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) -- Gitblit v1.8.0