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- Config = Config or {}
- Config.otherFightInfo = {}
- -------------------------------一些零碎战斗信息配置-----------------------------------------
- --[[
- anim_type:
- 2垂直上升的动画,人物受普通攻击或者回血;
- 3水平弹出的动画,怪物受暴击等;
- 4垂直上升,停留,继续上升消失,怪物受普通攻击
- 6抛物线飘血
- 7 垂直上升, 随机偏移
- ]]
- Config.otherFightInfo.MonsterAnimal = {
- --怪物受普攻
- ["normal"] = {
- cache_type = 1, --类型id,唯一不可重复
- anim_type = 6, --动画类型
- start_scale = 1, --开始比例
- start_pos_y = 400, --开始高度位置
- speed1 = 500, --上升垂直初速度
- add_speed1 = 2000, --上升垂直加速度
- speed3 = 400, --水平初速度
- time1 = 500 / 2000,--上升时间
- time2 = 0.5, --下降时间
-
- scale2 = 2.0, --第二次缩放大小
- scale2time = 0.4, --第二次缩放持续时间
- scale3 = 1.0, --第三次缩放大小
- scale3time = 0.1, --第三次缩放持续时间
-
- },
-
- -- ["normal"] = {
- -- cache_type = 1, --类型id,唯一不可重复
- -- anim_type = 7, --动画类型
-
- -- start_scale = 2, --开始比例
- -- start_pos_y = 400, --开始高度位置
- -- start_pos_x = 10, --开始高度位置
- -- speed1 = 500, --上升速度
- -- time1 = 1.2, --上升时间
- -- scale2 = 1, --第二次缩放大小
- -- scale2time = 0.3, --第二次缩放持续时间
- -- random_x_max = -10, --x偏移 随机最小整数值
- -- random_x_min = 10, --x偏移 随机最小整数值
- -- random_x_step = 10, --偏移的梯度
- -- },
-
-
- --怪物受暴击
- ["baoji"] = {
- cache_type = 2, --类型id,唯一不可重复
- anim_type = 6, --动画类型
- start_scale = 2, --开始比例
- start_pos_y = 400, --开始高度位置
- speed1 = 1500, --上升垂直初速度
- add_speed1 = 2000, --上升垂直加速度
- speed3 = 400, --水平初速度
- time1 = 1500 / 2000,--上升时间
- time2 = 0.4, --下降时间
-
- scale2 = 2.0, --第二次缩放大小
- scale2time = 0.5, --第二次缩放持续时间
- scale3 = 1.0, --第三次缩放大小
- scale3time = 0.5, --第二次缩放持续时间
- },
-
- --怪物回血
- ["addhp"] = {
- cache_type = 3, --类型id,唯一不可重复
- anim_type = 3, --动画类型
- start_pos_y = 200, --开始高度位置
- start_scale = 2, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --水平消失时的速度
- time3 = 0.4, --水平消失的时间
- },
-
- --怪物受会心
- ["huixin"] = {
- cache_type = 4, --类型id,唯一不可重复
- anim_type = 3, --动画类型
- start_pos_y = 200, --开始高度位置
- start_scale = 2, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --水平消失时的速度
- time3 = 0.4, --水平消失的时间
- },
-
- --怪物格挡
- ["gedang"] = {
- cache_type = 5, --类型id,唯一不可重复
- anim_type = 3, --动画类型
- start_pos_y = 200, --开始高度位置
- start_scale = 2, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --水平消失时的速度
- time3 = 0.4, --水平消失的时间
- },
-
- --怪物闪避
- ["shanbi"] = {
- cache_type = 6, --类型id,唯一不可重复
- anim_type = 3, --动画类型
- start_pos_y = 200, --开始高度位置
- start_scale = 2, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --水平消失时的速度
- time3 = 0.4, --水平消失的时间
- },
-
- }
-
- Config.otherFightInfo.RoleAnimal = {
- --角色受普攻
- ["normal"] = {
- cache_type = 11, --类型id,唯一不可重复
- anim_type = 2, --动画类型
- start_pos_y = 300, --开始高度位置
- start_scale = 1, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --垂直消失时的速度
- time3 = 0.4, --垂直消失的时间
- },
-
- --角色受暴击
- ["baoji"] = {
- cache_type = 12, --类型id,唯一不可重复
- anim_type = 2, --动画类型
- start_pos_y = 300, --开始高度位置
- start_scale = 1, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --垂直消失时的速度
- time3 = 0.4, --垂直消失的时间
- },
-
- --角色回血
- ["addhp"] = {
- cache_type = 13, --类型id,唯一不可重复
- anim_type = 2, --动画类型
- start_pos_y = 300, --开始高度位置
- start_scale = 1, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --垂直消失时的速度
- time3 = 0.4, --垂直消失的时间
- },
-
- --角色受会心
- ["huixin"] = {
- cache_type = 14, --类型id,唯一不可重复
- anim_type = 2, --动画类型
- start_pos_y = 300, --开始高度位置
- start_scale = 1, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --垂直消失时的速度
- time3 = 0.4, --垂直消失的时间
- },
-
- --角色格挡
- ["gedang"] = {
- cache_type = 15, --类型id,唯一不可重复
- anim_type = 2, --动画类型
- start_pos_y = 300, --开始高度位置
- start_scale = 1, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --垂直消失时的速度
- time3 = 0.4, --垂直消失的时间
- },
-
- --角色闪避
- ["shanbi"] = {
- cache_type = 16, --类型id,唯一不可重复
- anim_type = 2, --动画类型
