| | |
| | | @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
|
| | | '''
|
| | |
|
| | | curID = curObj.GetID()
|
| | | #curID = curObj.GetID()
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(useSkill)
|
| | |
|
| | |
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | useSkill.SetKillObjList(killObjList)
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | |
| | | tagObj = batObjMgr.getBatObj(tagObjID)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
|
| | |
|
| | | # 有击杀时
|
| | | for index, tagObj in enumerate(killObjList):
|
| | | if index == 0:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
|
| | | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | |
|
| | | # 直接攻击
|
| | | if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
|
| | | if isAttackDirect:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
|
| | |
|
| | | # 使用技能后
|
| | | if isUseSkill:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
|
| | |
|
| | | # 连击
|
| | |
| | | elif batType == ChConfig.TurnBattleType_Pursue:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
|
| | |
|
| | | if killObjList:
|
| | | tagObj = killObjList[0]
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
|
| | | for tagObj in killObjList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
|
| | | triggerOne = True # 设置已经触发过一次
|
| | |
|
| | | return
|
| | |
|
| | |
| | | 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: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
|
| | | if effID == 5010:
|
| | | # 额外技能效果
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
|
| | |
| | | # return
|
| | | enhanceSkillID = curEffect.GetEffectValue(0)
|
| | | checkInStateList = curEffect.GetEffectValue(1)
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
|
| | | checkHeroJob = curEffect.GetEffectValue(2)
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | |
|
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | |
| | | if not tagObj.CheckInState(checkInStateList):
|
| | | GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
|
| | | continue
|
| | | if checkHeroJob and checkHeroJob != tagObj.GetJob():
|
| | | GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
|
| | | continue
|
| | | if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
|
| | | continue
|
| | |
| | |
|
| | | # 只执行一次,防止群攻时额外触发多次
|
| | | GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | if checkInStateList:
|
| | | inState = False
|
| | | if checkInStateList or checkHeroJob:
|
| | | inState, haveJob = False, False
|
| | | for tagObj in tagObjList:
|
| | | if tagObj.CheckInState(checkInStateList):
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | | if not inState and tagObj.CheckInState(checkInStateList):
|
| | | inState = True
|
| | | break
|
| | | if not inState:
|
| | | GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
|
| | | if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
|
| | | haveJob = True
|
| | | if checkInStateList and not inState:
|
| | | GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
|
| | | return
|
| | | if checkHeroJob and not haveJob:
|
| | | GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
|
| | | return
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | return
|
| | |
| | | '''
|
| | | if not passiveSkill:
|
| | | return
|
| | | isOK = False
|
| | | bySkillID = 0
|
| | | if connSkill:
|
| | | bySkillID = connSkill.GetSkillID()
|
| | | elif connBuff:
|
| | | bySkillID = connBuff.GetSkillID()
|
| | | passiveSkillID = passiveSkill.GetSkillID()
|
| | | if passiveSkillID == bySkillID:
|
| | | #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
|
| | | return
|
| | | |
| | | isOK = False
|
| | | # 继承主技能目标
|
| | | if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | happenRate = passiveSkill.GetHappenRate()
|
| | | GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
|
| | | GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
|
| | | if not tagObj:
|
| | | return
|
| | | tagID = tagObj.GetID()
|
| | |
| | | passiveTagObjList = [tagObj]
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
|
| | | else:
|
| | | GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
|
| | | GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
|
| | |
|
| | | return isOK
|
| | |
| | |
|
| | | aAtk = atkObj.GetAtk() # 攻击方最大攻击
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
|
| | | 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_AddSkillPerByHP, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
|
| | |
|
| | | aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|
| | | |
| | | aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
|
| | |
|
| | | aNormalSkillPer, dNormalSkillPerDef = 0, 0
|
| | | if isTurnNormalSkill:
|
| | |
| | |
|
| | | if calcType != ChConfig.Def_Calc_Attack:
|
| | | aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
|
| | |
|
| | | # 持续性伤害
|
| | | if isTurnNormalSkill:
|
| | |
| | | return hurtValue, hurtTypes
|
| | |
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | | if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
|
| | | GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
|
| | | return True
|
| | | |
| | | aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
|
| | | aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
|
| | | dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
|
| | |
| | | baseValue = curObj.GetLastHurtValue()
|
| | | elif calcType == ChConfig.Def_Calc_TagMaxHP:
|
| | | baseValue = 0 if not tagObj else tagObj.GetMaxHP()
|
| | | elif calcType == ChConfig.Def_Calc_TagLostHP:
|
| | | baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP())
|
| | | elif calcType == ChConfig.Def_Calc_ByBuffValue:
|
| | | byBuff = curSkill.GetByBuff()
|
| | | if byBuff:
|