1150 lines
55 KiB
Lua
1150 lines
55 KiB
Lua
|
Tables = Tables or {}
|
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|
|
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|
Tables.WeaponConstruct = nil
|
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|
|
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|
Tables.GameStageTips = {
|
|||
|
[EGameStage.WaitForPlayer] = "",
|
|||
|
}
|
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|
|
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|
Tables.HUDConfig = {
|
|||
|
[EUIType.Main] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_MainUI.WBP_MainUI_C'), Layer = EUILayerGroup.MainUI},
|
|||
|
[EUIType.SelectDifficulty] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SelectDifficultyPanel.WBP_SelectDifficultyPanel_C'), Layer = EUILayerGroup.Medium},
|
|||
|
[EUIType.SelectSkill] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SelectSkill.WBP_SelectSkill_C'), Layer = EUILayerGroup.Medium},
|
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|
[EUIType.Attribute] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_AttributePanel.WBP_AttributePanel_C'), Layer = EUILayerGroup.Top},
|
|||
|
[EUIType.Notice] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_NoticeLayer.WBP_NoticeLayer_C'), Layer = EUILayerGroup.Notice},
|
|||
|
[EUIType.Backpack] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_Bag.WBP_Bag_C'), Layer = EUILayerGroup.Top},
|
|||
|
[EUIType.Settlement] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SettlementPanel.WBP_SettlementPanel_C'), Layer = EUILayerGroup.Toppest},
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|||
|
[EUIType.Tech] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_TechnologyPanel.WBP_TechnologyPanel_C'), Layer = EUILayerGroup.Top},
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[EUIType.SelectWeapon] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SelectWeaponPanel.WBP_SelectWeaponPanel_C'), Layer = EUILayerGroup.Top},
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|
[EUIType.BossInfo] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_BossInfoPanel_V2.WBP_BossInfoPanel_V2_C'), Layer = EUILayerGroup.Top},
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|||
|
[EUIType.Unpacking] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_Unpacking.WBP_Unpacking_C'), Layer = EUILayerGroup.Top},
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|||
|
[EUIType.WeaponDetailsDesc] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_WeaponDetailsDesc.WBP_WeaponDetailsDesc_C'), Layer = EUILayerGroup.Top},
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|||
|
[EUIType.WeaponAttribute] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_WeaponAttribute.WBP_WeaponAttribute_C'), Layer = EUILayerGroup.Top},
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|
[EUIType.Challenge] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_Challenge_V2.WBP_Challenge_V2_C'), Layer = EUILayerGroup.Top},
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|||
|
[EUIType.SkillButton] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Skill/WBP_SkillBtn.WBP_SkillBtn_C'), Layer = EUILayerGroup.Medium},
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[EUIType.UseSkill] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/WBP_SelectSkillSlots.WBP_SelectSkillSlots_C'), Layer = EUILayerGroup.Toppest },
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[EUIType.SealRewards] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SealRewards.WBP_SealRewards_C'), Layer = EUILayerGroup.Top },
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|||
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[EUIType.Inherit] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/WBP_InheritPanel.WBP_InheritPanel_C'), Layer = EUILayerGroup.Top },
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|||
|
[EUIType.ResourceGrade] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_ResourceGrade.WBP_ResourceGrade_C'), Layer = EUILayerGroup.Top },
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|||
|
[EUIType.SaveGame] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SaveGamePanel.WBP_SaveGamePanel_C'), Layer = EUILayerGroup.Top},
|
|||
|
[EUIType.NewPlayerGuide] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Guide/WBP_GuidePanel.WBP_GuidePanel_C'), Layer = EUILayerGroup.Guide},
|
|||
|
[EUIType.DifficultInfo] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_DifficultInfo.WBP_DifficultInfo_C'), Layer = EUILayerGroup.Toppest},
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|
}
|
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|
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|
Tables.MonsterPawn = {
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DullMonsters =
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{
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UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_DullMonster1.BP_DullMonster1_C'),
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},
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AttackMonsters =
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{
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Normal =
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{
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--UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossMoment.BP_BossMoment_C')
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MonsterDesc[10001].Path
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},
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Boss =
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{
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},
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}
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}
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|
|
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Tables.MonsterBaseConfig = {
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[1001] = {
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ID = 1001,
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Name = "MonsterInherit_1",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterInherit_1.BP_MonsterInherit_1_C'),
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Type = EMonsterType.Inherit,
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|
SkillDescs = {
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{SkillName = "", SkillDesc = ""},
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|
{SkillName = "", SkillDesc = ""}
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|
}
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|
},
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|
[1002] = {
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ID = 1002,
