From 2e892e272f7aea0a7ffbae81e43731c6b20119e6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 04 八月 2025 10:46:12 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(竞技场支持进攻、防守阵容)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 275 ++++++++++++++++--------------------------------------
1 files changed, 83 insertions(+), 192 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 7c2c9c7..4f4bdcb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -31,7 +31,6 @@
import PlayerControl
import NPCCommon
import SkillCommon
-import EffGetSet
import FBLogic
import ReadChConfig
import PetControl
@@ -374,15 +373,6 @@
AddHurtValue(defender, attacker.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, 1)
return
-## 被攻击者被动buff触发
-# @param curTagPlayer 被攻击者
-# @param tick 当前时间
-# @param isSuperHit 暴击
-# @return None
-# @remarks 函数详细说明.
-def DefenderSpringBuff(curTagPlayer, tick, isSuperHit=False):
- return
-
#---------------------------------------------------------------------
def GetBattleRelationType(attacker, defender):
@@ -470,44 +460,6 @@
return ChConfig.AtkDistType_Short
-## 输入基础数值,返回增强后的值 - 技能加强
-# @param value 基础值
-# @param skill 技能
-# @return 增强后的值
-# @remarks 函数详细说明.
-def GetEnhanceValue(value, skill):
- per = skill.GetEffect(0).GetEffectValue(0)
- eff = skill.GetEffect(0).GetEffectValue(1)
- #GameWorld.Log("被动 -> 自身属性,技能ID = %s,技能增强 = %s,附加 = %s , 基础值 = %s"%(skill.GetSkillName(),per,eff,value))
- return max(value * per / ChConfig.Def_MaxRateValue + eff , 1)
-
-## 输入基础数值,返回增强后的值 (LV)- 效果加强
-# @param value 基础值
-# @param eff 效果
-# @return 增强后的值
-# @remarks 函数详细说明.
-def GetEnhanceValue_Eff(value, eff):
- per = eff.GetEffectValue(0)
- eff = eff.GetEffectValue(1)
- #GameWorld.Log("value = %s,per = %s,erf = %s"%(value,per,eff))
- return max(value * per / ChConfig.Def_MaxRateValue + eff , 1)
-
-## 输入基础效果值,(玩家索引) -> 技能增强
-# @param curPlayer 当前玩家
-# @param curEffect 当前效果
-# @return 增强后的值
-# @remarks 函数详细说明.
-def GetEnhanceIndexValue_Eff(curPlayer, curEffect):
- index = curEffect.GetEffectValue(0)
- skillPer = curEffect.GetEffectValue(1)
- effect = curEffect.GetEffectValue(2)
- maxValue = EffGetSet.GetValueByEffIndex(curPlayer, index)
- #GameWorld.Log("-----%s,%s,%s,%s"%(index,skillPer,effect,maxValue))
-
- if maxValue == None:
- return 0
-
- return max(maxValue * skillPer / ChConfig.Def_MaxRateValue + effect , 1)
#--------------------------------------------------------------------------
## 设置玩家进入战斗状态
# @param defender 当前玩家(被攻击了)
@@ -1379,25 +1331,6 @@
return hurtType, hurtTypeResultDict
-
-def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState, curSkill):
- ''' 判断伤害类型是否发生 - 会心一击
- @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
- '''
- if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_LuckyHit):
- return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
-
- aLuckyHitRate = atkObj.GetLuckyHitRate()
- dLuckyHitRateReduce = PlayerControl.GetLuckyHitRateReduce(defObj)
-
-
- atkLuckyHitRate = eval(ReadChConfig.GetChConfig("CalcLuckyHitRate"))
- if atkLuckyHitRate <= 0:
- return
- if GameWorld.CanHappen(atkLuckyHitRate):
- return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
- return
-
def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState, curSkill):
''' 判断伤害类型是否发生 - 暴击
@return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
@@ -1423,22 +1356,12 @@
''' 判断伤害类型是否发生 - 防守方抵御
@return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
'''
- chanceDefPer = PlayerControl.GetDamChanceDef(defObj)
- if not chanceDefPer:
- return
- if GameWorld.CanHappen(ChConfig.Def_ChanceDefRate):
- return True, 0, chanceDefPer
- return
-
-#def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState, curSkill):
-# """诛仙一击"""
-# rate = PlayerControl.GetZhuXianRate(atkObj)
-# if not rate:
+# chanceDefPer = PlayerControl.GetDamChanceDef(defObj)
+# if not chanceDefPer:
# return
-#
-# if GameWorld.CanHappen(rate):
-# return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
-# return
+# if GameWorld.CanHappen(ChConfig.Def_ChanceDefRate):
