--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by yh. --- DateTime: 2023/4/24 16:38 --- ArchiveTable = ArchiveTable or {} -- 游戏通关奖励 ArchiveTable.GameClearanceRewards = { [1] = { [1] = { Type = "初始金币", Value = 250, Unit = "" }, [3] = { Type = "金币加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [2] = { [1] = { Type = "初始科技点", Value = 20, Unit = "" }, [3] = { Type = "科技点加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [3] = { [1] = { Type = "初始经验", Value = 50, Unit = "" }, [3] = { Type = "经验加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [4] = { [1] = { Type = "生命值", Value = 200, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [5] = { [1] = { Type = "威力值", Value = 20, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [6] = { [1] = { Type = "防御值", Value = 5, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [7] = { [1] = { Type = "防御穿透", Value = 5, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [8] = { [1] = { Type = "生命值", Value = 200, Unit = "" }, [3] = { Type = "防御值加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [9] = { [1] = { Type = "威力值", Value = 20, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [10] = { [1] = { Type = "能量值", Value = 5, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [11] = { [1] = { Type = "防御穿透", Value = 5, Unit = "" }, [3] = { Type = "能量值回复%/s", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [12] = { [1] = { Type = "初级技能", Value = 1, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [13] = { [1] = { Type = "初级技能", Value = 1, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.05, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.05, Unit = "%" } }, [14] = { [1] = { Type = "初始金币", Value = 1250, Unit = "" }, [3] = { Type = "金币加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [15] = { [1] = { Type = "初始科技点", Value = 100, Unit = "" }, [3] = { Type = "科技点加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [16] = { [1] = { Type = "初始经验", Value = 250, Unit = "" }, [3] = { Type = "经验加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [17] = { [1] = { Type = "生命值", Value = 1000, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [18] = { [1] = { Type = "威力值", Value = 100, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [19] = { [1] = { Type = "防御值", Value = 25, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [20] = { [1] = { Type = "防御穿透", Value = 25, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [21] = { [1] = { Type = "生命值", Value = 1000, Unit = "" }, [3] = { Type = "防御值加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [22] = { [1] = { Type = "威力值", Value = 100, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [23] = { [1] = { Type = "能量值", Value = 25, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [24] = { [1] = { Type = "防御穿透", Value = 25, Unit = "" }, [3] = { Type = "能量值回复%/s", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [25] = { [1] = { Type = "初级技能", Value = 2, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [26] = { [1] = { Type = "初级技能", Value = 2, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.1, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.1, Unit = "%" } }, [27] = { [1] = { Type = "初始金币", Value = 2500, Unit = "" }, [3] = { Type = "金币加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [28] = { [1] = { Type = "初始科技点", Value = 200, Unit = "" }, [3] = { Type = "科技点加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [29] = { [1] = { Type = "初始经验", Value = 500, Unit = "" }, [3] = { Type = "经验加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [30] = { [1] = { Type = "生命值", Value = 2000, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [31] = { [1] = { Type = "威力值", Value = 200, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [32] = { [1] = { Type = "防御值", Value = 50, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [33] = { [1] = { Type = "防御穿透", Value = 50, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [34] = { [1] = { Type = "生命值", Value = 2000, Unit = "" }, [3] = { Type = "防御值加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [35] = { [1] = { Type = "威力值", Value = 200, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [36] = { [1] = { Type = "能量值", Value = 50, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [37] = { [1] = { Type = "防御穿透", Value = 50, Unit = "" }, [3] = { Type = "能量值回复%/s", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [38] = { [1] = { Type = "初级技能", Value = 3, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [39] = { [1] = { Type = "初级技能", Value = 3, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.15, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.15, Unit = "%" } }, [40] = { [1] = { Type = "初始金币", Value = 3750, Unit = "" }, [3] = { Type = "金币加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [41] = { [1] = { Type = "初始科技点", Value = 300, Unit = "" }, [3] = { Type = "科技点加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [42] = { [1] = { Type = "初始经验", Value = 750, Unit = "" }, [3] = { Type = "经验加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [43] = { [1] = { Type = "生命值", Value = 3000, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [44] = { [1] = { Type = "威力值", Value = 300, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [45] = { [1] = { Type = "防御值", Value = 75, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [46] = { [1] = { Type = "防御穿透", Value = 75, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [47] = { [1] = { Type = "生命值", Value = 3000, Unit = "" }, [3] = { Type = "防御值加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [48] = { [1] = { Type = "威力值", Value = 300, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [49] = { [1] = { Type = "能量值", Value = 75, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [50] = { [1] = { Type = "防御穿透", Value = 75, Unit = "" }, [3] = { Type = "能量值回复%/s", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [51] = { [1] = { Type = "中级技能", Value = 1, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [52] = { [1] = { Type = "中级技能", Value = 1, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.2, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.2, Unit = "%" } }, [53] = { [1] = { Type = "初始金币", Value = 5000, Unit = "" }, [3] = { Type = "金币加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [54] = { [1] = { Type = "初始科技点", Value = 400, Unit = "" }, [3] = { Type = "科技点加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [55] = { [1] = { Type = "初始经验", Value = 1000, Unit = "" }, [3] = { Type = "经验加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [56] = { [1] = { Type = "生命值", Value = 4000, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [57] = { [1] = { Type = "威力值", Value = 400, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [58] = { [1] = { Type = "防御值", Value = 100, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [59] = { [1] = { Type = "防御穿透", Value = 100, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [60] = { [1] = { Type = "生命值", Value = 4000, Unit = "" }, [3] = { Type = "防御值加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [61] = { [1] = { Type = "威力值", Value = 400, Unit = "" }, [3] = { Type = "射击伤害%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [62] = { [1] = { Type = "能量值", Value = 100, Unit = "" }, [3] = { Type = "生命值加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [63] = { [1] = { Type = "防御穿透", Value = 100, Unit = "" }, [3] = { Type = "能量值回复%/s", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [64] = { [1] = { Type = "初级技能", Value = 2, Unit = "" }, [3] = { Type = "防御穿透%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [65] = { [1] = { Type = "初级技能", Value = 2, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } }, [66] = { [1] = { Type = "初级技能", Value = 2, Unit = "" }, [3] = { Type = "威力值加成%", Value = 0.25, Unit = "%" }, [5] = { Type = "最终伤害%", Value = 0.25, Unit = "%" } } } -- 游戏积分奖励,可以使用二分法进行查找 ArchiveTable.CreditRewards = { [1] = { Reach = 40, Reward = { Type = "金币加成%", Value = 0.1, Unit = "%" } }, [2] = { Reach = 160, Reward = { Type = "科技点加成%", Value = 0.1, Unit = "%" } }, [3] = { Reach = 400, Reward = { Type = "经验加成%", Value = 0.1, Unit = "%" } }, [4] = { Reach = 800, Reward = { Type = "汲取%", Value = 0.05, Unit = "%" } }, [5] = { Reach = 1400, Reward = { Type = "闪避%", Value = 0.05, Unit = "%" } }, [6] = { Reach = 2240, Reward = { Type = "射击伤害%", Value = 0.2, Unit = "%" } }, [7] = { Reach = 3360, Reward = { Type = "射击伤害%", Value = 0.3, Unit = "%" } }, [8] = { Reach = 4800, Reward = { Type = "练功房怪物刷新速率%", Value = 0.1, Unit = "%" } }, [9] = { Reach = 6600, Reward = { Type = "练功房怪物数量", Value = 1, Unit = "" } }, [10] = { Reach = 8800, Reward = { Type = "射速%", Value = 0.2, Unit = "%" } }, [11] = { Reach = 11440, Reward = { Type = "射速%", Value = 0.4, Unit = "%" } }, [12] = { Reach = 14560, Reward = { Type = "射速频率", Value = -0.1, Unit = "s" } }, [13] = { Reach = 18200, Reward = { Type = "暴击伤害%", Value = 0.6, Unit = "%" } }, [14] = { Reach = 22400, Reward = { Type = "附加伤害%", Value = 0.5, Unit = "%" } }, [15] = { Reach = 27200, Reward = { Type = "防御穿透%", Value = 0.1, Unit = "%" } }, [16] = { Reach = 32640, Reward = { Type = "防御穿透%", Value = 0.1, Unit = "%" } }, [17] = { Reach = 38760, Reward = { Type = "暴击概率%", Value = 0.15, Unit = "%" } }, [18] = { Reach = 45600, Reward = { Type = "附加伤害%", Value = 0.6, Unit = "%" } }, [19] = { Reach = 53200, Reward = { Type = "防御值加成%", Value = 0.15, Unit = "%" } }, [20] = { Reach = 61600, Reward = { Type = "生命值加成%", Value = 0.15, Unit = "%" } }, [21] = { Reach = 70840, Reward = { Type = "威力值加成%", Value = 0.2, Unit = "%" } }, [22] = { Reach = 80960, Reward = { Type = "生命值加成%", Value = 0.2, Unit = "%" } }, [23] = { Reach = 92000, Reward = { Type = "威力值加成%", Value = 0.25, Unit = "%" } }, [24] = { Reach = 104000, Reward = { Type = "暴击伤害加成%", Value = 0.2, Unit = "%" } }, [25] = { Reach = 117000, Reward = { Type = "附加伤害%", Value = 0.8, Unit = "%" } }, [26] = { Reach = 131040, Reward = { Type = "射击伤害加成%", Value = 0.25, Unit = "%" } }, [27] = { Reach = 146160, Reward = { Type = "射击伤害加成%", Value = 0.3, Unit = "%" } }, [28] = { Reach = 162400, Reward = { Type = "防御值加成%", Value = 0.35, Unit = "%" } }, [29] = { Reach = 179800, Reward = { Type = "生命值加成%", Value = 0.4, Unit = "%" } }, [30] = { Reach = 198400, Reward = { Type = "最终伤害%", Value = 0.5, Unit = "%" } } } -- 游戏彩蛋 ArchiveTable.EasterEggs = { [1] = { Name = "大富翁", Condition = "身上金币达到100w", Reward = { Type = "金币加成%", Value = 0.1, Unit = "%" }, }, [2] = { Name = "压根死不了", Condition = "不死通关", Reward = { Type = "防御值加成%", Value = 0.1, Unit = "%" }, }, [3] = { Name = "玩的就是极限", Condition = "10秒内击败最终首领", Reward = { Type = "最终伤害%", Value = 0.1, Unit = "%" }, }, [4] = { Name = "驯怪高手", Condition = "单局共击败20种挑战怪", Reward = { Type = "威力值加成%", Value = 0.1, Unit = "%" }, }, [5] = { Name = "真·划水", Condition = "对首领0输出通关", Reward = { Type = "生命值加成%", Value = 0.1, Unit = "%" }, }, [6] = { Name = "怪见愁", Condition = "单局获得5w科技点", Reward = { Type = "科技点兑换%", Value = -0.1, Unit = "%" }, }, [7] = { Name = "登顶", Condition = "首次达到满级", Reward = { Type = "经验加成%", Value = 0.1, Unit = "%" }, }, [8] = { Name = "头是真铁", Condition = "使用单武器通关", Reward = { Type = "最终伤害%", Value = 0.1, Unit = "%" }, }, --[9] = { -- Name = "满配!", -- Condition = "所有武器都装满超级配件", -- Reward = { Type = "中级配件", Value = 1, Unit = "" }, --}, [10] = { Name = "冲就完事", Condition = "单局使用250次冲刺", Reward = { Type = "射速%", Value = 0.2, Unit = "%" }, }, [11] = { Name = "一直开一直快乐", Condition = "共使用50次高级宝箱十连开", Reward = { Type = "高级抽奖金币消耗", Value = -0.05, Unit = "%" }, }, [12] = { Name = "大开愉悦", Condition = "共使用75次中级宝箱十连开", Reward = { Type = "中级抽奖金币消耗%", Value = -0.05, Unit = "%" }, }, [13] = { Name = "小开怡情", Condition = "共使用100次初级宝箱十连开", Reward = { Type = "初级抽奖金币消耗%", Value = -0.05, Unit = "%" }, }, --[14] = { -- Name = "一脉相传", -- Condition = "盔甲均升至皇阶5级", -- Reward = { Type = "属性购买金币消耗%", Value = -0.1, Unit = "%" }, --} } -- 成就类型 ArchiveTable.AchievementType = { ['通关'] = 0, ['击败首领'] = 1, ['金币'] = 2, ['科技点'] = 3, ['超级技能'] = 4, ['超级配件'] = 5, ['开箱次数'] = 6, } -- 成就 ArchiveTable.AchievementRewards = { ["通关"] = { [1] = { Name = "通关①", Reward = { Type = "射击伤害%", Value = 0.01, Unit = "%" } }, [5] = { Name = "通关②", Reward = { Type = "射击伤害%", Value = 0.05, Unit = "%" } }, [20] = { Name = "通关③", Reward = { Type = "射击伤害%", Value = 0.1, Unit = "%" } }, [50] = { Name = "通关④", Reward = { Type = "射击伤害%", Value = 0.25, Unit = "%" } }, [100] = { Name = "通关⑤", Reward = { Type = "射击伤害%", Value = 0.5, Unit = "%" } } }, -- 共击杀首领 ["击败"] = { [4] = { Name = "首领击败①", Reward = { Type = "暴击伤害%", Value = 0.015, Unit = "%" } }, [20] = { Name = "首领击败②", Reward = { Type = "暴击伤害%", Value = 0.075, Unit = "%" } }, [80] = { Name = "首领击败③", Reward = { Type = "暴击伤害%", Value = 0.125, Unit = "%" } }, [200] = { Name = "首领击败④", Reward = { Type = "暴击伤害%", Value = 0.45, Unit = "%" } }, [400] = { Name = "首领击败⑤", Reward = { Type = "暴击伤害%", Value = 0.75, Unit = "%" } } }, ["金币"] = { [100] = { Name = "金币获取①", Reward = { Type = "金币加成%", Value = 0.01, Unit = "%" } }, [500] = { Name = "金币获取②", Reward = { Type = "金币加成%", Value = 0.05, Unit = "%" } }, [2000] = { Name = "金币获取③", Reward = { Type = "金币加成%", Value = 0.1, Unit = "%" } }, [5000] = { Name = "金币获取④", Reward = { Type = "金币加成%", Value = 0.25, Unit = "%" } }, [10000] = { Name = "金币获取⑤", Reward = { Type = "金币加成%", Value = 0.5, Unit = "%" } } }, ["科技点"] = { [12000] = { Name = "科技点获取①", Reward = { Type = "科技点加成%", Value = 0.01, Unit = "%" } }, [60000] = { Name = "科技点获取②", Reward = { Type = "科技点加成%", Value = 0.05, Unit = "%" } }, [240000] = { Name = "科技点获取③", Reward = { Type = "科技点加成%", Value = 0.1, Unit = "%" } }, [600000] = { Name = "科技点获取④", Reward = { Type = "科技点加成%", Value = 0.25, Unit = "%" } }, [1200000] = { Name = "科技点获取⑤", Reward = { Type = "科技点加成%", Value = 0.5, Unit = "%" } } }, ["技能"] = { [10] = { Name = "技能获取①", Reward = { Type = "掉宝率加成%", Value = 0.01, Unit = "%" } }, [50] = { Name = "技能获取②", Reward = { Type = "掉宝率加成%", Value = 0.05, Unit = "%" } }, [200] = { Name = "技能获取③", Reward = { Type = "掉宝率加成%", Value = 0.1, Unit = "%" } }, [500] = { Name = "技能获取④", Reward = { Type = "掉宝率加成%", Value = 0.25, Unit = "%" } }, [1000] = { Name = "技能获取⑤", Reward = { Type = "掉宝率加成%", Value = 0.5, Unit = "%" } } }, ["配件"] = { [20] = { Name = "配件获取①", Reward = { Type = "掉宝率加成%", Value = 0.01, Unit = "%" } }, [100] = { Name = "配件获取②", Reward = { Type = "掉宝率加成%", Value = 0.05, Unit = "%" } }, [400] = { Name = "配件获取③", Reward = { Type = "掉宝率加成%", Value = 0.1, Unit = "%" } }, [1000] = { Name = "配件获取④", Reward = { Type = "掉宝率加成%", Value = 0.25, Unit = "%" } }, [2000] = { Name = "配件获取⑤", Reward = { Type = "掉宝率加成%", Value = 0.5, Unit = "%" } } }, ["开箱"] = { [350] = { Name = "开箱达人①", Reward = { Type = "开箱金币消耗", Value = -0.01, Unit = "%" } }, [1750] = { Name = "开箱达人②", Reward = { Type = "开箱金币消耗", Value = -0.02, Unit = "%" } }, [7000] = { Name = "开箱达人③", Reward = { Type = "开箱金币消耗", Value = -0.03, Unit = "%" } }, [17500] = { Name = "开箱达人④", Reward = { Type = "开箱金币消耗", Value = -0.04, Unit = "%" } }, [35000] = { Name = "开箱达人⑤", Reward = { Type = "开箱金币消耗", Value = -0.05, Unit = "%" } } } } -- 游戏掉落的物品 ArchiveTable.DropGameItemIndex = { [1] = '握把', [2] = '枪口', [3] = '弹夹', [4] = '枪托', [5] = '瞄准镜', [6] = '碎片', } -- 掉落类,Value * Difficulty ArchiveTable.DropGameItems = { ['握把'] = { Type = "生命值加成%", Value = 0.005, Unit = "%" }, ['枪口'] = { Type = "威力值加成%", Value = 0.005, Unit = "%" }, ['弹夹'] = { Type = "射击伤害%", Value = 0.005, Unit = "%" }, ['枪托'] = { Type = "暴击伤害%", Value = 0.005, Unit = "%" }, ['瞄准镜'] = { Type = "附加伤害%", Value = 0.005, Unit = "%" }, ['套装'] = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "威力值", Value = 10, Unit = "" }, }, -- 碎片是集齐当前难度套装之后通关会掉落的东西 ['碎片'] = { { Type = "生命值", Value = 10, Unit = "" }, { Type = "威力值", Value = 1, Unit = "" }, }, } ArchiveTable.ArchiveType = { GameClearance = 0, Credit = 1, EasterEggs = 2, Achievement = 3, DropBossItems = 4, DropGameItems = 5, } ArchiveTable.Funcs = { --游戏通关 [ArchiveTable.ArchiveType.GameClearance] = function(Difficulty, InIndex, InOutTable) print(string.format('[ArchiveTable.ArchiveType.GameClearance] Difficulty = %d, InIndex = %d', Difficulty, InIndex)) if InOutTable == nil then InOutTable = {} end local TempTable = ArchiveTable.GameClearanceRewards[Difficulty][InIndex] local Value = TempTable.Value if InOutTable[TempTable.Type] == nil then InOutTable[TempTable.Type] = Value else InOutTable[TempTable.Type] = InOutTable[TempTable.Type] + Value end print(string.format('[ArchiveTable.ArchiveType.GameClearance] 执行结束')) log_tree("InOutTable = ", InOutTable) end, -- 积分 [ArchiveTable.ArchiveType.Credit] = function(InScore, InOutTable) -- 先找到最小大于 InScore 的值 print(string.format('[ArchiveTable.ArchiveType.Credit] InScore = %d', InScore)) if InScore <= 0 then return end if InOutTable == nil then InOutTable = {} end log_tree('InOutTable = ', InOutTable) local MinVal = 0 for i, v in pairs(ArchiveTable.CreditRewards) do if v.Reach > InScore then MinVal = i break end end -- 说明当前积分还没达到这么多 if MinVal > 1 then for i, v in pairs(ArchiveTable.CreditRewards) do if i < MinVal then if InOutTable[v.Reward.Type] == nil then InOutTable[v.Reward.Type] = v.Reward.Value else InOutTable[v.Reward.Type] = InOutTable[v.Reward.Type] + v.Reward.Value end end