From 0b52fea0c2dec053c44678d94bd66c10db1b0b91 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 06 四月 2021 17:27:57 +0800
Subject: [PATCH] 8870 【BT2】【后端】战力、伤害、玩家生命的数值调整为大数值(超21亿)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py |   24 ++++++++++++------------
 1 files changed, 12 insertions(+), 12 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index 73d1289..e2ed99b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -244,7 +244,7 @@
 #        return
 #    
 #    #没血或者不可见
-#    if curObj.GetHP() <= 0 or not curObj.GetVisible():
+#    if GameObj.GetHP(curObj) <= 0 or not curObj.GetVisible():
 #        return
 #    
 #    #根据攻速取技能
@@ -323,7 +323,7 @@
         
     #===========================================================================
     #    #目标已经死亡
-    #    if curTag.GetHP() <= 0:
+    #    if GameObj.GetHP(curTag) <= 0:
     #        #取消主角点选
     #        curPlayer.SetActionObj(None)
     #        #退出战斗对峙
@@ -899,7 +899,7 @@
         return
     
     #满血不处理
-    if curPlayer.GetHP() == curPlayer.GetMaxHP():
+    if GameObj.GetHP(curPlayer) == GameObj.GetMaxHP(curPlayer):
         return
     
     #战斗中返回
@@ -911,9 +911,9 @@
 #        return False
     
     #---回复玩家血量---
-    playerHP = curPlayer.GetHP()
+    playerHP = GameObj.GetHP(curPlayer)
     #playerMP = curPlayer.GetMP()
-    playerMaxHP = curPlayer.GetMaxHP()
+    playerMaxHP = GameObj.GetMaxHP(curPlayer)
     #playerMaxMP = curPlayer.GetMaxMP()
     
     # 目前回复频率暂定5秒回复一次,回复数值是1秒的值,所以此处乘5
@@ -926,7 +926,7 @@
     #当前不是满血, 就回血
     if playerHP != playerMaxHP:
         SkillCommon.SkillAddHP(curPlayer, 0, addHPValue)
-        #curPlayer.SetHP(min(playerHP + addHPValue, playerMaxHP))
+        #GameObj.SetHP(curPlayer, min(playerHP + addHPValue, playerMaxHP))
     
     #当前不是满魔, 就回魔
     #if playerMP != playerMaxMP:
@@ -1484,14 +1484,14 @@
     pkStateTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick)
     if pkStateTick and (tick - pkStateTick) >= validTime:
         curPlayer.SetDict(ChConfig.Def_PDict_PKStateTick, 0)
-        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, 0, False)
+        PlayerControl.SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_PKState, 0)
         #GameWorld.DebugLog("退出PK状态!", curPlayer.GetPlayerID())
         curPlayer.SetDict("StartProDTick", tick) # 开始恢复时间点
         
     bossStateTick = curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick)
     if bossStateTick and (tick - bossStateTick) >= validTime:
         curPlayer.SetDict(ChConfig.Def_PDict_BossStateTick, 0)
-        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, 0, False)
+        PlayerControl.SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BossState, 0)
         #GameWorld.DebugLog("退出Boss状态!", curPlayer.GetPlayerID())
     
     # 脱离PK战斗 X秒后按比例恢复
@@ -1500,10 +1500,10 @@
 
 def Sync_PKBossState(curPlayer):
     psState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) else 0
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, psState, False)
+    PlayerControl.SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_PKState, psState)
     
     bossState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick) else 0
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, bossState, False)
+    PlayerControl.SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BossState, bossState)
     return
 
 # 脱离PK战斗 X秒后按比例恢复
@@ -1543,7 +1543,7 @@
 def IsInPKState(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) > 0
 def SetPKStateTick(curPlayer, tick):
     if not curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick):
-        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, 1, False)
+        PlayerControl.SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_PKState, 1)
     curPlayer.SetDict(ChConfig.Def_PDict_PKStateTick, tick)
     #GameWorld.DebugLog("设置PK状态tick!tick=%s" % tick, curPlayer.GetPlayerID())
     return
@@ -1551,7 +1551,7 @@
 def IsInBossState(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick) > 0
 def SetBossStateTick(curPlayer, tick):
     if not curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick):
-        curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, 1, False)
+        PlayerControl.SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_BossState, 1)
     curPlayer.SetDict(ChConfig.Def_PDict_BossStateTick, tick)
     #GameWorld.DebugLog("设置Boss状态tick!tick=%s" % tick, curPlayer.GetPlayerID())
     return

--
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