- start_pos_y = 300, --开始高度位置
- start_scale = 1, --开始比例
- speed1 = 2000, --开始速度
- time1 = 0.15, --从大变小且移动的时间
- time2 = 0.1, --停留多久时间
- speed3 = 1000, --垂直消失时的速度
- time3 = 0.4, --垂直消失的时间
- },
-
- }
-
-
- -- --倾斜弹出的动画,怪物受普通攻击
- -- Config.otherFightInfo.FightDamageInfo_tilt = {
- -- start_pos_y = 850, --开始高度位置
- -- start_scale = 1.5, --开始比例
- -- type4_speed1 = 2500, --开始速度
- -- type4_time1 = 0.25, --从大变小的时间
- -- type4_time2 = 0.1, --停留多久时间
- -- type4_speed3 = 500, --向上消失时的速度
- -- type4_time3 = 0.3 -- 向上消失的时间
- -- }
-
- -- --水平弹出的动画,怪物受暴击等
- -- Config.otherFightInfo.FightDamageInfo_baoji = {
- -- start_pos_y = 80, --开始高度位置
- -- start_scale = 1.2, --开始比例
- -- type3_speed1 = 4000, --开始速度
- -- type3_time1 = 0.25, --从大变小且移动的时间
- -- type3_time2 = 0.25, --停留多久时间
- -- type3_speed3 = 600, --水平消失时的速度
- -- type3_time3 = 0.4 -- 水平消失的时间
- -- }
-
- -- --垂直上升的动画,人物受普通攻击
- -- Config.otherFightInfo.FightDamageInfo_mainrole_normal = {
- -- start_pos_y = 850, --开始高度位置
- -- start_scale = 1, --开始比例
- -- type2_speed1 = 1000, --开始速度
- -- type2_time1 = 0.3, --从大变小且移动的时间
- -- type2_time2 = 0.1, --停留多久时间
- -- type2_speed3 = 200, --垂直消失时的速度
- -- type2_time3 = 0.4 -- 垂直消失的时间
- -- }
-
- -- --垂直上升的动画,人物受暴击等
- -- Config.otherFightInfo.FightDamageInfo_mainrole_baoji = {
- -- start_pos_y = 200, --开始高度位置
- -- start_scale = 1, --开始比例
- -- type2_speed1 = 1000, --开始速度
- -- type2_time1 = 0.3, --从大变小且移动的时间
- -- type2_time2 = 0.1, --停留多久时间
- -- type2_speed3 = 200, --垂直消失时的速度
- -- type2_time3 = 0.4 -- 垂直消失的时间
- -- }
-
- -- --垂直上升的动画,目前应用于:人物回血/回蓝
- -- Config.otherFightInfo.FightDamageInfo_mainrole_others = {
- -- start_pos_y = 80, --开始高度位置
- -- start_scale = 1, --开始比例
- -- type2_speed1 = 400, --开始速度
- -- type2_time1 = 0.5, --从大变小且移动的时间
- -- type2_time2 = 0.15, --停留多久时间
- -- type2_speed3 = 200, --垂直消失时的速度
- -- type2_time3 = 0.8 -- 垂直消失的时间
- -- }
-
- --人物获得经验
- Config.otherFightInfo.FightDamageInfo_show_exp = {
- anim_type = 5,
- cache_type = 13,
- type5_speed1 = 160, --向上消失时的速度
- type5_time1 = 0.2, -- 向上消失的时间
- type5_dist = 100,
- start_scale = 1,
- }
-
-
- Config.otherFightInfo.monsterAttackTime = {
- [0] = --通用的怪物id为0 没有在这里配的怪物都用这个通用的怪物攻击时间
- {
- time = 0.5, --攻击动作时间长
- damage_time = 0.35, --多久后播放受击动作和伤害
- },
- }
- Config.otherFightInfo.monsterHitAnimTime = { --怪物的受击动作频率
- -- [0] = 0.1,--默认的情况 受击动作频率
- -- [67403] = 0.4,
- -- [67427] = 0.4,
- -- [67428] = 0.4,
- }
- Config.otherFightInfo.mainRoleNormalDamageTime = {
- type1_speed1 = 300, --速度
- type1_time1 = 0.8, --时间
- type1_direction = 5 --初始向上的方向值
- }
- Config.otherFightInfo.lianjiTime = {
- showtime1 = 0.05, --出现时间
- showtime2 = 0.05, --消失时间
- show_step_time = 0.08, --切换数字时间
- speed = 800, --出现速度
- scale_time1 = 0.05,--放大时间
- scale_time2 = 0.1,--放到最大的停留时间
- scale_time3 = 0.03,--缩小时间
- max_scale = 1.5,--最大尺寸
- total_time = 2.5 --连击频率
- }
-
- Config.otherFightInfo.mainrole_autoAttack_interval = 0.3 --主角挂机时候的攻击间隔
-
- Config.otherFightInfo.check_jump_point_space = 0.2 --实时监测跳跃点的时间间隔 越小,性能消耗越大
-
- --技能浮空的默认参数
- Config.otherFightInfo.hit_height_info = {
- hit_height_rotate = 20, --每帧旋转角度
- hit_height_start_time = 0, --开始时间
- hit_height_start_time = 0, --开始时间
- hit_height_jump_height = 150, --高度
- }
- -- int:8 错误码
- Config.otherFightInfo.FightErrorCodes = {
- [1] = "目标已死亡",
- [2] = "出手太快",
- [3] = "自己没血",
- [4] = "距离太远",
- [5] = "技能还未冷却",
- [6] = "技能数据有误",
- [7] = "坐骑不能战斗",
- [8] = "安全区不能pk",
- [9] = "对方处于护送保护时间",
- [10] = "怒气不足,不能释放技能",
- [11] = "同等级段内的不能劫镖",
- [12] = "巡游中不能攻击",
- [14] = "技能连击阶段错误",
- [21] = "晕眩状态无法攻击",
- [22] = "您已被沉默",
- [23] = "您已被恐惧",
- [24] = "您已被缠绕",
- [25] = "您已被点穴",
- [26] = "正在施法", --
- [27] = "mp不足",
- [28] = "无法攻击目标",
- [29] = "对方处于和平保护状态",
- [30] = "连招条件不足",
- [31] = "该玩家处于新手保护状态",
- [32] = "身上有宝石,不能攻击该怪物",
