| | |
| | | curPlayerPropDict["ServerGroupID"] = PlayerControl.GetPlayerServerGroupID(curPlayer)
|
| | | curPlayerPropDict["LingGenPoint"] = [PlayerControl.GetMetal(curPlayer), PlayerControl.GetWood(curPlayer), PlayerControl.GetWater(curPlayer),
|
| | | PlayerControl.GetFire(curPlayer), PlayerControl.GetEarth(curPlayer)]
|
| | | #仙魔之争所需属性
|
| | | #战斗属性
|
| | | curPlayerPropDict["MinAtk"] = curPlayer.GetMinAtk()
|
| | | curPlayerPropDict["MaxAtk"] = curPlayer.GetMaxAtk()
|
| | | curPlayerPropDict["Def"] = curPlayer.GetDef()
|
| | | curPlayerPropDict["MaxHP"] = GameObj.GetMaxHP(curPlayer)
|
| | | curPlayerPropDict["Hit"] = curPlayer.GetHit()
|
| | | curPlayerPropDict["Miss"] = curPlayer.GetMiss()
|
| | | 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
|
| | | |
| | | #推送提醒
|
| | | curPlayerPropDict[ChConfig.Def_PDict_GeTuiSet] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GeTuiSet)
|
| | | curPlayerPropDict[ChConfig.Def_PDict_NoGeTuiTime] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NoGeTuiTime)
|