| | |
| | |
|
| | | 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
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjIDList, 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)
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnPlayerLineupAttackResult"))
|
| | |
|
| | | if callFunc:
|
| | | callFunc(curPlayer, atkObj, defObj, curSkill, mapID, funcLineID)
|
| | | callFunc(curPlayer, atkObj, killObjIDList, useSkill, mapID, funcLineID)
|
| | |
|
| | | return
|
| | |
|