From c26890bfb6fc43e232d062b241cba11b8797f5b2 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期二, 21 五月 2019 14:41:14 +0800 Subject: [PATCH] 6501 新增任务接口 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py | 58 +++++++++++++++++++++++++++++++++------------------------- 1 files changed, 33 insertions(+), 25 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py index f19857e..bd8af1a 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py @@ -22,13 +22,14 @@ import IPY_PlayerDefine import ShareDefine + #生物属性接口,顺序对应ChConfig.TYPE_Calc_AttrList #同个属性Get, Set 写在一起,方便维护 [Get, Set, 属性类型, 是否通知自身, 是否通知周围玩家] ObjProperty_AttrByIndex = [ - [lambda curObj:curObj.GetSTR(), lambda curObj, value:curObj.SetSTR(value), IPY_PlayerDefine.CDBPlayerRefresh_STR, 1, 0], # 力量 - [lambda curObj:curObj.GetPNE(), lambda curObj, value:curObj.SetPNE(value), IPY_PlayerDefine.CDBPlayerRefresh_PNE, 1, 0], # 智力 - [lambda curObj:curObj.GetPHY(), lambda curObj, value:curObj.SetPHY(value), IPY_PlayerDefine.CDBPlayerRefresh_PHY, 1, 0], # 敏捷 - [lambda curObj:curObj.GetCON(), lambda curObj, value:curObj.SetCON(value), IPY_PlayerDefine.CDBPlayerRefresh_CON, 1, 0], # 体质 + [lambda curObj:PlayerControl.GetMetal(curObj), lambda curObj, value:PlayerControl.SetMetal(curObj, value), ShareDefine.CDBPlayerRefresh_Mater, 1, 0], # 金 + [lambda curObj:PlayerControl.GetWood(curObj), lambda curObj, value:PlayerControl.SetWood(curObj, value), ShareDefine.CDBPlayerRefresh_Wood, 1, 0], # 木 + [lambda curObj:PlayerControl.GetWater(curObj), lambda curObj, value:PlayerControl.SetWater(curObj, value), ShareDefine.CDBPlayerRefresh_Water, 1, 0], # 水 + [lambda curObj:PlayerControl.GetFire(curObj), lambda curObj, value:PlayerControl.SetFire(curObj, value), ShareDefine.CDBPlayerRefresh_Fire, 1, 0], # 火 [lambda curObj:GameObj.GetHP(curObj), lambda curObj, value:GameObj.SetHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_HP, 1, 1], # 当前血量 [lambda curObj:curObj.GetMP(), lambda curObj, value:curObj.SetMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MP, 0, 0], # 当前魔量 @@ -36,18 +37,20 @@ [lambda curObj:curObj.GetMaxMP(), lambda curObj, value:curObj.SetMaxMP(value), IPY_PlayerDefine.CDBPlayerRefresh_MaxMP, 0, 0], # 最大魔量 [lambda curObj:curObj.GetMinAtk(), lambda curObj, value:curObj.SetMinAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MINATK, 1, 0], # 最小攻击力 [lambda curObj:curObj.GetMaxAtk(), lambda curObj, value:curObj.SetMaxAtk(value), IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 1, 0], # 最大攻击力 - [lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0], # 最小魔攻 - [lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0], # 最大魔攻 + [lambda curObj:PlayerControl.GetEarth(curObj), lambda curObj, value:PlayerControl.SetEarth(curObj, value), ShareDefine.CDBPlayerRefresh_Earth, 1, 0], # 土 + [lambda curObj:curObj.GetLuckValue(), lambda curObj, value:curObj.SetLuckValue(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckValue, 1, 0], # 气运 [lambda curObj:curObj.GetDef(), lambda curObj, value:curObj.SetDef(value), IPY_PlayerDefine.CDBPlayerRefresh_DEF, 1, 0], # 防御力 [lambda curObj:curObj.GetHit(), lambda curObj, value:curObj.SetHit(value), IPY_PlayerDefine.CDBPlayerRefresh_HIT, 1, 0], # 命中 [lambda curObj:curObj.GetMiss(), lambda curObj, value:curObj.SetMiss(value), IPY_PlayerDefine.CDBPlayerRefresh_Miss, 1, 0], # 闪避 + #[lambda curObj:curObj.GetMAtkMin(), lambda