- [33] = "睡眠状态",
- [34] = "不能攻击队友",
- [35] = "新手不能攻击其他玩家",
- [36] = " 防守方处于无敌状态",
- [37] = " 飞行器上不能战斗",
- [38] = " 天命技能验证失败",
- [39] = "红装技能只能在1vN场景使用",
- [40] = "城战主场景只能放形象技能",
- [41] = "找不到怪物",
- [44] = "无法攻击同社团飞艇",
- [45] = "护送途中无法抢夺"
- }
- --先写死战士的反弹盾技能id
- Config.otherFightInfo.fantandun_skill_id = 100402
- --反弹盾回盾技能id
- Config.otherFightInfo.fantandun_back_skill_id = 102401
- --震屏默认数据
- Config.otherFightInfo.default_shake_info = {
- shake_start_time = 0.1, --开始震动的时间
- shake_type = 1, --1上下振 2左右 3拉伸
- shake_time = 0.2, --震动的总时间 秒
- shake_range = 15,--震动的幅度 像素
- shake_rate = 0.04, --震动的频率 秒
- }
-
- --不需要受击变色的怪物id
- Config.otherFightInfo.NoHitFresnelMonsterId = {
- -- [4201006] = true,
- -- [4201007] = true,
- -- [4201008] = true,
- -- [4301001] = true,
- }
-
- --不需要死亡击退的怪物id
- Config.otherFightInfo.NoDeadActionMonsterId = {
- [4201006] = true,
- [4201007] = true,
- [4201008] = true,
- [4301001] = true,
- }
-
- --每个职业对应的受击特效
- ---职业@性别
- Config.otherFightInfo.hit_effect = {
- ["1@1"] = "effect_shouji_01",
- ["1@2"] = "effect_shouji_02",
- ["Pet"] = "effect_shouji_03",
- ["Baby"] = "effect_shouji_03",
- }
-
- Config.otherFightInfo.jump_action = {
- [1] = {
- [1] = "jump", --一段跳
- [2] = "jump2", --二段跳
- [3] = "jump3", --三段跳
- [4] = "jump", --四段跳
- },
- [2] = {
- [1] = "jump", --一段跳
- [2] = "jump2", --二段跳
- [3] = "jump3", --三段跳
- [4] = "jump", --四段跳
- },
- [3] = {
- [1] = "jump", --一段跳
- },
- [4] = {
- [1] = "jump", --一段跳
- },
- }
-
- --多段跳动作时间
- Config.otherFightInfo.jump_action_time = {
- ["jump"] = 1.033,
- ["jump2"] = 0.767,
- ["jump3"] = 2.067,
- ["flydown"] = 2.0,
- ["flyup"] = 1.5,
- ["transferout"] = 2,
- ["transferin"] = 2,
- ["gameflyjump"] = 1.033,
- ["idle"] = 0.8,
- }
-
- --飞鞋连续多段跳
- Config.otherFightInfo.shoe_muiti_jump_info = {
- {min = 500, max = 900, jump_counts = 1},
- {min = 900, max = 1800, jump_counts = 2},
- {min = 1800, max = 99999, jump_counts = 3},
- }
-
- --每个职业每个跳跃动作的校正值 通过多段跳的第一次起跳来做参考
- --jump10 和jump11是通过第二种跳跃来调节
- --调整的参数 值越大 速度越快 速度越快 游戏内动画播放速度 太大会导致滑步,太小会导致动作播放不完整
- Config.otherFightInfo.jump_move_movie_speed_off =
- {
- ["1@1"] = {
- ["jump"] = -0.2,
- ["jump2"] = 0.03,
- ["jump3"] = 0,
- ["jump4"] = -0.01,
- ["jump5"] = 0.2,
- },
- ["2@1"] = {
- ["jump"] = 0.3, ---龙骑士 闪避跳 游戏内动画播放速度 太大会导致滑步,太小会导致动作播放不完整
- ["jump2"] = 0.03,
- ["jump3"] = -0.3,
- ["jump4"] = 0.3,
- ["jump5"] = 0.2,
- },
- ["3@2"] = {
- ["jump"] = 0,
- ["jump2"] = -0.3,
- ["jump3"] = -0.3,
- ["jump4"] = 0,
- ["jump5"] = 0.2,
- },
- ["4@2"] = {
- ["jump"] = 0,
- ["jump2"] = -0.3,
- ["jump3"] = -0.3,
- ["jump4"] = 0,
- ["jump5"] = 0.2,
- },
- }
-
- --任务多段跳
- Config.otherFightInfo.task_jump_move_movie_speed_off =
- {
- ["1@1"] = {
- ["jump"] = -0.2,
- ["jump2"] = 0.03,
- ["jump3"] = 0,
- ["jump4"] = 0,
- ["jump5"] = 0.2,
- },
- ["2@1"] = {
- ["jump"] = 0.3, ---龙骑士 闪避跳 游戏内动画播放速度 太大会导致滑步,太小会导致动作播放不完整
- ["jump2"] = 0.3,
- ["jump3"] = -0.3,
- ["jump4"] = -0.35,
- ["jump5"] = 0.2,
- },
- ["3@2"] = {
- ["jump"] = 0,
- ["jump2"] = -0.3,
- ["jump3"] = -0.3,
- ["jump4"] = 0,
- ["jump5"] = 0.2,
- },
- ["4@2"] = {
- ["jump"] = 0,
- ["jump2"] = -0.3,
- ["jump3"] = -0.3,
- ["jump4"] = 0,
- ["jump5"] = 0.2,
- },
- }
-
- --每个职业的冲刺动作 随机
- Config.otherFightInfo.RushAction = {
- ["1@1"] = {"rush"},
- ["1@2"] = {"rush"},
- [3] = {"jump","jump2","jump3","jdump4","jump5","jump6","jump7","jump8","jump9"},
- }
-
- --打玩家不冲刺的场景
- Config.otherFightInfo.NoRushToRoleScene = {
- --[1001] = true,
- }
-
- --游泳模型
- Config.otherFightInfo.SWingModel =
- {
- ["1@1"] = 101010,
- ["2@1"] = 101010,
- ["3@2"] = 102010,
- ["4@2"] = 102010,
- }
-
- --游泳特效
- Config.otherFightInfo.SWingEffect =
- {
- idle = "char_keepwaterwave",
- run = "char_keepswimming",
- into = "effect_swim_003",
