| | |
| | | ## 是否无视防御
|
| | | return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
|
| | |
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None):
|
| | | 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
|
| | | @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
|
| | | @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
|
| | | @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
|
| | | @param comboLimit: 是否强制限制连击
|
| | | @return: 是否成功
|
| | | '''
|
| | | if not useSkill:
|
| | |
| | | oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
|
| | |
|
| | | bySkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | GameWorld.DebugLog("●使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" |
| | | GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s" |
| | | % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
|
| | | # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
|
| | |
|
| | |
| | |
|
| | | # 处理反击 或 连击
|
| | | if isTurnNormalSkill:
|
| | | if not DoCombo(turnFight, curBatObj, useSkill):
|
| | | if comboLimit or not DoCombo(turnFight, curBatObj, useSkill):
|
| | | useSkill.ComboInterrupt()
|
| | |
|
| | | # 最后重置、回收对象
|
| | |
| | | return [curBatObj]
|
| | |
|
| | | tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
|
| | | |
| | | # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
|
| | | # 集火:直接通过效果5015指定了目标,所以这里可不处理
|
| | | # 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
|
| | | # 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
|
| | | # 嘲讽: 目标是敌方时强制目标一定包含施法者
|
| | |
|
| | | sneerObj = None # 嘲讽目标
|
| | | sneerObjID, sneerObjPosNum = 0, 0
|
| | |
| | | elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
|
| | | aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
|
| | | #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | | |
| | | # 攻击力最高
|
| | | elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
|
| | | aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
|
| | | #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
|
| | |
|
| | | # 未被控制优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
|
| | |
| | | effIgnoreObjIDList = missObjIDList + immuneObjIDList
|
| | | # 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)
|
| | | |
| | | |
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | | # 破盾时
|
| | |
| | | continue
|
| | |
|
| | | effID = curEffect.GetEffectID()
|
| | | GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
|
| | | GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
|
| | | if effID == 5010:
|
| | | # 额外技能效果
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
|
| | |
| | | dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
|
| | |
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
|
| | |
|
| | | aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|