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Name = "MonsterInherit_2",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterInherit_2.BP_MonsterInherit_2_C') ,
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|
Type = EMonsterType.Inherit,
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|
SkillDescs = {
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|
{SkillName = "", SkillDesc = ""},
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{SkillName = "", SkillDesc = ""}
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}
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|
},
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|
[1003] = {
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ID = 1003,
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Name = "WeaponRecasting",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterWeaponRecasting.BP_MonsterWeaponRecasting_C') ,
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Type = EMonsterType.ChallengeWeaponRecasting,
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SkillDescs = {
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{SkillName = "", SkillDesc = ""},
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{SkillName = "", SkillDesc = ""}
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}
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|
},
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|
[1004] = {
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ID = 1004,
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Name = "SkillMonster",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterSkillMonster.BP_MonsterSkillMonster_C') ,
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Type = EMonsterType.ChallengeSkill,
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SkillDescs = {
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{SkillName = "", SkillDesc = ""},
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{SkillName = "", SkillDesc = ""}
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}
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},
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[1005] = {
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ID = 1005,
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Name = "AccessoryMonster",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterAccessoryMonster.BP_MonsterAccessoryMonster_C') ,
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Type = EMonsterType.ChallengeAccessory,
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|
SkillDescs = {
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|
{SkillName = "", SkillDesc = ""},
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|
{SkillName = "", SkillDesc = ""}
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|
}
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|
},
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|
[1006] = {
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ID = 1006,
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Name = "GoldEfficiencyMonster",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterGoldEfficiencyMonster.BP_MonsterGoldEfficiencyMonster_C') ,
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Type = EMonsterType.ChallengeGoldEfficiency,
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|
SkillDescs = {
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{SkillName = "", SkillDesc = ""},
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{SkillName = "", SkillDesc = ""}
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}
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},
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|
[1007] = {
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ID = 1007,
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Name = "ExerciseRoom",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterExerciseRoom.BP_MonsterExerciseRoom_C') ,
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Type = EMonsterType.HangupRoom,
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SkillDescs = {
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{SkillName = "", SkillDesc = ""},
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{SkillName = "", SkillDesc = ""}
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}
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},
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[1008] = {
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ID = 1008,
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Name = "GoldMonster",
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Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterGoldMonster.BP_MonsterGoldMonster_C') ,
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Type = EMonsterType.ChallengeGold,
|
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|
SkillDescs = {
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|||
|
{SkillName = "", SkillDesc = ""},
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|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
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|
[1009] = {
|
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|
ID = 1009,
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Name = "GradeBreakthrough",
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|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterGradeBreakthrough.BP_MonsterGradeBreakthrough_C') ,
|
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|
Type = EMonsterType.Breach,
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "", SkillDesc = ""},
|
|||
|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
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|
[1010] = {
|
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|
ID = 1010,
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Name = "LittleMonster",
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|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterLittleMonster.BP_MonsterLittleMonster_C') ,
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|
Type = EMonsterType.Common,
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "", SkillDesc = ""},
|
|||
|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
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|
[1011] = {
|
|||
|
ID = 1011,
|
|||
|
Name = "LittleMonster",
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|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterLittleMonster2.BP_MonsterLittleMonster2_C'),
|
|||
|
Type = EMonsterType.Common,
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "", SkillDesc = ""},
|
|||
|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
|||
|
[1012] = {
|
|||
|
ID = 1012,
|
|||
|
Name = "LittleMonster",
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterLittleMonster3.BP_MonsterLittleMonster3_C'),
