From e35ed3606a9dd4da24331cc520faf4b720d83f13 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 十二月 2023 13:52:23 +0800
Subject: [PATCH] 10019 【砍树】回合战斗(NPC支持暴击、吸血)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |   28 +++++-----------------------
 1 files changed, 5 insertions(+), 23 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 62cc5d5..c5dd550 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3861,7 +3861,7 @@
         IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性
         DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率
         BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
-        AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量
+        AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHP) # 攻击回复血量
         FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕
         FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
         FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
@@ -6796,19 +6796,9 @@
     curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedValue, value)
     SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SpeedValue, value, True) # 移动速度值暂定广播周围玩家
     
-#---攻击回复血量比率----
-## 获取玩家攻击回复血量比率
-#  @param curPlayer 玩家实例
-#  @return 
-def GetAtkBackHPPer(curPlayer):
-    return curPlayer.GetBattleValEx2()
-
-
-## 设置玩家攻击回复血量比率
-#  @param curPlayer 玩家实例
-#  @return None
-def SetAtkBackHPPer(curPlayer, value):
-    curPlayer.SetBattleValEx2(value)
+# PVP攻击回血
+def GetPVPAtkBackHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PVPAtkBackHP)
+def SetPVPAtkBackHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PVPAtkBackHP, value)
 
 ## 获取玩家攻击回复蓝量比率
 def GetAtkBackMPPer(curPlayer): return 0
@@ -6866,11 +6856,7 @@
 ## 卓越一击伤害减免
 def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
 def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
-## 暴击伤害减免
-def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
-def SetSuperHitReduce(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
-    SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_SuperHitReduce, value)
+
 ## 无视防御伤害减免
 def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
 def SetIgnoreDefReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_IgnoreDefReducePer, value)
@@ -6970,10 +6956,6 @@
     curPlayer.SetDict(ChConfig.Def_PlayerKey_OnlyFinalHurt, value)
     SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_OnlyFinalHurt, value)
     return
-
-# PVP攻击回血
-def GetPVPAtkBackHP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PVPAtkBackHP)
-def SetPVPAtkBackHP(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PVPAtkBackHP, value)
 
 # 命中成功率
 def GetHitSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HitSucessRate)

--
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