| | |
| | | Def_Effect_AddMAtk = 20020
|
| | | #增加内防
|
| | | Def_Effect_MagicDef = 20001
|
| | | #暴击率抗性(A值为万分率, 永恒为具体数值)
|
| | | Def_Effect_SuperHitRateReduce = 20030
|
| | | #减技能CD(A值固定值)
|
| | | Def_Effect_ReduceSkillCD = 20031
|
| | | # 卓越一击倍数(a值为万分率,直接加上)
|
| | |
| | | mfpAttrList = [{} for _ in range(4)]
|
| | | mfpAttrExDict = {}
|
| | | for funcIndex in attrFuncIndexList:
|
| | | if funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | # 技能模块不算计入功能固定属性、不计战力
|
| | | continue
|
| | | funcAttrList = funcAttrInfoList[funcIndex]
|
| | | funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
|
| | | funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
|
| | |
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
|
| | | CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
|
| | | # 不算战力的
|
| | | if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
|
| | | if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
|
| | | continue
|
| | | mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
|
| | | AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
|
| | |
| | | Def_Effect_AddMAtk = 20020
|
| | | #增加内防
|
| | | Def_Effect_MagicDef = 20001
|
| | | #暴击率抗性(A值为万分率, 永恒为具体数值)
|
| | | Def_Effect_SuperHitRateReduce = 20030
|
| | | #减技能CD(A值固定值)
|
| | | Def_Effect_ReduceSkillCD = 20031
|
| | | # 卓越一击倍数(a值为万分率,直接加上)
|
| | |
| | | [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0], # 宝石生命百分比
|
| | | [lambda curObj:PlayerControl.GetStoneAtkPer(curObj), lambda curObj, value:PlayerControl.SetStoneAtkPer(curObj, value), 0, 0, 0], # 宝石攻击百分比
|
| | | [lambda curObj:PlayerControl.GetHPCureEnhance(curObj), lambda curObj, value:PlayerControl.SetHPCureEnhance(curObj, value), 0, 0, 0], # 血瓶恢复效果增强
|
| | | [lambda curObj:PlayerControl.GetOnlyFinalHurt(curObj), lambda curObj, value:PlayerControl.SetOnlyFinalHurt(curObj, value), 0, 0, 0], # 血瓶恢复效果增强
|
| | | [lambda curObj:PlayerControl.GetPVPAtkBackHP(curObj), lambda curObj, value:PlayerControl.SetPVPAtkBackHP(curObj, value), 0, 0, 0], # 血瓶恢复效果增强
|
| | | [lambda curObj:PlayerControl.GetOnlyFinalHurt(curObj), lambda curObj, value:PlayerControl.SetOnlyFinalHurt(curObj, value), 0, 0, 0], # 额外输出伤害
|
| | | [lambda curObj:PlayerControl.GetPVPAtkBackHP(curObj), lambda curObj, value:PlayerControl.SetPVPAtkBackHP(curObj, value), 0, 0, 0], # PVP攻击回血
|
| | | [lambda curObj:PlayerControl.GetHitSucessRate(curObj), lambda curObj, value:PlayerControl.SetHitSucessRate(curObj, value), 0, 0, 0], # 命中成功率
|
| | | [lambda curObj:PlayerControl.GetMissSucessRate(curObj), lambda curObj, value:PlayerControl.SetMissSucessRate(curObj, value), 0, 0, 0], # 命中成功率
|
| | | [lambda curObj:curObj.GetAtkInterval(), lambda curObj, value:curObj.SetAtkInterval(value), IPY_PlayerDefine.CDBPlayerRefresh_AtkInterval, 0, 0], # NPC攻击频率
|