569 lines
13 KiB
JavaScript
569 lines
13 KiB
JavaScript
"use strict";
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cc._RF.push(module, 'da627tjxzpNZL4bM5lpxwlz', 'battle_const');
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// Scripts/mod/battle/battle_const.js
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"use strict";
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var _Old_Halo_Id_Change;
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// --------------------------------------------------------------------
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// @author: shiraho@syg.com(必填, 创建模块的人员)
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// @description:
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// 战斗的常量控制
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// <br/>Create: new Date().toISOString()
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// --------------------------------------------------------------------
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var BattleConst = {
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// 界面匹配的战斗类型
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ui_fight_type: {
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normal: 0,
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main_scene: 1,
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partner: 2,
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backpack: 3,
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drama_scene: 4,
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esecsice: 5,
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guild: 6,
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hallows: 7,
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arena: 8,
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// 竞技场
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guild_dun: 9,
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// 联盟副本
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star_tower: 10,
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// 星命塔
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endless: 11,
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// 无尽试炼
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dungeon_stone: 14,
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// 材料副本
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guildwar: 17,
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// 公会战
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primusWar: 18,
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// 星河神殿
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ladderwar: 19,
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// 天梯
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expedit_fight: 20,
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//远征
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limit_boss: 12,
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// 限时BOSS,暂时没有了
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escort: 13,
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// 护送, 暂时没有了
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godbattle: 15,
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// 众神战,暂时没有了
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elementWar: 25,
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// 元素圣殿
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heavenwar: 27,
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// 天界副本
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crosschampion: 31,
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// 跨服冠軍賽
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trainingcamp: 36 // 新手训练营
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},
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Fight_Type: {
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Nil: 0,
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Default: 1,
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Arena: 2,
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//竞技场
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Darma: 3,
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//剧情副本战斗
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SingleBoss: 4,
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//个人Boss
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WorldBoss: 5,
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//世界boss
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Adventrue: 6,
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//殲星迷途
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StarTower: 7,
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//星命塔
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PK: 8,
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//切磋
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GuildDun: 9,
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//帮会副本
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Champion: 10,
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//冠军联赛
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Endless: 11,
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//无尽试炼
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LimitBoss: 12,
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//限时BOSS
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Escort: 13,
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//护送
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DungeonStone: 14,
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//宝石副本
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Godbattle: 15,
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//众神战场
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GuildWar: 16,
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//联盟战1
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PrimusWar: 17,
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//荣耀神殿战
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LadderWar: 18,
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//跨服天梯1
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ExpeditFight: 21,
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//远征
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EliteMatchWar: 23,
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//精英赛1
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EliteKingMatchWar: 24,
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//王者赛1
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ElementWar: 25,
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// 元素圣殿1
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HeroTestWar: 26,
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// 英雄试玩
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HeavenWar: 27,
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// 天界副本1
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CrossArenaWar: 28,
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// 跨服竞技场1
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LimitExercise: 29,
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// 试炼之境1
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AdventrueMine: 30,
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//秘矿冒险
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CrossChampion: 31,
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// 跨服冠军赛1
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TermBegins: 32,
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// 开学季战斗类型
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TermBeginsBoss: 33,
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// 开学季boos战斗类型
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GuildSecretArea: 34,
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//公会秘境战斗1
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Arean_Team: 35,
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//组队竞技场1
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Training_Camp: 36,
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//新手训练营1
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MonopolyWar_1: 101,
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// 大富翁第一阶段
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MonopolyWar_2: 102,
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// 大富翁第二阶段
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MonopolyWar_3: 103,
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// 大富翁第三阶段
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MonopolyWar_4: 104,
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// 大富翁第四阶段