|
|||
|
Type = EMonsterType.Common,
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "", SkillDesc = ""},
|
|||
|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
|||
|
[1013] = {
|
|||
|
ID = 1013,
|
|||
|
Name = "LittleMonster",
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterLittleMonster6.BP_MonsterLittleMonster6_C'),
|
|||
|
Type = EMonsterType.Common,
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "", SkillDesc = ""},
|
|||
|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
|||
|
[1100] = {
|
|||
|
ID = 1100,
|
|||
|
Name = "Unseal",
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterUnseal.BP_MonsterUnseal_C') ,
|
|||
|
Type = EMonsterType.Unseal,
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "", SkillDesc = ""},
|
|||
|
{SkillName = "", SkillDesc = ""}
|
|||
|
}
|
|||
|
},
|
|||
|
[10001] = {
|
|||
|
ID = 10001,
|
|||
|
Name = "Boorish",
|
|||
|
ChineseName = "蛮",
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossBoorish.BP_BossBoorish_C') ,
|
|||
|
Type = EMonsterType.Boss,
|
|||
|
WeaponType = EWeaponClassType.WT_Sniper, --
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/file_Icon/Textures/Icon_UGC_file_28.Icon_UGC_file_28'),
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "蛮身诀", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_05.Icon_UGC_Boss_05'), SkillDesc = "防御值加成提高400%,每秒提升1%防御值加成"},
|
|||
|
{SkillName = "蛮跃击", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_06.Icon_UGC_Boss_06'), SkillDesc = "闪到跟前,然后对敌人周围600码所有敌人造成攻击力*(5+防御值加成)的伤害"}
|
|||
|
},
|
|||
|
Characteristic = "强防御,突击"
|
|||
|
},
|
|||
|
[10002] = {
|
|||
|
ID = 10002,
|
|||
|
Name = "Charm",
|
|||
|
ChineseName = "魅",
|
|||
|
WeaponType = EWeaponClassType.WT_SubmachineGun, --
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossCharm.BP_BossCharm_C') ,
|
|||
|
Type = EMonsterType.Boss,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/file_Icon/Textures/Icon_UGC_file_28.Icon_UGC_file_28'),
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "魅魂咒", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_07.Icon_UGC_Boss_07'), SkillDesc = "每攻击5次,下次攻击会释放哀嚎,恐惧所有敌人2s,使敌人无法行动"},
|
|||
|
{SkillName = "魅之泽", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_08.Icon_UGC_Boss_08'), SkillDesc = "在所有敌人释放一个500码范围沼泽,2s后造成法术强度*5的法术伤害,对被恐惧的敌人造成伤害提升200%"}
|
|||
|
},
|
|||
|
Characteristic = "强控制,群伤"
|
|||
|
},
|
|||
|
[10003] = {
|
|||
|
ID = 10003,
|
|||
|
Name = "Moment",
|
|||
|
ChineseName = "瞬",
|
|||
|
WeaponType = EWeaponClassType.WT_ShooterRifle, --
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossMoment.BP_BossMoment_C') ,
|
|||
|
Type = EMonsterType.Boss,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/file_Icon/Textures/Icon_UGC_file_28.Icon_UGC_file_28'),
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "瞬影步", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_09.Icon_UGC_Boss_09'), SkillDesc = "移动速度+180,攻击造成300%伤害,攻击距离降低50%"},
|
|||
|
{SkillName = "瞬暴风", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_10.Icon_UGC_Boss_10'), SkillDesc = "快速转动身体,2秒后自身周围产生一个400码范围的风暴,风暴内的敌人移动速度降低60%,且每0.2秒攻击一次风暴内的敌人"}
|
|||
|
},
|
|||
|
Characteristic = "移速快,追击"
|
|||
|
},
|
|||
|
[10004] = {
|
|||
|
ID = 10004,
|
|||
|
Name = "Spring",
|
|||
|
ChineseName = "春",
|
|||
|
WeaponType = EWeaponClassType.WT_AssaultRifle, --
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossSpring.BP_BossSpring_C') ,
|
|||
|
Type = EMonsterType.Boss,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/file_Icon/Textures/Icon_UGC_file_28.Icon_UGC_file_28'),
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "春之术", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_11.Icon_UGC_Boss_11'), SkillDesc = "每秒回复6%最大生命值,且进入战斗20秒后,生命值高于80%时,造成伤害提升500%"},
|
|||
|
{SkillName = "春物语", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_12.Icon_UGC_Boss_12'), SkillDesc = "进入低语状态,每0.5秒向所有敌人脚下释放一个范围300码的雨泽,1秒后造成当前生命值的伤害"}
|
|||
|
},
|
|||
|
Characteristic = "强恢复,群伤"
|
|||
|
},
|
|||
|
[10005] = {
|
|||
|
ID = 10005,
|
|||
|
Name = "Careful",
|
|||
|
ChineseName = "慎",
|
|||
|
WeaponType = EWeaponClassType.WT_MachineGun, --
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossCareful.BP_BossCareful_C') ,
|
|||
|
Type = EMonsterType.Boss,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/file_Icon/Textures/Icon_UGC_file_28.Icon_UGC_file_28'),
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "慎御盾", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_03.Icon_UGC_Boss_03'), SkillDesc = "生成一个自身100%生命值的护盾,被攻击优先消耗护盾,自身生命值100%持续10秒后,每秒会提升1%最大生命值,,直至生命值少于80%,最高提升至150%"},
|
|||
|
{SkillName = "慎升术", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_04.Icon_UGC_Boss_04'), SkillDesc = "进入战斗10秒后,每秒造成伤害提升2%,该效果不会消失,直至淘汰,期间每击败一名敌人,造成伤害提升20%"}
|
|||
|
},
|
|||
|
Characteristic = "护盾,成长"
|
|||
|
},
|
|||
|
[10006] = {
|
|||
|
ID = 10006,
|
|||
|
Name = "Magical",
|
|||
|
ChineseName = "幻",
|
|||
|
WeaponType = EWeaponClassType.WT_ShotGun, --
|
|||
|
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossMagical.BP_BossMagical_C') ,
|
|||
|
Type = EMonsterType.Boss,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/file_Icon/Textures/Icon_UGC_file_28.Icon_UGC_file_28'),
|
|||
|
SkillDescs = {
|
|||
|
{SkillName = "幻分身", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_01.Icon_UGC_Boss_01'), SkillDesc = "复制出4个与本体同样属性的分身"},
|
|||
|
{SkillName = "幻闪击", Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/Boss_Icon/Textures/Icon_UGC_Boss_02.Icon_UGC_Boss_02'), SkillDesc = "释放幻闪击,幻与其分身同时出现在随机玩家周围攻击"}
|
|||
|
},
|
|||
|
Characteristic = "分身,爆发"
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Tables.CommonAttackWave = {
|
|||
|
{CommonID = 1010, AttackWaveNumber = 3, Order = 4},
|
|||
|
{CommonID = 1011, AttackWaveNumber = 3, Order = 3},
|
|||
|
{CommonID = 1012, AttackWaveNumber = 3, Order = 2},
|
|||
|
{CommonID = 1013, AttackWaveNumber = 3, Order = 1},
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
Tables.Desc = {}
|
|||
|
|
|||
|
Tables.Desc.Weapon = {
|
|||
|
["R1895"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%",
|
|||
|
["R45"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%",
|
|||
|
["S12K"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%; 对分身造成400%的伤害",
|
|||
|
["S686"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%; 对分身造成600%的伤害",
|
|||
|
["M249"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%; 造成伤害时,无视敌人护盾",
|
|||
|
["DP-28"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%; 造成伤害时,无视敌人护盾",
|
|||
|
["UZI"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%; 免疫控制",
|
|||
|
["Vector"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%; 免疫控制",
|
|||
|
["SKS"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%; 造成伤害时,降低敌人70%移动速度",
|
|||
|
["Mini14"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%; 造成伤害时,降低敌人70%移动速度",
|
|||
|
["AKM"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%; 造成伤害时,敌人回血效果降低100%",
