From 36ca116422692e921945cec810d36fc5c0951a93 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 04 九月 2025 11:51:18 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(满最大幸运时重置幸运为0)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 244 ++++++++++++++++++++++++++++++++++--------------
1 files changed, 170 insertions(+), 74 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index 55da264..1e9e876 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -33,41 +33,45 @@
def __init__(self, batObj):
self._batObj = batObj
# 被影响的技能ID: 0为所有技能
- self._AffectSkillDict = {} # 被动技能 {(触发方式, 被影响的技能ID):{技能ID:[effID, ...], ...}, ...}
- self._AffectBuffDict = {} # 被动buff {(触发方式, 被影响的技能ID):{buffID:[effID, ...], ...}, ...}
+ self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+ self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
return
- def GetPassiveEffByTrigger(self, triggerWay, connSkill=None):
+ def GetPassiveEffByTrigger(self, triggerWay, connSkillTypeID=0):
'''获取可触发的效果列表,技能跟buff根据触发优先级按顺序触发,优先级越高越先执行,相同时技能优先
优先级之后有需要再扩展
@return: [["skill/buff", skillID/buffID, effIDList], ...]
'''
- connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
effList = []
- # 技能
- key = (triggerWay, connSkillID)
- if key in self._AffectSkillDict:
- effDict = self._AffectSkillDict[key]
- for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, effIDList])
- if connSkillID != 0:
- key = (triggerWay, 0)
- effDict = self._AffectSkillDict.get(key, {})
- for skillID, effIDList in effDict.items():
- effList.append(["skill", skillID, effIDList])
-
- # buff
- key = (triggerWay, connSkillID)
- if key in self._AffectBuffDict:
- effDict = self._AffectBuffDict[key]
- for buffID, effIDList in effDict.items():
- effList.append(["buff", buffID, effIDList])
- if connSkillID != 0:
- key = (triggerWay, 0)
- effDict = self._AffectBuffDict.get(key, {})
- for buffID, effIDList in effDict.items():
- effList.append(["buff", buffID, effIDList])
-
+
+ # 优先取关联技能的
+ if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff]:
+ # 技能
+ key = (triggerWay, connSkillTypeID)
+ if key in self._AffectSkillDict:
+ effDict = self._AffectSkillDict[key]
+ for skillID, effIDList in effDict.items():
+ effList.append(["skill", skillID, effIDList])
+
+ # buff
+ key = (triggerWay, connSkillTypeID)
+ if key in self._AffectBuffDict:
+ effDict = self._AffectBuffDict[key]
+ for buffID, effIDList in effDict.items():
+ effList.append(["buff", buffID, effIDList])
+
+ # 所有技能有效的
+ key = (triggerWay, ChConfig.TriggerSrc_Skill)
+ effDict = self._AffectSkillDict.get(key, {})
+ for skillID, effIDList in effDict.items():
+ effList.append(["skill", skillID, effIDList])
+
+ # 所有buff有效的
+ key = (triggerWay, ChConfig.TriggerSrc_Buff)
+ effDict = self._AffectBuffDict.get(key, {})
+ for buffID, effIDList in effDict.items():
+ effList.append(["buff", buffID, effIDList])
+
return effList
def RefreshSkillPassiveEffect(self):
@@ -91,16 +95,18 @@
## 添加技能被动效果
triggerWay = effect.GetTriggerWay()
triggerSrc = effect.GetTriggerSrc()
- if not triggerWay or triggerSrc != 1:
+ if not triggerWay:
+ return
+ if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ return
+ if triggerSrc == ChConfig.TriggerSrc_Buff:
+ # buff有效的不加进来
return
skillID = curSkill.GetSkillID()
- connSkillID = curSkill.GetConnSkill()
- #priority = curSkill.GetPriority()
-
effectID = effect.GetEffectID()
- key = (triggerWay, connSkillID)
+ key = (triggerWay, triggerSrc)
if key not in self._AffectSkillDict:
self._AffectSkillDict[key] = {}
effDict = self._AffectSkillDict[key]
@@ -133,21 +139,26 @@
'''
triggerWay = effect.GetTriggerWay()
triggerSrc = effect.GetTriggerSrc()
- if not triggerWay or triggerSrc != 2:
+ if not triggerWay:
+ return
+ if triggerWay == ChConfig.TriggerWay_CurSkillEff:
+ return
+ if triggerSrc == ChConfig.TriggerSrc_Skill:
+ # 技能有效的不加进来
return
buffID = buff.GetBuffID()
- connSkillID = skillData.GetConnSkill()
- #priority = skillData.GetPriority()
-
effectID = effect.GetEffectID()
- key = (triggerWay, connSkillID)
+
+ key = (triggerWay, triggerSrc)
if key not in self._AffectBuffDict:
self._AffectBuffDict[key] = {}