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MonopolyBoss: 105,
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// 大富翁boss
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Arenapeakchampion: 37,
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// 巅峰冠军赛1
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// PlanesWar = 38, // 位面冒险
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PlanesWar: 40,
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// 新位面冒险(定义覆盖旧的需要的时候再弄一个新的)1
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YearMonsterWar: 39,
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//年兽活动
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WhiteDayWar: 41,
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//女神试炼
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AreanManyPeople: 42,
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//多人竞技场
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PractiseTower: 43,
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//演武场试练塔活动
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newRole: 44,
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newHeroUse: 45,
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newYearBoss: 46,
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//新年活动pve
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newYearCross: 47 //新年活动pvp
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},
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// 战斗单位类型
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Unit_Type: {
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Role: 1,
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// 主角单位,暂时没有用了
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Hero: 2,
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// 伙伴
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Monster: 3,
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// 怪物
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Hallows: 4,
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// 神器
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Elfin: 5 //--精灵
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},
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Group_Type: {
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Friend: 1,
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Enemgy: 2
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},
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Battle_Type_Conf: {
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TYPE_ENEMY: -1,
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TYPE_ROLE: 1,
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BATTLE_EXIT: 1
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},
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//战斗场上单位目标类型
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BattleTargetTypeConf: {
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ALIVE_ENEMY: 1,
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//--敌方存活单位
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ALIVE_ALLY: 2,
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//--友方存活单位
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DEAD_ALLY: 3,
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//--友方死亡单位
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DEAD_ENEMY: 4,
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//--敌方死亡单位
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ALIVE_SELF: 5,
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//--自己
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ALIVE_EXEPT_SELF: 6,
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//--全场除自己
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ALIVE_ALLY_EXCEPT_SELF: 7 //--友方存活单位除了自己
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},
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BattleSkillTypeConf: {
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ACTIVE_SKILL: "active_skill",
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//主动技能
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PASSIVE_SKILL: "passive_skill",
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//被动技能
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EQM_PASSIVE_SKILL: "eqm_passive_skill" //装备被动技能
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},
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//--人物额外数据
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BattleRoleExtendType: {
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FASHION: 5,
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// -- 皮肤
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RESONATE: 10,
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//-- 共鸣
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CRYSTAL: 11 //-- 原力水晶上阵的英雄
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},
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// 战斗特效播放类型
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Effect_Play_Type: {
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ROLE: 1,
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// 自己
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SCENE: 2,
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// 场景
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ROLE_SCENE: 3,
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// 友方场景
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ENEMY_SCENE: 4,
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// 敌方场景
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TARGET: 5 // 敌方目标
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},
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// 是否在战斗中的类型
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Battle_In_Type: {
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Nil: 0,
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// 当前不在战斗
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UnReal: 1,
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// 假战斗
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Real: 2 // 真战斗
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},
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// 分享类型
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ShareType: {
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SharePk: 1,
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//轮播
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SharePlunder: 2,
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//一直播
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ShareLadder: 3 // 天梯
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},
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JumpType: {
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Summon: 1,
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// 召唤
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HeroBag: 2,
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// 英雄背包
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Forge: 3,
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// 锻造屋
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Hallows: 4 // 神器
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},
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// 根据战斗类型判断当前的ui类型
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getUIFightByFightType: function getUIFightByFightType(fight_type) {
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switch (fight_type) {
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case this.Fight_Type.Darma:
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case this.Fight_Type.Nil:
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return BattleConst.ui_fight_type.drama_scene;
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case this.Fight_Type.StarTower:
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return BattleConst.ui_fight_type.star_tower;
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case this.Fight_Type.GuildDun:
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return BattleConst.ui_fight_type.guild_dun;
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case this.Fight_Type.Arena:
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return BattleConst.ui_fight_type.arena;
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case this.Fight_Type.LimitBoss:
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return BattleConst.ui_fight_type.limit_boss;
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case this.Fight_Type.GuildWar:
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return BattleConst.ui_fight_type.guildwar;
