Tables = Tables or {} Tables.WeaponConstruct = nil Tables.GameStageTips = { [EGameStage.WaitForPlayer] = "", } 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}, [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}, [EUIType.Tech] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_TechnologyPanel.WBP_TechnologyPanel_C'), Layer = EUILayerGroup.Top}, [EUIType.SelectWeapon] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SelectWeaponPanel.WBP_SelectWeaponPanel_C'), Layer = EUILayerGroup.Top}, [EUIType.BossInfo] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_BossInfoPanel_V2.WBP_BossInfoPanel_V2_C'), Layer = EUILayerGroup.Top}, [EUIType.Unpacking] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_Unpacking.WBP_Unpacking_C'), Layer = EUILayerGroup.Top}, [EUIType.WeaponDetailsDesc] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_WeaponDetailsDesc.WBP_WeaponDetailsDesc_C'), Layer = EUILayerGroup.Top}, [EUIType.WeaponAttribute] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_WeaponAttribute.WBP_WeaponAttribute_C'), Layer = EUILayerGroup.Top}, [EUIType.Challenge] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_Challenge_V2.WBP_Challenge_V2_C'), Layer = EUILayerGroup.Top}, [EUIType.SkillButton] = {Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Skill/WBP_SkillBtn.WBP_SkillBtn_C'), Layer = EUILayerGroup.Medium}, [EUIType.UseSkill] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/WBP_SelectSkillSlots.WBP_SelectSkillSlots_C'), Layer = EUILayerGroup.Toppest }, [EUIType.SealRewards] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_SealRewards.WBP_SealRewards_C'), Layer = EUILayerGroup.Top }, [EUIType.Inherit] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/WBP_InheritPanel.WBP_InheritPanel_C'), Layer = EUILayerGroup.Top }, [EUIType.ResourceGrade] = { Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WBP_ResourceGrade.WBP_ResourceGrade_C'), Layer = EUILayerGroup.Top }, [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}, } Tables.MonsterPawn = { DullMonsters = { UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_DullMonster1.BP_DullMonster1_C'), }, AttackMonsters = { Normal = { --UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_BossMoment.BP_BossMoment_C') MonsterDesc[10001].Path }, Boss = { }, } } Tables.MonsterBaseConfig = { [1001] = { ID = 1001, Name = "MonsterInherit_1", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterInherit_1.BP_MonsterInherit_1_C'), Type = EMonsterType.Inherit, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1002] = { ID = 1002, Name = "MonsterInherit_2", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterInherit_2.BP_MonsterInherit_2_C') , Type = EMonsterType.Inherit, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1003] = { ID = 1003, Name = "WeaponRecasting", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterWeaponRecasting.BP_MonsterWeaponRecasting_C') , Type = EMonsterType.ChallengeWeaponRecasting, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1004] = { ID = 1004, Name = "SkillMonster", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterSkillMonster.BP_MonsterSkillMonster_C') , Type = EMonsterType.ChallengeSkill, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1005] = { ID = 1005, Name = "AccessoryMonster", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterAccessoryMonster.BP_MonsterAccessoryMonster_C') , Type = EMonsterType.ChallengeAccessory, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1006] = { ID = 1006, Name = "GoldEfficiencyMonster", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterGoldEfficiencyMonster.BP_MonsterGoldEfficiencyMonster_C') , Type = EMonsterType.ChallengeGoldEfficiency, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1007] = { ID = 1007, Name = "ExerciseRoom", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterExerciseRoom.BP_MonsterExerciseRoom_C') , Type = EMonsterType.HangupRoom, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1008] = { ID = 1008, Name = "GoldMonster", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterGoldMonster.BP_MonsterGoldMonster_C') , Type = EMonsterType.ChallengeGold, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1009] = { ID = 1009, Name = "GradeBreakthrough", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterGradeBreakthrough.BP_MonsterGradeBreakthrough_C') , Type = EMonsterType.Breach, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1010] = { ID = 1010, Name = "LittleMonster", Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/Monster/BP_MonsterLittleMonster.BP_MonsterLittleMonster_C') , Type = EMonsterType.Common, SkillDescs = { {SkillName = "", SkillDesc = ""}, {SkillName = "", SkillDesc = ""} } }, [1011] = { ID = 1011, Name = "LittleMonster", 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, }