479 lines
23 KiB
Lua
479 lines
23 KiB
Lua
GlobalConfigs = GlobalConfigs or {}
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GlobalConfigs.OpenDebug = false
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GlobalConfigs.GameDifficulty = {
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[1] = 1,
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[2] = 2,
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[3] = 3,
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}
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GlobalConfigs.QualityColor = {
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[1] = {R = 0.246201, G = 0.450786, B = 0.318547, A = 1.0},
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[2] = {R = 0.250158, G = 0.462077, B = 0.564712, A = 1.0},
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[3] = {R = 0.412543, G = 0.291771, B = 0.491021, A = 1.0},
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[4] = {R = 0.630757, G = 0.155926, B = 0.104616, A = 1.0},
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}
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-- 属性类型
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AttributeType = {
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Base = 0, -- 基础人物属性
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Weapon = 1, --武器词条属性
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WeaponSpecial = 2, -- 武器特殊词条属性
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}
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GlobalConfigs.Attributes = {
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--基础属性
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Base_MaxHP = { Value = 100000, Type = EAttributeDisplayType.Int }, --生命值
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Base_MaxEnergy = { Value = 100, Type = EAttributeDisplayType.Int }, --能量值
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Base_Attack = { Value = 100, Type = EAttributeDisplayType.Int }, --威力值
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Base_Defence = { Value = 2, Type = EAttributeDisplayType.Int }, --防御值
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Base_AttackSpeed = { Value = 1, Type = EAttributeDisplayType.Percent }, --射速%
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Base_AttackIntervalReduction = { Value = 1, Type = EAttributeDisplayType.Int }, --射速频率
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Base_Vamp = { Value = 0, Type = EAttributeDisplayType.Percent }, --吸血%
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Base_EvadeRate = { Value = 0, Type = EAttributeDisplayType.Percent }, --闪避%
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Base_RecoverHP = { Value = 20, Type = EAttributeDisplayType.Int }, --生命值回复
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Base_RecoverEnergy = { Value = 4, Type = EAttributeDisplayType.Int }, --能量值回复
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Base_RecoverHPPercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --生命值回复百分比%
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Base_RecoverEnergyPercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --能量值回复百分比%
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Base_AttackRange = { Value = 0, Type = EAttributeDisplayType.Int }, --攻击距离
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Base_Toughness = { Value = 0, Type = EAttributeDisplayType.Percent }, --韧性%
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Base_DamageReduction = { Value = 0, Type = EAttributeDisplayType.Int }, --受到伤害降低
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--成长属性
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Growth_MaxHP = { Value = 0, Type = EAttributeDisplayType.Int }, --每秒生命值
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Growth_Attack = { Value = 0, Type = EAttributeDisplayType.Int }, --每秒威力值
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Growth_Kill_MaxHP = { Value = 0, Type = EAttributeDisplayType.Int }, --杀敌生命值
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Growth_Kill_Attack = { Value = 1, Type = EAttributeDisplayType.Int }, --杀敌威力值
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Growth_Fire_MaxHP = { Value = 0, Type = EAttributeDisplayType.Int }, --射击生命值
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Growth_Fire_Attack = { Value = 0, Type = EAttributeDisplayType.Int }, --射击威力值
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Growth_Kill_CoinPoint = { Value = 0, Type = EAttributeDisplayType.Int }, --杀敌金币
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Growth_KillPoint = { Value = 0, Type = EAttributeDisplayType.Int }, --每秒杀敌点
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--高级属性
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Adv_CriticalAttackRate = { Value = 0, Type = EAttributeDisplayType.Percent }, --暴击概率%
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Adv_CriticalAttack = { Value = 0.5, Type = EAttributeDisplayType.Percent }, --暴击伤害%
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Adv_FireAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --射击伤害%
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Adv_AdditionalAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --附加伤害%
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Adv_DefencePenetration = { Value = 0, Type = EAttributeDisplayType.Int }, --防御穿透值
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Adv_DefencePenetrationPercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --防御穿透百分比%
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Adv_FinalAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --最终伤害%
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--加成属性
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Bonus_MaxHP = { Value = 0, Type = EAttributeDisplayType.Percent }, --生命值加成%
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Bonus_Attack = { Value = 0, Type = EAttributeDisplayType.Percent }, --威力值加成%
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Bonus_FireAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --射击伤害加成%
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Bonus_CriticalAttack = { Value = 0, Type = EAttributeDisplayType.Percent }, --暴击伤害加成%
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Bonus_Defence = { Value = 0, Type = EAttributeDisplayType.Percent }, --防御加成%
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Bonus_DamageReduction = { Value = 0, Type = EAttributeDisplayType.Percent }, --伤害减免加成%
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--经济属性
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Eco_CoinPoint = { Value = 0, Type = EAttributeDisplayType.Percent }, --金币加成%
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Eco_KillPoint = { Value = 0, Type = EAttributeDisplayType.Percent }, --杀敌点加成%
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Eco_Exp = { Value = 0, Type = EAttributeDisplayType.Percent }, --经验加成%
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Eco_DropRate = { Value = 0, Type = EAttributeDisplayType.Percent }, --掉宝率加成%
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Eco_HangupRoomMonsterNum = { Value = 0, Type = EAttributeDisplayType.Int }, --练功房怪物数量
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Eco_HangupRoomRefreshRate = { Value = 0, Type = EAttributeDisplayType.Int }, --练功房刷新效率%
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-- 增长的护甲
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Growth_Shield = { Value = 0, Type = EAttributeDisplayType.Percent }, --每10秒获得自身最大生命值的护盾
