From 912176de9ed5b45e5fe0edbb15b8796f54c56ba2 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期一, 25 八月 2025 19:26:52 +0800 Subject: [PATCH] 121 【武将】武将系统-服务端(武将表、NPC表 增加性别) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py | 407 +++++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 371 insertions(+), 36 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py index 715dbb1..f3dd9cc 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py @@ -18,6 +18,76 @@ import IpyGameDataPY import SkillCommon import PlayerControl +import ChNetSendPack +import TurnAttack + +# 通用属性值字典key +Def_AttrValue = "AttrValue_%s" + +#战斗单位属性通用接口, 仅配置需要指定函数的属性ID即可,没有的话通过通用接口可直接 GetAttrValue, SetAttrValue +#同个属性Get, Set 写在一起,方便维护 [Get, Set] +ObjProperty_AttrIDDict = { + ChConfig.AttrID_Atk:[lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value)], + ChConfig.AttrID_Def:[lambda curObj:curObj.GetDef(), lambda curObj, value:curObj.SetDef(value)], + ChConfig.AttrID_MaxHP:[lambda curObj:GetMaxHP(curObj), lambda curObj, value:SetMaxHP(curObj, value)], + ChConfig.AttrID_HP:[lambda curObj:GetHP(curObj), lambda curObj, value:SetHP(curObj, value)], + ChConfig.AttrID_AtkSpeed:[lambda curObj:GetAtkSpeed(curObj), lambda curObj, value:SetAtkSpeed(curObj, value)], + ChConfig.AttrID_XP:[lambda curObj:GetXP(curObj), lambda curObj, value:SetXP(curObj, value)], + ChConfig.AttrID_StunRate:[lambda curObj:GetFaintRate(curObj), lambda curObj, value:SetFaintRate(curObj, value)], + ChConfig.AttrID_StunRateDef:[lambda curObj:GetFaintDefRate(curObj), lambda curObj, value:SetFaintDefRate(curObj, value)], + ChConfig.AttrID_SuperHitRate:[lambda curObj:GetSuperHitRate(curObj), lambda curObj, value:SetSuperHitRate(curObj, value)], + ChConfig.AttrID_SuperHitRateDef:[lambda curObj:GetSuperHitRateReduce(curObj), lambda curObj, value:SetSuperHitRateReduce(curObj, value)], + ChConfig.AttrID_ComboRate:[lambda curObj:GetComboRate(curObj), lambda curObj, value:SetComboRate(curObj, value)], + ChConfig.AttrID_ComboRateDef:[lambda curObj:GetComboDefRate(curObj), lambda curObj, value:SetComboDefRate(curObj, value)], + ChConfig.AttrID_MissRate:[lambda curObj:GetMissRate(curObj), lambda curObj, value:SetMissRate(curObj, value)], + ChConfig.AttrID_MissRateDef:[lambda curObj:GetMissDefRate(curObj), lambda curObj, value:SetMissDefRate(curObj, value)], + ChConfig.AttrID_ParryRate:[lambda curObj:GetParryRate(curObj), lambda curObj, value:SetParryRate(curObj, value)], + ChConfig.AttrID_ParryRateDef:[lambda curObj:GetParryRateDef(curObj), lambda curObj, value:SetParryRateDef(curObj, value)], + ChConfig.AttrID_SuckHPPer:[lambda curObj:GetSuckHPPer(curObj), lambda curObj, value:SetSuckHPPer(curObj, value)], + ChConfig.AttrID_SuckHPPerDef:[lambda curObj:GetSuckHPDefPer(curObj), lambda curObj, value:SetSuckHPDefPer(curObj, value)], + ChConfig.AttrID_FinalDamPer:[lambda curObj:GetFinalHurtPer(curObj), lambda curObj, value:SetFinalHurtPer(curObj, value)], + ChConfig.AttrID_FinalDamPerDef:[lambda curObj:GetFinalHurtReducePer(curObj), lambda curObj, value:SetFinalHurtReducePer(curObj, value)], + ChConfig.AttrID_PhyDamPer:[lambda curObj:GetPhyDamPer(curObj), lambda curObj, value:SetPhyDamPer(curObj, value)], + ChConfig.AttrID_PhyDamPerDef:[lambda curObj:GetPhyDamPerDef(curObj), lambda curObj, value:SetPhyDamPerDef(curObj, value)], + ChConfig.AttrID_MagDamPer:[lambda curObj:GetMagDamPer(curObj), lambda curObj, value:SetMagDamPer(curObj, value)], + ChConfig.AttrID_MagDamPerDef:[lambda curObj:GetMagDamPerDef(curObj), lambda curObj, value:SetMagDamPerDef(curObj, value)], + ChConfig.AttrID_NormalSkillPer:[lambda curObj:GetNormalSkillPer(curObj), lambda curObj, value:SetNormalSkillPer(curObj, value)], + ChConfig.AttrID_NormalSkillPerDef:[lambda curObj:GetNormalSkillPerDef(curObj), lambda curObj, value:SetNormalSkillPerDef(curObj, value)], + ChConfig.AttrID_AngerSkillPer:[lambda