| | |
| | |
|
| | | return callFunc(curPlayer, addExp, expViewType)
|
| | |
|
| | | ## 副本扫荡询问
|
| | | def OnPlayerFBSweepAsk(curPlayer, mapID, lineID, cnt, dataEx):
|
| | | ## 副本扫荡询问
|
| | | # @return: None - 不可扫荡
|
| | | # @return: 非None - 可以扫荡,且返回值直接传给 OnPlayerFBSweepResult
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBSweepAsk"))
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, lineID, cnt, dataEx)
|
| | |
|
| | | ## 副本扫荡结果
|
| | | def OnPlayerFBSweepResult(curPlayer, mapID, lineID, cnt, dataEx):
|
| | | def OnPlayerFBSweepResult(curPlayer, mapID, lineID, cnt, dataEx, askRet):
|
| | | ## 副本扫荡结果
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerFBSweepResult"))
|
| | |
| | | if callFunc == None:
|
| | | return False
|
| | |
|
| | | return callFunc(curPlayer, mapID, lineID, cnt, dataEx)
|
| | | return callFunc(curPlayer, mapID, lineID, cnt, dataEx, askRet)
|
| | |
|
| | | ## 开始公共CD副本扫荡
|
| | | def OnStartPubCDFBSweep(curPlayer, mapID, lineID, cnt, dataEx):
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID)
|
| | |
|
| | | def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
|
| | | ## 获取副本指定NPC初始化属性
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBNPCInitAttr"))
|
| | | if callFunc == None:
|
| | | return
|
| | | |
| | | return callFunc(curPlayer, turnFight, npcObj)
|
| | |
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer):
|
| | | ## 副本NPC被击杀前处理,一般用于处理一些不被击杀的副本NPC逻辑
|
| | | # @return: 可否被正常击杀
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnFBNPCKilledBefore"))
|
| | | if callFunc == None:
|
| | | # 不需要逻辑时默认可被正常击杀
|
| | | return True
|
| | | |
| | | return callFunc(curPlayer, turnFight, gameObj, killer)
|
| | |
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
|
| | | ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|