GSServer-CBT/soggy_resources/lua/Config/Json/ConfigAbilityCommon.lua

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2022-11-21 11:30:31 +03:00
--************************************************************************
-- 工具自动生成的类型定义代码(UTF-8 With BOM),请勿编辑!
-- File Name: ConfigAbilityCommon.lua
-- Purpose: lua类型定义文件
-- Copyright (c) 2017-2100 miHoYo.com, Inc. All rights reserved.
--************************************************************************
--simple targetting
AbilityTargetting =
{
Self = 0, -- Ability/Modifier owner, notice modifier can be applyied to other target.
Caster = 1, -- Ability owner, always point to the *Caster* of this ability.
Target = 2, -- target, conditionally points to target on events like BeingHit/EvadeSucess.
SelfAttackTarget = 3, -- SelfAttackTarget, points to self's attack target
Other = 4, -- other
Owner = 5, -- all avatars
CurTeamAvatars = 6, -- cur team avatars
CurLocalAvatar = 7, -- cur local avatar
}
--注意这些虽然叫 MixinPredicate/MixinXXX 但其实是跨 Action/Mixin 通用的
MixinPredicate =
{
Greater = 0, -- 大于
GreaterOrEqual = 1, -- 大于等于
Equal = 2, -- 等于
Lesser = 3, -- 小于
LesserOrEqual = 4, -- 小于等于
}
--注意这些虽然叫 MixinPredicate/MixinXXX 但其实是跨 Action/Mixin 通用的
MixinTargetting =
{
None = 0, -- None
Allied = 1, -- Allied
Enemy = 2, -- Enemy
All = 3, -- All
}
--Ability state
AbilityState =
{
None = 0,
Invincible = 1 << 0, -- (non buff/debuff) Invincible, will be hit but won't show attack number.
DenyLockOn = 1 << 1, -- 不可被选取为目标
IsGhostToAllied = 1 << 2, -- istarget时候是否忽略盟友
IsGhostToEnemy = 1 << 3, -- istarget时候是否忽略掉敌人
ElementBurning = 1 << 4, -- 火元素造成了点燃状态
ElementWet = 1 << 5, -- 水元素造成了潮湿状态
ElementGrassGrowing = 1 << 6, -- 草生长状态
Frozen = 1 << 7, -- 冻结
Paralyze = 1 << 8, -- 麻痹
}
--Property Type
PropertyType =
{
Entity = 0,
Actor = 1,
}
--Stack Method
StackMethod =
{
Top = 0, -- top
Sum = 1, -- a + b
Multiplied = 2, -- a * b
OneMinusMultiplied = 3, -- (1-a) * (1-b)
}