curObj:GetAngerSkillPer(curObj), lambda curObj, value:SetAngerSkillPer(curObj, value)], + ChConfig.AttrID_AngerSkillPerDef:[lambda curObj:GetAngerSkillPerDef(curObj), lambda curObj, value:SetAngerSkillPerDef(curObj, value)], + ChConfig.AttrID_SuperDamPer:[lambda curObj:GetSuperHitHurtPer(curObj), lambda curObj, value:SetSuperHitHurtPer(curObj, value)], + ChConfig.AttrID_SuperDamPerDef:[lambda curObj:GetSuperHitHurtDefPer(curObj), lambda curObj, value:SetSuperHitHurtDefPer(curObj, value)], + ChConfig.AttrID_CurePer:[lambda curObj:GetCurePer(curObj), lambda curObj, value:SetCurePer(curObj, value)], + ChConfig.AttrID_CurePerDef:[lambda curObj:GetCureDefPer(curObj), lambda curObj, value:SetCureDefPer(curObj, value)], + ChConfig.AttrID_ShieldPer:[lambda curObj:GetShieldPer(curObj), lambda curObj, value:SetShieldPer(curObj, value)], + ChConfig.AttrID_ShieldPerDef:[lambda curObj:GetShieldPerDef(curObj), lambda curObj, value:SetShieldPerDef(curObj, value)], + ChConfig.AttrID_DOTPer:[lambda curObj:GetDOTPer(curObj), lambda curObj, value:SetDOTPer(curObj, value)], + ChConfig.AttrID_DOTPerDef:[lambda curObj:GetDOTPerDef(curObj), lambda curObj, value:SetDOTPerDef(curObj, value)], +} + +def GetAttrValue(gameObj, attrID): + ## 通用的获取属性 + if attrID in ObjProperty_AttrIDDict: + return ObjProperty_AttrIDDict[attrID][0](gameObj) + return gameObj.GetDictByKey(Def_AttrValue % attrID) + +def SetAttrValue(gameObj, attrID, value, isNotify=True): + ## 通用的设置属性 + if attrID in ObjProperty_AttrIDDict: + ObjProperty_AttrIDDict[attrID][1](gameObj, value) + else: + gameObj.SetDict(Def_AttrValue % attrID, value) + + if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: + # 卡牌项目,暂不需要通知玩家相关的属性,因为最终都体现在卡牌上,全部由前端自己计算 + return + + if isNotify: + if attrID in ChConfig.CDBRefresh_AttrIDDict: + refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID] + NotifyObjInfoRefresh(gameObj, refreshType, isBig) + + return # 关于血量的函数这里只包装最简单的超DWORD处理 @@ -35,7 +105,6 @@ if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: if isNotify == None: isNotify = True - gameObj.SetHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue, isNotify) else: if isNotify == None: isNotify = False @@ -44,17 +113,28 @@ if IpyGameDataPY.GetIpyGameDataNotLog("NPCTimeLostHP", npcID) and not isByTime and value not in [GetMaxHP(gameObj), 0]: #GameWorld.DebugLog("不能设置按时间掉血的怪物血量! id=%s,npciD=%s,value=%s,isByTime=%s" % (gameObj.GetID(), gameObj.GetNPCID(), value, isByTime)) return - gameObj.SetHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue, isNotify) + + gameObj.SetHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue, False) + if isNotify: + NotifyObjInfoRefresh(gameObj, IPY_GameWorld.CDBPlayerRefresh_HP, value) return -def SetHPFull(gameObj): - SetHP(gameObj, GetMaxHP(gameObj)) +def SetHPFull(gameObj, isNotify=True): + SetHP(gameObj, GetMaxHP(gameObj), isNotify) return def SetBaseMaxHP(gameObj, value): gameObj.SetBaseMaxHP(value % ShareDefine.Def_PerPointValue, value / ShareDefine.Def_PerPointValue) return - + +def GetXP(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_XP) +def SetXP(gameObj, value, isNotify=True): + ## XP值,用作怒气值 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_XP, value) + if isNotify: + NotifyObjInfoRefresh(gameObj, IPY_GameWorld.CDBPlayerRefresh_XP, value) + return + def GetAngryValue(curAngry): return curAngry.GetAngryValue() + curAngry.GetAngryValueEx() * ShareDefine.Def_PerPointValue def SetAngryValue(curAngry, value): @@ -152,13 +232,6 @@ gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, 0) return -def GetPetDamPer(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) -def SetPetDamPer(gameObj, value): - gameObj.