| | |
| | | aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
|
| | | aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
|
| | |
|
| | | #招架 - 无视攻击方最终增伤百分比
|
| | | dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
|
| | | aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
|
| | | if dZhaojia > aZhaojiaDef:
|
| | | perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
|
| | | reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
|
| | | reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
|
| | | if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
|
| | | reducePer = min(reducePer, reduceMax)
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
|
| | | aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
|
| | | GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
|
| | | |
| | | #贯穿 - 无视防守方最终减伤百分比
|
| | | aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
|
| | | dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
|
| | | if aGuanchuan > dGuanchuanDef:
|
| | | perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
|
| | | reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
|
| | | reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
|
| | | if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
|
| | | reducePer = min(reducePer, reduceMax)
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
|
| | | dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
|
| | | GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef) |
| | | |
| | | aNormalSkillPer, dNormalSkillPerDef = 0, 0
|
| | | if isTurnNormalSkill:
|
| | | aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
|