end end print(string.format('[ArchiveTable.ArchiveType.Credit] 执行结束')) log_tree("InOutTable = ", InOutTable) end, --彩蛋 [ArchiveTable.ArchiveType.EasterEggs] = function(InPlayerState, InEggNum, ...) if InEggNum > 14 or InEggNum <= 0 then return end if InPlayerState.ArchiveData == nil or InPlayerState.ArchiveData.EasterEggs == nil then print(string.format('[ArchiveTable.ArchiveType.EasterEggs] 请先初始化 ArchiveData')) return end if InPlayerState.ArchiveData.EasterEggs[InEggNum].Active == false then if ArchiveTable.EasterEggConditionFuncs[InEggNum](InPlayerState, ...) then InPlayerState.ArchiveData.EasterEggs[InEggNum].Active = true end end end, -- 成就 [ArchiveTable.ArchiveType.Achievement] = { Func = function(InAchieveType, InValue, InOutTable) print(string.format('[ArchiveTable.ArchiveType.Achievement] 执行 %s', InAchieveType)) log_tree('InOutTable = ', InOutTable) if InValue > 0 then if InOutTable == nil then InOutTable = {} end for i, v in pairs(ArchiveTable.AchievementRewards[InAchieveType]) do if InValue >= i then if InOutTable[v.Reward.Type] == nil then InOutTable[v.Reward.Type] = v.Reward.Value else InOutTable[v.Reward.Type] = InOutTable[v.Reward.Type] + v.Reward.Value end end end end log_tree('InOutTable = ', InOutTable) end, }, -- Boss掉落物 { BossName: { Type(int): Count }} [ArchiveTable.ArchiveType.DropBossItems] = function(InBossDropItems, InOutTable) -- 需要记录一下是否是套装 print(string.format('[ArchiveTable.ArchiveType.DropBossItems] 开始执行 Boss 掉落')) log_tree("Boss Drop Items = ", InBossDropItems) log_tree('InOutTable = ', InOutTable) -- i: BossName v: 数据表 for BossName, v in pairs(InBossDropItems) do -- 这里是针对于一个东西 local IsCloth = false if table.getCount(v) == 4 then -- 说明是套装了 IsCloth = true print(string.format('[ArchiveTable.ArchiveType.DropBossItems] 这是一个套装了')) end -- c: 类型的索引;d:数量 for c, d in pairs(v) do --log_tree('v = ', v) for j = 1, #ArchiveTable.BossDropItems[BossName][c].Rewards do local Type = ArchiveTable.BossDropItems[BossName][c].Rewards[j].Type if InOutTable[Type] == nil then InOutTable[Type] = ArchiveTable.BossDropItems[BossName][c].Rewards[j].Value * d else InOutTable[Type] = ArchiveTable.BossDropItems[BossName][c].Rewards[j].Value * d + InOutTable[Type] end end end if IsCloth then for j = 1, #ArchiveTable.BossDropItems[BossName][5].Rewards do local Type = ArchiveTable.BossDropItems[BossName][5].Rewards[j].Type if InOutTable[Type] == nil then InOutTable[Type] = ArchiveTable.BossDropItems[BossName][5].Rewards[j].Value else InOutTable[Type] = ArchiveTable.BossDropItems[BossName][5].Rewards[j].Value + InOutTable[Type] end end end end log_tree('InOutTable = ', InOutTable) print(string.format('[ArchiveTable.ArchiveType.DropBossItems] 结束执行 Boss 掉落')) end, --游戏掉落物 [ArchiveTable.ArchiveType.DropGameItems] = function(InDropItems, InOutTable) if InOutTable == nil then InOutTable = {} end print(string.format('[ArchiveTable.ArchiveType.DropGameItems] 开始执行 Game 掉落')) log_tree('InOutTable = ', InOutTable) log_tree('InDropItems = ', InDropItems) if table.isEmpty(InDropItems) then return end -- i: 难度; v: 存储当前的表 for i, v in pairs(InDropItems) do -- c: 类型的索引(ArchiveTable.DropGameItemIndex); d: 数量 for c, d in pairs(v) do -- 这样就找到对应的值了 local Val = ArchiveTable.DropGameItems[ArchiveTable.DropGameItemIndex[c]] -- 说明是碎片 if c == 6 then -- e: 数组的索引 for e = 1, #Val do if InOutTable[Val[e].Type] == nil then InOutTable[Val[e].Type] = Val[e].Value * i * d else InOutTable[Val[e].Type] = Val[e].Value * i * d + InOutTable[Val[e].Type] end end else --说明是普通装备 if InOutTable[Val.Type] == nil then InOutTable[Val.Type] = Val.Value * i * d else InOutTable[Val.Type] = Val.Value * i * d + InOutTable[Val.Type] end end end -- 检查当前是否是套装 if table.getCount(v) >= 5 then -- r:数组的索引 for r = 1, #ArchiveTable.DropGameItems['套装'] do if InOutTable[ArchiveTable.DropGameItems['套装'][r].Type] == nil then InOutTable[ArchiveTable.DropGameItems['套装'][r].Type] = ArchiveTable.DropGameItems['套装'][r].Value * i else InOutTable[ArchiveTable.DropGameItems['套装'][r].Type] = ArchiveTable.DropGameItems['套装'][r].Value * i + InOutTable[ArchiveTable.DropGameItems['套装'][r].Type] end end end end print(string.format('[ArchiveTable.ArchiveType.DropGameItems] 结束执行 Game 掉落')) log_tree('InOutTable = ', InOutTable) end, } ArchiveTable.EasterEggConditionFuncs = { -- 身上金币达到100w [1] = function(InPlayerState, ...) return InPlayerState.CoinPoint.Current >= 100 * 10000 end, -- 不死通关 [2] = function(InPlayerState, ...) return UGCGameSystem.GameState.PlayerDieTimes[InPlayerState.PlayerKey] == 0 or UGCGameSystem.GameState.PlayerDieTimes[InPlayerState.PlayerKey] == nil end, -- TODO 10秒内击杀最终首领 [3] = function(InPlayerState, ...) local InData = {...} return InData[1] <= 10 end, -- 单局共击杀20种挑战怪 [4] = function(InPlayerState, ...) return InPlayerState.EasterEggsData[4] ~= nil and table.getCount(InPlayerState.EasterEggsData[4]) >= 20 end, -- 对首领0输出通关 [5] = function(InPlayerState, ...) local Data = {...} return math.isNearlyEqual(0, Data[1], 0.01) end, -- 单局获得5w杀敌点 [6] = function(InPlayerState, ...) return InPlayerState.KillPoint.Total >= 5 * 10000 end, -- 首次达到满级 [7] = function(InPlayerState, ...) return InPlayerState.Level >= 60 end, -- 使用单武器通关 [8] = function(InPlayerState, ...) return #InPlayerState.OwnerWeapons == 1 and InPlayerState.OwnerWeapons[1].WeaponId ~= 101 end, -- 所有武器都装满超级配件 [9] = function(InPlayerState, ...) local AllEquipments = InPlayerState:GetAllEquipment() local AllTrue = true if table.getCount(AllEquipments) == 0 then AllTrue = false else for i = 1, #AllEquipments do if GetItemQualityLevel(AllEquipments[i]) ~= EQualityType.Super then AllTrue = false end end end return AllTrue end, -- 单局使用250次冲刺 [10] = function(InPlayerState, ...) return InPlayerState.EasterEggsData[10] ~= nil and InPlayerState.EasterEggsData[10] >= 250 end, -- 共使用50次高级宝箱十连开 [11] = function(InPlayerState, ...) return InPlayerState.EasterEggsData[11] ~= nil and InPlayerState.EasterEggsData[11] >= 50 end, -- 共使用75次中级宝箱十连开 [12] = function(InPlayerState, ...) return InPlayerState.EasterEggsData[12] ~= nil and InPlayerState.EasterEggsData[12] >= 75 end, -- 共使用100次初级宝箱十连开 [13] = function(InPlayerState, ...) return InPlayerState.EasterEggsData[13] ~= nil and InPlayerState.EasterEggsData[13] >= 50 end, -- 盔甲均升至皇阶5级 [14] = function(InPlayerState, ...) return InPlayerState.InheritItems['盔'] >= 175 and InPlayerState.InheritItems['甲'] >= 275 end, } ArchiveTable.BossDropItemIndexs = { ['武器'] = 1, ['盔甲'] = 2, ['腿铠'] = 3, ['足屐'] = 4, ['套装'] = 5, } -- 打怪凋落物 ArchiveTable.BossDropItems = { ['幻'] = { [1] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "威力值加成%", Value = 0.01, Unit = "%" } } }, [2] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "射击伤害%", Value = 0.01, Unit = "%" } } }, [3] = { DropRate = 0.2, Rewards = { { Type = "防御值", Value = 2, Unit = "" }, { Type = "防御值加成%", Value = 0.01, Unit = "%" } } }, [4] = { DropRate = 0.2, Rewards = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "生命值加成%", Value = 0.01, Unit = "%" } } }, [5] = { Rewards = { { Type = "威力值", Value = 500, Unit = "" }, { Type = "威力值加成%", Value = 0.3, Unit = "%" }, { Type = "最终伤害%", Value = 0.1, Unit = "%" } } } }, ['慎'] = { [1] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "射击伤害%", Value = 0.01, Unit = "%" } } }, [2] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "最终伤害%", Value = 0.01, Unit = "%" } } }, [3] = { DropRate = 0.2, Rewards = { { Type = "防御值", Value = 2, Unit = "" }, { Type = "防御值加成%", Value = 0.01, Unit = "%" } } }, [4] = { DropRate = 0.2, Rewards = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "生命值加成%", Value = 0.01, Unit = "%" } } }, [5] = { Rewards = { { Type = "威力值", Value = 500, Unit = "" }, { Type = "暴击伤害%", Value = 0.45, Unit = "%" }, { Type = "暴击概率%", Value = 0.1, Unit = "%" } } } }, ['魅'] = { [1] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "暴击伤害%", Value = 0.015, Unit = "%" } } }, [2] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "附加伤害%", Value = 0.01, Unit = "%" } } }, [3] = { DropRate = 0.2, Rewards = { { Type = "防御值", Value = 2, Unit = "" }, { Type = "防御值加成%", Value = 0.01, Unit = "%" } } }, [4] = { DropRate = 0.2, Rewards = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "生命值加成%", Value = 0.01, Unit = "%" } } }, [5] = { Rewards = { { Type = "威力值", Value = 500, Unit = "" }, { Type = "射击伤害%", Value = 0.3, Unit = "%" }, { Type = "射速%", Value = 0.3, Unit = "%" } } } }, ['瞬'] = { [1] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "威力值加成%", Value = 0.01, Unit = "%" } } }, [2] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "附加伤害%", Value = 0.01, Unit = "%" } } }, [3] = { DropRate = 0.2, Rewards = { { Type = "防御值", Value = 2, Unit = "" }, { Type = "防御值加成%", Value = 0.01, Unit = "%" } } }, [4] = { DropRate = 0.2, Rewards = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "生命值加成%", Value = 0.01, Unit = "%" } } }, [5] = { Rewards = { { Type = "威力值", Value = 500, Unit = "" }, { Type = "金币加成%", Value = 0.2, Unit = "%" }, { Type = "经验加成%", Value = 0.2, Unit = "%" }, { Type = "科技点加成%", Value = 0.2, Unit = "%" }, { Type = "练功房怪物刷新速率%", Value = 0.1, Unit = "%" } } } }, ['春'] = { [1] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "射击伤害%", Value = 0.01, Unit = "%" } } }, [2] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "暴击伤害%", Value = 0.015, Unit = "%" } } }, [3] = { DropRate = 0.2, Rewards = { { Type = "防御值", Value = 2, Unit = "" }, { Type = "防御值加成%", Value = 0.01, Unit = "%" } } }, [4] = { DropRate = 0.2, Rewards = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "生命值加成%", Value = 0.01, Unit = "%" } } }, [5] = { Rewards = { { Type = "威力值", Value = 500, Unit = "" }, { Type = "暴击伤害加成%", Value = 0.05, Unit = "%" }, { Type = "最终伤害%", Value = 0.1, Unit = "%" } } } }, ['蛮'] = { [1] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "暴击伤害%", Value = 0.015, Unit = "%" } } }, [2] = { DropRate = 0.2, Rewards = { { Type = "威力值", Value = 10, Unit = "" }, { Type = "附加伤害%", Value = 0.01, Unit = "%" } } }, [3] = { DropRate = 0.2, Rewards = { { Type = "防御值", Value = 2, Unit = "" }, { Type = "防御值加成%", Value = 0.01, Unit = "%" } } }, [4] = { DropRate = 0.2, Rewards = { { Type = "生命值", Value = 100, Unit = "" }, { Type = "生命值加成%", Value = 0.01, Unit = "%" } } }, [5] = { Rewards = { { Type = "威力值", Value = 500, Unit = "" }, { Type = "射击伤害加成%", Value = 0.05, Unit = "%" }, { Type = "最终伤害%", Value = 0.1, Unit = "%" } } } } } return ArchiveTable