| | |
| | |
|
| | | def OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList):
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| | | ## 回合战斗请求 - 地图验证
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| | | # @return: 是否允许
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| | | # @return: 是否允许, 后端验证通过的funcLineID
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| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
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| | |
|
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightRequest"))
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| | |
|
| | | if callFunc == None:
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| | | # 默认不限制
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| | | return True
|
| | | return True, funcLineID
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| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
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| | |
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| | |
| | |
|
| | | return callFunc(curPlayer, turnFight, npcObj)
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| | |
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer):
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| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
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| | | ## 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
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| | | # @return: 可否被正常击杀
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| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
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| | |
| | | # 不需要逻辑时默认可被正常击杀
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| | | return True
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| | |
|
| | | return callFunc(curPlayer, turnFight, gameObj, killer)
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| | | return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
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| | |
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
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| | | ## 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
|