effDict = self._AffectBuffDict[key]
if buffID not in effDict:
effDict[buffID] = []
- effDict[buffID].append(effectID)
+ effIDList = effDict[buffID]
+ if effectID not in effIDList:
+ effIDList.append(effectID)
return
def DelBuffPassiveEffect(self, buffID):
@@ -170,7 +181,8 @@
def Clear(self):
self._objID = 0
self._hurtTypes = 0 # 本次伤血类型,如闪避、暴击、格挡等,通过二进制或运算得到最终值,支持多种同时出现,如暴击的同时被格挡
- self._hurtHP = 0 # 伤血值
+ self._hurtHP = 0 # 公式最终计算的伤害值,一般用于飘血
+ self._realHurtHP = 0 # 真实伤血值,被承伤盾抵扣后的可伤血的值
self._lostHP = 0 # 实际掉血值
self._curHP = 0 # 更新血量
self._suckHP = 0 # 吸血量
@@ -190,6 +202,8 @@
return self._hurtTypes & pow(2, hurtType)
def GetHurtHP(self): return self._hurtHP
def SetHurtHP(self, hurtHP): self._hurtHP = hurtHP
+ def GetRealHurtHP(self): return self._realHurtHP
+ def SetRealHurtHP(self, realHurtHP): self._realHurtHP = realHurtHP
def GetLostHP(self): return self._lostHP
def SetLostHP(self, lostHP): self._lostHP = lostHP
def GetCurHP(self): return self._curHP
@@ -201,12 +215,12 @@
class SkillEffect():
- def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
+ def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
self._effID = effID
self._values = values
self._triggerWay = triggerWay
self._triggerSrc = triggerSrc
- self._triggerParams = triggerParams if triggerParams else []
+ #self._triggerParams = triggerParams if triggerParams else []
return
def GetEffectID(self): return self._effID
@@ -214,7 +228,7 @@
def GetEffectValueCount(self): return len(self._values)
def GetTriggerWay(self): return self._triggerWay
def GetTriggerSrc(self): return self._triggerSrc
- def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
+ #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
EmptyEffect = SkillEffect(0, [])
@@ -223,18 +237,19 @@
def __init__(self, ipyData):
self._ipyData = ipyData
self._effList = [] # [Effect, ...]
- self._effDict = {} # {effID:Effect, ...}
+ self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
for num in range(1, 1 + 3):
effID = getattr(ipyData, "GetEffectID%s" % num)()
values = getattr(ipyData, "GetEffectValues%s" % num)()
triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
- triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
- effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
+ #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
+ effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
self._effList.append(effect)
- self._effDict[effID] = effect
+ self._effDict[(effID, triggerWay)] = effect
return
+ def GetIpyData(self): return self._ipyData
def GetSkillID(self): return self._ipyData.GetSkillID()
def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
def GetSkillLV(self): return self._ipyData.GetSkillLV()
@@ -255,18 +270,18 @@
def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
def GetEffectCount(self): return len(self._effList)
- def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
+ def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
def GetConnSkill(self): return self._ipyData.GetConnSkill()
def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
- def GetBuffStates(self): return self._ipyData.GetBuffStates()
+ def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
def GetLayerMax(self): return self._ipyData.GetLayerMax()
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
- def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
def GetFightPower(self): return self._ipyData.GetFightPower()
+ def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
class PyBuff():
@@ -277,7 +292,9 @@
self._layer = 0
self._calcTime = 0
self._remainTime = 0
- self._valueList = []
+ self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
+ self._value2 = 0
+ self._value3 = 0
return
def GetSkillData(self): return self._skillData
@@ -292,9 +309,20 @@
def SetCalcTime(self, calcTime): self._calcTime = calcTime
def GetRemainTime(self): return self._remainTime
def SetRemainTime(self, remainTime): self._remainTime = remainTime
- def SetBuffValueList(self, valueList): self._valueList = valueList
- def GetBuffValue(self, index):
- return self._valueList[index] if len(self._valueList) > index else 0
