3466 【主干】【1.0.15】会心时增加会心伤害
增加通知客户端最终伤害百分比
去除盟职位和宠物列表广播
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| | | CDBPlayerRefresh_TreasureScore, # 寻宝积分
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| | | CDBPlayerRefresh_Danjing, # 丹精
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| | | CDBPlayerRefresh_NPCHurtAddPer, # 对怪物伤害加成
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| | | ) = range(146, 189)
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| | | CDBPlayerRefresh_FinalHurtPer, # 最终输出伤害百分比
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| | | ) = range(146, 190)
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| | | TYPE_Price_Gold_Paper_Money = 5 # 金钱类型,(先用礼券,再用金子)
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| | | TYPE_Price_Family_Contribution = 6 # 战盟贡献度(活跃度转换得来)
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| | |
| | | # 暴击增加技能伤害
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| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | if isLuckyHit:
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| | | # 会心一击时增加会心伤害百分比 |
| | | aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
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| | | #参与运算的数值
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| | | rand = random.random() #种子数 0~1
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| | |
| | | TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 47
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| | | TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失 48
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| | | TriggerType_OneDamage, # 伤害降低到1点 49
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| | | ) = range(1, 50)
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| | | TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
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| | | ) = range(1, 51)
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| | |
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| | | # NPC功能类型定义
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| | | ## 最终伤害百分比
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| | | def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
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| | | def SetFinalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
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| | | def SetFinalHurtPer(curPlayer, value):
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| | | curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
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| | | curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
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| | | ## 最终固定伤害增加
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| | | def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
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| | | def SetFinalHurt(curPlayer, value):
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| | |
| | | if curPlayer.GetFamilyMemberLV() != refreshPack.GetFamilyMemberLV():
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| | | curPlayer.SetFamilyMemberLV(refreshPack.GetFamilyMemberLV())
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| | | #通知周围玩家家族职位刷新
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| | | curPlayer.Notify_FamilyMemberLVRefresh()
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| | | #curPlayer.Notify_FamilyMemberLVRefresh()
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| | | GameLogic_FamilyWar.DoCheckChampionFamilyTitle(curPlayer)
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| | | if curPlayer.GetFamilyMoney() != refreshPack.GetFamilyMoney():
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| | |
| | | PetControl.SetPetHP(rolePet, rolePet.GetMaxHP(), False)
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| | |
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| | | #---通知客户端---
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| | | rolePet.Sync_PetInfo()
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| | | #rolePet.Sync_PetInfo()
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| | | #刷新技能栏
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| | | rolePet.Sync_SkillList()
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| | |
| | | CDBPlayerRefresh_TreasureScore, # 寻宝积分
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| | | CDBPlayerRefresh_Danjing, # 丹精
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| | | CDBPlayerRefresh_NPCHurtAddPer, # 对怪物伤害加成
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| | | ) = range(146, 189)
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| | | CDBPlayerRefresh_FinalHurtPer, # 最终输出伤害百分比
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| | | ) = range(146, 190)
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| | |
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| | | TYPE_Price_Gold_Paper_Money = 5 # 金钱类型,(先用礼券,再用金子)
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| | | TYPE_Price_Family_Contribution = 6 # 战盟贡献度(活跃度转换得来)
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New file |
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| | | #!/usr/bin/python
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| | | # -*- coding: GBK -*-
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| | | #
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| | | # @todo: 会心一击时增加会心伤害百分比
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| | | #
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| | | # @author: Alee
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| | | # @date 2018-1-9 下午09:39:37
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| | | # @version 1.0
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| | | #
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| | | # @note: |
| | | #
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| | | #---------------------------------------------------------------------
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| | |
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| | | def CheckCanHappen(attacker, defender, effect, curSkill): |
| | | return True
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| | | |
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| | | def GetValue(attacker, defender, effect):
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| | | return effect.GetEffectValue(0)
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| | |
| | | 4048:ChConfig.TriggerType_MissSkill, # 闪避后触发释放技能
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| | | 4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
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| | | 4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点
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| | | 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
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| | | }
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| | | return tdict.get(effectID, -1)
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| | | #===========================================================================
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