curObj, value:curObj.SetMAtkMin(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMin, 0, 0], # 最小魔攻 + #[lambda curObj:curObj.GetMAtkMax(), lambda curObj, value:curObj.SetMAtkMax(value), IPY_PlayerDefine.CDBPlayerRefresh_MAtkMax, 0, 0], # 最大魔攻 [lambda curObj:PlayerControl.GetSpeedNotBuff(curObj), lambda curObj, value:PlayerControl.SetSpeedNotBuff(curObj, value), 0, 0, 0], # 移动速度 [lambda curObj:PlayerControl.GetAtkSpeed(curObj), lambda curObj, value:PlayerControl.SetAtkSpeed(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 1, 1], # 攻击速度 - [lambda curObj:curObj.GetSuperHitRate(), lambda curObj, value:curObj.SetSuperHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 1, 0], # 暴击概率 - [lambda curObj:curObj.GetSuperHit(), lambda curObj, value:curObj.SetSuperHit(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHit, 1, 0], # 暴击伤害 - [lambda curObj:PlayerControl.GetSuperHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitRateReduce(curObj, value), 0, 0, 0],# 暴击概率抗性 - [lambda curObj:PlayerControl.GetSuperHitReducePer(curObj), lambda curObj, value:PlayerControl.SetSuperHitReducePer(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitReduce, 1, 0], # 暴击抗性 + [lambda curObj:curObj.GetSuperHitRate(), lambda curObj, value:curObj.SetSuperHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 1, 0], # 暴击概率 + [lambda curObj:curObj.GetSuperHit(), lambda curObj, value:curObj.SetSuperHit(value), IPY_PlayerDefine.CDBPlayerRefresh_SuperHit, 1, 0], # 暴击伤害固定值 + [lambda curObj:PlayerControl.GetSuperHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, 0, 0],# 暴击概率抗性 + [lambda curObj:PlayerControl.GetSuperHitReduce(curObj), lambda curObj, value:PlayerControl.SetSuperHitReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitReduce, 1, 0], # 暴击伤害抗性固定值 [lambda curObj:curObj.GetGreatHitRate(), lambda curObj, value:curObj.SetGreatHitRate(value), 0, 0, 0], # 卓越一击几率 [lambda curObj:curObj.GetGreatHitVal(), lambda curObj, value:curObj.SetGreatHitVal(value), 0, 0, 0], # 卓越一击伤害倍率 @@ -55,9 +58,9 @@ [lambda curObj:PlayerControl.GetGreatHitReducePer(curObj), lambda curObj, value:PlayerControl.SetGreatHitReducePer(curObj, value), 0, 0, 0], # 卓越一击伤害减免 [lambda curObj:curObj.GetLuckyHitRate(), lambda curObj, value:curObj.SetLuckyHitRate(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitRate, 1, 0], # 会心一击几率 - [lambda curObj:curObj.GetLuckyHitVal(), lambda curObj, value:curObj.SetLuckyHitVal(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitVal, 1, 0], # 会心一击伤害倍率 + [lambda curObj:curObj.GetLuckyHitVal(), lambda curObj, value:curObj.SetLuckyHitVal(value), IPY_PlayerDefine.CDBPlayerRefresh_LuckyHitVal, 1, 0], # 会心一击伤害固定值 [lambda curObj:PlayerControl.GetLuckyHitRateReduce(curObj), lambda curObj, value:PlayerControl.SetLuckyHitRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_LuckyHitRateReduce, 1, 0],# 会心一击概率抗性 - [lambda curObj:PlayerControl.GetLuckyHitReducePer(curObj), lambda curObj, value:PlayerControl.SetLuckyHitReducePer(curObj, value), 0, 0, 0], # 会心一击伤害减免 + [lambda curObj:PlayerControl.GetLuckyHitReduce(curObj), lambda curObj, value:PlayerControl.SetLuckyHitReduce(curObj, value), ShareDefine.CDBPlayerRefresh_LuckyHitReduce, 1, 0], # 会心一击伤害减免固定值 [lambda curObj:curObj.GetIgnoreDefRate(), lambda curObj, value:curObj.SetIgnoreDefRate(value), IPY_PlayerDefine.CDBPlayerRefresh_IgnoreDefRate, 1, 0], # 无视防御几率 [lambda