| | |
| | | #生物属性接口,顺序对应ChConfig.TYPE_Calc_AttrList
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| | | #同个属性Get, Set 写在一起,方便维护 [Get, Set, 属性类型, 是否通知自身, 是否通知周围玩家]
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| | | ObjProperty_AttrByIndex = [
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| | | [lambda curObj:curObj.GetSTR(), lambda curObj, value:curObj.SetSTR(value), IPY_PlayerDefine.CDBPlayerRefresh_STR, 1, 0], # 力量
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| | | [lambda curObj:curObj.GetPNE(), lambda curObj, value:curObj.SetPNE(value), IPY_PlayerDefine.CDBPlayerRefresh_PNE, 1, 0], # 智力
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| | | [lambda curObj:curObj.GetPHY(), lambda curObj, value:curObj.SetPHY(value), IPY_PlayerDefine.CDBPlayerRefresh_PHY, 1, 0], # 敏捷
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| | | [lambda curObj:curObj.GetCON(), lambda curObj, value:curObj.SetCON(value), IPY_PlayerDefine.CDBPlayerRefresh_CON, 1, 0], # 体质
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| | | [lambda curObj:PlayerControl.GetMetal(curObj), lambda curObj, value:PlayerControl.SetMetal(curObj, value), ShareDefine.CDBPlayerRefresh_Mater, 1, 0], # 金
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| | | [lambda curObj:PlayerControl.GetWood(curObj), lambda curObj, value:PlayerControl.SetWood(curObj, value), ShareDefine.CDBPlayerRefresh_Wood, 1, 0], # ľ
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| | | [lambda curObj:PlayerControl.GetWater(curObj), lambda curObj, value:PlayerControl.SetWater(curObj, value), ShareDefine.CDBPlayerRefresh_Water, 1, 0], # ˮ
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| | | [lambda curObj:PlayerControl.GetFire(curObj), lambda curObj, value:PlayerControl.SetFire(curObj, value), ShareDefine.CDBPlayerRefresh_Fire, 1, 0], # 火
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| | | [lambda curObj:PlayerControl.GetEarth(curObj), lambda curObj, value:PlayerControl.SetEarth(curObj, value), ShareDefine.CDBPlayerRefresh_Earth, 1, 0], # 土
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| | |
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| | | [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1], # 当前血量
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| | | [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0], # 当前魔量
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| | | [lambda curObj:GameObj.GetMaxHP(curObj), lambda curObj, value:GameObj.SetMaxHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1, 1], # 最大血量
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| | | [lambda curObj:curObj.GetMaxMP(), lambda curObj, value:curObj.SetMaxMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MaxMP, 0, 0], # 最大魔量
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| | | [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0], # 最小攻击力
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| | | [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0], # 最大攻击力
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| | | [lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0], # 最小魔攻
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| | | [lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0], # 最大魔攻
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| | | [lambda curObj:curObj.GetDef(), lambda curObj, value:curObj.SetDef(value), IPY_PlayerDefine.CDBPlayerRefresh_DEF, 1, 0], # 防御力
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| | | [lambda curObj:curObj.GetHit(), lambda curObj, value:curObj.SetHit(value), IPY_PlayerDefine.CDBPlayerRefresh_HIT, 1, 0], # 命中
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| | | [lambda curObj:curObj.GetMiss(), lambda curObj, value:curObj.SetMiss(value), IPY_PlayerDefine.CDBPlayerRefresh_Miss, 1, 0], # 闪避
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| | | [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0], # 最小攻击力
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| | | [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0], # 最大攻击力
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| | | [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1], # 当前血量
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| | | [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0], # 当前魔量
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| | | #[lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0], # 最小魔攻
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| | | #[lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0], # 最大魔攻
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| | | [lambda curObj:curObj.GetLuckValue(), lambda curObj, value:curObj.SetLuckValue(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckValue, 1, 0], # 气运
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| | | [lambda curObj:PlayerControl.GetSpeedNotBuff(curObj), lambda curObj, value:PlayerControl.SetSpeedNotBuff(curObj, value), 0, 0, 0], # 移动速度
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| | | [lambda curObj:PlayerControl.GetAtkSpeed(curObj), lambda curObj, value:PlayerControl.SetAtkSpeed(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 1, 1], # 攻击速度
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| | |
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| | |
| | | [lambda curObj:PlayerControl.GetBaseDefAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseDefAddPer(curObj, value), 0, 0, 0], # 基础防御百分比
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| | | [lambda curObj:PlayerControl.GetBaseHitAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseHitAddPer(curObj, value), 0, 0, 0], # 基础命中百分比
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| | | [lambda curObj:PlayerControl.GetBaseMissAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseMissAddPer(curObj, value), 0, 0, 0], # 基础闪避百分比
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| | | [lambda curObj:PlayerControl.GetHorcruxBasePer(curObj), lambda curObj, value:PlayerControl.SetHorcruxBasePer(curObj, value), 0, 0, 0], # 魂器基础百分比
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| | | [lambda curObj:PlayerControl.GetEquipBaseAddPer(curObj), lambda curObj, value:PlayerControl.SetEquipBaseAddPer(curObj, value), 0, 0, 0], # 装备基础百分比
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| | | [lambda curObj:PlayerControl.GetWeaponAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetWeaponAtkAddPer(curObj, value), 0, 0, 0], # 武器基础攻击百分比
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| | | [lambda curObj:PlayerControl.GetRelicsAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetRelicsAtkAddPer(curObj, value), 0, 0, 0], # 圣器基础攻击百分比
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| | | [lambda curObj:PlayerControl.GetArmorMaxHPAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorMaxHPAddPer(curObj, value), 0, 0, 0], # 防具基础生命百分比
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| | | [lambda curObj:PlayerControl.GetArmorDefAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorDefAddPer(curObj, value), 0, 0, 0], # 防具基础防御百分比
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| | | [lambda curObj:PlayerControl.GetGodWeaponMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponMaxHPPer(curObj, value), 0, 0, 0], # 神兵生命百分比
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| | | [lambda curObj:PlayerControl.GetGodWeaponAtkPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponAtkPer(curObj, value), 0, 0, 0], # 神兵攻击百分比
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| | | [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0], # 宝石生命百分比
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| | |
| | | [lambda curObj:PlayerControl.GetSuiteBasePer(curObj), lambda curObj, value:PlayerControl.SetSuiteBasePer(curObj, value), 0, 0, 0], # 套装基础属性百分比
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| | | [lambda curObj:PlayerControl.GetPlusBaseAtkPer(curObj), lambda curObj, value:PlayerControl.SetPlusBaseAtkPer(curObj, value), 0, 0, 0], # 强化基础攻击百分比
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| | | [lambda curObj:PlayerControl.GetProDef(curObj), lambda curObj, value:PlayerControl.SetProDef(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_ExAttr4, 1, 0], # 当前防护值
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| | | [lambda curObj:PlayerControl.GetZhuXianRate(curObj), lambda curObj, value:PlayerControl.SetZhuXianRate(curObj, value), ShareDefine.CDBPlayerRefresh_ZhuxianRate, 1, 0], # 诛仙一击概率
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| | | [lambda curObj:PlayerControl.GetZhuXianHurtPer(curObj), lambda curObj, value:PlayerControl.SetZhuXianHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, 1, 0], # 诛仙一击伤害比
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| | |
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| | |
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| | | ]
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| | |
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| | | ## 通过索引获得属性值
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