源战役客户端
25'ten fazla konu seçemezsiniz Konular bir harf veya rakamla başlamalı, kısa çizgiler ('-') içerebilir ve en fazla 35 karakter uzunluğunda olabilir.

1168 satır
37 KiB

  1. Config = Config or {}
  2. Config.otherFightInfo = {}
  3. -------------------------------一些零碎战斗信息配置-----------------------------------------
  4. --[[
  5. anim_type:
  6. 2;
  7. 3;
  8. 4
  9. 6线
  10. 7
  11. ]]
  12. Config.otherFightInfo.MonsterAnimal = {
  13. --怪物受普攻
  14. ["normal"] = {
  15. cache_type = 1, --类型id,唯一不可重复
  16. anim_type = 6, --动画类型
  17. start_scale = 1, --开始比例
  18. start_pos_y = 400, --开始高度位置
  19. speed1 = 500, --上升垂直初速度
  20. add_speed1 = 2000, --上升垂直加速度
  21. speed3 = 400, --水平初速度
  22. time1 = 500 / 2000,--上升时间
  23. time2 = 0.5, --下降时间
  24. scale2 = 2.0, --第二次缩放大小
  25. scale2time = 0.4, --第二次缩放持续时间
  26. scale3 = 1.0, --第三次缩放大小
  27. scale3time = 0.1, --第三次缩放持续时间
  28. },
  29. -- ["normal"] = {
  30. -- cache_type = 1, --类型id,唯一不可重复
  31. -- anim_type = 7, --动画类型
  32. -- start_scale = 2, --开始比例
  33. -- start_pos_y = 400, --开始高度位置
  34. -- start_pos_x = 10, --开始高度位置
  35. -- speed1 = 500, --上升速度
  36. -- time1 = 1.2, --上升时间
  37. -- scale2 = 1, --第二次缩放大小
  38. -- scale2time = 0.3, --第二次缩放持续时间
  39. -- random_x_max = -10, --x偏移 随机最小整数值
  40. -- random_x_min = 10, --x偏移 随机最小整数值
  41. -- random_x_step = 10, --偏移的梯度
  42. -- },
  43. --怪物受暴击
  44. ["baoji"] = {
  45. cache_type = 2, --类型id,唯一不可重复
  46. anim_type = 6, --动画类型
  47. start_scale = 2, --开始比例
  48. start_pos_y = 400, --开始高度位置
  49. speed1 = 1500, --上升垂直初速度
  50. add_speed1 = 2000, --上升垂直加速度
  51. speed3 = 400, --水平初速度
  52. time1 = 1500 / 2000,--上升时间
  53. time2 = 0.4, --下降时间
  54. scale2 = 2.0, --第二次缩放大小
  55. scale2time = 0.5, --第二次缩放持续时间
  56. scale3 = 1.0, --第三次缩放大小
  57. scale3time = 0.5, --第二次缩放持续时间
  58. },
  59. --怪物回血
  60. ["addhp"] = {
  61. cache_type = 3, --类型id,唯一不可重复
  62. anim_type = 3, --动画类型
  63. start_pos_y = 200, --开始高度位置
  64. start_scale = 2, --开始比例
  65. speed1 = 2000, --开始速度
  66. time1 = 0.15, --从大变小且移动的时间
  67. time2 = 0.1, --停留多久时间
  68. speed3 = 1000, --水平消失时的速度
  69. time3 = 0.4, --水平消失的时间
  70. },
  71. --怪物受会心
  72. ["huixin"] = {
  73. cache_type = 4, --类型id,唯一不可重复
  74. anim_type = 3, --动画类型
  75. start_pos_y = 200, --开始高度位置
  76. start_scale = 2, --开始比例
  77. speed1 = 2000, --开始速度
  78. time1 = 0.15, --从大变小且移动的时间
  79. time2 = 0.1, --停留多久时间
  80. speed3 = 1000, --水平消失时的速度
  81. time3 = 0.4, --水平消失的时间
  82. },
  83. --怪物格挡
  84. ["gedang"] = {
  85. cache_type = 5, --类型id,唯一不可重复
  86. anim_type = 3, --动画类型
  87. start_pos_y = 200, --开始高度位置
  88. start_scale = 2, --开始比例
  89. speed1 = 2000, --开始速度
  90. time1 = 0.15, --从大变小且移动的时间
  91. time2 = 0.1, --停留多久时间
  92. speed3 = 1000, --水平消失时的速度
  93. time3 = 0.4, --水平消失的时间
  94. },
  95. --怪物闪避
  96. ["shanbi"] = {
  97. cache_type = 6, --类型id,唯一不可重复
  98. anim_type = 3, --动画类型
  99. start_pos_y = 200, --开始高度位置
  100. start_scale = 2, --开始比例
  101. speed1 = 2000, --开始速度
  102. time1 = 0.15, --从大变小且移动的时间
  103. time2 = 0.1, --停留多久时间
  104. speed3 = 1000, --水平消失时的速度
  105. time3 = 0.4, --水平消失的时间
  106. },
  107. }
  108. Config.otherFightInfo.RoleAnimal = {
  109. --角色受普攻
  110. ["normal"] = {
  111. cache_type = 11, --类型id,唯一不可重复
  112. anim_type = 2, --动画类型
  113. start_pos_y = 300, --开始高度位置
  114. start_scale = 1, --开始比例
  115. speed1 = 2000, --开始速度
  116. time1 = 0.15, --从大变小且移动的时间
  117. time2 = 0.1, --停留多久时间
  118. speed3 = 1000, --垂直消失时的速度
  119. time3 = 0.4, --垂直消失的时间
  120. },
  121. --角色受暴击
  122. ["baoji"] = {
  123. cache_type = 12, --类型id,唯一不可重复
  124. anim_type = 2, --动画类型
  125. start_pos_y = 300, --开始高度位置
  126. start_scale = 1, --开始比例
  127. speed1 = 2000, --开始速度
  128. time1 = 0.15, --从大变小且移动的时间
  129. time2 = 0.1, --停留多久时间
  130. speed3 = 1000, --垂直消失时的速度
  131. time3 = 0.4, --垂直消失的时间
  132. },
  133. --角色回血
  134. ["addhp"] = {
  135. cache_type = 13, --类型id,唯一不可重复
  136. anim_type = 2, --动画类型
  137. start_pos_y = 300, --开始高度位置
  138. start_scale = 1, --开始比例
  139. speed1 = 2000, --开始速度
  140. time1 = 0.15, --从大变小且移动的时间
  141. time2 = 0.1, --停留多久时间
  142. speed3 = 1000, --垂直消失时的速度
  143. time3 = 0.4, --垂直消失的时间
  144. },
  145. --角色受会心
  146. ["huixin"] = {
  147. cache_type = 14, --类型id,唯一不可重复
  148. anim_type = 2, --动画类型
  149. start_pos_y = 300, --开始高度位置
  150. start_scale = 1, --开始比例
  151. speed1 = 2000, --开始速度
  152. time1 = 0.15, --从大变小且移动的时间
