| | |
| | | #初始化状态
|
| | | curNPC.SetSpeed(curNPC.GetOrgSpeed())
|
| | | curNPC.SetAtkInterval(curNPC.GetBaseAtkInterval())
|
| | |
|
| | | |
| | | #扩展属性
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| | | npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
|
| | | if npcDataEx:
|
| | | GameObj.SetAtkSpeed(curNPC, npcDataEx.GetAtkSpeed())
|
| | | GameObj.SetSuperHitRateReduce(curNPC, npcDataEx.GetSuperHitRateReduce())
|
| | | GameObj.SetFaintRate(curNPC, npcDataEx.GetFaintRate())
|
| | | GameObj.SetFaintDefRate(curNPC, npcDataEx.GetFaintDefRate())
|
| | | GameObj.SetComboRate(curNPC, npcDataEx.GetComboRate())
|
| | | GameObj.SetComboDefRate(curNPC, npcDataEx.GetComboDefRate())
|
| | | GameObj.SetAtkBackRate(curNPC, npcDataEx.GetAtkBackRate())
|
| | | GameObj.SetAtkBackDefRate(curNPC, npcDataEx.GetAtkBackDefRate())
|
| | | GameObj.SetSuckHPPer(curNPC, npcDataEx.GetSuckHPPer())
|
| | | GameObj.SetSuckHPDefPer(curNPC, npcDataEx.GetSuckHPDefPer())
|
| | | |
| | | # #先清空异常
|
| | | # if curNPC.GetAbnormalState() != IPY_GameWorld.sctInvalid:
|
| | | # curNPC.SetAbnormalState(IPY_GameWorld.sctInvalid)
|
| | |
| | | GameObj.SetMaxHP(curNPC, PropDict["MaxHP"])
|
| | | curNPC.SetHit(PropDict["Hit"])
|
| | | curNPC.SetMiss(PropDict["Miss"])
|
| | | GameObj.SetAtkSpeed(curNPC, PropDict.get("AtkSpeed", 0))
|
| | |
|
| | | # curPlayerPropDict["SkillAtkRate"] = curPlayer.GetSkillAtkRate() # 技能攻击比例加成
|
| | | # curPlayerPropDict["SkillAtkRateReduce"] = PlayerControl.GetSkillAtkRateReduce(curPlayer) # 技能攻击比例减少
|
| | | # curPlayerPropDict["LuckyHitRate"] = curPlayer.GetLuckyHitRate() # 会心一击几率
|
| | | # curPlayerPropDict["LuckyHitVal"] = curPlayer.GetLuckyHitVal() # 会心一击伤害固定值
|
| | | # curPlayerPropDict["LuckyHitRateReduce"] = PlayerControl.GetLuckyHitRateReduce(curPlayer) # 会心一击概率抗性
|
| | | # curPlayerPropDict["LuckyHitReduce"] = PlayerControl.GetLuckyHitReduce(curPlayer) # 会心一击伤害减免固定值
|
| | | # curPlayerPropDict["SuperHitRate"] = curPlayer.GetSuperHitRate() # 暴击概率
|
| | | # curPlayerPropDict["SuperHit"] = curPlayer.GetSuperHit() # 暴击伤害固定值
|
| | | # curPlayerPropDict["SuperHitRateReduce"] = PlayerControl.GetSuperHitRateReduce(curPlayer) # 暴击概率抗性
|
| | | # curPlayerPropDict["SuperHitReduce"] = PlayerControl.GetSuperHitReduce(curPlayer) # 暴击伤害抗性固定值
|
| | | # curPlayerPropDict["IceAtk"] = curPlayer.GetIceAtk() # 真实伤害 固定值
|
| | | # curPlayerPropDict["IceDef"] = curPlayer.GetIceDef() # 真实伤害防御 固定值
|
| | | # curPlayerPropDict["IgnoreDefRate"] = curPlayer.GetIgnoreDefRate() # 无视防御几率
|
| | | # curPlayerPropDict["IgnoreDefRateReduce"] = PlayerControl.GetIgnoreDefRateReduce(curPlayer) # 无视防御概率抗性
|
