hxp
2023-12-25 e35ed3606a9dd4da24331cc520faf4b720d83f13
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3861,7 +3861,7 @@
        IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性
        DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率
        BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
        AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量
        AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHP) # 攻击回复血量
        FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕
        FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
        FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
@@ -6796,19 +6796,9 @@
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedValue, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SpeedValue, value, True) # 移动速度值暂定广播周围玩家
    
#---攻击回复血量比率----
## 获取玩家攻击回复血量比率
#  @param curPlayer 玩家实例
#  @return
def GetAtkBackHPPer(curPlayer):
    return curPlayer.GetBattleValEx2()
## 设置玩家攻击回复血量比率
#  @param curPlayer 玩家实例
#  @return None
def SetAtkBackHPPer(curPlayer, value):
    curPlayer.SetBattleValEx2(value)
# PVP攻击回血
def GetPVPAtkBackHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PVPAtkBackHP)
def SetPVPAtkBackHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PVPAtkBackHP, value)
## 获取玩家攻击回复蓝量比率
def GetAtkBackMPPer(curPlayer): return 0
@@ -6866,11 +6856,7 @@
## 卓越一击伤害减免
def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
## 暴击伤害减免
def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
def SetSuperHitReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SuperHitReduce, value)
## 无视防御伤害减免
def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
def SetIgnoreDefReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_IgnoreDefReducePer, value)
@@ -6970,10 +6956,6 @@
    curPlayer.SetDict(ChConfig.Def_PlayerKey_OnlyFinalHurt, value)
    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_OnlyFinalHurt, value)
    return
# PVP攻击回血
def GetPVPAtkBackHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PVPAtkBackHP)
def SetPVPAtkBackHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PVPAtkBackHP, value)
# 命中成功率
def GetHitSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HitSucessRate)