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value) - if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: - PlayerControl.SendPropertyRefresh(gameObj, ShareDefine.CDBPlayerRefresh_PetDamPer, value) - return - def GetLastHurtValue(gameObj): ## 最后一击伤害值 hurt = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_LastHurtValue) @@ -169,38 +242,300 @@ gameObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValueEx, value / ShareDefine.Def_PerPointValue) return -def GetBloodShiledHurt(gameObj): - ## 伤害值用于血盾抵消 - hurt = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_BloodShiledHurt) - hurtEx = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_BloodShiledHurtEx) - return hurtEx * ShareDefine.Def_PerPointValue + hurt -def SetBloodShiledHurt(gameObj, value): - gameObj.SetDict(ChConfig.Def_PlayerKey_BloodShiledHurt, value % ShareDefine.Def_PerPointValue) - gameObj.SetDict(ChConfig.Def_PlayerKey_BloodShiledHurtEx, value / ShareDefine.Def_PerPointValue) +def GetLastBeHurtValue(gameObj): + ## 最后一次受伤值 + return 0 + #hurt = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_LastBeHurtValue) + #hurtEx = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_LastBeHurtValueEx) + #return hurtEx * ShareDefine.Def_PerPointValue + hurt +def SetLastBeHurtValue(gameObj, value): + #gameObj.SetDict(ChConfig.Def_PlayerKey_LastBeHurtValue, value % ShareDefine.Def_PerPointValue) + #gameObj.SetDict(ChConfig.Def_PlayerKey_LastBeHurtValueEx, value / ShareDefine.Def_PerPointValue) return -def GetSuperHitHurtPer(gameObj): return 0 -def SetSuperHitHurtPer(gameObj, value): return -def GetSuperHitHurtDefPer(gameObj): return 0 -def SetSuperHitHurtDefPer(gameObj, value): return +def GetBloodShiledHurt(gameObj): + ## 伤害值用于血盾抵消 + return 0 +def SetBloodShiledHurt(gameObj, value): + return -def GetComboDefRate(gameObj): return 0 -def SetComboDefRate(gameObj, value): return +## --------------------------------------------------------- +def ClearBattleEffect(gameObj): + gameObj.ClearBattleEffect() + # 其他py层自定义战斗属性,由于EffGetSet中不是所有属性接口均通用,固这里先手动调用 + SetPetDamPer(gameObj, 0) + SetFinalHurtPer(gameObj, 0) + SetFinalHurtReducePer(gameObj, 0) + SetAtkSpeed(gameObj, 0) + SetSuperHitRateReduce(gameObj, 0) + SetSuperHitReduce(gameObj, 0) + SetFaintRate(gameObj, 0) + SetFaintDefRate(gameObj, 0) + SetComboRate(gameObj, 0) + SetComboDefRate(gameObj, 0) + SetComboDamPer(gameObj, 0) + SetAtkBackRate(gameObj, 0) + SetAtkBackDefRate(gameObj, 0) + SetSuckHPPer(gameObj, 0) + SetSuckHPDefPer(gameObj, 0) + SetAtkBackHP(gameObj, 0) + SetCurePer(gameObj, 0) + SetCureDefPer(gameObj, 0) + SetPetStrengthenPer(gameObj, 0) + SetPetWeakenPer(gameObj, 0) + SetDamageBackRate(gameObj, 0) + SetSuperHitHurtPer(gameObj, 0) + SetSuperHitHurtDefPer(gameObj, 0) + return + +def GetPetDamPer(gameObj): return 0 +def SetPetDamPer(gameObj, value): + return + +def GetFinalHurtPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_FinalDamPer) +def SetFinalHurtPer(gameObj, value): + ## 最终伤害百分比 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_FinalDamPer, value) + if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: + PlayerControl.SendPropertyRefresh(gameObj, ShareDefine.CDBPlayerRefresh_FinalDamPer, value) + return + +def GetFinalHurtReducePer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_FinalDamPerDef) +def SetFinalHurtReducePer(gameObj, value): + ## 最终伤害减免百分比 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_FinalDamPerDef, value) + return + +def GetPhyDamPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_PhyDamPer) +def SetPhyDamPer(gameObj, value): + ## 物理增伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_PhyDamPer, value) + return + +def GetPhyDamPerDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_PhyDamPerDef) +def SetPhyDamPerDef(gameObj, value): + ## 物理减伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_PhyDamPerDef, value) + return + +def GetMagDamPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_MagDamPer) +def SetMagDamPer(gameObj, value): + ## 法术增伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_MagDamPer, value) + return + +def GetMagDamPerDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_MagDamPerDef) +def SetMagDamPerDef(gameObj, value): + ## 法术减伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_MagDamPerDef, value) + return + +def GetNormalSkillPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_NormalSkillPer) +def SetNormalSkillPer(gameObj, value): + ## 普技增伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_NormalSkillPer, value) + return + +def GetNormalSkillPerDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_NormalSkillPerDef) +def SetNormalSkillPerDef(gameObj, value): + ## 普技减伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_NormalSkillPerDef, value) + return + +def GetAngerSkillPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_AngerSkillPer) +def SetAngerSkillPer(gameObj, value): + ## 怒技增伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_AngerSkillPer, value) + return + +def GetAngerSkillPerDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_AngerSkillPerDef) +def SetAngerSkillPerDef(gameObj, value): + ## 怒技减伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_AngerSkillPerDef, value) + return + +def GetDOTPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_DOTPer) +def SetDOTPer(gameObj, value): + ## 持续增伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_DOTPer, value) + return + +def GetDOTPerDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_DOTPerDef) +def SetDOTPerDef(gameObj, value): + ## 持续减伤 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_DOTPerDef, value) + return + +def GetShieldPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_ShieldPer) +def SetShieldPer(gameObj, value): + ## 强化护盾 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_ShieldPer, value) + return + +def GetShieldPerDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_ShieldPerDef) +def SetShieldPerDef(gameObj, value): + ## 弱化护盾 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_ShieldPerDef, value) + return + +def GetFaction(gameObj): + faction = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_Faction) + if faction: + return faction + if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: + return gameObj.GetFaction() + return gameObj.GetCountry() +def SetFaction(gameObj, value): + gameObj.SetDict(ChConfig.Def_Obj_Dict_Faction, value) + if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: + gameObj.SetFaction(value) + return + +def GetAtkSpeed(gameObj): return 0 +def SetAtkSpeed(gameObj, value): + ## 攻击速度 + return + +def GetMissRate(gameObj): return gameObj.GetMiss() +def SetMissRate(gameObj, value): + ## 闪避概率 + gameObj.SetMiss(value) + return +def GetMissDefRate(gameObj): return gameObj.GetHit() +def SetMissDefRate(gameObj, value): + ## 抗闪避率 = 命中 + gameObj.SetHit(value) + return +def GetSuperHitRate(gameObj): return gameObj.GetSuperHitRate() +def SetSuperHitRate(gameObj, value): + ## 暴击概率 + gameObj.SetSuperHitRate(value) + return +def GetSuperHitRateReduce(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_SuperHitRateDef) +def SetSuperHitRateReduce(gameObj, value): + ## 抗暴击概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_SuperHitRateDef, value) + return + +def GetSuperHitReduce(gameObj): return 0 +def SetSuperHitReduce(gameObj, value): + ## 暴击固定伤害减免 - 暴击时附加固定伤害减免,与 atkObj.GetSuperHit() 相对 + return + +def GetSuperHitHurtPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_SuperDamPer) +def SetSuperHitHurtPer(gameObj, value): + ## 强化暴伤 - 暴击时的总伤害加成,与 SuperHitHurtDefPer 相对,注意与暴击固定伤害区分 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_SuperDamPer, value) + return +def GetSuperHitHurtDefPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_SuperDamPerDef) +def SetSuperHitHurtDefPer(gameObj, value): + ## 弱化暴伤 - 暴击时的总伤害减免 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_SuperDamPerDef, value) + return + +def GetParryRate(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_ParryRate) +def