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---------------------------------