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