+# return True, 0, chanceDefPer
+ return
# 致命一击
def __HurtTypeHappen_Deadly(atkObj, defObj, happenState, curSkill):
@@ -1483,21 +1406,21 @@
if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
reducePer = SkillCommon.GetSkillReducePerByID(defObj, skillTypeID)
- #根据防守方职业 计算攻击方伤害加成
- if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
- addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
- elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
- addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
- elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
- addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
-
- #根据攻击方职业 计算防守方伤害减免
- if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
- reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
- elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
- reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
- elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
- reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
+# #根据防守方职业 计算攻击方伤害加成
+# if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+# addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
+# elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+# addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
+# elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+# addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
+#
+# #根据攻击方职业 计算防守方伤害减免
+# if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+# reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
+# elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+# reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
+# elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+# reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
if addPer or reducePer:
addSkillPer = addPer - reducePer
@@ -1620,24 +1543,25 @@
# 攻击时防守方神兵护盾的处理
def CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick):
- if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
- return hurtValue
-
- if not CheckIsPlayerOnwer(atkObj):
- return hurtValue
-
- curProDef = PlayerControl.GetProDef(defObj)
- if not curProDef:
- return hurtValue
-
- absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
-
- PlayerControl.SetProDef(defObj, curProDef - absortValue)
-
- # 被动技能触发
- defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
- PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
- return hurtValue - absortValue
+ return hurtValue
+# if defObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+# return hurtValue
+#
+# if not CheckIsPlayerOnwer(atkObj):
+# return hurtValue
+#
+# curProDef = PlayerControl.GetProDef(defObj)
+# if not curProDef:
+# return hurtValue
+#
+# absortValue = min(PlayerControl.GetProDefAbsorb(defObj)*hurtValue/ChConfig.Def_MaxRateValue, curProDef)
+#
+# PlayerControl.SetProDef(defObj, curProDef - absortValue)
+#
+# # 被动技能触发
+# defObj.SetDict(ChConfig.Def_PlayerKey_GodWeaponBeforeProDef, curProDef)
+# PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
+# return hurtValue - absortValue
# 设置玩家一次主动型攻击中的第一个防御者
@@ -1646,7 +1570,7 @@
return
if curSkill and curSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
- ChConfig.Def_SkillFuncType_TurnNormaAttack]:
+ ChConfig.Def_SkillFuncType_TurnNormaSkill]:
return
if attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender):
@@ -1817,20 +1741,20 @@
fightPowerMax = ipyData.GetFightPowerMax()
everyFightPower = ipyData.GetEveryFightPower()
everyFightPowerLostHPEx = ipyData.GetEveryFightPowerLostHPEx()
- if fightPowerMinByLV and fightPowerMin:
- npcLV = NPCCommon.GetNPCLV(curNPC)
- playerCurLVIpyData = PlayerControl.GetPlayerLVIpyData(npcLV)
- if not playerCurLVIpyData:
- return
- ReFightPower = playerCurLVIpyData.GetReFightPower() # 战斗力
- reRate = ReFightPower / float(fightPowerMin)
- #GameWorld.DebugLog("标准战力需要取等级表: fightPowerMin=%s,fightPowerMax=%s,everyFightPower=%s,npcLV=%s,ReFightPower=%s,reRate=%s"
- # % (fightPowerMin, fightPowerMax, everyFightPower, npcLV, ReFightPower, reRate))
- fightPowerMin = ReFightPower