- out = "effect_swim_003",
- }
-
- Config.otherFightInfo.SwingScene = {
- -- [5161] = true,
- -- [5162] = true,
- [1001] = true,
- [5163] = true,
- }
-
- Config.otherFightInfo.SWingBoardSize =
- {
- width = 321,
- height = 253,
- }
-
- Config.otherFightInfo.SWingBoardRes =
- {
- [1] = "swim_1",
- [2] = "swim_2",
- [3] = "swim_3",
- -- [4] = "swim_4",
- }
-
- --根据性别区分角度
- Config.otherFightInfo.SWingDateRotation =
- {
- [1] = -155,
- [2] = -180,
- }
-
- ---客户端播放速度参数,默认1.0倍
- Time.timeScale =1
-
-
-
- Config.otherFightInfo.cross_animation_time = 0.3
- -- Config.otherFightInfo.cross_animation_time2 = 0
- -- Config.otherFightInfo.cross_animation_time3 = 0
- Config.otherFightInfo.test_ps_angle = -18
- -- RoleManager.Instance.mainRoleInfo.att_speed = -150
- --角色头上最多显示多少个buff图标
- Config.otherFightInfo.buffIcon_max_count = 5
- --主角作为攻击者记录最多的受击方数量
- Config.otherFightInfo.mainRole_attacker_max_count = 12
- --主角作为受击者记录最多攻击方的数量
- Config.otherFightInfo.mainRole_defender_max_count = 12
- --模型转向过渡 每秒转多少度
- Config.otherFightInfo.test_rotate = 600
- --场景最多显示多少角色
- Config.otherFightInfo.scene_max_role_count = 30
- --角色基础速度值,默认值
- Config.otherFightInfo.base_move_speed = 450 --服务端是500
- --角色移动速度值,用来改变移动动作倍速,倍速=服务端速度/客户端速度
- Config.otherFightInfo.career_move_speed = {
- [1] = 500,
- [2] = 400,
- [3] = 500,
- [4] = 400,
- }
- --主角跳跃的时候 随着高度的大小缩放值
- Config.otherFightInfo.mainrole_jump_scale = 1.15
- --角色冲刺打怪的速度
- Config.otherFightInfo.rush_to_monster_speed = 1200
- --角色冲刺打怪的最大距离
- Config.otherFightInfo.rush_to_monster_max_dis = 600
- --角色冲刺到目标点多少像素内
- Config.otherFightInfo.rush_to_monster_offset_dis = 200
- --角色寻路上坐骑的最小距离
- Config.otherFightInfo.ride_horse_limit_distance = 800
-
-
- ----------------一下是多段跳的参数 1是抛物线跳跃 2是蹬出去再慢慢落地的跳跃 3是战斗躲闪跳----------------
- --多段跳竖直方向的初始速度
- Config.otherFightInfo.jump_vspeed = {
- --正常跳跃
- [1] =
- {
- [1] = 1200, --一段跳
- [2] = 1200, --二段跳
- [3] = 1600, --三段跳
- },
- --任务多段跳
- [2] =
- {
- [1] = 1500, --一段跳
- [2] = 1500, --二段跳
- [3] = 2000, --三段跳
- },
- [3] =
- {
- [1] = 1200, --一段跳
- },
- [4] =
- {
- [1] = 1000, --出入水
- },
- }
- --多段跳水平方向的初始速度
- Config.otherFightInfo.jump_hspeed = {
-
- --正常跳跃
- [1] =
- {
- [1] = 900, --一段跳
- [2] = 900, --二段跳
- [3] = 1200, --三段跳
- },
- --任务多段跳(这个逻辑下此处无用)
- [2] =
- {
- [1] = 900, --一段跳
- [2] = 900,--二段跳
- [3] = 1600,--三段跳
- },
- [3] =
- {
- [1] = 900, --一段跳
- },
- [4] =
- {
- [1] = 400, --出入水
- },
- }
-
- --多段跳每秒钟垂直方向上减去的速度值
- Config.otherFightInfo.jump_gravity_speed = {
- [1] = 2500,
- [2] = 3500,
- [3] = 2500,
- [4] = 2500, --出入水
- }
-
- --多段跳落地后的停留时间(截取动画最后0.x秒 强制停止不作位移)
- --key = 多段跳类型@职业
- Config.otherFightInfo.jump_fall_stay_time = {
- ["1@1"] = 0.1,
- ["1@2"] = 0.1,
- ["1@3"] = 0.1,
- ["1@4"] = 0.1,
- ["2@1"] = 0.1,
- ["2@2"] = 0.1,
- ["2@3"] = 0.1,
- ["2@4"] = 0.1,
- ["3@1"] = 0.05,
- ["3@2"] = 0.3,
- ["3@3"] = 0.1,
- ["3@4"] = 0.1,
- ["4@1"] = 0.05,
- ["4@2"] = 0.3,
- ["4@3"] = 0.1,
- ["4@4"] = 0.1,
- ["5@1"] = 0.05,
- ["5@2"] = 0.3,
- ["5@3"] = 0.1,
- ["5@4"] = 0.1,
- }
- --影子默认透明度
- Config.otherFightInfo.shadow_default_alpha = 0.3
-
- --配置坐骑的宽度和高度
- Config.otherFightInfo.horse_res_bound = {
- [1000] = {x = 200, y = 200},
- [1001] = {x = 200, y = 200},
- [1002] = {x = 200, y = 210},
- [1003] = {x = 200, y = 330},
- [1004] = {x = 200, y = 260},
- [1005] = {x = 200, y = 260},
- [1006] = {x = 200, y = 270},
- [1007] = {x = 200, y = 390},
- [1008] = {x = 200, y = 300},
- [1009] = {x = 200, y = 330},
- [1010] = {x = 200, y = 330},
- [1011] = {x = 200, y = 330},
- [1012] = {x = 200, y = 330},
- [1013] = {x = 200, y = 330},
- [1014] = {x = 200, y = 330},
- }
-
-
-
- --buff资源信息列表 设置一些比较特殊的buff资源参数 比如attacktype 一般都是7 但是不是7的话 就要再这里配置
- Config.otherFightInfo.buff_res_info_list = {
- -- [301] = {
- -- attach_type = 1,
