔30°的射线对直线上的敌人造成【100+威力值*10%/20%/30%/40%】的伤害射线长度为1000码"},
[ESkillName.Crack] = {Name = "裂击", IconIndex = 18, Desc = "每次射击会额外对【1/2/3/4】个目标造成本次伤害的25%"},
[ESkillName.Weaken] = {Name = "弱点", IconIndex = 21, Desc = "每次射击会使敌人受到伤害提升1%/2%/3%/5%持续5秒可无限叠加"},
[ESkillName.Scabbing] = {Name = "碎甲", IconIndex = 26, Desc = "每次射击会降低敌人5/10/15/25点防御值持续5秒可无限叠加"},
[ESkillName.DeathStrike] = {Name = "瞬打", IconIndex = 25, Desc = "对敌人造成致命一击立即造成【400+威力值*600%/800%/1000%/1500%】的伤害"},
[ESkillName.Roar] = {Name = "嘶吼", IconIndex = 24, Desc = "痛苦嘶叫对周围400码范围所有敌人造成【200+威力值*250%/320%/420%/550%】的伤害"},
[ESkillName.LightWave] = {Name = "光波", IconIndex = 13, Desc = "向正前方释放一道光波对直线上的敌人造成【250+威力值*300%/420%/560%/760%】的伤害"},
[ESkillName.IceFrost] = {Name = "冰霜", IconIndex = 3, Desc = "最近的怪物脚下释放400码范围的冰霜区域内所有敌人受到【100+威力值*200%/300%/400%/500%】的伤害移动速度降低20%/30%/40%/50%持续3秒"},
[ESkillName.ToxicRain] = {Name = "滩涂", IconIndex = 9, Desc = "最近的怪物脚下释放300码范围的滩涂区域内所有敌人每秒受到【120+威力值*120%/180%/240%/300%】的伤害防御值降低5%/10%/15%/25%持续3秒"},
[ESkillName.Puncture] = {Name = "穿刺", IconIndex = 5, Desc = "释放穿刺对直接上的敌人造成【150+威力值*150%/250%/350%/500%】的伤害并眩晕2/2.2/2.5/3秒"},
[ESkillName.Seal] = {Name = "封印", IconIndex = 12, Desc = "最近的怪物脚下释放300码范围的封印区域内所有敌人受到【120+威力值*200%/260%/320%/400%】的伤害1.5/1.8/2.1/2.5秒内无法动弹"},
[ESkillName.AbsorbSoul] = {Name = "摄灵", IconIndex = 1, Desc = "对周围400码内敌人造成【180+威力值150%/250%/350%/450%】的伤害,并回复造成伤害对应的生命值"},
[ESkillName.Tread] = {Name = "践踏", IconIndex = 16, Desc = "猛踩地面对周围300码范围的敌人造成【180+威力值*150%/200%/250%/300%】的伤害并眩晕1/1.2/1.4/2秒"},
[ESkillName.Stomp] = {Name = "跺击", IconIndex = 10, Desc = "跺击地面对周围500码范围内敌人造成【100+威力值*180%/220%/280%/350%】的伤害并降低其50%移动速度持续5秒"},
[ESkillName.StrongWind] = {Name = "罡风", IconIndex = 17, Desc = "转动自身的身体形成罡风每秒对周围300码范围的敌人造成【80+威力值*15%/22%/30%/40%】的伤害自身移动速度提升50%持续5/6/7/8秒"},
[ESkillName.FireDomain] = {Name = "火域", IconIndex = 15, Desc = "向前方喷射一道400码范围扇形的火焰并残留一个持续3秒的火域对敌人造成【140+威力值*150%/220%/320%/450%】的伤害处于火域中的敌人每秒会受到200/400/600/800点伤害"},
[ESkillName.Flowing] = {Name = "喷涌", IconIndex = 20, Desc = "每秒向周身随机角度喷射一道宽200码长800码的水波对命中敌人造成【攻击力*100%/120%/150%/200%】的伤害并使其3秒内防御降低10%/15%/20%/30%水波持续3秒"},
[ESkillName.Tear] = {Name = "撕裂", IconIndex = 23, Desc = "撕裂最近的敌人每秒受到【100+威力值*200%/250%/320%/400%】的伤害并使其受到伤害提升30%持续5秒"},
[ESkillName.StickStrike] = {Name = "棒击", IconIndex = 2, Desc = "向正前方释放棒击大地,对一条直线上的敌人敌人造成【威力值*500%/700%/900%/1200%】的暴击伤害并眩晕1秒直线长度1000码"},
[ESkillName.Shuttle] = {Name = "穿梭", IconIndex = 6, Desc = "快速射击周围400码的敌人【6/7/8/10】次每次造成【150+威力值*60%/90%/120%/150%】的伤害"},
[ESkillName.Bombing] = {Name = "轰炸", IconIndex = 14, Desc = "每隔0.5秒轰炸周围400码8个敌人每次造成【120+威力值*80%/110%/150%/200%】的伤害持续5秒"},
