| | |
| | | import ShareDefine
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| | | import PlayerMail
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| | | import DBDataMgr
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| | | import TurnSkill
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| | | import ObjPool
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| | |
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| | | def OnDay():
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| | |
| | | return {}
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| | | return __getBossAttrDict(ipyDataList[0])
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| | |
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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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| | |
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| | |
| | | GameWorld.Log("天子考验全部血条被击杀! totalHPMax=%s,statDefValueTotal=%s" % (totalHPMax, statDefValueTotal))
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| | | return True
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| | |
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| | | gameObj.SetMaxHP(ipyDataNow.GetMaxHP(), True)
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| | | gameObj.SetHP(hp, True)
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| | | gameObj.SetMaxHP(ipyDataNow.GetMaxHP(), False)
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| | | gameObj.SetHP(hp, False)
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| | | GameWorld.DebugLog("更新NPC血条: hpNum=%s,hp=%s/%s, statDefValueTotal=%s" % (hpNum, gameObj.GetHP(), gameObj.GetMaxHP(), statDefValueTotal))
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| | | TurnSkill.Sync_HPRefresh(turnFight, gameObj)
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| | | turnFight.SetDict("hpNum", hpNum)
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| | | turnFight.syncHelp({"hpNum":hpNum})
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| | | #turnFight.syncHelp({"hpNum":hpNum})
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| | | gameObj.UpdInitBatAttr(__getBossAttrDict(ipyDataNow))
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| | | return False
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| | |
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