- -- isLoop = false,
- -- },
- }
-
- --辅助技能特效配置
- Config.otherFightInfo.assist_buff_res = {
- [400001] = {
- buff_effect_id = 0,--0表示不用场景表现
- },
- [400002] = {
- res = "buffparticle_307_1",
- isLoop = false,
- buff_effect_id = 1,--0表示不用场景表现
- },
- [1110000016] = {
- res = "buffparticle_304_1",
- isLoop = false,
- buff_effect_id = 1,--0表示不用场景表现
- },
- }
-
- --跳跃幻影参数
- Config.otherFightInfo.jump_after_image_info = {duration = 0.18, interval = 0.09, r = 1, g = 1, b = 1, a = 0.8}
-
- function Config.otherFightInfo.test_func3(ref_tar, patent_transform, call_back, hide_click, hide_line)
-
- end
-
- function Config.otherFightInfo.test_func(self, now_time, elapse_time)
-
- end
-
- function Config.otherFightInfo.test_func2(ref_tar, patent_transform, call_back, hide_click, hide_line)
-
- end
- -- Config.otherFightInfo.test_color = {1, 1, 1}
- -- if Scene.Instance.main_role then
- -- Scene.Instance.main_role:SetColorFlag(Character.ColorFlag.Attack,true,Config.otherFightInfo.test_color[1], Config.otherFightInfo.test_color[2], Config.otherFightInfo.test_color[3])
- -- end
-
- Config.otherFightInfo.sprite_skill_id = 203000--宝具攻击技能id
- Config.otherFightInfo.pet_skill_id = 205000--伙伴攻击技能id
-
- --身体部件没有拆开的模型id配置
- Config.otherFightInfo.not_split_part_id_cfg =
- {
- [101010] = true,
- [102010] = true,
- }
-
- Config.otherFightInfo.hit_fly = {
- move_hspeed = 800, --水平速度
- move_vspeed = 300, --垂直速度
- hit_fly_distance = 300, --时间
- hit_fly_gravity_speed = 500, --初始向上的方向值
- fall_stay_time = 0.1,
- }
-
- --主角动画播放速度校正值 Key 为职业
- Config.otherFightInfo.mainrole_move_action_off = {
- [1] = 150,
- [2] = 150,
- [3] = 150,
- [4] = 150,
- }
-
- --星灵速度 = 玩家速度 * (1 + (dist - 350) / 800) ,其中dist 是 星灵跟玩家的距离差,星灵跟玩家距离大于200 才会执行移动
- --星灵动画速度 = 星灵速度 / (Config.otherFightInfo.base_move_speed + 校正值)
-
- --星灵动画播放速度校正值 Key 为星灵Id
- Config.otherFightInfo.star_move_action_off = {
- [1001] = -50,
- [1002] = 50,
- }
-
- --进入在线远征的时间值
- Config.otherFightInfo.enter_expedition = 600
-
-
- --BOSS血条高度配置
- --type_id = 血条高度
- Config.otherFightInfo.boss_name_heigth = {
- [1203007] = 350,
- }
-
- --武器动作,列表中存在的动作才会播放
- Config.otherFightInfo.weapon_action = {
- ["attack3"] = true
- }
-
- --角色在部分特殊场景的动作映射
- Config.otherFightInfo.special_scene_action = {
- [1005] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
- [10051] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
- [2209] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
- [2210] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
- [9002] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
- }
-
- --第二套骑乘动作(1:小绵羊式 2:一般摩托式 3:站立式 4:屈膝收腿 5:坐椅子式 6:骑马式 7,深度摩托(哈雷))
- Config.otherFightInfo.on_horse_action = {
- [0] = {idle_action = "ride2", run_action = "riderun2"},
- [1000] = {idle_action = "ride2", run_action = "riderun2"},
- [1001] = {idle_action = "ride2", run_action = "riderun2"},
- [1002] = {idle_action = "ride2", run_action = "riderun2"},
- [1003] = {idle_action = "ride2", run_action = "riderun2"},
- [1004] = {idle_action = "ride3", run_action = "riderun3"},
- [1005] = {idle_action = "ride3", run_action = "riderun3"},
- [1006] = {idle_action = "ride3", run_action = "riderun3"},
- [1007] = {idle_action = "ride4", run_action = "riderun4"},
- [1008] = {idle_action = "ride5", run_action = "riderun5"},
- [1009] = {idle_action = "ride5", run_action = "riderun5"},
-
- [1010] = {idle_action = "ride5", run_action = "riderun5"},
- [1210] = {idle_action = "ride5", run_action = "riderun5"},
- [1310] = {idle_action = "ride5", run_action = "riderun5"},
- [1011] = {idle_action = "ride5", run_action = "riderun5"},
- [1211] = {idle_action = "ride5", run_action = "riderun5"},
- [1311] = {idle_action = "ride5", run_action = "riderun5"},