|
|||
|
["M416"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%; 造成伤害时,敌人回血效果降低100%",
|
|||
|
["AWM"] = "攻击速度+30%,击败攻击力+0.5,溅射伤害+30%; 造成伤害时,直接移除敌人的物理和法术防御加成",
|
|||
|
["Kar98k"] = "施法冷却缩短+20%,击败法术强度+0.6,溅射伤害+30%; 造成伤害时,直接移除敌人的物理和法术防御加成",
|
|||
|
}
|
|||
|
|
|||
|
-- 存放武器配件的具体类型,因为大类是按照配件类型(比如枪口,瞄准镜等)分类,因此需要通过具体ID能找到他的类型
|
|||
|
--Tables.ItemParentType = {
|
|||
|
-- [] = {""},
|
|||
|
--}
|
|||
|
|
|||
|
-- 物品品质对应的颜色
|
|||
|
Tables.ItemRarityColor = {
|
|||
|
[EQualityType.Primary] = {
|
|||
|
--Color = { R = 0, G = 1, B = 0, A = 0.4 },
|
|||
|
Color = { R = 0.246201, G = 0.450786, B = 0.318547, A = 1.0 },
|
|||
|
LinearColor = "3F7351FF",
|
|||
|
sRGB = "88B399FF",
|
|||
|
}, -- 绿色,最垃圾
|
|||
|
[EQualityType.Middle] = {
|
|||
|
--Color = { R = 0.07, G = 0.124, B = 0.354, A = 0.4 },
|
|||
|
-- 0.250158;0.462077;0.564712;1.0
|
|||
|
Color = { R = 0.250158, G = 0.462077, B = 0.564712, A = 1 },
|
|||
|
LinearColor = "407690FF",
|
|||
|
sRGB = "89B5C6FF"
|
|||
|
}, -- 蓝色,倒数第二
|
|||
|
[EQualityType.Senior] = {
|
|||
|
--Color = { R = 0.7, G = 0.07, B = 1, A = 0.4 },
|
|||
|
--0.412543;0.291771;0.491021;1.0
|
|||
|
Color = { R = 0.412543, G = 0.291771, B = 0.491021, A = 1 },
|
|||
|
LinearColor = "694A7DFF",
|
|||
|
sRGB = "AC93BAFF"
|
|||
|
}, -- 紫色,倒数第三
|
|||
|
[EQualityType.Super] = {
|
|||
|
--Color = { R = 1, G = 0, B = 0, A = 0.4 },
|
|||
|
--0.630757;0.155926;0.104616;1.0
|
|||
|
Color = { R = 0.630757, G = 0.155926, B = 0.104616, A = 1 },
|
|||
|
LinearColor = "A1271AFF",
|
|||
|
sRGB = "D06D5AFF"
|
|||
|
}, -- 红色,第一
|
|||
|
[5] = {
|
|||
|
Color = { R = 0, G = 0, B = 0, A = 0.4 },
|
|||
|
}, -- 黑色,默认
|
|||
|
}
|
|||
|
|
|||
|
Tables.WeaponClassTypeDesc = {
|
|||
|
[EWeaponClassType.WT_Pistol] = { "手枪" },
|
|||
|
[EWeaponClassType.WT_ShotGun] = { "霰弹枪" },
|
|||
|
[EWeaponClassType.WT_MachineGun] = { "机枪" },
|
|||
|
[EWeaponClassType.WT_SubmachineGun] = { "冲锋枪" },
|
|||
|
[EWeaponClassType.WT_ShooterRifle] = { "射手步枪" },
|
|||
|
[EWeaponClassType.WT_AssaultRifle] = { "突击步枪" },
|
|||
|
[EWeaponClassType.WT_Sniper] = { "狙击枪" },
|
|||
|
}
|
|||
|
|
|||
|
-- 品质 {描述,金币}
|
|||
|
Tables.QualityInfo = {
|
|||
|
[EQualityType.Primary] = {"初级", 1250},
|
|||
|
[EQualityType.Middle ] = {"中级", 3750},
|
|||
|
[EQualityType.Senior ] = {"高级", 11250},
|
|||
|
[EQualityType.Super ] = {"超级", 33750},
|
|||
|
}
|
|||
|
|
|||
|
-- 这是物品
|
|||
|
Tables.ItemMeshConfig = {
|
|||
|
[EItemType.SkillBook] = '/Game/Arts_Timeliness/CG005_Hero/Arts_Sence/CG005_SecretRoomBook.CG005_SecretRoomBook',
|
|||
|
[EItemType.ScouringStone] = '/Game/Arts_Player/Weapon/Grenades/Mesh/ST_SignalSmoke.ST_SignalSmoke',
|
|||
|
[EItemType.SubstituteStone] = '/Game/Arts_Player/Weapon/Grenades/Mesh/ST_Somke.ST_Somke',
|
|||
|
[EItemType.Muzzle] = {
|
|||
|
[EWeaponClassType.WT_ShotGun] = '/Game/Arts_Player/Weapon/Accessories/QK/QK_Large_Compensator/ST_QK_Large_Compensator_lod.ST_QK_Large_Compensator_lod',
|
|||
|
[EWeaponClassType.WT_MachineGun] = '/Game/Arts_Player/Weapon/Accessories/QK/QK_Large_FlashHider/ST_QK_Large_Sniper_FlashHider_Lod.ST_QK_Large_Sniper_FlashHider_Lod',
|
|||
|
[EWeaponClassType.WT_SubmachineGun] = '/Game/Arts_Player/Weapon/Accessories/QK/QK_Mid_Compensator/ST_QK_Mid_Compensator_Lod.ST_QK_Mid_Compensator_Lod',
|
|||
|
[EWeaponClassType.WT_ShooterRifle] = '/Game/Arts_Player/Weapon/Accessories/QK/QK_Sniper_FlashHider/ST_QK_Sniper_FlashHider_Lod.ST_QK_Sniper_FlashHider_Lod',
|
|||
|
[EWeaponClassType.WT_AssaultRifle] = '/Game/Arts_Player/Weapon/MainWeapon/Rifle/MK47/Mesh/ST_WEP_MK47_Muzzle.ST_WEP_MK47_Muzzle',
|
|||
|
[EWeaponClassType.WT_Sniper] = '/Game/Arts_Player/Weapon/Accessories/Muzzle/Compensator/Compensator_AKM/ST_Muzzle_Compensater_AKM.ST_Muzzle_Compensater_AKM',
|
|||
|
},
|
|||
|
[EItemType.Grip] = {
|
|||
|
[EWeaponClassType.WT_ShotGun] = '/Game/Arts_Player/Weapon/Accessories/Grip/Angled/ST_Grip_Angled.ST_Grip_Angled',
|
|||
|
[EWeaponClassType.WT_MachineGun] = '/Game/Arts_Player/Weapon/Accessories/Grip/HalfGrip/ST_Grip_HalfGrip.ST_Grip_HalfGrip',
|
|||
|
[EWeaponClassType.WT_SubmachineGun] = '/Game/Arts_Player/Weapon/Accessories/Grip/LaserPointer/ST_Grip_Laserpointer.ST_Grip_Laserpointer',
|
|||
|
[EWeaponClassType.WT_ShooterRifle] = '/Game/Arts_Player/Weapon/Accessories/Grip/LightGrip/ST_Grip_LightGrip.ST_Grip_LightGrip',
|
|||
|
[EWeaponClassType.WT_AssaultRifle] = '/Game/Arts_Player/Weapon/Accessories/Grip/ThumbGrip/ST_Grip_ThumbGrip.ST_Grip_ThumbGrip',
|
|||
|
[EWeaponClassType.WT_Sniper] = '/Game/Arts_Player/Weapon/Accessories/Grip/Vertical/ST_Grip_Vertical.ST_Grip_Vertical',
|
|||
|
},
|
|||
|
[EItemType.Mag] = {
|
|||
|
[EWeaponClassType.WT_ShotGun] = '/Game/Arts_Player/Weapon/Accessories/Mag/MAG_Saiga12/ST_MAG_EX_Saiga12.ST_MAG_EX_Saiga12',
|
|||
|
[EWeaponClassType.WT_MachineGun] = '/Game/Arts_Player/Weapon/Accessories/Mag/Mag_M249/ST_MAG_EX_M249.ST_MAG_EX_M249',
|
|||
|
[EWeaponClassType.WT_SubmachineGun] = '/Game/Arts_Player/Weapon/MainWeapon/Pistol/Vz61Skorpion/Mesh/ST_WEP_Vz61Skorpion_QE_Mag.ST_WEP_Vz61Skorpion_QE_Mag',
|
|||
|
[EWeaponClassType.WT_ShooterRifle] = '/Game/Arts_Player/Weapon/Accessories/Mag/MAG_G36C/ST_Mag_QE_G36C.ST_Mag_QE_G36C',
|
|||
|
[EWeaponClassType.WT_AssaultRifle] = '/Game/Arts_Player/Weapon/Accessories/Mag/MAG_Thompson/ST_MAG_EX_Drum.ST_MAG_EX_Drum',
|
|||
|
[EWeaponClassType.WT_Sniper] = '/Game/Arts_Player/Weapon/Accessories/Mag/MAG_VSS/ST_MAG_Q_VSS.ST_MAG_Q_VSS',
|
|||
|
},
|
|||
|
[EItemType.Stock] = {
|
|||
|
[EWeaponClassType.WT_ShotGun] = '/Game/Arts_Player/Weapon/Accessories/BLS/BLS_K98k/ST_BLS_K98K.ST_BLS_K98K',
|
|||
|
[EWeaponClassType.WT_MachineGun] = '/Game/Arts_Player/Weapon/Accessories/Stock/CheekPad/CheekPad_Winchester/ST_Stock_CheekPad_Winchester.ST_Stock_CheekPad_Winchester',
|
|||
|
[EWeaponClassType.WT_SubmachineGun] = '/Game/Arts_Player/Weapon/Accessories/Stock/Stock/Stock_UZI/ST_Stock_UZI.ST_Stock_UZI',
|
|||
|
[EWeaponClassType.WT_ShooterRifle] = '/Game/Arts_Player/Weapon/Accessories/BLS/BLS_Quiver/Quiver_setting.Quiver_setting',
|
|||
|
[EWeaponClassType.WT_AssaultRifle] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_RMR/ST_Scope_CantedRMR/ST_Scope_CantedRMR_L_lod.ST_Scope_CantedRMR_L_lod',
|
|||
|
[EWeaponClassType.WT_Sniper] = '/Game/Arts_Player/Weapon/Accessories/Mag/Pickup/DJ_Small_Q/ST_DJ_Small_Q.ST_DJ_Small_Q',
|
|||
|
},
|
|||
|
[EItemType.Scope] = {
|
|||
|
[EWeaponClassType.WT_ShotGun] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_HD/ST_MZJ_HD_Pickup.ST_MZJ_HD_Pickup',
|
|||
|
[EWeaponClassType.WT_MachineGun] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_QX/ST_MZJ_QX_Pickup.ST_MZJ_QX_Pickup',
|
|||
|
[EWeaponClassType.WT_SubmachineGun] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_2X/ST_MZJ_2X_Pickup.ST_MZJ_2X_Pickup',
|
|||
|
[EWeaponClassType.WT_ShooterRifle] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_4X/ST_MZJ_4X_Pickup.ST_MZJ_4X_Pickup',