  153. time2 = 0.1, --停留多久时间
  154. speed3 = 1000, --垂直消失时的速度
  155. time3 = 0.4, --垂直消失的时间
  156. },
  157. --角色格挡
  158. ["gedang"] = {
  159. cache_type = 15, --类型id,唯一不可重复
  160. anim_type = 2, --动画类型
  161. start_pos_y = 300, --开始高度位置
  162. start_scale = 1, --开始比例
  163. speed1 = 2000, --开始速度
  164. time1 = 0.15, --从大变小且移动的时间
  165. time2 = 0.1, --停留多久时间
  166. speed3 = 1000, --垂直消失时的速度
  167. time3 = 0.4, --垂直消失的时间
  168. },
  169. --角色闪避
  170. ["shanbi"] = {
  171. cache_type = 16, --类型id,唯一不可重复
  172. anim_type = 2, --动画类型
  173. start_pos_y = 300, --开始高度位置
  174. start_scale = 1, --开始比例
  175. speed1 = 2000, --开始速度
  176. time1 = 0.15, --从大变小且移动的时间
  177. time2 = 0.1, --停留多久时间
  178. speed3 = 1000, --垂直消失时的速度
  179. time3 = 0.4, --垂直消失的时间
  180. },
  181. }
  182. -- --倾斜弹出的动画,怪物受普通攻击
  183. -- Config.otherFightInfo.FightDamageInfo_tilt = {
  184. -- start_pos_y = 850, --开始高度位置
  185. -- start_scale = 1.5, --开始比例
  186. -- type4_speed1 = 2500, --开始速度
  187. -- type4_time1 = 0.25, --从大变小的时间
  188. -- type4_time2 = 0.1, --停留多久时间
  189. -- type4_speed3 = 500, --向上消失时的速度
  190. -- type4_time3 = 0.3 -- 向上消失的时间
  191. -- }
  192. -- --水平弹出的动画,怪物受暴击等
  193. -- Config.otherFightInfo.FightDamageInfo_baoji = {
  194. -- start_pos_y = 80, --开始高度位置
  195. -- start_scale = 1.2, --开始比例
  196. -- type3_speed1 = 4000, --开始速度
  197. -- type3_time1 = 0.25, --从大变小且移动的时间
  198. -- type3_time2 = 0.25, --停留多久时间
  199. -- type3_speed3 = 600, --水平消失时的速度
  200. -- type3_time3 = 0.4 -- 水平消失的时间
  201. -- }
  202. -- --垂直上升的动画,人物受普通攻击
  203. -- Config.otherFightInfo.FightDamageInfo_mainrole_normal = {
  204. -- start_pos_y = 850, --开始高度位置
  205. -- start_scale = 1, --开始比例
  206. -- type2_speed1 = 1000, --开始速度
  207. -- type2_time1 = 0.3, --从大变小且移动的时间
  208. -- type2_time2 = 0.1, --停留多久时间
  209. -- type2_speed3 = 200, --垂直消失时的速度
  210. -- type2_time3 = 0.4 -- 垂直消失的时间
  211. -- }
  212. -- --垂直上升的动画,人物受暴击等
  213. -- Config.otherFightInfo.FightDamageInfo_mainrole_baoji = {
  214. -- start_pos_y = 200, --开始高度位置
  215. -- start_scale = 1, --开始比例
  216. -- type2_speed1 = 1000, --开始速度
  217. -- type2_time1 = 0.3, --从大变小且移动的时间
  218. -- type2_time2 = 0.1, --停留多久时间
  219. -- type2_speed3 = 200, --垂直消失时的速度
  220. -- type2_time3 = 0.4 -- 垂直消失的时间
  221. -- }
  222. -- --垂直上升的动画,目前应用于:人物回血/回蓝
  223. -- Config.otherFightInfo.FightDamageInfo_mainrole_others = {
  224. -- start_pos_y = 80, --开始高度位置
  225. -- start_scale = 1, --开始比例
  226. -- type2_speed1 = 400, --开始速度
  227. -- type2_time1 = 0.5, --从大变小且移动的时间
  228. -- type2_time2 = 0.15, --停留多久时间
  229. -- type2_speed3 = 200, --垂直消失时的速度
  230. -- type2_time3 = 0.8 -- 垂直消失的时间
  231. -- }
  232. --人物获得经验
  233. Config.otherFightInfo.FightDamageInfo_show_exp = {
  234. anim_type = 5,
  235. cache_type = 13,
  236. type5_speed1 = 160, --向上消失时的速度
  237. type5_time1 = 0.2, -- 向上消失的时间
  238. type5_dist = 100,
  239. start_scale = 1,
  240. }
  241. Config.otherFightInfo.monsterAttackTime = {
  242. [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
  243. {
  244. time = 0.5, --攻击动作时间长
  245. damage_time = 0.35, --多久后播放受击动作和伤害
  246. },
  247. }
  248. Config.otherFightInfo.monsterHitAnimTime = { --怪物的受击动作频率
  249. -- [0] = 0.1,--默认的情况 受击动作频率
  250. -- [67403] = 0.4,
  251. -- [67427] = 0.4,
  252. -- [67428] = 0.4,
  253. }
  254. Config.otherFightInfo.mainRoleNormalDamageTime = {
  255. type1_speed1 = 300, --速度
  256. type1_time1 = 0.8, --时间
  257. type1_direction = 5 --初始向上的方向值
  258. }
  259. Config.otherFightInfo.lianjiTime = {
  260. showtime1 = 0.05, --出现时间
  261. showtime2 = 0.05, --消失时间
  262. show_step_time = 0.08, --切换数字时间
  263. speed = 800, --出现速度
  264. scale_time1 = 0.05,--放大时间
  265. scale_time2 = 0.1,--放到最大的停留时间
  266. scale_time3 = 0.03,--缩小时间
  267. max_scale = 1.5,--最大尺寸
  268. total_time = 2.5 --连击频率
  269. }
  270. Config.otherFightInfo.mainrole_autoAttack_interval = 0.3 --主角挂机时候的攻击间隔
  271. 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
  272. --技能浮空的默认参数
  273. Config.otherFightInfo.hit_height_info = {
  274. hit_height_rotate = 20, --每帧旋转角度
  275. hit_height_start_time = 0, --开始时间
  276. hit_height_start_time = 0, --开始时间
  277. hit_height_jump_height = 150, --高度
  278. }
  279. -- int:8 错误码
  280. Config.otherFightInfo.FightErrorCodes = {
  281. [1] = "目标已死亡",
  282. [2] = "出手太快",
  283. [3] = "自己没血",
  284. [4] = "距离太远",
  285. [5] = "技能还未冷却",
  286. [6] = "技能数据有误",
  287. [7] = "坐骑不能战斗",