curObj:PlayerControl.GetIgnoreDefRateReduce(curObj), lambda curObj, value:PlayerControl.SetIgnoreDefRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, 1, 0], # 无视防御概率抗性 @@ -81,7 +84,7 @@ [lambda curObj:curObj.GetGoldFoundRate(), lambda curObj, value:curObj.SetGoldFoundRate(value), IPY_PlayerDefine.CDBPlayerRefresh_GoldFoundRate, 1, 0], # 掉落金钱值增加 [lambda curObj:PlayerControl.GetPetMinAtk(curObj), lambda curObj, value:PlayerControl.SetPetMinAtk(curObj, value), 0, 0, 0], # 宠物最小攻击 [lambda curObj:PlayerControl.GetPetMaxAtk(curObj), lambda curObj, value:PlayerControl.SetPetMaxAtk(curObj, value), 0, 0, 0], # 宠物最大攻击 - [lambda curObj:GameObj.GetPetDamPer(curObj), lambda curObj, value:GameObj.SetPetDamPer(curObj, value), 0, 0, 0], # 宠物伤害百分比提升 + [lambda curObj:GameObj.GetPetDamPer(curObj), lambda curObj, value:GameObj.SetPetDamPer(curObj, value), ShareDefine.CDBPlayerRefresh_PetDamPer, 1, 0], # 宠物伤害百分比提升 [lambda curObj:PlayerControl.GetPerLVAtk(curObj), lambda curObj, value:PlayerControl.SetPerLVAtk(curObj, value), 0, 0, 0], # 每1级+%s攻击, 数值取万分率,支持小数算法 [lambda curObj:PlayerControl.GetPerLVMaxHP(curObj), lambda curObj, value:PlayerControl.SetPerLVMaxHP(curObj, value), 0, 0, 0], # 每1级+%s生命, 数值为固定值 @@ -110,15 +113,15 @@ [lambda curObj:PlayerControl.GetReduceSkillCD(curObj), lambda curObj, value:PlayerControl.SetReduceSkillCD(curObj, value), 0, 0, 0], # 减技能CD值 [lambda curObj:curObj.GetSkillAtkRate(), lambda curObj, value:curObj.SetSkillAtkRate(value), IPY_PlayerDefine.CDBPlayerRefresh_SkillAtkRate, 1, 0], # 技能攻击比例加成 [lambda curObj:PlayerControl.GetSkillAtkRateReduce(curObj), lambda curObj, value:PlayerControl.SetSkillAtkRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, 1, 0],# 技能攻击比例减少 - [lambda curObj:PlayerControl.GetDamagePer(curObj), lambda curObj, value:PlayerControl.SetDamagePer(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePer, 1, 0], # 伤害输出计算百分比 - [lambda curObj:curObj.GetDamageReduceRate(), lambda curObj, value:curObj.SetDamageReduceRate(value), IPY_PlayerDefine.CDBPlayerRefresh_DamageReduceRate, 1, 0], # 减少伤害 + [lambda curObj:PlayerControl.GetDamagePVP(curObj), lambda curObj, value:PlayerControl.SetDamagePVP(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVP, 1, 0], # PVP固定伤害 + [lambda curObj:PlayerControl.GetDamagePVPReduce(curObj), lambda curObj, value:PlayerControl.SetDamagePVPReduce(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVPReduce, 1, 0], # PVP固定减伤 [lambda curObj:PlayerControl.GetHurtPer(curObj), lambda curObj, value:PlayerControl.SetHurtPer(curObj, value), 0, 0, 0], # 受伤计算百分比 [lambda curObj:PlayerControl.GetBleedDamage(curObj), lambda curObj, value:PlayerControl.SetBleedDamage(curObj, value), ShareDefine.CDBPlayerRefresh_BleedDamage, 1, 0], # 流血伤害 [lambda curObj:PlayerControl.GetFinalHurt(curObj), lambda curObj, value:PlayerControl.SetFinalHurt(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurt, 1, 0], # 最终固定伤害增加 [lambda curObj:PlayerControl.GetFinalHurtReduce(curObj), lambda curObj, value:PlayerControl.SetFinalHurtReduce(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtReduce, 1, 0], # 最终固定伤害减少 [lambda curObj:PlayerControl.GetDamagePerPVP(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVP(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePerPVP, 1, 0], # 伤害输出计算百分比PVP [lambda curObj:PlayerControl.GetDamagePerPVPReduce(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVPReduce(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePerPVPReduce, 