|
|||
|
[EWeaponClassType.WT_AssaultRifle] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_6X/ST_Scope_6x_Pickup.ST_Scope_6x_Pickup',
|
|||
|
[EWeaponClassType.WT_Sniper] = '/Game/Arts_Player/Weapon/Accessories/MZJ/MZJ_8X/ST_MZJ_8X_Pickup.ST_MZJ_8X_Pickup',
|
|||
|
},
|
|||
|
}
|
|||
|
|
|||
|
-- 预制的武器类型
|
|||
|
Tables.DefaultWeaponId = {
|
|||
|
[103] = EWeaponClassType.WT_ShotGun, --霰弹枪
|
|||
|
[105] = EWeaponClassType.WT_MachineGun, --机枪
|
|||
|
[107] = EWeaponClassType.WT_SubmachineGun, --冲锋枪
|
|||
|
[109] = EWeaponClassType.WT_ShooterRifle, --射手步枪
|
|||
|
[111] = EWeaponClassType.WT_AssaultRifle, --突击步枪
|
|||
|
[113] = EWeaponClassType.WT_Sniper, --狙击枪
|
|||
|
}
|
|||
|
|
|||
|
Tables.WeaponSoundConfig = {
|
|||
|
[101] = 6, --手枪
|
|||
|
[103] = 5, --霰弹枪
|
|||
|
[105] = 2, --机枪
|
|||
|
[107] = 7, --冲锋枪
|
|||
|
[109] = 3, --射手步枪
|
|||
|
[111] = 1, --突击步枪
|
|||
|
[113] = 4, --狙击枪
|
|||
|
}
|
|||
|
|
|||
|
--这是玩家高级属性词条随机表, (Min, Max]
|
|||
|
Tables.WeaponPropertyConfig = {
|
|||
|
[1] = {
|
|||
|
PropName = "生命值",
|
|||
|
RandomMin = 6000.00,
|
|||
|
RandomMax = 12000.00,
|
|||
|
Property = 0.170,
|
|||
|
ProbabilityMin = 0,
|
|||
|
ProbabilityMax = 34
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
PropName = "能量值",
|
|||
|
RandomMin = 20.00,
|
|||
|
RandomMax = 40.00,
|
|||
|
Property = 0.080,
|
|||
|
ProbabilityMin = 34,
|
|||
|
ProbabilityMax = 50
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
PropName = "生命值回复",
|
|||
|
RandomMin = 120.00,
|
|||
|
RandomMax = 360.00,
|
|||
|
Property = 0.100,
|
|||
|
ProbabilityMin = 50,
|
|||
|
ProbabilityMax = 70
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
PropName = "能量值回复",
|
|||
|
RandomMin = 5.00,
|
|||
|
RandomMax = 10.00,
|
|||
|
Property = 0.050,
|
|||
|
ProbabilityMin = 70,
|
|||
|
ProbabilityMax = 80
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
PropName = "防御",
|
|||
|
RandomMin = 100.00,
|
|||
|
RandomMax = 300.00,
|
|||
|
Property = 0.140,
|
|||
|
ProbabilityMin = 80,
|
|||
|
ProbabilityMax = 108
|
|||
|
},
|
|||
|
[6] = {
|
|||
|
PropName = "生命值加成",
|
|||
|
RandomMin = 0.20,
|
|||
|
RandomMax = 0.40,
|
|||
|
Property = 0.030,
|
|||
|
ProbabilityMin = 108,
|
|||
|
ProbabilityMax = 114
|
|||
|
},
|
|||
|
[7] = {
|
|||
|
PropName = "最终伤害%",
|
|||
|
RandomMin = 0.10,
|
|||
|
RandomMax = 0.20,
|
|||
|
Property = 0.010,
|
|||
|
ProbabilityMin = 114,
|
|||
|
ProbabilityMax = 116
|
|||
|
},
|
|||
|
[8] = {
|
|||
|
PropName = "射速",
|
|||
|
RandomMin = 0.20,
|
|||
|
RandomMax = 0.40,
|
|||
|
Property = 0.030,
|
|||
|
ProbabilityMin = 116,
|
|||
|
ProbabilityMax = 122
|
|||
|
},
|
|||
|
[9] = {
|
|||
|
PropName = "附加伤害",
|
|||
|
RandomMin = 0.20,
|
|||
|
RandomMax = 0.40,
|
|||
|
Property = 0.030,
|
|||
|
ProbabilityMin = 122,
|
|||
|
ProbabilityMax = 128
|
|||
|
},
|
|||
|
[10] = {
|
|||
|
PropName = "威力值",
|
|||
|
RandomMin = 600.00,
|
|||
|
RandomMax = 1200.00,
|
|||
|
Property = 0.140,
|
|||
|
ProbabilityMin = 128,
|
|||
|
ProbabilityMax = 156
|
|||
|
},
|
|||
|
[11] = {
|
|||
|
PropName = "暴击概率",
|
|||
|
RandomMin = 0.10,
|
|||
|
RandomMax = 0.15,
|
|||
|
Property = 0.030,
|
|||
|
ProbabilityMin = 156,
|
|||
|
ProbabilityMax = 162
|
|||
|
},
|
|||
|
[12] = {
|
|||
|
PropName = "射击伤害",
|
|||
|
RandomMin = 0.20,
|
|||
|
RandomMax = 0.40,
|
|||
|
Property = 0.050,
|
|||
|
ProbabilityMin = 162,
|
|||
|
ProbabilityMax = 172
|
|||
|
},
|
|||
|
[13] = {
|
|||
|
PropName = "射击伤害加成",
|
|||
|
RandomMin = 0.15,
|
|||
|
RandomMax = 0.25,
|
|||
|
Property = 0.015,
|
|||
|
ProbabilityMin = 172,
|
|||
|
ProbabilityMax = 175
|
|||
|
},
|
|||
|
[14] = {
|
|||
|
PropName = "威力值加成",
|
|||
|
RandomMin = 0.20,
|
|||
|
RandomMax = 0.40,
|
|||
|
Property = 0.030,
|
|||
|
ProbabilityMin = 175,
|
|||
|
ProbabilityMax = 181
|
|||
|
},
|
|||
|
[15] = {
|
|||
|
PropName = "暴击伤害",
|
|||
|
RandomMin = 0.30,
|
|||
|
RandomMax = 0.60,
|
|||
|
Property = 0.080,
|
|||
|
ProbabilityMin = 181,
|
|||
|
ProbabilityMax = 197
|
|||
|
},
|
|||
|
[16] = {
|
|||
|
PropName = "暴击伤害加成",
|
|||
|
RandomMin = 0.15,
|
|||
|
RandomMax = 0.25,
|
|||
|
Property = 0.015,
|
|||
|
ProbabilityMin = 197,
|
|||
|
ProbabilityMax = 200
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Tables.GameReadyStageConfig = {
|
|||
|
[1] = {
|
|||
|
Stage = EGameReadyStage.SelectGameDifficulty,
|
|||
|
TriggerUI = EUIType.SelectDifficulty,
|
|||
|
WaitTime = 15,
|
|||
|
CheckFunction = "CheckAllPlayersGameDifficultySelection"
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
Stage = EGameReadyStage.SelectDefaultTalentSkill,
|
|||
|
TriggerUI = EUIType.SelectSkill,
|
|||
|
WaitTime = 15,
|
|||
|
CheckFunction = "CheckAllPlayersDefaultTelentSelection"
|
|||
|
},
|
|||
|
}
|
|||
|
|
|||
|
Tables.GameFightStageConfig = {
|
|||
|
[1] = {
|
|||
|
[1] = {
|
|||
|
WaitTime = 150.0, MonsterNum = {Normal = 1, Boss = 0}
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
WaitTime = 150.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[6] = {
|
|||
|
WaitTime = 180.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
--[7] = {
|
|||
|
-- WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
--},
|
|||
|
--[8] = {
|
|||
|
-- WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
--},
|
|||
|
--[9] = {
|
|||
|
-- WaitTime = 180.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
--},
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
[1] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[6] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[7] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[8] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[9] = {
|
|||
|
WaitTime = 180.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
[1] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[6] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[7] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[8] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[9] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[10] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[11] = {
|
|||
|
WaitTime = 180.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
[1] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[6] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[7] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[8] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[9] = {
|
|||
|
WaitTime = 120.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
[10] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[11] = {
|
|||
|
WaitTime = 90.0, MonsterNum = {Normal = 20, Boss = 0}
|
|||
|
},
|
|||
|
[12] = {
|
|||
|
WaitTime = 180.0, MonsterNum = {Normal = 20, Boss = 1}
|
|||
|
},
|
|||
|
},
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Tables.Tech = {
|
|||
|
[1001] = {
|
|||
|