  288. [8] = "安全区不能pk",
  289. [9] = "对方处于护送保护时间",
  290. [10] = "怒气不足,不能释放技能",
  291. [11] = "同等级段内的不能劫镖",
  292. [12] = "巡游中不能攻击",
  293. [14] = "技能连击阶段错误",
  294. [21] = "晕眩状态无法攻击",
  295. [22] = "您已被沉默",
  296. [23] = "您已被恐惧",
  297. [24] = "您已被缠绕",
  298. [25] = "您已被点穴",
  299. [26] = "正在施法", --
  300. [27] = "mp不足",
  301. [28] = "无法攻击目标",
  302. [29] = "对方处于和平保护状态",
  303. [30] = "连招条件不足",
  304. [31] = "该玩家处于新手保护状态",
  305. [32] = "身上有宝石,不能攻击该怪物",
  306. [33] = "睡眠状态",
  307. [34] = "不能攻击队友",
  308. [35] = "新手不能攻击其他玩家",
  309. [36] = " 防守方处于无敌状态",
  310. [37] = " 飞行器上不能战斗",
  311. [38] = " 天命技能验证失败",
  312. [39] = "红装技能只能在1vN场景使用",
  313. [40] = "城战主场景只能放形象技能",
  314. [41] = "找不到怪物",
  315. [44] = "无法攻击同社团飞艇",
  316. [45] = "护送途中无法抢夺"
  317. }
  318. --先写死战士的反弹盾技能id
  319. Config.otherFightInfo.fantandun_skill_id = 100402
  320. --反弹盾回盾技能id
  321. Config.otherFightInfo.fantandun_back_skill_id = 102401
  322. --震屏默认数据
  323. Config.otherFightInfo.default_shake_info = {
  324. shake_start_time = 0.1, --开始震动的时间
  325. shake_type = 1, --1上下振 2左右 3拉伸
  326. shake_time = 0.2, --震动的总时间 秒
  327. shake_range = 15,--震动的幅度 像素
  328. shake_rate = 0.04, --震动的频率 秒
  329. }
  330. --不需要受击变色的怪物id
  331. Config.otherFightInfo.NoHitFresnelMonsterId = {
  332. -- [4201006] = true,
  333. -- [4201007] = true,
  334. -- [4201008] = true,
  335. -- [4301001] = true,
  336. }
  337. --不需要死亡击退的怪物id
  338. Config.otherFightInfo.NoDeadActionMonsterId = {
  339. [4201006] = true,
  340. [4201007] = true,
  341. [4201008] = true,
  342. [4301001] = true,
  343. }
  344. --每个职业对应的受击特效
  345. ---职业@性别
  346. Config.otherFightInfo.hit_effect = {
  347. ["1@1"] = "effect_shouji_01",
  348. ["1@2"] = "effect_shouji_02",
  349. ["Pet"] = "effect_shouji_03",
  350. ["Baby"] = "effect_shouji_03",
  351. }
  352. Config.otherFightInfo.jump_action = {
  353. [1] = {
  354. [1] = "jump", --一段跳
  355. [2] = "jump2", --二段跳
  356. [3] = "jump3", --三段跳
  357. [4] = "jump", --四段跳
  358. },
  359. [2] = {
  360. [1] = "jump", --一段跳
  361. [2] = "jump2", --二段跳
  362. [3] = "jump3", --三段跳
  363. [4] = "jump", --四段跳
  364. },
  365. [3] = {
  366. [1] = "jump", --一段跳
  367. },
  368. [4] = {
  369. [1] = "jump", --一段跳
  370. },
  371. }
  372. --多段跳动作时间
  373. Config.otherFightInfo.jump_action_time = {
  374. ["jump"] = 1.033,
  375. ["jump2"] = 0.767,
  376. ["jump3"] = 2.067,
  377. ["flydown"] = 2.0,
  378. ["flyup"] = 1.5,
  379. ["transferout"] = 2,
  380. ["transferin"] = 2,
  381. ["gameflyjump"] = 1.033,
  382. ["idle"] = 0.8,
  383. }
  384. --飞鞋连续多段跳
  385. Config.otherFightInfo.shoe_muiti_jump_info = {
  386. {min = 500, max = 900, jump_counts = 1},
  387. {min = 900, max = 1800, jump_counts = 2},
  388. {min = 1800, max = 99999, jump_counts = 3},
  389. }
  390. --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
  391. --jump10 和jump11是通过第二种跳跃来调节
  392. --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
  393. Config.otherFightInfo.jump_move_movie_speed_off =
  394. {
  395. ["1@1"] = {
  396. ["jump"] = -0.2,
  397. ["jump2"] = 0.03,
  398. ["jump3"] = 0,
  399. ["jump4"] = -0.01,
  400. ["jump5"] = 0.2,
  401. },
  402. ["2@1"] = {
  403. ["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
  404. ["jump2"] = 0.03,
  405. ["jump3"] = -0.3,
  406. ["jump4"] = 0.3,
  407. ["jump5"] = 0.2,
  408. },
  409. ["3@2"] = {
  410. ["jump"] = 0,
  411. ["jump2"] = -0.3,
  412. ["jump3"] = -0.3,
  413. ["jump4"] = 0,
  414. ["jump5"] = 0.2,
  415. },
  416. ["4@2"] = {
  417. ["jump"] = 0,
  418. ["jump2"] = -0.3,
  419. ["jump3"] = -0.3,
  420. ["jump4"] = 0,
  421. ["jump5"] = 0.2,
  422. },
  423. }
  424. --任务多段跳
  425. Config.otherFightInfo.task_jump_move_movie_speed_off =
  426. {
  427. ["1@1"] = {
  428. ["jump"] = -0.2,
  429. ["jump2"] = 0.03,
  430. ["jump3"] = 0,
  431. ["jump4"] = 0,
  432. ["jump5"] = 0.2,
  433. },
  434. ["2@1"] = {
  435. ["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
  436. ["jump2"] = 0.3,
  437. ["jump3"] = -0.3,
  438. ["jump4"] = -0.35,
  439. ["jump5"] = 0.2,
  440. },
  441. ["3@2"] = {
  442. ["jump"] = 0,
  443. ["jump2"] = -0.3,
  444. ["jump3"] = -0.3,
  445. ["jump4"] = 0,
  446. ["jump5"] = 0.2,
  447. },
  448. ["4@2"] = {
  449. ["jump"] = 0,
  450. ["jump2"] = -0.3,
  451. ["jump3"] = -0.3,
  452. ["jump4"] = 0,
  453. ["jump5"] = 0.2,
  454. },
  455. }
  456. --每个职业的冲刺动作 随机
