UGCProjects/GZJ/Script/Global/ArchiveTable.lua
2025-01-08 22:46:12 +08:00

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---
--- 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[''] >= 175 and InPlayerState.InheritItems[''] >= 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 = {
[''] = {
[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 = "%" }
}
}
},
[''] = {
[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 = "%" }
}
}
},
[''] = {
[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 = "%" }
}
}
},
[''] = {
[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 = "%" }
}
}
},
[''] = {
[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 = "%" }
}
}
},
[''] = {
[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