TypeName = "金币加成%" , bLimit = false, LimitNum = 0 , KillingPoints = function (Num) return 10+2*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_03.Icon_UGC_technology_03'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_CoinPoint = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_CoinPoint + 0.02
|
|||
|
end
|
|||
|
},
|
|||
|
[1002] = {
|
|||
|
TypeName = "科技点加成%" , bLimit = false, LimitNum = 0 , KillingPoints = function (Num) return 10+2*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_05.Icon_UGC_technology_05'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_KillPoint = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_KillPoint + 0.02
|
|||
|
end
|
|||
|
},
|
|||
|
[1003] = {
|
|||
|
TypeName = "掉宝率加成%" , bLimit = false, LimitNum = 0 , KillingPoints = function (Num) return 10+2*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_02.Icon_UGC_technology_02'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_DropRate = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_DropRate + 0.02
|
|||
|
end
|
|||
|
},
|
|||
|
[1004] = {
|
|||
|
TypeName = "经验加成%" , bLimit = true , LimitNum = 50 , KillingPoints = function (Num) return 10+2*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_04.Icon_UGC_technology_04'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_Exp = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Eco_Exp + 0.02
|
|||
|
end
|
|||
|
},
|
|||
|
[1005] = {
|
|||
|
TypeName = "射击伤害%" , bLimit = false, LimitNum = 0 , KillingPoints = function (Num) return 10+2*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_01.Icon_UGC_technology_01'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Adv_FireAttack = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Adv_FireAttack + 0.02
|
|||
|
end
|
|||
|
},
|
|||
|
[1006] = {
|
|||
|
TypeName = "暴击伤害%" , bLimit = false, LimitNum = 0 , KillingPoints = function (Num) return 10+2*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_06.Icon_UGC_technology_06'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Adv_CriticalAttack = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Adv_CriticalAttack + 0.03
|
|||
|
end
|
|||
|
},
|
|||
|
[1007] = {
|
|||
|
TypeName = "置换石" , bLimit = true , LimitNum = 3 , KillingPoints = function (Num) return 80+40*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_07.Icon_UGC_technology_07'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:UpdateItemMap(32000, 1)
|
|||
|
end
|
|||
|
},
|
|||
|
[1008] = {
|
|||
|
TypeName = "重铸石" , bLimit = false, LimitNum = 0 , KillingPoints = function (Num) return 80+40*(Num-1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_08.Icon_UGC_technology_08'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:UpdateItemMap(31000, 1)
|
|||
|
end
|
|||
|
},
|
|||
|
[1009] = {
|
|||
|
TypeName = "威力值", bLimit = false, LimitNum = 0, KillingPoints = function(Num) return 10 + 2 * (Num - 1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_06.Icon_UGC_technology_06'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Base_Attack = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Base_Attack + 10
|
|||
|
end
|
|||
|
},
|
|||
|
[1010] = {
|
|||
|
TypeName = "射击速度", bLimit = false, LimitNum = 0, KillingPoints = function(Num) return 10 + 2 * (Num - 1) end,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/technology_Icon/Textures/Icon_UGC_technology_05.Icon_UGC_technology_05'),
|
|||
|
ChangeTechParam = function (TargetPlayerController)
|
|||
|
TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Base_AttackSpeed = TargetPlayerController:GetCurPlayerState().Attributes[AttributeType.Base].Base_AttackSpeed + 0.01
|
|||
|
end
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Tables.Unpacking = {
|
|||
|
LevelCoinPoint = {
|
|||
|
[1] = {
|
|||
|
CoinPoint1 = 1250,
|
|||
|
CoinPoint10 = 12250,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/chest_Icon/Textures/Icon_UGC_chest_01.Icon_UGC_chest_01'),
|
|||
|
Info = "20%概率获得初级技能*1,80%概率获得生命值50-100,或威力值5-10;\n十连抽时,必定获得初级技能*1"
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
CoinPoint1 = 3750,
|
|||
|
CoinPoint10 = 36750,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/chest_Icon/Textures/Icon_UGC_chest_02.Icon_UGC_chest_02'),
|
|||
|
Info = "20%概率获得中级技能*1,,80%概率获得生命值150-300,或威力值15-30;\n十连抽时,必定获得中级技能*1"
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
CoinPoint1 = 11250,
|
|||
|
CoinPoint10 = 110250,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/chest_Icon/Textures/Icon_UGC_chest_03.Icon_UGC_chest_03'),
|
|||
|
Info = "20%概率获得高级技能*1,80%概率获得生命值500-900,或威力值50-90;\n十连抽时,必定获得者高级技能*1"
|
|||
|
}
|
|||
|
},
|
|||
|
CardDropping = {
|
|||
|
Name = "",
|
|||
|
Rate = 1.0,
|
|||
|
Children = {
|
|||
|
[1] = {
|
|||
|
Name = "属性加成",
|
|||
|
Rate = 0.80,
|
|||
|
Children = {
|
|||
|
[1] = {
|
|||
|
Name = "生命值",
|
|||
|
Rate = 0.70,
|
|||
|
AddDataFun = function(TargetController, UnpackingLevel)
|
|||
|
local MinHP = {50, 150, 500}
|
|||
|
local MaxHP = {100, 300, 900}
|
|||
|
local AddHP = math.random(MinHP[UnpackingLevel], MaxHP[UnpackingLevel])
|
|||
|
TargetController:GetCurPlayerState().Attributes[AttributeType.Base].Base_MaxHP = TargetController:GetCurPlayerState().Attributes[AttributeType.Base].Base_MaxHP + AddHP
|
|||
|
TargetController:GetCurPlayerState():ApplyAttributes()
|
|||
|
return {Name = "生命值 " .. tostring(AddHP), IsAttribute = true, UnpackingLevel = 1}
|
|||
|
end
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
Name = "威力值",
|
|||
|
Rate = 0.30,
|
|||
|
AddDataFun = function(TargetController, UnpackingLevel)
|
|||
|
local MinAttack = {5, 15, 50}
|
|||
|
local MaxAttack = {10, 30, 90}
|
|||
|
local AddAttack = math.random(MinAttack[UnpackingLevel], MaxAttack[UnpackingLevel])
|
|||
|
TargetController:GetCurPlayerState().Attributes[AttributeType.Base].Base_Attack = TargetController:GetCurPlayerState().Attributes[AttributeType.Base].Base_Attack + AddAttack
|
|||
|
TargetController:GetCurPlayerState():ApplyAttributes()
|
|||
|
return {Name = "威力值 " .. tostring(AddAttack), IsAttribute = true, UnpackingLevel = 1}
|
|||
|
end
|
|||
|
}
|
|||
|
}
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
Name = "掉落物",
|
|||
|
Rate = 0.20,
|
|||
|
Children = {
|
|||
|
[1] = {
|
|||
|
Name = "配件",
|
|||
|
Rate = 0,
|
|||
|
AddDataFun = function(TargetController, UnpackingLevel)
|
|||
|
local GameState = UGCGameSystem.GameState
|
|||
|
if GameState then
|
|||
|
if UnpackingLevel == 1 then
|
|||
|
UnpackingLevel = UnpackingLevel + GameState:GetRandomIndex({9, 1}) - 1
|
|||
|
elseif UnpackingLevel == 2 then
|
|||
|
UnpackingLevel = UnpackingLevel + GameState:GetRandomIndex({95, 5}) - 1
|
|||
|
elseif UnpackingLevel == 3 then
|
|||
|
UnpackingLevel = UnpackingLevel + GameState:GetRandomIndex({99, 1}) - 1
|
|||
|
end
|
|||
|
end
|
|||
|
local ID = DropItemMap.RandomFun.FittingItem(UnpackingLevel)
|
|||
|
TargetController:UpdateItemMap(ID, 1)
|
|||
|
|
|||
|
return { Name =
|
|||
|
DropItemMap.FittingItemMap[ID].Quality .. "-" ..
|
|||
|
DropItemMap.FittingItemMap[ID].WeaponType .. "-" ..