}
-- 天赋类型
GlobalConfigs.ETalentType = {
Damage = "伤害",
Function = "功能",
Survival = "生存",
}
-- 技能天赋类型
GlobalConfigs.SkillTalent = {
[ESkillName.Dash] = { Talent = GlobalConfigs.ETalentType.Function, },
[ESkillName.Anger] = { Talent = GlobalConfigs.ETalentType.Damage, },
[ESkillName.ShadowKill] = { Talent = GlobalConfigs.ETalentType.Survival, },
[ESkillName.Slash] = { Talent = GlobalConfigs.ETalentType.Damage, },
[ESkillName.Stun] = { Talent = GlobalConfigs.ETalentType.Function, },
[ESkillName.Exhaust] = { Talent = GlobalConfigs.ETalentType.Damage, },
[ESkillName.Penetration] = { Talent = GlobalConfigs.ETalentType.Damage, },
}
--- 玩家人数不同影响首领生命值的系数
--- @type table<PlayerNum, Multiplier>
GlobalConfigs.PlayerNumMultiplier = {
[1] = 1,
[2] = 2,
[3] = 4,
[4] = 6,
}
--- 难度不同影响怪物生命值和攻击力的系数
--- @type table<GameDifficulty, Multiplier>
GlobalConfigs.DifficultyMultiplier = {
["Health"] = {
[1] = 1,
[2] = 1,
[3] = 2,
[4] = 3.5,
[5] = 5.5,
[6] = 8,
[7] = 11,
[8] = 14.5,
[9] = 18.5,
[10] = 23,
[11] = 28,
[12] = 33.5,
[13] = 39.5,
[14] = 46,
[15] = 53,
[16] = 60.5,
[17] = 68.5,
[18] = 77,
[19] = 86,
[20] = 95.5,
[21] = 105.5,
[22] = 116,
[23] = 127,
[24] = 138.5,
[25] = 150.5,
[26] = 163,
[27] = 176,
[28] = 189.5,
[29] = 203.5,
[30] = 218,
[31] = 233,
[32] = 248.5,
[33] = 264.5,
[34] = 281,
[35] = 298,
[36] = 315.5,
[37] = 333.5,
[38] = 352,
[39] = 371,
[40] = 390.5,
[41] = 410.5,
[42] = 431,
[43] = 452,
[44] = 473.5,
[45] = 495.5,
[46] = 518,
[47] = 541,
[48] = 564.5,
[49] = 588.5,
[50] = 613,
[51] = 638,
[52] = 663.5,
[53] = 689.5,
[54] = 716,
[55] = 743,
[56] = 770.5,
[57] = 798.5,
[58] = 827,
[59] = 856,
[60] = 885.5,
[61] = 915.5,
[62] = 946,
[63] = 977,
[64] = 1008.5,
[65] = 1040.5,
[66] = 1073,
},
["Attack"] = {
[1] = 1,
[2] = 1,
[3] = 1.15,
[4] = 1.3,
[5] = 1.5,
[6] = 1.75,
[7] = 2.05,
[8] = 2.4,
[9] = 2.8,
[10] = 3.25,
[11] = 3.75,
[12] = 4.3,
[13] = 4.9,
[14] = 5.55,
[15] = 6.25,
[16] = 7,
[17] = 7.8,
[18] = 8.65,
[19] = 9.55,
[20] = 10.5,
[21] = 11.5,
[22] = 12.55,
[23] = 13.65,
[24] = 14.8,
[25] = 16,
[26] = 17.25,
[27] = 18.55,
[28] = 19.9,
[29] = 21.3,
[30] = 22.75,
[31] = 24.25,
[32] = 25.8,
[33] = 27.4,
[34] = 29.05,
[35] = 30.75,
[36] = 32.5,
[37] = 34.3,
[38] = 36.15,
[39] = 38.05,
[40] = 40,
[41] = 42,
[42] = 44.05,
[43] = 46.15,
[44] = 48.3,
[45] = 50.5,
[46] = 52.75,
[47] = 55.05,
[48] = 57.4,
[49] = 59.8,
[50] = 62.25,
[51] = 64.75,
[52] = 67.3,
[53] = 69.9,
[54] = 72.55,
[55] = 75.25,
[56] = 78,
[57] = 80.8,
[58] = 83.65,
[59] = 86.55,
[60] = 89.5,
[61] = 92.5,
[62] = 95.55,
[63] = 98.65,
[64] = 101.8,
[65] = 105,
[66] = 108.25,
},
}
return GlobalConfigs;