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case this.Fight_Type.PrimusWar:
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return BattleConst.ui_fight_type.primusWar;
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case this.Fight_Type.LadderWar:
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return BattleConst.ui_fight_type.ladderwar;
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case this.Fight_Type.Endless:
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//无尽试炼
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return BattleConst.ui_fight_type.endless;
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case this.Fight_Type.ExpeditFight:
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//远征
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return BattleConst.ui_fight_type.expedit_fight;
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case this.Fight_Type.DungeonStone:
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return BattleConst.ui_fight_type.dungeon_stone;
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case this.Fight_Type.ElementWar:
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//元素圣殿
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return BattleConst.ui_fight_type.dungeon_stone;
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case this.Fight_Type.HeavenWar:
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//天界副本
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return BattleConst.ui_fight_type.heavenwar;
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case this.Fight_Type.Adventrue:
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//冒险
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return BattleConst.ui_fight_type.sky_scene;
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case this.Fight_Type.Training_Camp:
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//新手训练营
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return BattleConst.ui_fight_type.trainingcamp;
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case this.Fight_Type.Arean_Team:
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//組隊競技場
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return BattleConst.ui_fight_type.areanTeam;
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case this.Fight_Type.CrossChampion:
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//組隊競技場
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return BattleConst.ui_fight_type.crosschampion;
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case this.Fight_Type.CrossChampion:
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//組隊競技場
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return BattleConst.ui_fight_type.crosschampion;
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case this.Fight_Type.newRole:
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return 44;
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case this.Fight_Type.newHeroUse:
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return 45;
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case this.Fight_Type.newYearBoss:
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return 46;
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case this.Fight_Type.newYearCross:
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return 47;
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default:
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return BattleConst.ui_fight_type.drama_scene;
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}
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},
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// 特殊类型的战斗,
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isNoRequest: function isNoRequest(fight_type) {
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return fight_type == this.Fight_Type.Default || fight_type == this.Fight_Type.PK || fight_type == this.Fight_Type.HeroTestWar || fight_type == this.Fight_Type.newHeroUse;
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},
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// 是否是pvp战斗
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isPvP: function isPvP(fight_type) {
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return fight_type == this.Fight_Type.Arena || fight_type == this.Fight_Type.Escort;
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},
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// 是否需要显示玩家名字的
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isNeedName: function isNeedName(fight_type) {
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return fight_type == this.Fight_Type.PK;
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},
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// 是否显示入场pk动画
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isNeedSpecStart: function isNeedSpecStart(fight_type) {
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return fight_type == BattleConst.Fight_Type.Arena || fight_type == BattleConst.Fight_Type.Champion || fight_type == BattleConst.Fight_Type.PK || fight_type == BattleConst.Fight_Type.LadderWar;
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},
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// 觀戰是否需要轉換組別
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isNeedChangeGroup: function isNeedChangeGroup(type) {
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return type == BattleConst.Fight_Type.TeamDungeon;
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},
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// 是否可以进战斗,这个时候就需要判断当前战斗类型的面板类型跟主界面缓存的类型是否一致
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canDoBattle: function canDoBattle(fight_type) {
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var target_ui_fight_type = this.getUIFightByFightType(fight_type);
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var BattleController = require("battle_controller");
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var cur_ui_fight_type = BattleController.getInstance().getUIFightType();
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return cur_ui_fight_type == target_ui_fight_type || this.isNoRequest(fight_type) || BattleController.getInstance().getWatchReplayStatus();
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},
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//战斗分组
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BattleGroupTypeConf: {
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TYPE_GROUP_ENEMY: 2,
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//敌方
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TYPE_GROUP_ROLE: 1 //友方
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},
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// --战斗单位类型
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BattleObjectType: {
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Role: 1,
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//--角色(暂时没有了)
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Pet: 2,
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//--伙伴(配置表取partern)
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Unit: 3,
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//--单位(配置表取unit)
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Hallows: 4,
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//--神器
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Elfin: 5 //精靈
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},
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// -- 兼容旧的录像数据中阵营光环id(转为现在的id列表)
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Old_Halo_Id_Change: (_Old_Halo_Id_Change = {}, _Old_Halo_Id_Change[1] = [1], _Old_Halo_Id_Change[2] = [2], _Old_Halo_Id_Change[3] = [3], _Old_Halo_Id_Change[4] = [4], _Old_Halo_Id_Change[5] = [5], _Old_Halo_Id_Change[6] = [21], _Old_Halo_Id_Change[7] = [6], _Old_Halo_Id_Change[8] = [6], _Old_Halo_Id_Change[9] = [7], _Old_Halo_Id_Change[10] = [7], _Old_Halo_Id_Change[11] = [8], _Old_Halo_Id_Change[12] = [8], _Old_Halo_Id_Change[13] = [11, 18], _Old_Halo_Id_Change[14] = [13, 17], _Old_Halo_Id_Change[15] = [12, 16], _Old_Halo_Id_Change[16] = [14, 20], _Old_Halo_Id_Change[17] = [15, 19], _Old_Halo_Id_Change),
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BattleHookData1: {
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"combat_type": 3,
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"bid": 20101,
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"partner_list": [{
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"pos": 2,