|
|||
|
DropItemMap.FittingItemMap[ID].FittingType,
|
|||
|
IsAttribute = false, UnpackingLevel = UnpackingLevel}
|
|||
|
end
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
Name = "技能",
|
|||
|
Rate = 1,
|
|||
|
AddDataFun = function (TargetController, UnpackingLevel)
|
|||
|
local GameState = UGCGameSystem.GameState
|
|||
|
if GameState then
|
|||
|
if UnpackingLevel == 1 then
|
|||
|
UnpackingLevel = UnpackingLevel + GameState:GetRandomIndex({9, 1}) - 1
|
|||
|
elseif UnpackingLevel == 2 then
|
|||
|
UnpackingLevel = UnpackingLevel + GameState:GetRandomIndex({95, 5}) - 1
|
|||
|
elseif UnpackingLevel == 3 then
|
|||
|
UnpackingLevel = UnpackingLevel + GameState:GetRandomIndex({99, 1}) - 1
|
|||
|
end
|
|||
|
end
|
|||
|
local ID = DropItemMap.RandomFun.SkillItem(UnpackingLevel)
|
|||
|
TargetController:UpdateItemMap(ID, 1)
|
|||
|
|
|||
|
return { Name =
|
|||
|
DropItemMap.SkillItemMap[ID].SkillName .. "+1",
|
|||
|
IsAttribute = false, UnpackingLevel = UnpackingLevel}
|
|||
|
end
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
Name = "道具",
|
|||
|
Rate = 0,
|
|||
|
AddDataFun = function (TargetController, UnpackingLevel)
|
|||
|
local propID = {32000, 31000}
|
|||
|
local ID = propID[1]
|
|||
|
if math.random(1, 5) == 1 then
|
|||
|
ID = propID[2]
|
|||
|
end
|
|||
|
TargetController:UpdateItemMap(ID, 1)
|
|||
|
|
|||
|
if ID == 32000 then
|
|||
|
return { Name = "置换石+1", IsAttribute = false, UnpackingLevel = 3}
|
|||
|
else
|
|||
|
return { Name = "重铸石+1", IsAttribute = false, UnpackingLevel = 3}
|
|||
|
end
|
|||
|
end
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
-- 突破 奖励
|
|||
|
Tables.BreachRewards = {
|
|||
|
[0] = {},
|
|||
|
[1] = {
|
|||
|
Health = 1000,
|
|||
|
Attack = 250,
|
|||
|
Bonus_Gold = 0.1,
|
|||
|
Attack_Speed = 0.1,
|
|||
|
Attack_Damage = 0.1,
|
|||
|
Move_Speed = 10,
|
|||
|
SelectWeaponTimes = 1,
|
|||
|
Stone = 1,
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
Health = 2000,
|
|||
|
Attack = 200,
|
|||
|
Bonus_Gold = 0.15,
|
|||
|
Attack_Speed = 0.15,
|
|||
|
Attack_Damage = 0.15,
|
|||
|
Move_Speed = 10,
|
|||
|
SelectWeaponTimes = 1,
|
|||
|
Stone = 1,
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
Health = 3000,
|
|||
|
Attack = 550,
|
|||
|
Bonus_Gold = 0.2,
|
|||
|
Attack_Speed = 0.2,
|
|||
|
Attack_Damage = 0.2,
|
|||
|
Move_Speed = 10,
|
|||
|
SelectWeaponTimes = 1,
|
|||
|
Stone = 1,
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
Health = 4000,
|
|||
|
Attack = 400,
|
|||
|
Bonus_Gold = 0.25,
|
|||
|
Attack_Speed = 0.25,
|
|||
|
Attack_Damage = 0.25,
|
|||
|
Move_Speed = 10,
|
|||
|
SelectWeaponTimes = 1,
|
|||
|
Stone = 1,
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
Health = 5000,
|
|||
|
Attack = 500,
|
|||
|
Bonus_Gold = 0.3,
|
|||
|
Attack_Speed = 0.3,
|
|||
|
Attack_Damage = 0.3,
|
|||
|
Move_Speed = 10,
|
|||
|
SelectWeaponTimes = 1,
|
|||
|
Stone = 1,
|
|||
|
},
|
|||
|
[6] = {
|
|||
|
Health = 6000,
|
|||
|
Attack = 600,
|
|||
|
Bonus_Gold = 0.5,
|
|||
|
Attack_Speed = 0.5,
|
|||
|
Attack_Damage = 0.5,
|
|||
|
Move_Speed = 10,
|
|||
|
SelectWeaponTimes = 1,
|
|||
|
Stone = 1,
|
|||
|
},
|
|||
|
}
|
|||
|
Tables.ChallengeInfo = {
|
|||
|
[1] = {
|
|||
|
MonsterName = "金币怪",
|
|||
|
MonsterID = 1008,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/challenge_Icon/Textures/Icon_UGC_challenge_02.Icon_UGC_challenge_02'),
|
|||
|
SkillIcon = nil,
|
|||
|
DifficultyLimit = {1, 1, 2, 3},
|
|||
|
CoolingTime = 30,
|
|||
|
LifeTime = 30,
|
|||
|
IncomeIndex = 0, -- 收益显示切换界面的索引
|
|||
|
IncomeGold = {1200, 3000, 8400, 12000},
|
|||
|
IncomeInfo = nil,
|
|||
|
IncomeFun = function(PlayerKey, MonsterLevel) end, -- 金币收益怪物死亡调整
|
|||
|
Recommend = { 205, 334, 607, 1520, },
|
|||
|
RecommendFunc = function(InNum)
|
|||
|
return 1.1 ^ (InNum - 1)
|
|||
|
end
|
|||
|
},
|
|||
|
[2] = {
|
|||
|
MonsterName = "金币效率怪",
|
|||
|
MonsterID = 1006,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/challenge_Icon/Textures/Icon_UGC_challenge_05.Icon_UGC_challenge_05'),
|
|||
|
SkillIcon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/monster_Icom/Textures/Icon_UGC_monster_04.Icon_UGC_monster_04'),
|
|||
|
DifficultyLimit = {1, 1, 2, 3},
|
|||
|
CoolingTime = 60,
|
|||
|
LifeTime = 60,
|
|||
|
IncomeIndex = 1, -- 收益显示切换界面的索引
|
|||
|
IncomeGold = {0, 0, 0, 0},
|
|||
|
IncomeInfo = {{"金币加成%+5%"}, {"金币加成%+10%"}, {"金币加成%+15%"}, {"金币加成%+20%"}},
|
|||
|
IncomeFun = function(PlayerKey, MonsterLevel)
|
|||
|
local GoldAddition = {0.05, 0.10, 0.15, 0.20}
|
|||
|
local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Eco_CoinPoint = TargetPlayerState.Attributes[AttributeType.Base].Eco_CoinPoint + GoldAddition[MonsterLevel]
|
|||
|
end,
|
|||
|
Recommend = { 284, 463, 843, 2099 },
|
|||
|
RecommendFunc = function(InNum) -- N:难度
|
|||
|
return 1.1 ^ (InNum - 1)
|
|||
|
end,
|
|||
|
SkillDesc = {
|
|||
|
Skill1 = "坚韧:受到伤害降低30%",
|
|||
|
Skill2 = "荆棘:每隔10秒,触发荆棘,在接下来3秒内,反弹所受伤害的30%"
|
|||
|
}
|
|||
|
},
|
|||
|
[3] = {
|
|||
|
MonsterName = "配件怪",
|
|||
|
MonsterID = 1005,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/challenge_Icon/Textures/Icon_UGC_challenge_03.Icon_UGC_challenge_03'),
|
|||
|
SkillIcon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/monster_Icom/Textures/Icon_UGC_monster_15.Icon_UGC_monster_15'),
|
|||
|
DifficultyLimit = {1, 1, 2, 3},
|
|||
|
CoolingTime = 90,
|
|||
|
LifeTime = 90,
|
|||
|
IncomeIndex = 1, -- 收益显示切换界面的索引
|
|||
|
IncomeGold = {0, 0, 0, 0},
|
|||
|
IncomeInfo = {
|
|||
|
{"低级配件+1", "生命值+100", "威力值+10"},
|
|||
|