- [1012] = {idle_action = "ride6", run_action = "riderun6"},
- [1212] = {idle_action = "ride6", run_action = "riderun6"},
- [1312] = {idle_action = "ride6", run_action = "riderun6"},
- [1013] = {idle_action = "ride6", run_action = "riderun6"},
- [1213] = {idle_action = "ride6", run_action = "riderun6"},
- [1313] = {idle_action = "ride6", run_action = "riderun6"},
- [1014] = {idle_action = "ride4", run_action = "riderun4"},
- [1214] = {idle_action = "ride4", run_action = "riderun4"},
- [1314] = {idle_action = "ride4", run_action = "riderun4"},
- [1015] = {idle_action = "ride6", run_action = "riderun6"},
- [1215] = {idle_action = "ride6", run_action = "riderun6"},
- [1315] = {idle_action = "ride6", run_action = "riderun6"},
- [1016] = {idle_action = "ride6", run_action = "riderun6"},
- [1216] = {idle_action = "ride6", run_action = "riderun6"},
- [1316] = {idle_action = "ride6", run_action = "riderun6"},
- [1017] = {idle_action = "ride", run_action = "riderun"},
- [1217] = {idle_action = "ride", run_action = "riderun"},
- [1317] = {idle_action = "ride", run_action = "riderun"},
- [1018] = {idle_action = "ride5", run_action = "riderun5"},
- [1218] = {idle_action = "ride5", run_action = "riderun5"},
- [1318] = {idle_action = "ride5", run_action = "riderun5"},
- [1019] = {idle_action = "ride5", run_action = "riderun5"},
- [1219] = {idle_action = "ride5", run_action = "riderun5"},
- [1319] = {idle_action = "ride5", run_action = "riderun5"},
- [1020] = {idle_action = "ride5", run_action = "riderun5"},
- [1220] = {idle_action = "ride5", run_action = "riderun5"},
- [1320] = {idle_action = "ride5", run_action = "riderun5"},
- [1021] = {idle_action = "ride4", run_action = "riderun4"},
- [1221] = {idle_action = "ride4", run_action = "riderun4"},
- [1321] = {idle_action = "ride4", run_action = "riderun4"},
- [1022] = {idle_action = "ride6", run_action = "riderun6"},
- [1222] = {idle_action = "ride6", run_action = "riderun6"},
- [1322] = {idle_action = "ride6", run_action = "riderun6"},
- [1023] = {idle_action = "ride3", run_action = "riderun3"},
- [1223] = {idle_action = "ride3", run_action = "riderun3"},
- [1323] = {idle_action = "ride3", run_action = "riderun3"},
-
- [1024] = {idle_action = "ride5", run_action = "riderun5"},
- [1224] = {idle_action = "ride5", run_action = "riderun5"},
- [1323] = {idle_action = "ride5", run_action = "riderun5"},
-
- [1025] = {idle_action = "ride7", run_action = "riderun7"},
- [1225] = {idle_action = "ride7", run_action = "riderun7"},
- [1325] = {idle_action = "ride7", run_action = "riderun7"},
-
-
-
- --剧情坐骑
- --[1023] = {idle_action = "idle", run_action = "idle"},
- }
-
- -- 宝宝坐骑 骑乘动作 ride坐骑姿势,ride2是盘腿坐,ride3是蜷缩腿坐,适用婴儿车等
- Config.otherFightInfo.on_baby_horse_action = {
- [0] = {idle_action = "ride", run_action = "ride"},
- [1001] = {idle_action = "ride3", run_action = "riderun"},
- [1002] = {idle_action = "ride", run_action = "riderun"},
- [1003] = {idle_action = "ride", run_action = "riderun"},
- [1004] = {idle_action = "ride", run_action = "riderun"},
- [1005] = {idle_action = "ride2", run_action = "riderun2"},
- }
- --------------------------------------法宝配置----------------------------------------
- --法宝上下浮动
- Config.otherFightInfo.FabaoFloatConfig = {
- center_pos = {x=0, y=0}, --中心点坐标
- a = 0,
- b = 5, --上下浮动半径
- moveInAnticlockwise = true, --是否顺时针运动
- time = 1.5, --椭圆运行1周的时间
- }
-
- --法宝椭圆运动
- Config.otherFightInfo.FabaoEllipseConfig = {
- start_blink_dis = 1100, --大于这个距离会瞬移
- after_blink_dis = 800, --瞬移后距离主角的距离
- center_pos = {x=0, y=0}, --中心点坐标
- a = 120, --椭圆长半径
- b = 80, --椭圆短半径
- moveInAnticlockwise = true, --是否顺时针运动
- time = 5, --椭圆运行1周的时间
- stat_time = 12, --椭圆运动冷却时间
- }
-
-
- -----------------------------------法宝end------------------------------------
