| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | triggerWay = kwargs["triggerWay"] if "triggerWay" in kwargs else 0
|
| | | byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
|
| | | if not curBatObj.IsAlive():
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
|
| | | GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
|
| | | else:
|
| | | if triggerWay in ChConfig.DeadCanTriggerWayList:
|
| | | GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
|
| | | if byTriggerWay in ChConfig.DeadCanTriggerWayList:
|
| | | GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
|
| | | elif batType == ChConfig.TurnBattleType_Enhance:
|
| | | GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
|
| | | else:
|
| | |
| | | useSkill.SetBatType(batType)
|
| | | useSkill.SetBySkill(bySkill)
|
| | | useSkill.SetByBuff(byBuff)
|
| | | useSkill.SetByTriggerWay(triggerWay)
|
| | | useSkill.SetByTriggerWay(byTriggerWay)
|
| | |
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
|
| | | if isTurnNormalSkill:
|
| | |
| | | else:
|
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | | DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
|
| | |
|
| | | if useTag:
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | |
| | |
|
| | | def IsNeedSyncSkill(useSkill):
|
| | | ## 使用需要同步B427使用技能
|
| | | if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
|
| | | if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff, |
| | | ChConfig.Def_SkillType_AtkEx]:
|
| | | return True
|
| | | if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
|
| | | return True
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def DoAttackResult(turnFight, curBatObj, useSkill):
|
| | | def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
|
| | | '''执行攻击结果
|
| | | @param curBatObj: 施法方或buff归属方
|
| | | '''
|
| | |
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | if "byEffSkill" in kwargs:
|
| | | byEffSkill = kwargs["byEffSkill"]
|
| | | cdTime = byEffSkill.GetCoolDownTime()
|
| | | if cdTime:
|
| | | if hasattr(byEffSkill, "GetRemainTime"):
|
| | | byEffSkill.SetRemainTime(cdTime)
|
| | | GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
|
| | | |
| | | __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
|
| | |
|
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | |
| | | # 掉血时
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
|
| | | #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
|
| | |
|
| | | # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
|
| | | if not isAttackDirect:
|
| | |
| | |
|
| | | hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
|
| | | if hurtAtkPerMax:
|
| | | hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
|
| | | aAtk = atkObj.GetAtk()
|
| | | hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
|
| | | hurtValue = min(hurtValue, hurtValueMax)
|