2025-01-08 22:46:12 +08:00

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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 = "",
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 = "",
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 = "",
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 = "",
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 = "",
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 = "",
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*180%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*180%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*180%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,
}