GlobalConfigs = GlobalConfigs or {} --- 是否为编辑器测试 GlobalConfigs.IsDebug = false --- 游戏模式设置 GlobalConfigs.GameModeSetting = { --- 队伍模式 TeamModeType = CustomEnum.ETeamMode.PartyMode; --- 队伍所需玩家数 TeamNeedPlayerNum = 4; --- 队伍数量 TeamNum = 1; --- 最大玩家数量 MaxPlayerNum = 4; --- 是否为第一人称 bIsFPP = false; --- 回合时间 RoundTime = 150; --- 回合准备时间 RoundReadyTime = 3; --- 等待玩家加入的时间 MaxWaitPlayerJoinTime = 35; --- 启用队伍出生点切换 bEnableSwapBornPoint = true; } --- 游戏设置 GlobalConfigs.GameSetting = { --- 启用补人 EnablePlayerJoin = false; --- 自动切换队伍出生点(在n//2回合时切换) AutoSwapBornPoint = false; --- 开启观战 bEnableSpectateOther = false; --- 开启视角过渡到击杀者视角 bEnableCameraMoveToKiller = true; --- 游戏时长 GameTime = 480; --- 最大回合数 MaxRound = 7; --- 玩家重生时间 RespawnTime = 3.; --- 无敌时间 InvincibleTime = 3.; --- 助攻最少伤害 AssistDamage = 50; --- 初始金币 BeginCoin = 200000; --- MVP玩家额外增加的金币 MVPPlayerAddCoin = 1000; --- 持有钥匙的时间转为积分倍率 HoldsTheKeyTimeToScore = 1./10; --- 队伍获胜条件,维持队友的钥匙时长超过此时长 TeamNeedHoldsTheKeyTime = 45; --- Mechabusm --- 玩家初始拥有的能量 InitEnergy = 200; --- 玩家每秒恢复的能量 EnergyRecovery = 3; --- 玩家完成梯度增加的得分 FullGradientAddScore = 3; --- 技术分占得分比重 TechnicalScoreProportion = 0.004; --- 玩家默认选择的近战武器 DefaultMeleeWeapon = 108004; --- 自动返回大厅的时间 DelayReturnToLobbyTime = 20.; --- 玩家重生延迟给玩家发放默认武器 DelayTimeAddDefault = 3.; --- 夺取的能量上限 SeizeEnergyMax = 300; --- 友伤比例 FriendlyInjuryRatio = 0.; --- 启用自己的伤害如手雷、火箭筒 bEnableSelfHarm = true; --- 对自己的伤害比例 SelfHarmInjuryRatio = 1.; --- 启用掉落伤害 bEnableDropDamage = false; --- 启用死亡视角 EnableLerpCamera = true; --- 等待客户端地图加载时间 ClientLoadMapTime = 2.; --- 出生默认装备 BeBornItems = {--[[{ItemID = 502002, Count = 1}, {ItemID = 503002, Count = 1}, {ItemID = 602004, Count = 1},]]}; --- 玩家钩锁是否为双钩 bIsTwoHook = false; --- 准备阶段不可移动 ReadyCanNotMove = true; --- 地图结束投票时随机滚动选择投票地图是时间 RollMapTime = 4.; --- AthleticMasters --- 玩法数量 MiniGameNum = 4; } function GlobalConfigs.GetAddScore(WeaponID) return ((WeaponID > 0 and WeaponID < 108001) and 1 or 2) end --- 保存信息类型 GlobalConfigs.EArchive = { --- 游玩次数 NumberOfVisits = 1, --- 保存的快捷选择武器 SaveSelectWeapon = 2, } --- 获取悬赏分对应的金币 ---@param RewardScore uint GlobalConfigs.RewardScoreToGoldCoin = function(RewardScore) return RewardScore * 100 end --- 获取悬赏分对应的击杀得分 ---@param RewardScore uint GlobalConfigs.GetPlayerAddScoreFromRewardScore = function(DeadPlayerRewardScore) return 3 + DeadPlayerRewardScore end function GlobalConfigs.RoundFinishAddCoin(Round, IsWinner) if IsWinner then return 4000 else return math.clamp(Round * 500 + 2000, 0, 4000) end end return GlobalConfigs