  457. Config.otherFightInfo.RushAction = {
  458. ["1@1"] = {"rush"},
  459. ["1@2"] = {"rush"},
  460. [3] = {"jump","jump2","jump3","jdump4","jump5","jump6","jump7","jump8","jump9"},
  461. }
  462. --打玩家不冲刺的场景
  463. Config.otherFightInfo.NoRushToRoleScene = {
  464. --[1001] = true,
  465. }
  466. --游泳模型
  467. Config.otherFightInfo.SWingModel =
  468. {
  469. ["1@1"] = 101010,
  470. ["2@1"] = 101010,
  471. ["3@2"] = 102010,
  472. ["4@2"] = 102010,
  473. }
  474. --游泳特效
  475. Config.otherFightInfo.SWingEffect =
  476. {
  477. idle = "char_keepwaterwave",
  478. run = "char_keepswimming",
  479. into = "effect_swim_003",
  480. out = "effect_swim_003",
  481. }
  482. Config.otherFightInfo.SwingScene = {
  483. -- [5161] = true,
  484. -- [5162] = true,
  485. [1001] = true,
  486. [5163] = true,
  487. }
  488. Config.otherFightInfo.SWingBoardSize =
  489. {
  490. width = 321,
  491. height = 253,
  492. }
  493. Config.otherFightInfo.SWingBoardRes =
  494. {
  495. [1] = "swim_1",
  496. [2] = "swim_2",
  497. [3] = "swim_3",
  498. -- [4] = "swim_4",
  499. }
  500. --根据性别区分角度
  501. Config.otherFightInfo.SWingDateRotation =
  502. {
  503. [1] = -155,
  504. [2] = -180,
  505. }
  506. ---客户端播放速度参数,默认1.0倍
  507. Time.timeScale =1
  508. Config.otherFightInfo.cross_animation_time = 0.3
  509. -- Config.otherFightInfo.cross_animation_time2 = 0
  510. -- Config.otherFightInfo.cross_animation_time3 = 0
  511. Config.otherFightInfo.test_ps_angle = -18
  512. -- RoleManager.Instance.mainRoleInfo.att_speed = -150
  513. --角色头上最多显示多少个buff图标
  514. Config.otherFightInfo.buffIcon_max_count = 5
  515. --主角作为攻击者记录最多的受击方数量
  516. Config.otherFightInfo.mainRole_attacker_max_count = 12
  517. --主角作为受击者记录最多攻击方的数量
  518. Config.otherFightInfo.mainRole_defender_max_count = 12
  519. --模型转向过渡 每秒转多少度
  520. Config.otherFightInfo.test_rotate = 600
  521. --场景最多显示多少角色
  522. Config.otherFightInfo.scene_max_role_count = 30
  523. --角色基础速度值,默认值
  524. Config.otherFightInfo.base_move_speed = 450 --服务端是500
  525. --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
  526. Config.otherFightInfo.career_move_speed = {
  527. [1] = 500,
  528. [2] = 400,
  529. [3] = 500,
  530. [4] = 400,
  531. }
  532. --主角跳跃的时候 随着高度的大小缩放值
  533. Config.otherFightInfo.mainrole_jump_scale = 1.15
  534. --角色冲刺打怪的速度
  535. Config.otherFightInfo.rush_to_monster_speed = 1200
  536. --角色冲刺打怪的最大距离
  537. Config.otherFightInfo.rush_to_monster_max_dis = 600
  538. --角色冲刺到目标点多少像素内
  539. Config.otherFightInfo.rush_to_monster_offset_dis = 200
  540. --角色寻路上坐骑的最小距离
  541. Config.otherFightInfo.ride_horse_limit_distance = 800
  542. ----------------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----------------
  543. --多段跳竖直方向的初始速度
  544. Config.otherFightInfo.jump_vspeed = {
  545. --正常跳跃
  546. [1] =
  547. {
  548. [1] = 1200, --一段跳
  549. [2] = 1200, --二段跳
  550. [3] = 1600, --三段跳
  551. },
  552. --任务多段跳
  553. [2] =
  554. {
  555. [1] = 1500, --一段跳
  556. [2] = 1500, --二段跳
  557. [3] = 2000, --三段跳
  558. },
  559. [3] =
  560. {
  561. [1] = 1200, --一段跳
  562. },
  563. [4] =
  564. {
  565. [1] = 1000, --出入水
  566. },
  567. }
  568. --多段跳水平方向的初始速度
  569. Config.otherFightInfo.jump_hspeed = {
  570. --正常跳跃
  571. [1] =
  572. {
  573. [1] = 900, --一段跳
  574. [2] = 900, --二段跳
  575. [3] = 1200, --三段跳
  576. },
  577. --任务多段跳(这个逻辑下此处无用)
  578. [2] =
  579. {
  580. [1] = 900, --一段跳
  581. [2] = 900,--二段跳
  582. [3] = 1600,--三段跳
  583. },
  584. [3] =
  585. {
  586. [1] = 900, --一段跳
  587. },
  588. [4] =
  589. {
  590. [1] = 400, --出入水
  591. },
  592. }
  593. --多段跳每秒钟垂直方向上减去的速度值
  594. Config.otherFightInfo.jump_gravity_speed = {
  595. [1] = 2500,
  596. [2] = 3500,
  597. [3] = 2500,
  598. [4] = 2500, --出入水
  599. }
  600. --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)
  601. --key = 多段跳类型@职业
  602. Config.otherFightInfo.jump_fall_stay_time = {
  603. ["1@1"] = 0.1,
  604. ["1@2"] = 0.1,
  605. ["1@3"] = 0.1,
  606. ["1@4"] = 0.1,
  607. ["2@1"] = 0.1,
  608. ["2@2"] = 0.1,
  609. ["2@3"] = 0.1,
  610. ["2@4"] = 0.1,
  611. ["3@1"] = 0.05,
  612. ["3@2"] = 0.3,
  613. ["3@3"] = 0.1,
  614. ["3@4"] = 0.1,
  615. ["4@1"] = 0.05,
  616. ["4@2"] = 0.3,
  617. ["4@3"] = 0.1,
  618. ["4@4"] = 0.1,
  619. ["5@1"] = 0.05,
  620. ["5@2"] = 0.3,
  621. ["5@3"] = 0.1,
  622. ["5@4"] = 0.1,
  623. }
  624. --影子默认透明度
  625. Config.otherFightInfo.shadow_default_alpha = 0.3