- fightPowerMax = int(fightPowerMax * reRate)
- everyFightPower = int(everyFightPower * reRate)
- #GameWorld.DebugLog("按比例更新战力值信息: fightPowerMin=%s,fightPowerMax=%s,everyFightPower=%s"
- # % (fightPowerMin, fightPowerMax, everyFightPower))
+ #if fightPowerMinByLV and fightPowerMin:
+ # npcLV = NPCCommon.GetNPCLV(curNPC)
+ # playerCurLVIpyData = PlayerControl.GetPlayerLVIpyData(npcLV)
+ # if not playerCurLVIpyData:
+ # return
+ # ReFightPower = playerCurLVIpyData.GetReFightPower() # 战斗力
+ # reRate = ReFightPower / float(fightPowerMin)
+ # #GameWorld.DebugLog("标准战力需要取等级表: fightPowerMin=%s,fightPowerMax=%s,everyFightPower=%s,npcLV=%s,ReFightPower=%s,reRate=%s"
+ # # % (fightPowerMin, fightPowerMax, everyFightPower, npcLV, ReFightPower, reRate))
+ # fightPowerMin = ReFightPower
+ # fightPowerMax = int(fightPowerMax * reRate)
+ # everyFightPower = int(everyFightPower * reRate)
+ # #GameWorld.DebugLog("按比例更新战力值信息: fightPowerMin=%s,fightPowerMax=%s,everyFightPower=%s"
+ # # % (fightPowerMin, fightPowerMax, everyFightPower))
effFightPower = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPFightPower) \
+ curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPFightPowerEx) * ChConfig.Def_PerPointValue
@@ -2035,7 +1959,7 @@
turnFightPosInfo = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
mustHit = False
- if SkillCommon.isXPSkill(curSkill):
+ if SkillCommon.isAngerSkill(curSkill):
mustHit = True
GameWorld.DebugLog(" XP必命中")
angerOverflow = max(GameObj.GetXP(atkObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
@@ -2096,13 +2020,13 @@
atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
# --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
- if atkObjType == IPY_GameWorld.gotPlayer:
- if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaAttack:
- atkSkillPer += PlayerControl.GetNormalHurtPer(atkObj)
- atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
- elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
- atkSkillPer += PlayerControl.GetFabaoHurtPer(atkObj)
- atkSkillValue += PlayerControl.GetFabaoHurt(atkObj)
+ #if atkObjType == IPY_GameWorld.gotPlayer:
+ # if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill:
+ # atkSkillPer += PlayerControl.GetNormalHurtPer(atkObj)
+ # atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
+ # elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
+ # atkSkillPer += PlayerControl.GetFabaoHurtPer(atkObj)
+ # atkSkillValue += PlayerControl.GetFabaoHurt(atkObj)
atkSkillValue += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SkillValue)
atkSkillValue += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SkillValue)
@@ -2149,19 +2073,19 @@
if atkObjType == IPY_GameWorld.gotPlayer:
aIgnoreDefRate = atkObj.GetIgnoreDefRate() # 无视防御比率
aSkillAtkRate = atkObj.GetSkillAtkRate() # 技能攻击力加成
- aDamagePVP = PlayerControl.GetDamagePVP(atkObj) # PVP固定伤害
- aDamagePVE = PlayerControl.GetDamagePVE(atkObj) # PVE固定伤害
+ aDamagePVP = 0 #PlayerControl.GetDamagePVP(atkObj) # PVP固定伤害
+ aDamagePVE = 0 #PlayerControl.GetDamagePVE(atkObj) # PVE固定伤害
- aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
- aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
+ aNPCHurtAddPer = 0 #PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
+ aDamagePerPVP = 0 #PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
aDamagePerPVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddPVPDamagePer)
- aFinalHurt = PlayerControl.GetFinalHurt(atkObj) # 最终固定伤害
+ aFinalHurt = 0#PlayerControl.GetFinalHurt(atkObj) # 最终固定伤害
# 被动增加最终伤害
aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
aFinalHurt += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
- aOnlyFinalHurt = PlayerControl.GetOnlyFinalHurt(atkObj) # 额外固定伤害
+ aOnlyFinalHurt = 0 #PlayerControl.GetOnlyFinalHurt(atkObj) # 额外固定伤害
aFightPower = PlayerControl.GetFightPower(atkObj)
else:
aIgnoreDefRate = 0 # 无视防御比率
@@ -2182,14 +2106,14 @@
dFinalHurtReducePer = GameObj.GetFinalHurtReducePer(defObj)
dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
if defObjType == IPY_GameWorld.gotPlayer:
- dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj) # 无视防御比率抗性
- dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
- dDamagePVPReduce = PlayerControl.GetDamagePVPReduce(defObj) # PVP固定减伤
+ dIgnoreDefRateReduce = 0 #PlayerControl.GetIgnoreDefRateReduce(defObj) # 无视防御比率抗性
+ dSkillAtkRateReduce = 0 #PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
+ dDamagePVPReduce = 0 #PlayerControl.GetDamagePVPReduce(defObj) # PVP固定减伤
#dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
- dDamagePerPVPReduce = PlayerControl.GetDamagePerPVPReduce(defObj) # 外层PVP减伤
+ dDamagePerPVPReduce = 0 #PlayerControl.GetDamagePerPVPReduce(defObj) # 外层PVP减伤
dDamagePerPVPReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReducePVP)
- dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
- dBeHurtPer = PlayerControl.GetBeHurtPer(defObj) # 加深受到伤害百分比
+ dFinalHurtReduce = 0 #PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
+ dBeHurtPer = 0#PlayerControl.GetBeHurtPer(defObj) # 加深受到伤害百分比
dFightPower = PlayerControl.GetFightPower(defObj)
else:
@@ -2233,10 +2157,10 @@
elif not curSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
GameWorld.DebugLog(" 普攻伤害=%s" % (hurtValue))
- elif SkillCommon.isTurnNormalAtkSkill(curSkill):
+ elif SkillCommon.isTurnNormalSkill(curSkill):
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
- elif SkillCommon.isXPSkill(curSkill):
+ elif SkillCommon.isAngerSkill(curSkill):
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
else:
@@ -2482,10 +2406,10 @@
suckHP += atkObj.GetKillBackHP()
# 攻击吸血
- atkBackHP = PlayerControl.GetAtkBackHPPer(atkObj)
- if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
- #PVP 攻击回血
- atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
+ atkBackHP = 0 #PlayerControl.GetAtkBackHPPer(atkObj)
+ #if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+ # #PVP 攻击回血
+ # atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
# 百分比吸血
atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
@@ -2506,39 +2430,6 @@
GameObj.SetHP(atkObj, min(GameObj.GetMaxHP(atkObj), GameObj.GetHP(atkObj) + suckHP), False)
ChangeHPView(atkObj, None, 0, suckHP, ChConfig.Def_HurtTYpe_Recovery)
- return
-
-## 攻击者回蓝逻辑
-# @param atkObj 攻击者
-# @param defObj 防守者
-# @return None
-def CalcSuckMagic(atkObj, defObj, hurtValue):
-
- if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
- return
-
- tick = GameWorld.GetGameWorld().GetTick()
- if tick - atkObj.GetTickByType(ChConfig.TYPE_Player_Tick_SuckMagic) \
- < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_SuckMagic]:
- return
-
- atkObj.SetTickByType(ChConfig.TYPE_Player_Tick_SuckMagic, tick)
-
- suckMP = 0
-
- # 杀怪回蓝
- if defObj.GetGameObjType() == IPY_GameWorld.gotNPC and GameObj.GetHP(defObj) <= 0:
- suckMP += atkObj.GetKillBackMP()
-
- # 攻击吸蓝
- atkBackMPPer = PlayerControl.GetAtkBackMPPer(atkObj)
- if atkBackMPPer > 0:
- suckMP += int(hurtValue * atkBackMPPer / float(ChConfig.Def_MaxRateValue))
-
- if suckMP <= 0:
- return
-
- atkObj.SetMP(min(atkObj.GetMaxMP(), atkObj.GetMP() + suckMP))
return
#---------------------------------------------------------------------
@@ -2817,7 +2708,7 @@
if GameObj.GetHP(curObjDetel) > 0:
return
- if TurnAttack.SetKilled(curObjDetel):
+ if TurnAttack.SetTurnObjKilled(curObjDetel, atkObj):
return
#---玩家处理---
@@ -2852,13 +2743,13 @@
return
attackLV = curPlayer.GetLV() # 攻击者等级
- attackPrestige = PlayerControl.GetPrestige(curPlayer) # 攻击者威望
+ attackPrestige = 0 #PlayerControl.GetPrestige(curPlayer) # 攻击者威望
attackNotoriety = curPlayer.GetInfamyValue() # 攻击者恶名值
attackPkValue = curPlayer.GetPKValue() # 攻击者pk值
attackFightPower = PlayerControl.GetFightPower(curPlayer) # 攻击者战斗力
defendLV = defender.GetLV() # 防守者等级
- defendPrestige = PlayerControl.GetPrestige(defender) # 防守者威望
+ defendPrestige = 0 #PlayerControl.GetPrestige(defender) # 防守者威望
defendNotoriety = defender.GetInfamyValue() # 防守者恶名值
defendPkValue = defender.GetPKValue() # 防守者pk值
defendFightPower = PlayerControl.GetFightPower(defender) # 防守者战斗力
--
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