| | |
| | | ## 是否无视防御
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| | | return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
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| | |
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None):
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| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
|
| | | '''使用技能通用入口
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| | | @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
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| | | @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
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| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
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| | | @param comboLimit: 是否强制限制连击
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| | | @return: 是否成功
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| | | '''
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| | | if not useSkill:
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| | |
| | |
|
| | | # 处理反击 或 连击
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| | | if isTurnNormalSkill:
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| | | if not DoCombo(turnFight, curBatObj, useSkill):
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| | | if comboLimit or not DoCombo(turnFight, curBatObj, useSkill):
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| | | useSkill.ComboInterrupt()
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| | |
|
| | | # 最后重置、回收对象
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| | |
| | | return [curBatObj]
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| | |
|
| | | tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
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| | | |
| | | # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
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| | | # 集火:直接通过效果5015指定了目标,所以这里可不处理
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| | | # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
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| | | # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
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| | | # 嘲讽: 目标是敌方时强制目标一定包含施法者
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| | |
|
| | | sneerObj = None # 嘲讽目标
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| | | sneerObjID, sneerObjPosNum = 0, 0
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| | |
| | | elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
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| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
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| | | #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
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| | | |
| | | # 攻击力最高
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| | | elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
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| | | aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
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| | | #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
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| | |
|
| | | # 未被控制优先
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| | | elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
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| | |
| | | effIgnoreObjIDList = missObjIDList + immuneObjIDList
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| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
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| | | |
| | | |
| | | # ========== 以下触发被动 ==========
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| | |
|
| | | # 破盾时
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| | |
| | | dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
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| | |
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
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| | |
|
| | | aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|