  626. --配置坐骑的宽度和高度
  627. Config.otherFightInfo.horse_res_bound = {
  628. [1000] = {x = 200, y = 200},
  629. [1001] = {x = 200, y = 200},
  630. [1002] = {x = 200, y = 210},
  631. [1003] = {x = 200, y = 330},
  632. [1004] = {x = 200, y = 260},
  633. [1005] = {x = 200, y = 260},
  634. [1006] = {x = 200, y = 270},
  635. [1007] = {x = 200, y = 390},
  636. [1008] = {x = 200, y = 300},
  637. [1009] = {x = 200, y = 330},
  638. [1010] = {x = 200, y = 330},
  639. [1011] = {x = 200, y = 330},
  640. [1012] = {x = 200, y = 330},
  641. [1013] = {x = 200, y = 330},
  642. [1014] = {x = 200, y = 330},
  643. }
  644. --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
  645. Config.otherFightInfo.buff_res_info_list = {
  646. -- [301] = {
  647. -- attach_type = 1,
  648. -- isLoop = false,
  649. -- },
  650. }
  651. --辅助技能特效配置
  652. Config.otherFightInfo.assist_buff_res = {
  653. [400001] = {
  654. buff_effect_id = 0,--0表示不用场景表现
  655. },
  656. [400002] = {
  657. res = "buffparticle_307_1",
  658. isLoop = false,
  659. buff_effect_id = 1,--0表示不用场景表现
  660. },
  661. [1110000016] = {
  662. res = "buffparticle_304_1",
  663. isLoop = false,
  664. buff_effect_id = 1,--0表示不用场景表现
  665. },
  666. }
  667. --跳跃幻影参数
  668. Config.otherFightInfo.jump_after_image_info = {duration = 0.18, interval = 0.09, r = 1, g = 1, b = 1, a = 0.8}
  669. function Config.otherFightInfo.test_func3(ref_tar, patent_transform, call_back, hide_click, hide_line)
  670. end
  671. function Config.otherFightInfo.test_func(self, now_time, elapse_time)
  672. end
  673. function Config.otherFightInfo.test_func2(ref_tar, patent_transform, call_back, hide_click, hide_line)
  674. end
  675. -- Config.otherFightInfo.test_color = {1, 1, 1}
  676. -- if Scene.Instance.main_role then
  677. -- Scene.Instance.main_role:SetColorFlag(Character.ColorFlag.Attack,true,Config.otherFightInfo.test_color[1], Config.otherFightInfo.test_color[2], Config.otherFightInfo.test_color[3])
  678. -- end
  679. Config.otherFightInfo.sprite_skill_id = 203000--宝具攻击技能id
  680. Config.otherFightInfo.pet_skill_id = 205000--伙伴攻击技能id
  681. --身体部件没有拆开的模型id配置
  682. Config.otherFightInfo.not_split_part_id_cfg =
  683. {
  684. [101010] = true,
  685. [102010] = true,
  686. }
  687. Config.otherFightInfo.hit_fly = {
  688. move_hspeed = 800, --水平速度
  689. move_vspeed = 300, --垂直速度
  690. hit_fly_distance = 300, --时间
  691. hit_fly_gravity_speed = 500, --初始向上的方向值
  692. fall_stay_time = 0.1,
  693. }
  694. --主角动画播放速度校正值 Key 为职业
  695. Config.otherFightInfo.mainrole_move_action_off = {
  696. [1] = 150,
  697. [2] = 150,
  698. [3] = 150,
  699. [4] = 150,
  700. }
  701. --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
  702. --星灵动画速度 = 星灵速度 / (Config.otherFightInfo.base_move_speed + 校正值)
  703. --星灵动画播放速度校正值 Key 为星灵Id
  704. Config.otherFightInfo.star_move_action_off = {
  705. [1001] = -50,
  706. [1002] = 50,
  707. }
  708. --进入在线远征的时间值
  709. Config.otherFightInfo.enter_expedition = 600
  710. --BOSS血条高度配置
  711. --type_id = 血条高度
  712. Config.otherFightInfo.boss_name_heigth = {
  713. [1203007] = 350,
  714. }
  715. --武器动作,列表中存在的动作才会播放
  716. Config.otherFightInfo.weapon_action = {
  717. ["attack3"] = true
  718. }
  719. --角色在部分特殊场景的动作映射
  720. Config.otherFightInfo.special_scene_action = {
  721. [1005] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
  722. [10051] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
  723. [2209] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
  724. [2210] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
  725. [9002] = {idle_action = "idle3", run_action = "run3", is_hide_horse = true},
  726. }
  727. --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))
  728. Config.otherFightInfo.on_horse_action = {
  729. [0] = {idle_action = "ride2", run_action = "riderun2"},
  730. [1000] = {idle_action = "ride2", run_action = "riderun2"},
  731. [1001] = {idle_action = "ride2", run_action = "riderun2"},
  732. [1002] = {idle_action = "ride2", run_action = "riderun2"},
  733. [1003] = {idle_action = "ride2", run_action = "riderun2"},
  734. [1004] = {idle_action = "ride3", run_action = "riderun3"},
  735. [1005] = {idle_action = "ride3", run_action = "riderun3"},
  736. [1006] = {idle_action = "ride3", run_action = "riderun3"},
  737. [1007] = {idle_action = "ride4", run_action = "riderun4"},