-
- --------------------------------------伙伴配置----------------------------------------
- Config.otherFightInfo.pet_info = {
- max_dis = 250, --超过这个距离会触发跟随
- follow_dis = 150, --跟随时与主角的距离(身后多少个像素)
- min_dis = 50, --小于这个距离会触发修正位置
- start_blink_dis = 1100, --大于这个距离会瞬移
- after_blink_dis = 800, --瞬移后距离主角的距离
- fix_pos = {
- --修正后的目标位置,基于主角坐标加下面坐标随机一个的偏移
- [1] = {x = 100, y = 100},
- [2] = {x = 80, y = 80},
- [3] = {x = 70, y = 70},
- [4] = {x = 90, y = 90},
- },
- }
- --------------------------------------伙伴end-----------------------------------------
-
- --------------------------------------宠物配置----------------------------------------
- Config.otherFightInfo.pokemon_info = {
- max_dis = 200, --超过这个距离会触发跟随
- follow_dis = 120, --跟随时与主角的距离(身后多少个像素)
- min_dis = 50, --小于这个距离会触发修正位置
- start_blink_dis = 1100, --大于这个距离会瞬移
- after_blink_dis = 120, --瞬移后距离主角的距离
- fix_pos = {
- --修正后的目标位置,基于主角坐标加下面坐标随机一个的偏移
- [1] = {x = 120, y = 120},
- [2] = {x = 110, y = 110},
- [3] = {x = 100, y = 100},
- [4] = {x = 90, y = 90},
- },
- }
-
- Config.otherFightInfo.assisit_pokemon_info = {
- max_dis = 250, --超过这个距离会触发跟随
- follow_dis = 100, --跟随时与主角的距离(身后多少个像素)
- min_dis = 60, --小于这个距离会触发修正位置
- start_blink_dis = 1100, --大于这个距离会瞬移
- after_blink_dis = 140, --瞬移后距离主角的距离
- fix_pos = {
- --修正后的目标位置,基于主角坐标加下面坐标随机一个的偏移
- [1] = {x = 130, y = 130},
- [2] = {x = 115, y = 115},
- [3] = {x = 100, y = 100},
- [4] = {x = 90, y = 90},
- },
- }
- --------------------------------------宠物end-----------------------------------------
- ----------宝宝配置-start---------
- Config.otherFightInfo.baby_info = {
- max_dis = 250, --超过这个距离会触发跟随
- follow_dis = 80, --跟随时与主角的距离(身后多少个像素)
- min_dis = 50, --小于这个距离会触发修正位置
- start_blink_dis = 1100, --大于这个距离会瞬移
- after_blink_dis = 800, --瞬移后距离主角的距离
- fix_pos = {
- --修正后的目标位置,基于主角坐标加下面坐标随机一个的偏移
- [1] = {x = 110, y = 110},
- [2] = {x = 80, y = 80},
- [3] = {x = 70, y = 70},
- [4] = {x = 90, y = 90},
- },
- }
- ----------宝宝配置-end-----------
- --怪物击飞
- Config.otherFightInfo.monsterAttackFly = {
- fly_time = 0.3, --击飞持续时间
- fly_speed = 800, --击飞水平速度
- fly_heigth = 50, --击飞最大高度
- }
-
- Config.otherFightInfo.monsterOutline = {
- alpha = 0.3, --受击发光的透明度(强度,0-1)
- time = 0.2, --受击发光的持续时间(0.1-0.3,建议不要超过最小公共CD0.3)
- }
-
-
- -----------------------------------星辰配置start-------------------------------
- --动作映射
- Config.otherFightInfo.galaxy_actions = {
- ["show"] = "show_1",
- ["idle"] = "idle_1",
- ["run"] = "run_1",
- }
-
- --轨迹配置
- Config.otherFightInfo.PearlEllipse = {
- center_pos = {x = 0, y = 0}, --中心点坐标
- a = 1, --椭圆长半径
- b = 1, --椭圆短半径
- moveInAnticlockwise = true, --是否顺时针运动
- time = 10, --椭圆运行1周的时间
- }
- --UI轨迹配置
- Config.otherFightInfo.PearlUIEllipse = {
- center_pos = {x = 0, y = 0}, --中心点坐标
- a = 0.2, --椭圆长半径
- b = 0.2, --椭圆短半径
- moveInAnticlockwise = true, --是否顺时针运动
- time = 0.5, --椭圆运行1周的时间
- }
- -----------------------------------星辰配置end-------------------------------
-
-
- -----------------------------------战魂配置start-------------------------------
- Config.otherFightInfo.warSoulEffectCfg = {
- [330113] = {"effect_egg_skill_202",2},--技能资源和持续时间
- [330213] = {"effect_egg_skill_101",2},
- [330214] = {"effect_egg_skill_102",2},
- [330216] = {"effect_egg_skill_103",2},
- }
- -----------------------------------战魂配置end-------------------------------
-
-
- -----------------------------------幻光配置start-------------------------------
- Config.otherFightInfo.lightEffectCfg = {
- [120001] = {"effect_glow_skill01",3, 1, 2},--技能资源,持续时间,缩放系数,释放位置(1表示人物脚底,2表示人物当前位置)
- [120002] = {"effect_glow_skill02",3, 1, 2},
- [120003] = {"effect_glow_skill03",3, 1, 2},
- }
- -----------------------------------战魂配置end-------------------------------
-