| | | # curPlayerPropDict["IgnoreDefReducePer"] = PlayerControl.GetIgnoreDefReducePer(curPlayer) # 无视防御伤害减免
|
| | | # curPlayerPropDict["DamagePVE"] = PlayerControl.GetDamagePVE(curPlayer) # 伤害输出计算固定值PVE
|
| | | # curPlayerPropDict["DamagePerPVP"] = PlayerControl.GetDamagePerPVP(curPlayer) # 伤害输出计算百分比PVP
|
| | | # curPlayerPropDict["DamagePerPVPReduce"] = PlayerControl.GetDamagePerPVPReduce(curPlayer) # 伤害输出计算百分比PVP减少
|
| | | # curPlayerPropDict["DamagePVP"] = PlayerControl.GetDamagePVP(curPlayer) # PVP固定伤害
|
| | | # curPlayerPropDict["DamagePVPReduce"] = PlayerControl.GetDamagePVPReduce(curPlayer) # PVP固定减伤
|
| | | # curPlayerPropDict["FinalHurt"] = PlayerControl.GetFinalHurt(curPlayer) # 最终固定伤害增加
|
| | | # curPlayerPropDict["FinalHurtReduce"] = PlayerControl.GetFinalHurtReduce(curPlayer) # 最终固定伤害减少
|
| | | # curPlayerPropDict["FinalHurtPer"] = PlayerControl.GetFinalHurtPer(curPlayer) # 最终伤害百分比
|
| | | # curPlayerPropDict["FinalHurtReducePer"] = PlayerControl.GetFinalHurtReducePer(curPlayer) # 最终伤害减少百分比
|
| | | # curPlayerPropDict["OnlyFinalHurt"] = PlayerControl.GetOnlyFinalHurt(curPlayer) # 额外输出伤害
|
| | | # curPlayerPropDict["DamChanceDef"] = PlayerControl.GetDamChanceDef(curPlayer) # 20%的概率抵御伤害比率
|
| | | # curPlayerPropDict["NPCHurtAddPer"] = PlayerControl.GetNPCHurtAddPer(curPlayer) # 对怪物伤害加成
|
| | | # curPlayerPropDict["AtkBackHPPer"] = PlayerControl.GetAtkBackHPPer(curPlayer) # 攻击回复血量固定值
|
| | | # curPlayerPropDict["PVPAtkBackHP"] = PlayerControl.GetPVPAtkBackHP(curPlayer) # PVP攻击回血
|
| | | # curPlayerPropDict["FaintRate"] = PlayerControl.GetFaintRate(curPlayer) # 触发击晕
|
| | | # curPlayerPropDict["FaintDefRate"] = PlayerControl.GetFaintDefRate(curPlayer) # 击晕抵抗
|
| | | curNPC.SetSuperHitRate(PropDict["SuperHitRate"])
|
| | | GameObj.SetSuperHitRateReduce(curNPC, PropDict["SuperHitRateReduce"])
|
| | | GameObj.SetFaintRate(curNPC, PropDict["FaintRate"])
|
| | | GameObj.SetFaintDefRate(curNPC, PropDict["FaintDefRate"])
|
| | | GameObj.SetComboRate(curNPC, PropDict.get("ComboRate", 0)) # 后面加的属性做兼容
|
| | | GameObj.SetComboDefRate(curNPC, PropDict.get("ComboDefRate", 0))
|
| | | GameObj.SetAtkBackRate(curNPC, PropDict.get("AtkBackRate", 0))
|
| | | GameObj.SetAtkBackDefRate(curNPC, PropDict.get("AtkBackDefRate", 0))
|
| | | GameObj.SetSuckHPPer(curNPC, PropDict.get("SuckHPPer", 0))
|
| | | GameObj.SetSuckHPDefPer(curNPC, PropDict.get("SuckHPDefPer", 0))
|
| | | |
| | | GameWorld.DebugLog("SetPVPNPCPlayerAttr: objID=%s,NPCID=%s,pvpPlayerID=%s,maxHP=%s" |
| | | % (curNPC.GetID(), curNPC.GetNPCID(), pvpPlayerID, GameObj.GetMaxHP(curNPC)))
|
| | | return
|
| | |
|
| | | def SetHelpBattleRobotRebornAttr(self, fightPower):
|