  738. [1008] = {idle_action = "ride5", run_action = "riderun5"},
  739. [1009] = {idle_action = "ride5", run_action = "riderun5"},
  740. [1010] = {idle_action = "ride5", run_action = "riderun5"},
  741. [1210] = {idle_action = "ride5", run_action = "riderun5"},
  742. [1310] = {idle_action = "ride5", run_action = "riderun5"},
  743. [1011] = {idle_action = "ride5", run_action = "riderun5"},
  744. [1211] = {idle_action = "ride5", run_action = "riderun5"},
  745. [1311] = {idle_action = "ride5", run_action = "riderun5"},
  746. [1012] = {idle_action = "ride6", run_action = "riderun6"},
  747. [1212] = {idle_action = "ride6", run_action = "riderun6"},
  748. [1312] = {idle_action = "ride6", run_action = "riderun6"},
  749. [1013] = {idle_action = "ride6", run_action = "riderun6"},
  750. [1213] = {idle_action = "ride6", run_action = "riderun6"},
  751. [1313] = {idle_action = "ride6", run_action = "riderun6"},
  752. [1014] = {idle_action = "ride4", run_action = "riderun4"},
  753. [1214] = {idle_action = "ride4", run_action = "riderun4"},
  754. [1314] = {idle_action = "ride4", run_action = "riderun4"},
  755. [1015] = {idle_action = "ride6", run_action = "riderun6"},
  756. [1215] = {idle_action = "ride6", run_action = "riderun6"},
  757. [1315] = {idle_action = "ride6", run_action = "riderun6"},
  758. [1016] = {idle_action = "ride6", run_action = "riderun6"},
  759. [1216] = {idle_action = "ride6", run_action = "riderun6"},
  760. [1316] = {idle_action = "ride6", run_action = "riderun6"},
  761. [1017] = {idle_action = "ride", run_action = "riderun"},
  762. [1217] = {idle_action = "ride", run_action = "riderun"},
  763. [1317] = {idle_action = "ride", run_action = "riderun"},
  764. [1018] = {idle_action = "ride5", run_action = "riderun5"},
  765. [1218] = {idle_action = "ride5", run_action = "riderun5"},
  766. [1318] = {idle_action = "ride5", run_action = "riderun5"},
  767. [1019] = {idle_action = "ride5", run_action = "riderun5"},
  768. [1219] = {idle_action = "ride5", run_action = "riderun5"},
  769. [1319] = {idle_action = "ride5", run_action = "riderun5"},
  770. [1020] = {idle_action = "ride5", run_action = "riderun5"},
  771. [1220] = {idle_action = "ride5", run_action = "riderun5"},
  772. [1320] = {idle_action = "ride5", run_action = "riderun5"},
  773. [1021] = {idle_action = "ride4", run_action = "riderun4"},
  774. [1221] = {idle_action = "ride4", run_action = "riderun4"},
  775. [1321] = {idle_action = "ride4", run_action = "riderun4"},
  776. [1022] = {idle_action = "ride6", run_action = "riderun6"},
  777. [1222] = {idle_action = "ride6", run_action = "riderun6"},
  778. [1322] = {idle_action = "ride6", run_action = "riderun6"},
  779. [1023] = {idle_action = "ride3", run_action = "riderun3"},
  780. [1223] = {idle_action = "ride3", run_action = "riderun3"},
  781. [1323] = {idle_action = "ride3", run_action = "riderun3"},
  782. [1024] = {idle_action = "ride5", run_action = "riderun5"},
  783. [1224] = {idle_action = "ride5", run_action = "riderun5"},
  784. [1323] = {idle_action = "ride5", run_action = "riderun5"},
  785. [1025] = {idle_action = "ride7", run_action = "riderun7"},
  786. [1225] = {idle_action = "ride7", run_action = "riderun7"},
  787. [1325] = {idle_action = "ride7", run_action = "riderun7"},
  788. --剧情坐骑
  789. --[1023] = {idle_action = "idle", run_action = "idle"},
  790. }
  791. -- 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
  792. Config.otherFightInfo.on_baby_horse_action = {
  793. [0] = {idle_action = "ride", run_action = "ride"},
  794. [1001] = {idle_action = "ride3", run_action = "riderun"},
  795. [1002] = {idle_action = "ride", run_action = "riderun"},
  796. [1003] = {idle_action = "ride", run_action = "riderun"},
  797. [1004] = {idle_action = "ride", run_action = "riderun"},
  798. [1005] = {idle_action = "ride2", run_action = "riderun2"},
  799. }
  800. --------------------------------------法宝配置----------------------------------------
  801. --法宝上下浮动
  802. Config.otherFightInfo.FabaoFloatConfig = {
  803. center_pos = {x=0, y=0}, --中心点坐标
  804. a = 0,
  805. b = 5, --上下浮动半径
  806. moveInAnticlockwise = true, --是否顺时针运动
  807. time = 1.5, --椭圆运行1周的时间
  808. }
  809. --法宝椭圆运动
  810. Config.otherFightInfo.FabaoEllipseConfig = {
  811. start_blink_dis = 1100, --大于这个距离会瞬移
  812. after_blink_dis = 800, --瞬移后距离主角的距离
  813. center_pos = {x=0, y=0}, --中心点坐标
