| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | ## 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)
|
| | |
| | | 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)
|