| | |
| | |
|
| | | return
|
| | |
|
| | | ## NPC攻击成功后FB处理(说明:进入这个函数的时候,怪物已经死亡,掉落经验等都处理过了)
|
| | | # @param curNPC 攻击方
|
| | | # @param target 防守方
|
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def DoOverNPCAttackSuccess(curNPC, target, tick):
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(GameWorld.GetMap().GetMapID())
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "DoOverNPCAttackSuccess"))
|
| | | |
| | | if callFunc:
|
| | | callFunc(curNPC, target, tick)
|
| | | |
| | | return
|
| | |
|
| | | ## 玩家死亡
|
| | | # @param curPlayer:死亡的玩家
|
| | | # @return None
|
| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
|
| | |
|
| | | def OnPlayerLineupAttackSuccess(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
|
| | | ## 回合战斗主动发起的玩家阵容释放技能成功
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackSuccess"))
|
| | | |
| | | if callFunc:
|
| | | callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
|
| | | |
| | | return
|
| | |
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID):
|
| | | ## 回合战斗主动发起的玩家阵容攻击结果额外处理
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
|
| | | |
| | | if callFunc:
|
| | | callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
|
| | | |
| | | return
|
| | |
|
| | | def OnTurnFightOver(curPlayer, mapID, funcLineID, tagType, tagID, valueList, fightRet):
|
| | | ## 回合战斗结束
|
| | | # @return: 是否需要同步GameServer, 奖励列表
|