1, 0],# 伤害输出计算百分比PVP减少 - [lambda curObj:PlayerControl.GetDamagePerPVE(curObj), lambda curObj, value:PlayerControl.SetDamagePerPVE(curObj, value), 0, 0, 0], # 伤害输出计算百分比PVE + [lambda curObj:PlayerControl.GetDamagePVE(curObj), lambda curObj, value:PlayerControl.SetDamagePVE(curObj, value), ShareDefine.CDBPlayerRefresh_DamagePVE, 1, 0], # 伤害输出计算固定值PVE [lambda curObj:PlayerControl.GetNPCHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetNPCHurtAddPer(curObj, value), ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, 1, 0], # 对怪物伤害加成 [lambda curObj:PlayerControl.GetJobAHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobAHurtAddPer(curObj, value), 0, 0, 0], # 目标战士伤害加成 [lambda curObj:PlayerControl.GetJobBHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetJobBHurtAddPer(curObj, value), 0, 0, 0], # 目标法师伤害加成 @@ -129,7 +132,7 @@ [lambda curObj:PlayerControl.GetJobCAtkReducePer(curObj), lambda curObj, value:PlayerControl.SetJobCAtkReducePer(curObj, value), 0, 0, 0], # 弓手攻击伤害减免 [lambda curObj:PlayerControl.GetCommMapExpRate(curObj), lambda curObj, value:PlayerControl.SetCommMapExpRate(curObj, value), 0, 0, 0], # 常规地图经验倍率加成 - [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), 0, 0, 0], # 最终伤害百分比 + [lambda curObj:PlayerControl.GetFinalHurtPer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtPer, 1, 0], # 最终伤害百分比 [lambda curObj:PlayerControl.GetFuhaoHitRate(curObj), lambda curObj, value:PlayerControl.SetFuhaoHitRate(curObj, value), 0, 0, 0], # 富豪一击概率 [lambda curObj:PlayerControl.GetBossIDHurt(curObj), lambda curObj, value:PlayerControl.SetBossIDHurt(curObj, value), 0, 0, 0], # 对指定boss伤害加成固定值 [lambda curObj:PlayerControl.GetBossIDHurtAddPer(curObj), lambda curObj, value:PlayerControl.SetBossIDHurtAddPer(curObj, value), 0, 0, 0],# 对指定boss伤害加成倍率 @@ -140,12 +143,6 @@ [lambda curObj:PlayerControl.GetBaseDefAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseDefAddPer(curObj, value), 0, 0, 0], # 基础防御百分比 [lambda curObj:PlayerControl.GetBaseHitAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseHitAddPer(curObj, value), 0, 0, 0], # 基础命中百分比 [lambda curObj:PlayerControl.GetBaseMissAddPer(curObj), lambda curObj, value:PlayerControl.SetBaseMissAddPer(curObj, value), 0, 0, 0], # 基础闪避百分比 - [lambda curObj:PlayerControl.GetHorcruxBasePer(curObj), lambda curObj, value:PlayerControl.SetHorcruxBasePer(curObj, value), 0, 0, 0], # 魂器基础百分比 - [lambda curObj:PlayerControl.GetEquipBaseAddPer(curObj), lambda curObj, value:PlayerControl.SetEquipBaseAddPer(curObj, value), 0, 0, 0], # 装备基础百分比 - [lambda curObj:PlayerControl.GetWeaponAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetWeaponAtkAddPer(curObj, value), 0, 0, 0], # 武器基础攻击百分比 - [lambda curObj:PlayerControl.GetRelicsAtkAddPer(curObj), lambda curObj, value:PlayerControl.SetRelicsAtkAddPer(curObj, value), 0, 0, 0], # 圣器基础攻击百分比 - [lambda curObj:PlayerControl.GetArmorMaxHPAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorMaxHPAddPer(curObj, value), 0, 0, 0], # 防具基础生命百分比 - [lambda curObj:PlayerControl.GetArmorDefAddPer(curObj), lambda curObj, value:PlayerControl.SetArmorDefAddPer(curObj, value), 0, 0, 0], # 防具基础防御百分比 [lambda curObj:PlayerControl.GetGodWeaponMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponMaxHPPer(curObj, value), 0, 0, 0], # 神兵生命百分比 [lambda curObj:PlayerControl.GetGodWeaponAtkPer(curObj), lambda