| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | if not curBatObj.CanAction():
|
| | | return
|
| | | |
| | | buffStateLimit = useSkill.GetBuffStateLimit()
|
| | | if buffStateLimit:
|
| | | limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
|
| | | if limitState:
|
| | | GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
|
| | | return
|
| | | |
| | | #没有指定目标,则按技能自身的目标逻辑
|
| | | if not tagObjList:
|
| | | tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
|
| | |
| | | tagObj = batObjMgr.getBatObj(tagObjID)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
|
| | |
|
| | | batType = useSkill.GetBatType()
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in effIgnoreObjIDList:
|
| | |
| | | # 使用技能后
|
| | | if isUseSkill:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
|
| | | |
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
|
| | | # 追击
|
| | | elif batType == ChConfig.TurnBattleType_Pursue:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
|
| | |
|
| | | if killObjList:
|
| | | tagObj = killObjList[0]
|
| | |
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | |
|
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if isTurnNormalSkill and not mustHit:
|
| | | if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = curSkill.GetTagMissNum(defID)
|
| | |
| | | return False
|
| | |
|
| | | def CanParry(turnFight, atkObj, defObj, curSkill):
|
| | | if defObj.IsInControlled():
|
| | | #被控制无法格挡
|
| | | if defObj.IsInControlledHard():
|
| | | #被硬控无法格挡
|
| | | return False
|
| | |
|
| | | defID = defObj.GetID()
|