256 lines
5.2 KiB
TypeScript
256 lines
5.2 KiB
TypeScript
// 判断条件
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/**
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* 0.无条件发动
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* 1.当前手牌数
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* 2.累计抽牌数
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* 3.胡牌(吃牌/自摸)(就是无条件,所以废弃)
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* 4.吃别人牌(吃牌)
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* 5.自己胡牌(自摸)
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* 6.自己受到来自他人的冲锋后
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* 7.受到伤害后
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* 8.发动冲锋技能(ID40122)前
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*/
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export const enum CondType
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{
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NO_COND = 0,
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CARD_COUNT_CURR = 1,
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CARD_COUNT_TOTAL = 2,
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CARD_ACTION_LINK = 3,
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CARD_ACTION_LINK_OTHER = 4,
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CARD_ACTION_LINK_SELF = 5,
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BE_ATTACK = 6,
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BE_HURT = 7,
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BEFORE_ATTACK = 8,
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};
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// 判断方式
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export const enum CondDecideType {
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NO_DECIDE = 0,
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LESS = 1,
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GREATER = 2,
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EQUAL = 3,
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};
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// 触发类型
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/**
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* 0.无条件发动
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* 1.系统确认由该玩家吃牌后
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* 2.胡牌,并打出后(自摸/吃牌):(仅前端使用)
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* 3.选择发动效果牌,结束
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* 4.自己回合出一张牌后
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* 5.自己回合结束
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* 6.获得新的卡牌后
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* 7.丢弃一张卡牌后:自己回合出一张牌,不算此列
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* 8.自己回合开始
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*/
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export const enum TriggerType
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{
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NO_COND = 0,
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CARD_LINK_BEFORE = 1,
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CARD_LINK_AFTER = 2,
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CARD_USED = 3,
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CARD_DISCARD_MYROUND = 4,
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ROUND_END_MYSELF = 5,
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CARD_GETTED = 6,
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CARD_DROP_MYROUND = 7,
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ROUND_START_MYSELF = 8,
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};
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// 技能大类
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export const enum SkillType{
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NONE = 0,
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MAGIC = 1,
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BORN = 2,
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DEAD = 3,
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HALO = 4,
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NORMAL = 5,
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EN_EFF = 6,
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EN_POINT = 7,
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};
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// 技能作用范围(对单位而言)
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export const enum SkillRangeUnitType{
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NONE = 0,
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SELF = 1,
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SINGLE = 2,
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OTHER = 3,
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ALL = 4,
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ALL_EXSELF = 5,
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};
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// 技能效果类型
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/**
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* 0. 无
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* 1.补牌
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* 2.补牌至多少张
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* 3.抽别人牌
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* 4.将几张点数卡变为一张效果强化卡
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* 5.强化战力(HP性质的战力)
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* 6.强化战力(护盾性质的战力)
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* 7.扣除战力(伤害)
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* 8.召唤随从(需引用ID)
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* 9.触发技能(需引用ID)
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* 10.嘲讽
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* 11.扣除HP
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* 12.增加出场战力[暂不用]
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* 13.自己受到的伤害降低
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* 21.获得引用卡牌(需引用卡牌ID)
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* 22.冲锋,对被攻击者造成“攻击者战力的伤害值”,同时由攻击者承受“被攻击者战力的伤害值”
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* 23.伤害(对战力、HP均有效)
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* 24.强化法术强度
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* 25.沉默N回合(N=参数)
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* 26.重生(并获得死前战力)
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* 27.遭受反击的伤害参数,减半
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* 28.使获得技能(引用技能ID)
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*/
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export const enum SkillEffectType
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{
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NONE = 0,
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CARD_ADD = 1,
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CARD_ADD_LIMIT = 2,
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CARD_STEAL = 3,
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CARD_CHG_EN = 4,
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POWER_ENHANCE = 5,
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POWEREX_ENHANCE = 6,
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HURT_POWER = 7,
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SUMMON_NPC = 8,
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SUMMON_SKILL = 9,
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TAUNT = 10,
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HURT_HP = 11,
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POWER_ADD_BUFF = 12,
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HURT_REDUCE = 13,
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CARD_GETDIRECT = 21,
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ATTACK = 22,
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HURT_ALL = 23,
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ENHANCE_MAGIC = 24,
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SILENT = 25,
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REBORN = 26,
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ATTACK_BACK = 27,
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SKILL_GET = 28,
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};
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// 技能效果参数类型
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export const enum SkillEffectValueType
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{
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NONE = 0,
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NUMBER = 1,
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RATIO = 2,
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};
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// 技能效果参数标识
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export const enum SkillEffectSignType
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{
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NONE = 0,
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NUMBER = 1,
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PERCENT = 2,
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};
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// 效果卡类型
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export const enum EffectCardType
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{
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NONE = 0,
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NPC = 1,
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MAGIC = 2,
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};
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// 技能效果强化类型
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/**
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* 1.(使效果参数)+效果强化参数*效果强化牌数
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* 2.(使效果参数)+效果强化参数的倍速*联合牌总点数*效果强化牌数
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* 3.(使引用随从、技能的次数)+效果强化牌数
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* 4.(使出场战力)+效果强化参数*效果强化牌数
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* 5.(使出场战力)+效果强化参数的倍速*联合牌总点数*效果强化牌数
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* 21.使本技能的释放次数(下限)+a牌数
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* 22.使本技能的释放次数(上限)+a牌数
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* 23.使本技能的引用次数(上限)+a牌数:同理,引用次数,没加下限的,就是下限
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*/
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export const enum EnhanceEffectType {
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NONE = 0,
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EN_SKILL_BYCFG = 1,
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EN_SKILL_BYAP = 2,
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EN_SUBSKILL_BYCFG = 3,
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EN_POWER_BYCFG = 4,
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EN_POWER_BYAP = 5,
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EN_SKILL_USECOUNT_MIN = 21,
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EN_SKILL_USECOUNT_MAX = 22,
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EN_SKILL_QCOUNT_MAX = 23,
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};
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// 游戏单位类型
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export const enum GameUnitType {
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NONE = 0,
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PLAYER = 1,
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BATTLEUNIT = 2,
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HERO = 3,
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PET = 4,
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ANY = 5,
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};
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// 游戏敌我阵营
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/**
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* 1.自己(势力)
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* 2.友方(势力),不包括自己
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* 3.自己和友方(势力)
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* 4.单个敌方(势力)
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* 5.全部敌方(势力)
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* 6.场上全部(势力),无视敌我
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* 7.自己和友方(势力)中的随机一个
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* 8.全部敌方(势力)中的随机一个
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* 9.先对家,不存在,执行第八条
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*/
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export const enum GameCampType {
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NONE = 0,
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SELF = 1,
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FRIEND = 2,
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MYTEAM = 3,
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ENEMY = 4,
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ENEMYTEAM = 5,
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ALL = 6,
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RANDOM_US = 7,
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RANDOM_ENEMY = 8,
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FACE_ENEMY = 9,
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};
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// 战力参数数值
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export const enum PowerValueType {
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NONE = 0,
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NUMBER = 1,
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RATIO = 2,
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};
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// 目标类型
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/**
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* 0.无需选择
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* 1.红色标识敌方玩家
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* 2.红色标识敌方单位
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* 3.蓝色标识自己单位
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* 4.蓝色标识(自己以外)友方单位
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*/
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export const enum SkillTargetType {
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NONE = 0,
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ENEMY_PLAYER = 1,
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ENEMY_PET = 2,
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SELF_PET = 3,
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FRIEND_PET = 4,
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}; |