curObj, value:PlayerControl.SetGodWeaponAtkPer(curObj, value), 0, 0, 0], # 神兵攻击百分比 [lambda curObj:PlayerControl.GetStoneMaxHPPer(curObj), lambda curObj, value:PlayerControl.SetStoneMaxHPPer(curObj, value), 0, 0, 0], # 宝石生命百分比 @@ -166,6 +163,17 @@ [lambda curObj:PlayerControl.GetWingHPPer(curObj), lambda curObj, value:PlayerControl.SetWingHPPer(curObj, value), 0, 0, 0], # 翅膀生命百分比 [lambda curObj:PlayerControl.GetSuiteBasePer(curObj), lambda curObj, value:PlayerControl.SetSuiteBasePer(curObj, value), 0, 0, 0], # 套装基础属性百分比 [lambda curObj:PlayerControl.GetPlusBaseAtkPer(curObj), lambda curObj, value:PlayerControl.SetPlusBaseAtkPer(curObj, value), 0, 0, 0], # 强化基础攻击百分比 + [lambda curObj:PlayerControl.GetProDef(curObj), lambda curObj, value:PlayerControl.SetProDef(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_ExAttr4, 1, 0], # 当前防护值 + [lambda curObj:PlayerControl.GetNormalHurt(curObj), lambda curObj, value:PlayerControl.SetNormalHurt(curObj, value), ShareDefine.CDBPlayerRefresh_NormalHurt, 1, 0], # 属性普通攻击增伤 + [lambda curObj:PlayerControl.GetNormalHurtPer(curObj), lambda curObj, value:PlayerControl.SetNormalHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_NormalHurtPer, 1, 0], # 属性普通攻击加成 + [lambda curObj:PlayerControl.GetFabaoHurt(curObj), lambda curObj, value:PlayerControl.SetFabaoHurt(curObj, value), ShareDefine.CDBPlayerRefresh_FabaoHurt, 1, 0], # 属性法宝技能增伤 + [lambda curObj:PlayerControl.GetFabaoHurtPer(curObj), lambda curObj, value:PlayerControl.SetFabaoHurtPer(curObj, value), ShareDefine.CDBPlayerRefresh_FabaoHurtPer, 1, 0], # 属性法宝技能加成 + [lambda curObj:PlayerControl.GetFinalHurtReducePer(curObj), lambda curObj, value:PlayerControl.SetFinalHurtReducePer(curObj, value), ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, 1, 0], # 最终伤害减少百分比 + [lambda curObj:PlayerControl.GetLostYinjiTime(curObj), lambda curObj, value:PlayerControl.SetLostYinjiTime(curObj, value), ShareDefine.CDBPlayerRefresh_YinjiTime, 1, 0], # 每X秒自动消失一个印记 毫秒 + [lambda curObj:PlayerControl.GetTheFBSkillsCD(curObj), lambda curObj, value:PlayerControl.SetTheFBSkillsCD(curObj, value), 0, 0, 0], # 减少指定技能组CD XX% + [lambda curObj:PlayerControl.GetBurnValue(curObj), lambda curObj, value:PlayerControl.SetBurnValue(curObj, value), ShareDefine.CDBPlayerRefresh_YinjiTime, 0, 0], # 灼烧固定伤害 + [lambda curObj:PlayerControl.GetBurnTimePer(curObj), lambda curObj, value:PlayerControl.SetBurnTimePer(curObj, value), 0, 0, 0], # 延长灼烧时间百分比 + [lambda curObj:PlayerControl.GetSubSpeedPer(curObj), lambda curObj, value:PlayerControl.SetSubSpeedPer(curObj, value), 0, 0, 0], # 减移动速度百分比 ] ## 通过索引获得属性值 @@ -215,7 +223,7 @@ def CopyPlayerFuncAttr(curPlayer): for i in xrange(len(ObjProperty_AttrByIndex)): # Get - if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]: + if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]: continue value = ObjProperty_AttrByIndex[i][0](curPlayer) if value == 0 and curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr%i) == 0: @@ -226,7 +234,7 @@ # 恢复缓存功能属性的刷新结果,用于BUFF属性单独刷新 def RestorePlayerFuncAttr(curPlayer): for i in xrange(len(ObjProperty_AttrByIndex)): - if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]: + if i+1 in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]: continue ObjProperty_AttrByIndex[i][1](curPlayer, curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr%i)) -- Gitblit v1.8.0