{"低级配件+1", "生命值+250", "威力值+25"},
|
|||
|
{"中级配件+1", "生命值+400", "威力值+40"},
|
|||
|
{"中级配件+1", "生命值+800", "威力值+80"}
|
|||
|
},
|
|||
|
IncomeFun = function(PlayerKey, MonsterLevel)
|
|||
|
local HPAddition = {100, 250, 400, 800}
|
|||
|
local AttackAddition = {100, 250, 400, 800}
|
|||
|
local FittingItemLevel = {1, 1, 2, 3}
|
|||
|
local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Base_MaxHP = TargetPlayerState.Attributes[AttributeType.Base].Base_MaxHP + HPAddition[MonsterLevel]
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Base_Attack = TargetPlayerState.Attributes[AttributeType.Base].Base_Attack + AttackAddition[MonsterLevel]
|
|||
|
TargetPlayerState:ApplyAttributes()
|
|||
|
-- 添加配件
|
|||
|
local FittingItemID = DropItemMap.RandomFun.FittingItem(FittingItemLevel[MonsterLevel])
|
|||
|
local TargetPlayerController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerController:UpdateItemMap(FittingItemID, 1)
|
|||
|
end ,
|
|||
|
Recommend = {1392, 2294, 4386, 9784},
|
|||
|
RecommendFunc = function(InNum)
|
|||
|
return 1.1 ^ (InNum - 1)
|
|||
|
end,
|
|||
|
SkillDesc = {
|
|||
|
Skill1 = "旋风:每隔10秒,释放一个100码范围的旋风,延时1秒后,旋风会朝正前方快速移动,对击中目标造成攻击力*10的伤害",
|
|||
|
Skill2 = "收割:旋风击中目标,提升50%攻击力,直至淘汰"
|
|||
|
}
|
|||
|
},
|
|||
|
[4] = {
|
|||
|
MonsterName = "技能怪",
|
|||
|
MonsterID = 1004,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/challenge_Icon/Textures/Icon_UGC_challenge_01.Icon_UGC_challenge_01'),
|
|||
|
SkillIcon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/monster_Icom/Textures/Icon_UGC_monster_02.Icon_UGC_monster_02'),
|
|||
|
DifficultyLimit = {1, 1, 2, 3},
|
|||
|
CoolingTime = 90,
|
|||
|
LifeTime = 90,
|
|||
|
IncomeIndex = 1, -- 收益显示切换界面的索引
|
|||
|
IncomeGold = {0, 0, 0, 0},
|
|||
|
IncomeInfo = {
|
|||
|
{"低级技能+1", "生命值+100", "威力值+10"},
|
|||
|
{"低级技能+1", "生命值+250", "威力值+25"},
|
|||
|
{"中级技能+1", "生命值+400", "威力值+40"},
|
|||
|
{"中级技能+1", "生命值+800", "威力值+80"}
|
|||
|
},
|
|||
|
IncomeFun = function(PlayerKey, MonsterLevel)
|
|||
|
local HPAddition = {100, 250, 400, 800}
|
|||
|
local AttackAddition = {100, 250, 400, 800}
|
|||
|
local SkillItemLevel = {1, 1, 2, 3}
|
|||
|
local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Base_MaxHP = TargetPlayerState.Attributes[AttributeType.Base].Base_MaxHP + HPAddition[MonsterLevel]
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Base_Attack = TargetPlayerState.Attributes[AttributeType.Base].Base_Attack + AttackAddition[MonsterLevel]
|
|||
|
TargetPlayerState:ApplyAttributes()
|
|||
|
-- 添加技能书
|
|||
|
local SkillItemID = DropItemMap.RandomFun.SkillItem(SkillItemLevel[MonsterLevel])
|
|||
|
local TargetPlayerController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerController:UpdateItemMap(SkillItemID, 1)
|
|||
|
--UnrealNetwork.CallUnrealRPC(TargetPlayerController, TargetPlayerController, "ClientRPC_UpdateBackpackItemMap", TargetPlayerController:GetItemMap())
|
|||
|
end,
|
|||
|
Recommend = {1392, 2294, 4386, 9784},
|
|||
|
RecommendFunc = function(InNum)
|
|||
|
return 1.1 ^ (InNum - 1)
|
|||
|
end,
|
|||
|
SkillDesc = {
|
|||
|
Skill1 = "末日:持续施法,每秒在目标脚下释放一个200码范围的末日,延时1秒后,对范围内敌人造成攻击力*5的伤害",
|
|||
|
Skill2 = "附魂:末日每击中敌人一次,提升自身50%攻击力,直至淘汰"
|
|||
|
}
|
|||
|
},
|
|||
|
[5] = {
|
|||
|
MonsterName = "武器重铸怪",
|
|||
|
MonsterID = 1003,
|
|||
|
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/challenge_Icon/Textures/Icon_UGC_challenge_04.Icon_UGC_challenge_04'),
|
|||
|
SkillIcon = UGCGameSystem.GetUGCResourcesFullPath('Asset/IconTexture/monster_Icom/Textures/Icon_UGC_monster_03.Icon_UGC_monster_03'),
|
|||
|
DifficultyLimit = {1, 1, 2, 3},
|
|||
|
CoolingTime = 120,
|
|||
|
LifeTime = 120,
|
|||
|
IncomeIndex = 1, -- 收益显示切换界面的索引
|
|||
|
IncomeGold = {0, 0, 0, 0},
|
|||
|
IncomeInfo = {
|
|||
|
{"重铸石+1", "生命值+600" , "威力值+60"},
|
|||
|
{"重铸石+1", "生命值+1000", "威力值+100"},
|
|||
|
{"重铸石+2", "生命值+1200", "威力值+120"},
|
|||
|
{"重铸石+2", "生命值+1800", "威力值+180"}
|
|||
|
},
|
|||
|
IncomeFun = function(PlayerKey, MonsterLevel)
|
|||
|
local HPAddition = {600, 1000, 1200, 1800}
|
|||
|
local AttackAddition = {60, 100, 120, 180}
|
|||
|
local propNum = {1, 1, 2, 2}
|
|||
|
local TargetPlayerState = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Base_MaxHP = TargetPlayerState.Attributes[AttributeType.Base].Base_MaxHP + HPAddition[MonsterLevel]
|
|||
|
TargetPlayerState.Attributes[AttributeType.Base].Base_Attack = TargetPlayerState.Attributes[AttributeType.Base].Base_Attack + AttackAddition[MonsterLevel]
|
|||
|
TargetPlayerState:ApplyAttributes()
|
|||
|
-- 添加重铸石
|
|||
|
local TargetPlayerController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
|||
|
TargetPlayerController:UpdateItemMap(31000, propNum[MonsterLevel])
|
|||
|
--UnrealNetwork.CallUnrealRPC(TargetPlayerController, TargetPlayerController, "ClientRPC_UpdateBackpackItemMap", TargetPlayerController:GetItemMap())
|
|||
|
end,
|
|||
|
Recommend = {2088, 3442, 6580, 14677},
|
|||
|
RecommendFunc = function(InNum)
|
|||
|
return 1.1 ^ (InNum - 1)
|
|||
|
end,
|
|||
|
SkillDesc = {
|
|||
|
Skill1 = "护体:每隔20秒,身体周围出现一个生命值*50%的护盾,护盾被击破后,对敌人造成攻击力*100%伤害",
|
|||
|
Skill2 = "嗜血:每隔15秒,攻击速度提升50%,持续5秒",
|
|||
|
},
|
|||
|
},
|
|||
|
}
|
|||
|
|
|||
|
--index = challengeMonsterType, value = Tables.ChallengeInfo.index
|
|||
|
Tables.ChallengeMonsterTypeInfo = {
|
|||
|
[EMonsterType.ChallengeGold] = 1,
|
|||
|
[EMonsterType.ChallengeGoldEfficiency] = 2,
|
|||
|
[EMonsterType.ChallengeAccessory] = 3,
|
|||
|
[EMonsterType.ChallengeSkill] = 4,
|
|||
|
[EMonsterType.ChallengeWeaponRecasting] = 5,
|
|||
|
}
|