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Base_Shield = { Value = 0, Type = EAttributeDisplayType.Int }, --具体护盾值
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Base_ReboundDamage = { Value = 0, Type = EAttributeDisplayType.Int }, --反弹伤害
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Base_ReboundDamagePercent = { Value = 0, Type = EAttributeDisplayType.Percent }, --反弹伤害%
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-- 金币消耗,该值为负
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Unpacking_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
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Senior_Raffle_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
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Middle_Raffle_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
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Primary_Raffle_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
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Inherit_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
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KillPoint_Cost = { Value = 0, Type = EAttributeDisplayType.Percent }, --
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}
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-- 存档类型
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GlobalConfigs.ArchiveType = {
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GameClearance = 0,
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Credit = 1,
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EasterEggs = 2,
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Achievement = 3,
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}
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-- 存档需要保存的数据
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GlobalConfigs.InitialValues = {
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["初始金币"] = "Init_Coin",
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["初始科技点"] = "Init_KillPoint",
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["初始经验"] = "Init_Exp",
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["初级配件"] = "Init_Primary_WeaponPart",
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["初级技能书"] = "Init_Primary_SkillBook",
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["中级技能书"] = "Init_Middle_SkillBook",
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["中级配件"] = "Init_Middle_WeaponPart",
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}
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GlobalConfigs.AttributeNameTable = {
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["生命值"] = "Base_MaxHP",
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["能量值"] = "Base_MaxEnergy",
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["威力值"] = "Base_Attack",
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["防御值"] = "Base_Defence",
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["射速%"] = "Base_AttackSpeed",
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["射速频率"] = "Base_AttackIntervalReduction",
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["汲取%"] = "Base_Vamp",
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["闪避%"] = "Base_EvadeRate",
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["生命值回复/s"] = "Base_RecoverHP",
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["能量值回复/s"] = "Base_RecoverEnergy",
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["生命值回复%/s"] = "Base_RecoverHPPercent",
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["能量值回复%/s"] = "Base_RecoverEnergyPercent",
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["射击距离"] = "Base_AttackRange",
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["韧性%"] = "Base_Toughness",
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["受到伤害降低"] = "Base_DamageReduction",
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["每秒生命值"] = "Growth_MaxHP",
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["每秒威力值"] = "Growth_Attack",
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["击败生命值"] = "Growth_Kill_MaxHP",
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["击败威力值"] = "Growth_Kill_Attack",
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["射击生命值"] = "Growth_Fire_MaxHP",
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["射击威力值"] = "Growth_Fire_Attack",
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["击败金币"] = "Growth_Kill_CoinPoint",
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["每秒科技点"] = "Growth_KillPoint",
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["暴击概率%"] = "Adv_CriticalAttackRate",
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["暴击伤害%"] = "Adv_CriticalAttack",
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["射击伤害%"] = "Adv_FireAttack",
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["附加伤害%"] = "Adv_AdditionalAttack",
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["防御穿透"] = "Adv_DefencePenetration",
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["防御穿透%"] = "Adv_DefencePenetrationPercent",
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["最终伤害%"] = "Adv_FinalAttack",
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["生命值加成%"] = "Bonus_MaxHP",
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["威力值加成%"] = "Bonus_Attack",
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["射击伤害加成%"] = "Bonus_FireAttack",
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["暴击伤害加成%"] = "Bonus_CriticalAttack",
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["防御值加成%"] = "Bonus_Defence",
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["伤害减免%"] = "Bonus_DamageReduction",
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["金币加成%"] = "Eco_CoinPoint",
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["科技点加成%"] = "Eco_KillPoint",
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["经验加成%"] = "Eco_Exp",
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["掉宝率加成%"] = "Eco_DropRate",
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["练功房怪物数量"] = "Eco_HangupRoomMonsterNum",
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["练功房刷新效率%"] = "Eco_HangupRoomRefreshRate",
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["每10秒获得自身最大生命值"] = "Growth_Shield",
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["护盾"] = "Base_Shield",
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["反弹伤害"] = "Base_ReboundDamage",
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["反弹伤害%"] = "Base_ReboundDamagePercent",
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-- 金币消耗
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["开箱金币消耗"] = "Unpacking_Cost",
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["高级抽奖金币消耗"] = "Senior_Raffle_Cost",
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["中级抽奖金币消耗"] = "Middle_Raffle_Cost",
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["初级抽奖金币消耗"] = "Primary_Raffle_Cost",
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["属性购买金币消耗"] = "Inherit_Cost",
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["科技点兑换"] = "KillPoint_Cost",
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}
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--玩家针对于怪物的属性
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GlobalConfigs.EnemyAttributeTable = {
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["敌人降低移速"] = "Base_Speed",
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["敌人降低回血"] = "Base_HPHeal",
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["敌人降低防御加成"] = "Base_Defence",
