| | |
| | | curPlayerPropDict["SuperHitRate"] = curPlayer.GetSuperHitRate() # 暴击概率
|
| | | curPlayerPropDict["SuperHit"] = curPlayer.GetSuperHit() # 暴击伤害固定值
|
| | | curPlayerPropDict["SuperHitRateReduce"] = GameObj.GetSuperHitRateReduce(curPlayer) # 暴击概率抗性
|
| | | curPlayerPropDict["SuperHitReduce"] = PlayerControl.GetSuperHitReduce(curPlayer) # 暴击伤害抗性固定值
|
| | | curPlayerPropDict["SuperHitReduce"] = GameObj.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["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"] = GameObj.GetFaintRate(curPlayer) # 触发击晕
|
| | | curPlayerPropDict["FaintDefRate"] = GameObj.GetFaintDefRate(curPlayer) # 击晕抵抗
|
| | | curPlayerPropDict["ComboRate"] = GameObj.GetComboRate(curPlayer) # 连击
|
| | |
| | | curPlayerPropDict["AtkBackDefRate"] = GameObj.GetAtkBackDefRate(curPlayer) # 抗反击
|
| | | curPlayerPropDict["SuckHPPer"] = GameObj.GetSuckHPPer(curPlayer) # 吸血比率
|
| | | curPlayerPropDict["SuckHPDefPer"] = GameObj.GetSuckHPDefPer(curPlayer) # 抗吸血比率
|
| | | curPlayerPropDict["AtkBackHP"] = GameObj.GetAtkBackHP(curPlayer) # 攻击回复血量固定值
|
| | | curPlayerPropDict["PVPAtkBackHP"] = PlayerControl.GetPVPAtkBackHP(curPlayer) # PVP攻击回血
|
| | |
|
| | | #推送提醒
|
| | | curPlayerPropDict[ChConfig.Def_PDict_GeTuiSet] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GeTuiSet)
|