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