card_svr/src/rooms/logic/skill/SkillConst.ts

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// 判断条件
export const enum CondType
{
NO_COND = 0,
CARD_COUNT_CURR = 1,
CARD_COUNT_TOTAL = 2,
CARD_ACTION_LINK = 3,
CARD_ACTION_LINK_OTHER = 4,
CARD_ACTION_LINK_SELF = 5,
};
// 判断方式
export const enum CondDecideType {
NO_DECIDE = 0,
LESS = 1,
GREATER = 2,
EQUAL = 3,
};
// 触发类型
/**
* 0.无条件发动
* 1.系统确认由该玩家吃牌后
* 2.胡牌,并打出后(自摸/吃牌):(仅前端使用)
* 3.选择发动效果牌,结束
* 4.自己回合出一张牌后
* 5.自己回合结束
* 6.获得新的卡牌后
* 7.丢弃一张卡牌后:自己回合出一张牌,不算此列
* 8.自己回合开始
*/
export const enum TriggerType
{
NO_COND = 0,
CARD_LINK_BEFORE = 1,
CARD_LINK_AFTER = 2,
CARD_USED = 3,
CARD_DISCARD_MYROUND = 4,
ROUND_END_MYSELF = 5,
CARD_GETTED = 6,
CARD_DROP_MYROUND = 7,
ROUND_START_MYSELF = 8,
};
// 技能大类
export const enum SkillType{
NONE = 0,
MAGIC = 1,
BORN = 2,
DEAD = 3,
HALO = 4,
NORMAL = 5,
EN_EFF = 6,
EN_POINT = 7,
};
// 技能作用范围(对单位而言)
export const enum SkillRangeUnitType{
NONE = 0,
SELF = 1,
SINGLE = 2,
OTHER = 3,
ALL = 4,
ALL_EXSELF = 5,
};
// 技能效果类型
/**
* 0. 无
* 1.补牌
* 2.补牌至多少张
* 3.抽别人牌
* 4.将几张点数卡变为一张效果强化卡
* 5.强化战力HP性质的战力
* 6.强化战力(护盾性质的战力)
* 7.扣除战力(伤害)
* 8.召唤随从需引用ID
* 9.触发技能需引用ID
* 10.嘲讽
* 11.扣除HP
* 12.增加出场战力[暂不用]
* 13.自己受到的伤害降低
*/
export const enum SkillEffectType
{
NONE = 0,
CARD_ADD = 1,
CARD_ADD_LIMIT = 2,
CARD_STEAL = 3,
CARD_CHG_EN = 4,
POWER_ENHANCE = 5,
POWEREX_ENHANCE = 6,
HURT_POWER = 7,
SUMMON_NPC = 8,
SUMMON_SKILL = 9,
TAUNT = 10,
HURT_HP = 11,
POWER_ADD_BUFF = 12,
HURT_REDUCE = 13,
};
// 技能效果参数类型
export const enum SkillEffectValueType
{
NONE = 0,
NUMBER = 1,
RATIO = 2,
};
// 技能效果参数标识
export const enum SkillEffectSignType
{
NONE = 0,
NUMBER = 1,
PERCENT = 2,
};
// 效果卡类型
export const enum EffectCardType
{
NONE = 0,
NPC = 1,
MAGIC = 2,
};
// 技能效果强化类型
/**
* 1.(使效果参数)+效果强化参数*效果强化牌数
* 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
* 3.(使引用随从、技能的次数)+效果强化牌数
* 4.(使出场战力)+效果强化参数*效果强化牌数
* 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
*/
export const enum EnhanceEffectType {
NONE = 0,
EN_SKILL_BYCFG = 1,
EN_SKILL_BYAP = 2,
EN_SUBSKILL_BYCFG = 3,
EN_POWER_BYCFG = 4,
EN_POWER_BYAP = 5,
};
// 游戏单位类型
export const enum GameUnitType {
NONE = 0,
PLAYER = 1,
BATTLEUNIT = 2,
HERO = 3,
PET = 4,
ANY = 5,
};
// 游戏敌我阵营
export const enum GameCampType {
NONE = 0,
SELF = 1,
FRIEND = 2,
MYTEAM = 3,
ENEMY = 4,
ENEMYTEAM = 5,
ALL = 6,
};
// 战力参数数值
export const enum PowerValueType {
NONE = 0,
NUMBER = 1,
RATIO = 2,
};
// 目标类型
/**
* 0.无需选择
* 1.红色标识敌方玩家
* 2.红色标识敌方单位
* 3.蓝色标识自己单位
* 4.蓝色标识(自己以外)友方单位
*/
export const enum SkillTargetType {
NONE = 0,
ENEMY_PLAYER = 1,
ENEMY_PET = 2,
SELF_PET = 3,
FRIEND_PET = 4,
};