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["敌人移除护盾"] = "Base_Armor",
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}
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--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
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GlobalConfigs.AttributeIdMap = {
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[1] = "生命值",
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[2] = "威力值",
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[3] = "射速%",
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[4] = "汲取%",
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[5] = "生命值回复/s",
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[6] = "生命值回复%/s",
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[7] = "射击距离",
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[8] = "受到伤害降低",
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[9] = "能量值",
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[10] = "防御值",
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[11] = "射速频率",
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[12] = "闪避%",
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[13] = "能量值回复/s",
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[14] = "能量值回复%/s",
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[15] = "韧性%",
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[16] = "每秒生命值",
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[17] = "击败生命值",
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[18] = "射击生命值",
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[19] = "击败金币",
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[20] = "每秒威力值",
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[21] = "击败威力值",
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[22] = "射击威力值",
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[23] = "每秒科技点",
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[24] = "暴击概率%",
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[25] = "射击伤害%",
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[26] = "防御穿透",
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[27] = "防御穿透%",
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[28] = "暴击伤害%",
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[29] = "附加伤害%",
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[30] = "最终伤害%",
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[31] = "生命值加成%",
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[32] = "射击伤害加成%",
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[33] = "防御值加成%",
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[34] = "威力值加成%",
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[35] = "暴击伤害加成%",
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[36] = "伤害减免%",
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[37] = "金币加成%",
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[38] = "经验加成%",
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[39] = "练功房怪物数量",
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[40] = "科技点加成%",
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[41] = "掉宝率加成%",
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[42] = "练功房刷新效率%",
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--[43] = "生命值成长*lv",
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--[44] = "威力值成长*lv",
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--[45] = "防御值成长*lv"
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}
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GlobalConfigs.AttributeNameMap = {
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["生命值"] = 1,
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["威力值"] = 2,
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["射速%"] = 3,
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["汲取%"] = 4,
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["生命值回复/s"] = 5,
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["生命值回复%/s"] = 6,
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["射击距离"] = 7,
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["受到伤害降低"] = 8,
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["能量值"] = 9,
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["防御值"] = 10,
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["射速频率"] = 11,
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["闪避%"] = 12,
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["能量值回复/s"] = 13,
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["能量值回复/s"] = 14,
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["韧性%"] = 15,
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["每秒生命值"] = 16,
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["击败生命值"] = 17,
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["射击生命值"] = 18,
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["击败金币"] = 19,
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["每秒威力值"] = 20,
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["击败威力值"] = 21,
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["射击威力值"] = 22,
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["每秒科技点"] = 23,
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["暴击概率%"] = 24,
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["射击伤害%"] = 25,
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["防御穿透"] = 26,
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["防御穿透%"] = 27,
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["暴击伤害%"] = 28,
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["附加伤害%"] = 29,
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["最终伤害%"] = 30,
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["生命值加成%"] = 31,
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["射击伤害加成%"] = 32,
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["防御值加成%"] = 33,
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["威力值加成%"] = 34,
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["暴击伤害加成%"] = 35,
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["伤害减免%"] = 36,
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["金币加成%"] = 37,
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["经验加成%"] = 38,
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["练功房怪物数量"] = 39,
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["科技点加成%"] = 40,
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["掉宝率加成%"] = 41,
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["练功房刷新效率%"] = 42,
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--["生命值成长*lv"] = 43,
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--["威力值成长*lv"] = 44,
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--["防御值成长*lv"] = 45
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}
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GlobalConfigs.SkillInfo = {
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[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"},
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[ESkillName.Dash] = {Name = "冲刺", IconIndex = 4, Desc = "向前冲刺400码", ShortDesc = "位移"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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%"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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"},
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[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<PlayerNum, Multiplier>
|
||
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<GameDifficulty, Multiplier>
|
||
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; |