  814. a = 120, --椭圆长半径
  815. b = 80, --椭圆短半径
  816. moveInAnticlockwise = true, --是否顺时针运动
  817. time = 5, --椭圆运行1周的时间
  818. stat_time = 12, --椭圆运动冷却时间
  819. }
  820. -----------------------------------法宝end------------------------------------
  821. --------------------------------------伙伴配置----------------------------------------
  822. Config.otherFightInfo.pet_info = {
  823. max_dis = 250, --超过这个距离会触发跟随
  824. follow_dis = 150, --跟随时与主角的距离(身后多少个像素)
  825. min_dis = 50, --小于这个距离会触发修正位置
  826. start_blink_dis = 1100, --大于这个距离会瞬移
  827. after_blink_dis = 800, --瞬移后距离主角的距离
  828. fix_pos = {
  829. --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
  830. [1] = {x = 100, y = 100},
  831. [2] = {x = 80, y = 80},
  832. [3] = {x = 70, y = 70},
  833. [4] = {x = 90, y = 90},
  834. },
  835. }
  836. --------------------------------------伙伴end-----------------------------------------
  837. --------------------------------------宠物配置----------------------------------------
  838. Config.otherFightInfo.pokemon_info = {
  839. max_dis = 200, --超过这个距离会触发跟随
  840. follow_dis = 120, --跟随时与主角的距离(身后多少个像素)
  841. min_dis = 50, --小于这个距离会触发修正位置
  842. start_blink_dis = 1100, --大于这个距离会瞬移
  843. after_blink_dis = 120, --瞬移后距离主角的距离
  844. fix_pos = {
  845. --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
  846. [1] = {x = 120, y = 120},
  847. [2] = {x = 110, y = 110},
  848. [3] = {x = 100, y = 100},
  849. [4] = {x = 90, y = 90},
  850. },
  851. }
  852. Config.otherFightInfo.assisit_pokemon_info = {
  853. max_dis = 250, --超过这个距离会触发跟随
  854. follow_dis = 100, --跟随时与主角的距离(身后多少个像素)
  855. min_dis = 60, --小于这个距离会触发修正位置
  856. start_blink_dis = 1100, --大于这个距离会瞬移
  857. after_blink_dis = 140, --瞬移后距离主角的距离
  858. fix_pos = {
  859. --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
  860. [1] = {x = 130, y = 130},
  861. [2] = {x = 115, y = 115},
  862. [3] = {x = 100, y = 100},
  863. [4] = {x = 90, y = 90},
  864. },
  865. }
  866. --------------------------------------宠物end-----------------------------------------
  867. ----------宝宝配置-start---------
  868. Config.otherFightInfo.baby_info = {
  869. max_dis = 250, --超过这个距离会触发跟随
  870. follow_dis = 80, --跟随时与主角的距离(身后多少个像素)
  871. min_dis = 50, --小于这个距离会触发修正位置
  872. start_blink_dis = 1100, --大于这个距离会瞬移
  873. after_blink_dis = 800, --瞬移后距离主角的距离
  874. fix_pos = {
  875. --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
  876. [1] = {x = 110, y = 110},
  877. [2] = {x = 80, y = 80},
  878. [3] = {x = 70, y = 70},
  879. [4] = {x = 90, y = 90},
  880. },
  881. }
  882. ----------宝宝配置-end-----------
  883. --怪物击飞
  884. Config.otherFightInfo.monsterAttackFly = {
  885. fly_time = 0.3, --击飞持续时间
  886. fly_speed = 800, --击飞水平速度
  887. fly_heigth = 50, --击飞最大高度
  888. }
  889. Config.otherFightInfo.monsterOutline = {
  890. alpha = 0.3, --受击发光的透明度(强度,0-1)
  891. 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)
  892. }
  893. -----------------------------------星辰配置start-------------------------------
  894. --动作映射
  895. Config.otherFightInfo.galaxy_actions = {
  896. ["show"] = "show_1",
  897. ["idle"] = "idle_1",
  898. ["run"] = "run_1",
  899. }
  900. --轨迹配置
  901. Config.otherFightInfo.PearlEllipse = {
  902. center_pos = {x = 0, y = 0}, --中心点坐标
  903. a = 1, --椭圆长半径
  904. b = 1, --椭圆短半径
  905. moveInAnticlockwise = true, --是否顺时针运动
  906. time = 10, --椭圆运行1周的时间
  907. }
  908. --UI轨迹配置
  909. Config.otherFightInfo.PearlUIEllipse = {
  910. center_pos = {x = 0, y = 0}, --中心点坐标
  911. a = 0.2, --椭圆长半径
  912. b = 0.2, --椭圆短半径
  913. moveInAnticlockwise = true, --是否顺时针运动
  914. time = 0.5, --椭圆运行1周的时间
  915. }
  916. -----------------------------------星辰配置end-------------------------------
  917. -----------------------------------战魂配置start-------------------------------
  918. Config.otherFightInfo.warSoulEffectCfg = {
  919. [330113] = {"effect_egg_skill_202",2},--技能资源和持续时间
  920. [330213] = {"effect_egg_skill_101",2},
  921. [330214] = {"effect_egg_skill_102",2},
  922. [330216] = {"effect_egg_skill_103",2},
  923. }
  924. -----------------------------------战魂配置end-------------------------------
  925. -----------------------------------幻光配置start-------------------------------
  926. Config.otherFightInfo.lightEffectCfg = {
  927. [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)
  928. [120002] = {"effect_glow_skill02",3, 1, 2},
