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/Skill/EffGetSet.py |    4 ++--
 1 files changed, 2 insertions(+), 2 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 61b5aca..a825d98 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -50,7 +50,7 @@
    [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:GameObj.GetSuperHitRateReduce(curObj), lambda curObj, value:GameObj.SetSuperHitRateReduce(curObj, value), ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, 1, 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:GameObj.GetSuperHitReduce(curObj), lambda curObj, value:GameObj.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
@@ -104,7 +104,7 @@
    [lambda curObj:curObj.GetHPRestorePer(), lambda curObj, value:curObj.SetHPRestorePer(value), IPY_PlayerDefine.CDBPlayerRefresh_HPRestorePer, 1, 0],                                    # 自动回复生命
    [lambda curObj:curObj.GetKillBackHP(), lambda curObj, value:curObj.SetKillBackHP(value), 0, 0, 0],                                        # 击杀回血
    [lambda curObj:curObj.GetKillBackMP(), lambda curObj, value:curObj.SetKillBackMP(value), 0, 0, 0],                                        # 击杀回蓝
-   [lambda curObj:PlayerControl.GetAtkBackHPPer(curObj), lambda curObj, value:PlayerControl.SetAtkBackHPPer(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx2, 1, 0],        # 攻击回复血量固定值
+   [lambda curObj:GameObj.GetAtkBackHP(curObj), lambda curObj, value:GameObj.SetAtkBackHP(curObj, value), IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx2, 1, 0],        # 攻击回复血量固定值
    [lambda curObj:PlayerControl.GetAtkBackMPPer(curObj), lambda curObj, value:PlayerControl.SetAtkBackMPPer(curObj, value), 0, 0, 0],        # 攻击回复蓝量比率
    [lambda curObj:PlayerControl.GetAddBackHPPer(curObj), lambda curObj, value:PlayerControl.SetAddBackHPPer(curObj, value), 0, 0, 0],        # 暂无用
    [lambda curObj:PlayerControl.GetReduceBackHPPer(curObj), lambda curObj, value:PlayerControl.SetReduceBackHPPer(curObj, value), 0, 0, 0],  # 暂无用

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