- -----------------------------------怪物攻击/死亡动作时长配置start-------------------------------
- Config.otherFightInfo.monster_action_time = {
- --怪物类型ID;对应动作的持续时长,单位为秒;
- [10010001] = {
- ["attack"] = 1.8,
- ["attack2"] = 2.1,
- ["death"] = 2.3,
- },
-
- [10010002] = {
- ["attack"] = 1.6,
- ["attack2"] = 2.1,
- ["death"] = 1.1,
- },
-
- [10010003] = {
- ["attack"] = 1.8,
- ["attack2"] = 2.1,
- ["death"] = 2.0,
- },
-
- [10010004] = {
- ["attack"] = 1.3,
- ["attack2"] = 3.1,
- ["death"] = 2.0,
- },
-
- [10010005] = {
- ["attack"] = 1.5,
- ["attack2"] = 1.5,
- ["death"] = 1.2,
- },
-
- [10010006] = {
- ["attack"] = 1.2,
- ["attack2"] = 1.8,
- ["death"] = 2.0,
- },
-
- [10010007] = {
- ["attack"] = 1.6,
- ["attack2"] = 2.5,
- ["death"] = 2.0,
- },
-
- [10010008] = {
- ["attack"] = 1.8,
- ["attack2"] = 2.2,
- ["death"] = 2.0,
- },
-
- [10010009] = {
- ["attack"] = 1.2,
- ["attack2"] = 1.9,
- ["death"] = 2.1,
- },
-
- [10020001] = {
- ["attack"] = 1.6,
- ["attack2"] = 1.9,
- ["death"] = 2.0,
- },
-
- [10020002] = {
- ["attack"] = 1.2,
- ["attack2"] = 2.4,
- ["death"] = 2.4,
- },
-
- [10020003] = {
- ["attack"] = 1.6,
- ["attack2"] = 2.1,
- ["death"] = 1.6,
- },
-
- [10030001] = {
- ["attack"] = 1.2,
- ["attack2"] = 1.3,
- ["death"] = 2.3,
- },
-
- [10040001] = {
- ["attack"] = 1.5,
- ["attack2"] = 1.6,
- ["death"] = 1.7,
- },
-
- [10040002] = {
- ["attack"] = 1.6,
- ["attack2"] = 1.6,
- ["death"] = 2.3,
- },
-
- [10040003] = {
- ["attack"] = 1.3,
- ["attack2"] = 1.6,
- ["death"] = 2.3,
- },
-
- [20010004] = {
- ["attack"] = 1.3,
- ["attack2"] = 3.1,
- ["death"] = 2.0,
- },
- }
- -----------------------------------怪物攻击/死亡动作时长配置end---------------------------------
-
-
- ----------------------------------宠物buff技能特效配置START---------------------------------
-
- --被动技能id, 特效名称, 特效持续时长
- Config.otherFightInfo.pet_buff_skill_eff_list = {
- [121001] = {id = 121001, effect_name = "effect_pet_1121_buff", time = 5}, --特种兵猪崽
- [121002] = {id = 121002, effect_name = "effect_pet_1161_buff", time = 5}, --绿荫之精
- [121003] = {id = 121003, effect_name = "effect_pet_1071_buff", time = 5}, --王牌飞行员
- [121004] = {id = 121004, effect_name = "effect_pet_1031_buff", time = 5}, --绵羊魔灵
- [121005] = {id = 121005, effect_name = "effect_pet_1181_buff", time = 5}, --暴击小兔
- [121006] = {id = 121006, effect_name = "effect_pet_1131_buff", time = 5}, --动森菇灵
- [121007] = {id = 121007, effect_name = "effect_pet_1081_buff", time = 5}, --电枪少女Z
- [121008] = {id = 121008, effect_name = "effect_pet_1061_buff", time = 5}, --电动少女Q
- [121009] = {id = 121009, effect_name = "effect_pet_1001_buff", time = 5}, --傀儡兽娘
- [121010] = {id = 121010, effect_name = "effect_pet_1051_buff", time = 5}, --超能雇佣喵
- [121011] = {id = 121011, effect_name = "effect_pet_1011_buff", time = 5}, --南瓜魔灵
- [121012] = {id = 121012, effect_name = "effect_pet_1201_buff", time = 5}, --无解战斗鸡
- [121013] = {id = 121013, effect_name = "effect_pet_1141_buff", time = 5}, --弹丸X小丑
- [121014] = {id = 121014, effect_name = "effect_pet_1091_buff", time = 5}, --绷带兔X
- [121015] = {id = 121015, effect_name = "effect_pet_1041_buff", time = 5}, --神奇小迪
- [121016] = {id = 121016, effect_name = "effect_pet_1101_buff", time = 5}, --月辰星王子
- [121017] = {id = 121017, effect_name = "effect_pet_1021_buff", time = 5}, --日曜星王子
- [121018] = {id = 121018, effect_name = "effect_pet_1151_buff", time = 5}, --异星龙娘
- [121019] = {id = 121019, effect_name = "effect_pet_1171_buff", time = 5}, --微星王女
- [121020] = {id = 121020, effect_name = "effect_pet_1111_buff", time = 5}, --狐面忍生
- [121021] = {id = 121021, effect_name = "effect_pet_1191_buff", time = 5}, --嘚儿啵啵
- }
-
- ----------------------------------宠物buff技能特效配置END---------------------------------
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