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"speed": 77,
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"bid": 10401,
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"lev": 1,
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"star": 4,
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"quality": 0,
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"hp": 45200,
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"crit": 0,
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"skill_list": [{
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"sid": 200901,
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"effect_list": [{
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"eid": 2009001,
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"num": 1,
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"min_hurt": 76,
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"max_hurt": 86
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}],
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"rand": 100
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}],
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"use_skin": 0,
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"playing": 1
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}],
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"wave_list": [{
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"unit_list": [{
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"pos": 2,
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"bid": 101011,
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"speed": 60,
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"hp": 10,
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"crit": 0,
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"skill_list": [{
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"sid": 259001,
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"effect_list": [{
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"eid": 2590001,
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"num": 1,
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"min_hurt": 1,
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"max_hurt": 2
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}],
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"rand": 100
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}]
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}]
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}],
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"dun_bid": 10010,
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"b_formation_type": 1
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},
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// 战斗里面的位
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GIRD_POS_OFFSET: 9,
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// 挂机怪出现位置序列
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Pos_To_Col: [0, 1, 2, 0, 1, 2, 0, 1, 2],
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// 战斗人物层级
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BattleRoleZorder: [[992, 995, 998, 993, 996, 999, 991, 994, 997, 990, 999], [992, 995, 998, 993, 996, 999, 991, 994, 997, 990, 999]],
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//戰鬥位置用比例尺計算,將屏幕切分為16單位長度X9單位長度
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// 战斗左侧站位
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Pos2GridLeft: [{
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x: 29,
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y: 44
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}, {
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x: 27,
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y: 29
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}, {
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x: 25,
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y: 15
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}, {
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x: 19,
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y: 44
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}, {
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x: 17,
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y: 29
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}, {
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x: 15,
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y: 15
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}, {
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x: 9,
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y: 44
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}, {
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x: 7,
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y: 29
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}, {
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x: 5,
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y: 15
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}, {
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x: 37,
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y: 43
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}, {
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x: 10,
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y: 2
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}],
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// 战斗右侧站位
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Pos2GridRight: [{
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x: 51,
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y: 44
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}, {
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x: 53,
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y: 29
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}, {
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x: 55,
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y: 15
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}, {
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x: 61,
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y: 44
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}, {
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x: 63,
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y: 29
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}, {
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x: 65,
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y: 15
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}, {
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x: 71,
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y: 44
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}, {
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x: 73,
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y: 29
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}, {
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x: 75,
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y: 15
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}, {
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x: 43,
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y: 43
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}, {
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x: 67,
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y: 2
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}],
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// 假戰鬥左側站位
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NormalPosGridLeft: [{
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|
x: 39,
|
|
y: 39
|
|
}, {
|
|
x: 37,
|
|
y: 29
|
|
}, {
|
|
x: 35,
|
|
y: 19
|
|
}, {
|
|
x: 29,
|
|
y: 39
|
|
}, {
|
|
x: 27,
|
|
y: 29
|
|
}, {
|
|
x: 25,
|
|
y: 19
|
|
}, {
|
|
x: 19,
|
|
y: 39
|
|
}, {
|
|
x: 17,
|
|
y: 29
|
|
}, {
|
|
x: 15,
|
|
y: 19
|
|
}, {
|
|
x: 17,
|
|
y: 56
|
|
}],
|
|
// 假战斗的站位
|
|
NormalPosGridRight: [{
|
|
x: 62,
|
|
y: 35
|
|
}, {
|
|
x: 52,
|
|
y: 25
|
|
}, {
|
|
x: 62,
|
|
y: 15
|
|
}, {
|
|
x: 62,
|
|
y: 35
|
|
}, {
|
|
x: 62,
|
|
y: 25
|
|
}, {
|
|
x: 62,
|
|
y: 15
|
|
}, {
|
|
x: 62,
|
|
y: 35
|
|
}, {
|
|
x: 62,
|
|
y: 25
|
|
}, {
|
|
x: 62,
|
|
y: 15
|
|
}, {
|
|
x: 62,
|
|
y: 56
|
|
}],
|
|
BATTLE_VIEW_BACK_LAYER_Z: 0,
|
|
BATTLE_VIEW_BLACK_LAYER_Z0: 3,
|
|
BATTLE_VIEW_UI_LAYER_Z: 40,
|
|
BATTLE_VIEW_UI_LAYER_TAG: 40,
|
|
BATTLE_VIEW_ROLE_LAYER_Z: 25,
|
|
BATTLE_VIEW_ROLE_LAYER_TAG: 20,
|
|
BATTLE_VIEW_TOP: 999,
|
|
BATTLE_VIEW_EFFECT_LAYER_Z0: 20,
|
|
BATTLE_VIEW_EFFECT_LAYER_Z2: 15
|
|
};
|
|
module.exports = BattleConst;
|
|
|
|
cc._RF.pop(); |