card_svr/src/rooms/logic/skill/SkillConst.ts
2020-12-21 14:10:32 +08:00

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// 判断条件
/**
* 0.无条件发动
* 1.当前手牌数
* 2.累计抽牌数
* 3.胡牌(吃牌/自摸)(就是无条件,所以废弃)
* 4.吃别人牌(吃牌)
* 5.自己胡牌(自摸)
*/
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
* 10.不处理
* 11.受到伤害后
* 12.发动冲锋技能ID40122
*/
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,
BE_HURT = 11,
BEFORE_ATTACK = 12,
};
// 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)
/**
* 1.自己
* 2.单体:即(指定单体)可以由玩家指定一个目标
* 3.(自己外)单体:作用于一个目标,但是不包括技能的使用者
* 4.全体:作用于全体目标
* 5.(自己外)全体:作用于全体目标,但是不包括技能的使用者
* 6.随机单体:在可以选择的目标范围内,随机一个目标
* 7.(自己外)随机单体:自己除外
*/
export const enum SkillRangeUnitType{
NONE = 0,
SELF = 1,
SINGLE = 2,
OTHER = 3,
ALL = 4,
ALL_EXSELF = 5,
RANDOM_ONE = 6,
RANDOM_ONE_EXSELF = 7,
};
// 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
* 21.获得引用卡牌需引用卡牌ID
* 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”
* 23.伤害对战力、HP均有效
* 24.强化法术强度
* 25.沉默N回合N=参数)
* 26.重生(并获得死前战力)
* 27.遭受反击的伤害参数,减半
* 28.使获得技能引用技能ID
*/
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,
CARD_GETDIRECT = 21,
ATTACK = 22,
HURT_ALL = 23,
ENHANCE_MAGIC = 24,
SILENT = 25,
REBORN = 26,
ATTACK_BACK = 27,
SKILL_GET = 28,
};
// 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
* 21.使本技能的释放次数(下限)+a牌数
* 22.使本技能的释放次数(上限)+a牌数
* 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
*/
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,
EN_SKILL_USECOUNT_MIN = 21,
EN_SKILL_USECOUNT_MAX = 22,
EN_SKILL_QCOUNT_MAX = 23,
};
// 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
/**
* 1.自己(势力)
* 2.友方(势力),不包括自己
* 3.自己和友方(势力)
* 4.单个敌方(势力)
* 5.全部敌方(势力)
* 6.场上全部(势力),无视敌我
* 7.自己和友方(势力)中的随机一个
* 8.全部敌方(势力)中的随机一个
* 9.先对家,不存在,执行第八条
*/
export const enum GameCampType {
NONE = 0,
SELF = 1,
FRIEND = 2,
MYTEAM = 3,
ENEMY = 4,
ENEMYTEAM = 5,
ALL = 6,
RANDOM_US = 7,
RANDOM_ENEMY = 8,
FACE_ENEMY = 9,
};
// 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,
};