SetParryRate(gameObj, value): + ## 格挡概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_ParryRate, value) + return + +def GetParryRateDef(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_ParryRateDef) +def SetParryRateDef(gameObj, value): + ## 抗格挡概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_ParryRateDef, value) + return + +def GetFaintRate(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_StunRate) +def SetFaintRate(gameObj, value): + ## 击晕概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_StunRate, value) + return +def GetFaintDefRate(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_StunRateDef) +def SetFaintDefRate(gameObj, value): + ## 抗击晕概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_StunRateDef, value) + return + +def GetComboRate(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_ComboRate) +def SetComboRate(gameObj, value): + ## 连击概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_ComboRate, value) + return +def GetComboDefRate(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_ComboRateDef) +def SetComboDefRate(gameObj, value): + ## 抗连击概率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_ComboRateDef, value) + return +def GetComboDamPer(gameObj): return 0 +def SetComboDamPer(gameObj, value): + ## 连击伤害 + return def GetAtkBackRate(gameObj): return 0 -def SetAtkBackRate(gameObj, value): return +def SetAtkBackRate(gameObj, value): + ## 反击概率 + return def GetAtkBackDefRate(gameObj): return 0 -def SetAtkBackDefRate(gameObj, value): return +def SetAtkBackDefRate(gameObj, value): + ## 抗反击概率 + return -def GetSuckHPPer(gameObj): return 0 -def SetSuckHPPer(gameObj, value): return -def GetSuckHPDefPer(gameObj): return 0 -def SetSuckHPDefPer(gameObj, value): return +def GetSuckHPPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_SuckHPPer) +def SetSuckHPPer(gameObj, value): + ## 吸血比率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_SuckHPPer, value) + return +def GetSuckHPDefPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_SuckHPPerDef) +def SetSuckHPDefPer(gameObj, value): + ## 抗吸血比率 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_SuckHPPerDef, value) + return +def GetAtkBackHP(gameObj): return 0 +def SetAtkBackHP(gameObj, value): + ## 吸血固定值 + return -def GetCureDefPer(gameObj): return 0 -def SetCureDefPer(gameObj, value): return +def GetCurePer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_CurePer) +def SetCurePer(gameObj, value): + ## 强化治疗 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_CurePer, value) + return +def GetCureDefPer(gameObj): return gameObj.GetDictByKey(Def_AttrValue % ChConfig.AttrID_CurePerDef) +def SetCureDefPer(gameObj, value): + ## 弱化治疗 + gameObj.SetDict(Def_AttrValue % ChConfig.AttrID_CurePerDef, value) + return def GetPetStrengthenPer(gameObj): return 0 -def SetPetStrengthenPer(gameObj, value): return +def SetPetStrengthenPer(gameObj, value): + ## 强化灵兽 + return def GetPetWeakenPer(gameObj): return 0 -def SetPetWeakenPer(gameObj, value): return +def SetPetWeakenPer(gameObj, value): + ## 弱化灵兽 + return + +def GetDamageBackRate(gameObj): 0 +def SetDamageBackRate(gameObj, value): + ## 反弹伤害 + return + +def NotifyObjInfoRefresh(gameObj, refreshType, value, isBig=False): + ##0418通知对象属性刷新 + sendPack = ChNetSendPack.tagObjInfoRefresh() + sendPack.Clear() + sendPack.ObjID = gameObj.GetID() + sendPack.ObjType = gameObj.GetGameObjType() + sendPack.RefreshType = refreshType + if isBig: + sendPack.Value = value % ShareDefine.Def_PerPointValue + sendPack.ValueEx = value / ShareDefine.Def_PerPointValue + else: + sendPack.Value = value + sendPack.ValueEx = 0 + #turnFight = TurnAttack.GetTurnFightMgr().getTurnFight(gameObj.GetTFGUID()) + #if turnFight: + # turnFight.addBatPack(sendPack) + # return + gameObj.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength()) + return -- Gitblit v1.8.0