| | |
| | | import ChNetSendPack
|
| | | import PlayerState
|
| | | import QuestCommon
|
| | | import PlayerDogz
|
| | | import ChPlayer
|
| | | import GMShell
|
| | |
|
| | | import random
|
| | |
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]):
|
| | | def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
|
| | | '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
|
| | | @param mailTypeKey: 邮件模板key
|
| | | @param batchPlayerIDList: [playerIDList, playerIDList, ...]
|
| | | @param batchAddItemList: [addItemList, addItemList, ...]
|
| | | @param batchParamList: [paramList, paramList, ...]
|
| | | @param batchGold: [batchGold, batchGold, ...]
|
| | | @param batchGold: [batchGoldPaper, batchGoldPaper, ...]
|
| | | @param batchGold: [batchSilver, batchSilver, ...]
|
| | | @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
|
| | | @param batchSilver: [batchSilver, batchSilver, ...]
|
| | | @param batchDetail: [记录邮件流向用, ...]
|
| | | '''
|
| | | msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver])
|
| | | msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
|
| | | GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s"
|
| | | % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
|
| | | return
|
| | |
|
| | | def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0):
|
| | | def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
|
| | | '''
|
| | | @param detail: 记录邮件流向用
|
| | | '''
|
| | | if not mailTypeKey:
|
| | | mailTypeKey = ShareDefine.DefaultLackSpaceMailType
|
| | |
|
| | | content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
|
| | | SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver)
|
| | | SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
|
| | | return
|
| | |
|
| | | ## 功能发放物品补偿/奖励邮件
|
| | | # @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
|
| | | # @return
|
| | | def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0):
|
| | | def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
|
| | | if not playerIDList:
|
| | | return
|
| | |
|
| | |
| | | for key, itemCnt in itemCountDict.items():
|
| | | itemID, isBind = key
|
| | | combineItemList.append((itemID, itemCnt, isBind))
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver]
|
| | | cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
|
| | | GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
|
| | | return True
|
| | |
|
| | |
| | | # @param canLock 是否可以锁定玩家(传送点不可锁定, 因为要跨地图寻路)
|
| | | # @return 返回值无意义
|
| | | # @remarks 玩家切换地图
|
| | | def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID= -1, msg='', canLock=True, exData1=0):
|
| | | def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID=-1, msg='', canLock=True, exData1=0):
|
| | | #更改: 死亡允许切换地图, 在副本中被怪打死, 副本时间到, 回收副本
|
| | | # if curPlayer.GetHP() <= 0 :
|
| | | # GameWorld.Log("死亡无法切换地图")
|
| | |
| | | #---同地图ID, 同分线, 仅切换坐标---
|
| | | #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
|
| | | if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
|
| | | #重置坐标
|
| | | GameWorld.ResetPlayerPos(curPlayer, posX, posY)
|
| | | if exData1:
|
| | | #boss的用move,通知前端,由前端发起move
|
| | | ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
|
| | | else:
|
| | | #重置坐标
|
| | | GameWorld.ResetPlayerPos(curPlayer, posX, posY)
|
| | | #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff
|
| | | SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
|
| | | return
|
| | |
| | | # 非常规地图之间的切换不处理
|
| | | if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
|
| | | return tagLineID
|
| | | tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
|
| | | tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
|
| | |
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
|
| | |
| | | GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID)
|
| | |
|
| | | if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
|
| | | bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
|
| | | bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
|
| | | if bossShuntLineID != -1:
|
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | | GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
|
| | | NPCCommon.AddBossShuntRelatedPlayer(curPlayer, tagMapID, bossShuntLineID, bossID, tick)
|
| | | return bossShuntLineID
|
| | | return tagLineID
|
| | | |
| | | if curMapID == tagMapID:
|
| | | GameWorld.DebugLog("同地图切换坐标不处理分流!", playerID)
|
| | | return tagLineID
|
| | |
|
| | | # 可以用来常规分流的线路人数字典信息, 并不是所有线路都可以用来做人数分流的,比如中立地图有多条线用来分流boss,但是只有1条线可用来做常规的人数分流
|
| | |
| | | GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
|
| | | return shuntLineID
|
| | |
|
| | | def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
|
| | | def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
|
| | | '''获取目标地图boss分流线路
|
| | | 根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
|
| | | 队伍无视任何规则,默认分配到队伍队员多的那条线
|
| | | 根据人数分流玩家,优先分配到活着的线路
|
| | | 队伍无视任何规则,默认分配到队伍队员多的那条线
|
| | | |
| | | 前端:
|
| | | 1.在中立地图的时候,显示当前线路BOSS的状态
|
| | | 2.在常规地图的时候,显示玩家击杀BOSS的CD时间
|
| | | 3.本地图不换线,60秒规则保持不变
|
| | | 4.进入BOSS区域里,刷新BOSS状态
|
| | | |
| | | 玩家在非中立地图:
|
| | | 本地图不换线,60秒规则保持不变()
|
| | | |
| | | 玩家在中立地图
|
| | | 没有60秒规则
|
| | | 直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move)
|
| | | '''
|
| | | playerID = curPlayer.GetPlayerID()
|
| | | playerTeamID = curPlayer.GetTeamID()
|
| | |
| | | hurtTeamLineID = -1
|
| | | hurtTeamMemCount = -1
|
| | |
|
| | | emptyLineID = -1
|
| | | bossLinePlayerCntList = []
|
| | | bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
|
| | |
|
| | | deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
|
| | | bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
|
| | | bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
|
| | |
|
| | | GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" |
| | | % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID)
|
| | | haveAliveLine = False # 是否有活着的线路
|
| | | activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
|
| | |
|
| | | GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" |
| | | % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID)
|
| | | if tagMapID in activityMapLineDict:
|
| | | activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
|
| | | # 非1线的活动线路不参与分流
|
| | | if activityLineID != 0 and activityLineID in lineIDList:
|
| | | lineIDList.remove(activityLineID)
|
| | | GameWorld.DebugLog(" 非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
|
| | | |
| | | for lineID in lineIDList:
|
| | | key = (mapID, lineID)
|
| | | key = (tagMapID, lineID)
|
| | | # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
|
| | | shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
|
| | | playerCount = 0
|
| | | teamPlayerCount = 0
|
| | | for shuntInfo in shuntPlayerDict.values():
|
| | | for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
|
| | | bossID = shuntInfo[0]
|
| | | if npcID != bossID:
|
| | | continue
|
| | | playerCount += 1
|
| | | shuntTeamID = shuntInfo[1]
|
| | | if playerTeamID and playerTeamID == shuntTeamID:
|
| | | if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
|
| | | teamPlayerCount += 1
|
| | |
|
| | | if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
|
| | | hurtTeamMemCount = teamPlayerCount
|
| | | hurtTeamLineID = lineID
|
| | |
|
| | | lineBossState = lineID not in deadLineList # 当前线路boss状态
|
| | | if bossState != lineBossState:
|
| | | GameWorld.DebugLog(" lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
|
| | | continue
|
| | | lineIsAlive = bossLineStateDict.get(lineID, 0)
|
| | | lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
|
| | | emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
|
| | | if not playerCount and emptyLineID == -1:
|
| | | emptyLineID = lineID
|
| | | linePlayerCountList.append([playerCount, lineID])
|
| | | bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
|
| | |
|
| | | GameWorld.DebugLog(" lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
|
| | | |
| | | if not playerCount:
|
| | | if emptyLineID < 0:
|
| | | emptyLineID = lineID
|
| | | else:
|
| | | bossLinePlayerCntList.append([playerCount, lineID])
|
| | | if not lineBossIsDead:
|
| | | haveAliveLine = True
|
| | |
|
| | | GameWorld.DebugLog(" lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" |
| | | % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
|
| | | |
| | | if hurtTeamLineID >= 0:
|
| | | GameWorld.DebugLog(" 分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
|
| | | return hurtTeamLineID
|
| | |
|
| | | if not bossLinePlayerCntList:
|
| | | GameWorld.DebugLog(" 没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
|
| | | return emptyLineID
|
| | | if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
|
| | | GameWorld.DebugLog(" 中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
|
| | | return curLineID
|
| | |
|
| | | bossLinePlayerCntList.sort() # 升序
|
| | | playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
|
| | | shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
|
| | | GameWorld.DebugLog(" boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