+ def SetBuffValueList(self, valueList):
+ for index, value in enumerate(valueList):
+ if index == 0:
+ self.SetValue1(value)
+ elif index == 1:
+ self.SetValue2(value)
+ elif index == 2:
+ self.SetValue3(value)
+ def GetValue1(self): return self._value1
+ def SetValue1(self, value): self._value1 = value
+ def GetValue2(self): return self._value2
+ def SetValue2(self, value): self._value2 = value
+ def GetValue3(self): return self._value3
+ def SetValue3(self, value): self._value3 = value
class BuffManager():
## 战斗对象buff管理器
@@ -336,6 +364,7 @@
self._buffList.append(buff)
self._buffIDDict[buffID] = buff
+ #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
if skillTypeID not in self._skillTypeIDBuffIDs:
self._skillTypeIDBuffIDs[skillTypeID] = []
buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -344,12 +373,21 @@
return buff
- def DelBuff(self, buffID):
+ def DelBuff(self, buffID, release=True):
if buffID not in self._buffIDDict:
+ #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
return
+ #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
buff = self._buffIDDict.pop(buffID)
if buff in self._buffList:
self._buffList.remove(buff)
+ else:
+ # 防范下找不到的情况
+ for lBuff in self._buffList[::-1]:
+ if lBuff.GetBuffID() == buffID:
+ self._buffList.remove(lBuff)
+ GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
+ #GameWorld.DebugLog(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
if buffID not in buffIDList:
continue
@@ -357,17 +395,19 @@
if not buffIDList:
self._skillTypeIDBuffIDs.pop(skillTypeID)
break
+ if release:
+ ObjPool.GetPoolMgr().release(buff)
return
def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
- def FindBuffIDBySkillID(self, skillID):
- ## 返回该技能ID的所有buffID列表
+ def FindBuffBySkillID(self, skillID):
+ ## 返回该技能ID的所有buff列表
skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
if not skillData:
return []
- return self.FindBuffIDBySkillTypeID(skillData.GetSkillTypeID())
- def FindBuffIDBySkillTypeID(self, skillTypeID):
- ## 返回该技能TypeID的所有buffID列表
+ return self.FindBuffBySkillTypeID(skillData.GetSkillTypeID())
+ def FindBuffBySkillTypeID(self, skillTypeID):
+ ## 返回该技能TypeID的所有buff列表
if skillTypeID not in self._skillTypeIDBuffIDs:
return []
buffs = []
@@ -402,7 +442,6 @@
def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
-
class PySkill():
def __init__(self, ipyData):
@@ -413,14 +452,14 @@
self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
- self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
+ self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
return
def ResetUseRec(self):
self._batType = 0
self._tagObjList = []
self._bySkill = None
- self._isEnhanceSkill = False
+ self._afterLogicList = []
self.ClearHurtObj()
return
@@ -444,18 +483,18 @@
def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._skillData.GetEffect(index)
def GetEffectCount(self): return self._skillData.GetEffectCount()
- def GetEffectByID(self, effID): return self._skillData.GetEffectByID()
+ def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
def GetConnSkill(self): return self._skillData.GetConnSkill()
def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
- def GetBuffStates(self): return self._skillData.GetBuffStates()
+ def GetCurBuffState(self): return self._skillData.GetCurBuffState()
def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
def GetLayerCnt(self): return self._skillData.GetLayerCnt()
def GetLayerMax(self): return self._skillData.GetLayerMax()
def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
- def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
def GetFightPower(self): return self._skillData.GetFightPower()
+ def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
## ---------------------------------- 非技能表内容 ----------------------------------
def GetCalcTime(self): return self._calcTime
@@ -464,12 +503,18 @@
def SetRemainTime(self, remainTime): self._remainTime = remainTime
def GetBatType(self): return self._batType
def SetBatType(self, batType): self._batType = batType
- def GetIsEnhanceSkill(self): return self._isEnhanceSkill
- def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