  929. [120003] = {"effect_glow_skill03",3, 1, 2},
  930. }
  931. -----------------------------------战魂配置end-------------------------------
  932. -----------------------------------怪物攻击/死亡动作时长配置start-------------------------------
  933. Config.otherFightInfo.monster_action_time = {
  934. --怪物类型ID;对应动作的持续时长,单位为秒;
  935. [10010001] = {
  936. ["attack"] = 1.8,
  937. ["attack2"] = 2.1,
  938. ["death"] = 2.3,
  939. },
  940. [10010002] = {
  941. ["attack"] = 1.6,
  942. ["attack2"] = 2.1,
  943. ["death"] = 1.1,
  944. },
  945. [10010003] = {
  946. ["attack"] = 1.8,
  947. ["attack2"] = 2.1,
  948. ["death"] = 2.0,
  949. },
  950. [10010004] = {
  951. ["attack"] = 1.3,
  952. ["attack2"] = 3.1,
  953. ["death"] = 2.0,
  954. },
  955. [10010005] = {
  956. ["attack"] = 1.5,
  957. ["attack2"] = 1.5,
  958. ["death"] = 1.2,
  959. },
  960. [10010006] = {
  961. ["attack"] = 1.2,
  962. ["attack2"] = 1.8,
  963. ["death"] = 2.0,
  964. },
  965. [10010007] = {
  966. ["attack"] = 1.6,
  967. ["attack2"] = 2.5,
  968. ["death"] = 2.0,
  969. },
  970. [10010008] = {
  971. ["attack"] = 1.8,
  972. ["attack2"] = 2.2,
  973. ["death"] = 2.0,
  974. },
  975. [10010009] = {
  976. ["attack"] = 1.2,
  977. ["attack2"] = 1.9,
  978. ["death"] = 2.1,
  979. },
  980. [10020001] = {
  981. ["attack"] = 1.6,
  982. ["attack2"] = 1.9,
  983. ["death"] = 2.0,
  984. },
  985. [10020002] = {
  986. ["attack"] = 1.2,
  987. ["attack2"] = 2.4,
  988. ["death"] = 2.4,
  989. },
  990. [10020003] = {
  991. ["attack"] = 1.6,
  992. ["attack2"] = 2.1,
  993. ["death"] = 1.6,
  994. },
  995. [10030001] = {
  996. ["attack"] = 1.2,
  997. ["attack2"] = 1.3,
  998. ["death"] = 2.3,
  999. },
  1000. [10040001] = {
  1001. ["attack"] = 1.5,
  1002. ["attack2"] = 1.6,
  1003. ["death"] = 1.7,
  1004. },
  1005. [10040002] = {
  1006. ["attack"] = 1.6,
  1007. ["attack2"] = 1.6,
  1008. ["death"] = 2.3,
  1009. },
  1010. [10040003] = {
  1011. ["attack"] = 1.3,
  1012. ["attack2"] = 1.6,
  1013. ["death"] = 2.3,
  1014. },
  1015. [20010004] = {
  1016. ["attack"] = 1.3,
  1017. ["attack2"] = 3.1,
  1018. ["death"] = 2.0,
  1019. },
  1020. }
  1021. -----------------------------------怪物攻击/死亡动作时长配置end---------------------------------
  1022. ----------------------------------宠物buff技能特效配置START---------------------------------
  1023. --被动技能id, 特效名称, 特效持续时长
  1024. Config.otherFightInfo.pet_buff_skill_eff_list = {
  1025. [121001] = {id = 121001, effect_name = "effect_pet_1121_buff", time = 5}, --特种兵猪崽
  1026. [121002] = {id = 121002, effect_name = "effect_pet_1161_buff", time = 5}, --绿荫之精
  1027. [121003] = {id = 121003, effect_name = "effect_pet_1071_buff", time = 5}, --王牌飞行员
  1028. [121004] = {id = 121004, effect_name = "effect_pet_1031_buff", time = 5}, --绵羊魔灵
  1029. [121005] = {id = 121005, effect_name = "effect_pet_1181_buff", time = 5}, --暴击小兔
  1030. [121006] = {id = 121006, effect_name = "effect_pet_1131_buff", time = 5}, --动森菇灵
  1031. [121007] = {id = 121007, effect_name = "effect_pet_1081_buff", time = 5}, --电枪少女Z
  1032. [121008] = {id = 121008, effect_name = "effect_pet_1061_buff", time = 5}, --电动少女Q
  1033. [121009] = {id = 121009, effect_name = "effect_pet_1001_buff", time = 5}, --傀儡兽娘
  1034. [121010] = {id = 121010, effect_name = "effect_pet_1051_buff", time = 5}, --超能雇佣喵
  1035. [121011] = {id = 121011, effect_name = "effect_pet_1011_buff", time = 5}, --南瓜魔灵
  1036. [121012] = {id = 121012, effect_name = "effect_pet_1201_buff", time = 5}, --无解战斗鸡
  1037. [121013] = {id = 121013, effect_name = "effect_pet_1141_buff", time = 5}, --弹丸X小丑
  1038. [121014] = {id = 121014, effect_name = "effect_pet_1091_buff", time = 5}, --绷带兔X
  1039. [121015] = {id = 121015, effect_name = "effect_pet_1041_buff", time = 5}, --神奇小迪
  1040. [121016] = {id = 121016, effect_name = "effect_pet_1101_buff", time = 5}, --月辰星王子
  1041. [121017] = {id = 121017, effect_name = "effect_pet_1021_buff", time = 5}, --日曜星王子
  1042. [121018] = {id = 121018, effect_name = "effect_pet_1151_buff", time = 5}, --异星龙娘
  1043. [121019] = {id = 121019, effect_name = "effect_pet_1171_buff", time = 5}, --微星王女
  1044. [121020] = {id = 121020, effect_name = "effect_pet_1111_buff", time = 5}, --狐面忍生
  1045. [121021] = {id = 121021, effect_name = "effect_pet_1191_buff", time = 5}, --嘚儿啵啵
  1046. }
  1047. ----------------------------------宠物buff技能特效配置END---------------------------------