|
| | | emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
|
| | | linePlayerCountList.sort() # 升序
|
| | | playerCount, minPlayerCntLineID = linePlayerCountList[0]
|
| | | bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
|
| | | if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
|
| | | GameWorld.DebugLog(" 分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
|
| | | GameWorld.DebugLog(" 分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
|
| | | return emptyLineID
|
| | |
|
| | | GameWorld.DebugLog(" 分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" |
| | | % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
|
| | | GameWorld.DebugLog(" 分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" |
| | | % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
|
| | | return minPlayerCntLineID
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | |
|
| | | curBourseMoney = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
|
| | | updBourseMoney = curBourseMoney
|
| | | #当是交易所扣费时,则必定扣除交易额度
|
| | | if costType == ChConfig.Def_Cost_BourseBuy:
|
| | | #当是交易所扣费、钻石红包时,则必定扣除交易额度
|
| | | if costType in ChConfig.UnUseInner_CostType:
|
| | | updBourseMoney = max(0, curBourseMoney - price)
|
| | | #其他如果当前金子比交易额度还少,则强制调整交易额度为当前金子数(这种情况一般是非交易所消费的,需要同步扣除交易所可购买额度)
|
| | | elif updPlayerGold < updBourseMoney:
|
| | |
| | |
|
| | | OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
|
| | | PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
|
| | | NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
|
| | |
|
| | | #其他需作为公式参数的系数
|
| | | AtkSpeedParameter = fpParam.GetCftAtkSpeed()
|
| | |
| | | PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
|
| | | PlayerRune.RefreshRuneAttr(curPlayer)
|
| | | PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
|
| | | PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
|
| | | PlayerSuccess.CalcSuccessAttr(curPlayer)
|
| | | PlayerVip.CalcVIPAttr(curPlayer)
|
| | | PlayerRefineStove.CalcStoveAttr(curPlayer)
|
| | | PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
|
| | | PlayerEquipDecompose.RefreshEDAttr(curPlayer)
|
| | | PlayerDogz.RefreshDogzAttr(curPlayer)
|
| | | self.RefreshAllState(isForce=True)
|
| | | GameWorld.DebugLog("End ReCalcAllState!!!")
|
| | | return
|
| | |
| | | fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
|
| | |
|
| | | actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
|
| | | if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \
|
| | | and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0):
|
| | | fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0)
|
| | | |
| | | if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State):
|
| | | actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID))
|
| | | if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
|
| | | fightExpRate += actExpIpyData.GetAddExpRate()
|
| | | |
| | | if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
|
| | | fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
|
| | |
|
| | |
| | | def SetGMForbidenTalk(curPlayer, value):
|
| | | curPlayer.SetGMForbidenTalk(value)
|
| | | curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
|
| | | return
|
| | |
|
| | |
|
| | |
| | |
|
| | | ## 对怪物伤害加成
|
| | | def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
|
| | | def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
|
| | | def SetNPCHurtAddPer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False)
|
| | | |
| | | #---职业伤害加成---
|
| | | ## 目标战士伤害加成
|
| | | def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
|
| | |
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value, False)
|
| | |
|
| | | #---特殊伤害概率---
|
| | | ## 富甲一击概率
|
| | | def GetFujiaHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FujiaHitRate)
|
| | | def SetFujiaHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FujiaHitRate, value)
|
| | | ## 富豪一击概率
|
| | | def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate)
|
| | | def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value)
|
| | |
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BleedDamage, value, False)
|
| | |
|
| | | ## 最终伤害百分比
|
| | | def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
|
| | | def SetFinalHurtPer(curPlayer, value):
|
| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
|
| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
|
| | | ## 最终固定伤害增加
|
| | | def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
|
| | | def SetFinalHurt(curPlayer, value):
|