def GetBySkill(self): return self._bySkill
def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetTagObjList(self): return self._tagObjList # 技能目标列表
def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
+ def GetAfterLogicList(self): return self._afterLogicList
+ def AddAfterLogic(self, logicType, logicData):
+ '''添加技能释放后需要处理额外逻辑
+ @param logicType: 逻辑类型
+ @param logicData: 逻辑对应的数据
+ '''
+ self._afterLogicList.append([logicType, logicData])
+ return
def ClearHurtObj(self):
## 清空伤血统计
poolMgr = ObjPool.GetPoolMgr()
@@ -503,6 +548,7 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
+ def GetSkillIDList(self): return self._skillDict.keys()
def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
@@ -544,12 +590,15 @@
def __init__(self):
self.tfGUID = "" # 所属的某场回合战斗的guid
+ self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
self.objID = 0
self.objName = ""
self.npcID = 0
- self.ownerID = 0 # 所属玩家ID,可能为0,0代表非玩家的战斗实体
self.heroID = 0
self.skinID = 0
+ self.country = 0
+ self.atkDistType = 0
+ self.sex = 0
self.lv = 1
self.fightPower = 0
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
@@ -557,6 +606,7 @@
self.posNum = 0 # 所在阵容站位
self._hp = 0 # 当前生命值
self._xp = 0 # 当前怒气值
+ self._isAlive = True # 是否活着
self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...}
self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -588,10 +638,16 @@
TurnPassive.RefreshPassive(self)
return
- def UpdInitBatAttr(self, initAttrDict):
+ def UpdInitBatAttr(self, initAttrDict, skillIDList):
## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
self._initAttrDict = initAttrDict
+ learnNewSkill = False
+ for skillID in skillIDList:
+ if self._skillMgr.LearnSkillByID(skillID):
+ learnNewSkill = True
TurnBuff.RefreshBuffAttr(self)
+ if learnNewSkill: # 有学新技能时重刷技能被动
+ self._passiveEffMgr.RefreshSkillPassiveEffect()
return
def ResetBattleEffect(self):
@@ -602,16 +658,22 @@
def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+ def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
+ def SetOwnerID(self, ownerID): self.ownerID = ownerID
def GetID(self): return self.objID
def GetName(self): return self.objName
def SetName(self, name): self.objName = name
+ def GetCountry(self): return self.country
+ def SetCountry(self, country): self.country = country
+ def GetAtkDistType(self): return self.atkDistType
+ def SetAtkDistType(self, atkDistType): self.atkDistType = atkDistType
+ def GetSex(self): return self.sex
+ def SetSex(self, sex): self.sex = sex
def GetNPCID(self): return self.npcID # 如果是NPC战斗单位,则该值非0
def SetNPCID(self, npcID): self.npcID = npcID # 设置所属的NPCID
- def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
- def GetHeroID(self): return self.heroID # 仅玩家有值,某个武将ID
+ def GetHeroID(self): return self.heroID
def GetSkinID(self): return self.skinID # 仅玩家有值,武将皮肤
- def SetOwnerHero(self, ownerID, heroID, skinID): # 设置所属的玩家及武将
- self.ownerID = ownerID
+ def SetHero(self, heroID, skinID=0): # 设置所属武将
self.heroID = heroID
self.skinID = skinID
def SetLineupPos(self, posNum, lineupNum=1):
@@ -646,7 +708,41 @@
## 是否处于某种状态下
return self._buffMgr.IsInBuffState(state)
+ def IsInControlled(self):
+ ## 是否被控制中
+ for state in ChConfig.InControlledStateList:
+ if self.IsInState(state):
+ return True
+ return False
+
+ def CanAction(self):
+ ## 是否可以行动
+ if not self.IsAlive():
+ return False
+ if self.IsInControlled():
+ return False
+ return True
+
+ def GetSneerTagObj(self):
+ ## 获取被嘲讽的目标,如果存在则一定是活着的目标
+ buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
+ if not buffIDList:
+ return
+ objMgr = GetBatObjMgr()
+ for buffID in buffIDList:
+ buff = self._buffMgr.GetBuff(buffID)
+ if not buff:
+ continue
+ tagObj = objMgr.getBatObj(buff.GetOwnerID())
+ if tagObj and tagObj.IsAlive(): # 活着才有效
+ return tagObj
+ return
+
# 战斗属性
+ def IsAlive(self): return self._isAlive # 是否活着
+ def SetDead(self):
+ self._isAlive = False
+ self._hp = 0
def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
def SetMaxHP(self, maxHP, isNotify=False):
self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
--
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