| | |
| | |
|
| | | return callFunc()
|
| | |
|
| | |
|
| | | ## 获得特殊副本npc掉落金钱
|
| | | # @param curPlayer |
| | | # @return None
|
| | | def OnGetNPCExp(curPlayer, curNPC):
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnGetNPCExp"))
|
| | | |
| | | if not callFunc:
|
| | | return 0
|
| | | |
| | | |
| | | return callFunc(curPlayer, curNPC)
|
| | |
|
| | | ## 获得外层经验倍率
|
| | | def OnGetOuterExpRate(curPlayer):
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
|
| | |
| | |
|
| | | def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
|
| | | ## 回合战斗请求 - 地图验证
|
| | | # @return: 是否允许
|
| | | # @return: 是否允许, 后端验证通过的funcLineID
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightRequest"))
|
| | |
|
| | | if callFunc == None:
|
| | | # 默认不限制
|
| | | return True
|
| | | return True, funcLineID
|
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
|
| | |
|
| | |
| | |
|
| | | return callFunc(curPlayer, turnFight, npcObj)
|
| | |
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer):
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
|
| | | ## 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)
|
| | |
| | | # 不需要逻辑时默认可被正常击杀
|
| | | return True
|
| | |
|
| | | return callFunc(curPlayer, turnFight, gameObj, killer)
|
| | | return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
|
| | |
|
| | | 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
|