| | |
| | | ## 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, comboLimit=False, atkBackTag=None):
|
| | | def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
|
| | | '''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
|
| | |
| | | if not tagObjList:
|
| | | # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
|
| | | GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
|
| | | otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
|
| | | if otherEff:
|
| | | otherSkillID = otherEff.GetEffectValue(0)
|
| | | GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
|
| | | otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
|
| | | if not otherSkill:
|
| | | otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
|
| | | if otherSkill:
|
| | | OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
|
| | | return
|
| | |
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | |
| | |
|
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
|
| | | else:
|
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | |
| | | # 灼烧/玄火目标优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_Burn:
|
| | | atkBackTagFrist = False
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | sortObjList = [] # 优先灼烧目标,再对位
|
| | | for aimObj in aimObjList:
|
| | | sortValue = 0
|
| | | buffMgr = aimObj.GetBuffManager()
|
| | | if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
|
| | | sortValue = 2
|
| | | elif relativeObj and relativeObj.GetID() == aimObj.GetID():
|
| | | sortValue = 1
|
| | | sortObjList.append([sortValue, aimObj])
|
| | | sortObjList.sort(reverse=True)
|
| | | aimObjList = [s[1] for s in sortObjList]
|
| | | aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
|
| | | |
| | | # 承伤盾目标优先
|
| | | elif tagAffect == ChConfig.SkillTagAffect_DamShield:
|
| | | atkBackTagFrist = False
|
| | | aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
|
| | |
|
| | | # 仅焚血(毒奶)目标
|
| | | elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
|
| | |
| | | aimObjList = aimObjList[:tagCount]
|
| | |
|
| | | return aimObjList
|
| | |
|
| | | def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
|
| | | ## 获取处于xxbuff状态优先,然后再对位目标
|
| | | relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
|
| | | sortObjList = [] # 优先灼烧目标,再对位
|
| | | for aimObj in aimObjList:
|
| | | sortValue = 0
|
| | | if aimObj.CheckInState(checkStateList):
|
| | | sortValue = 2
|
| | | elif relativeObj and relativeObj.GetID() == aimObj.GetID():
|
| | | sortValue = 1
|
| | | sortObjList.append([sortValue, aimObj])
|
| | | sortObjList.sort(reverse=True)
|
| | | return [s[1] for s in sortObjList]
|
| | |
|
| | | def CheckChangeTagEff(turnFight, curBatObj, useSkill):
|
| | | ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
|
| | |
| | | # return False
|
| | | return True
|
| | |
|
| | | def __doAddBuff(turnFight, curBatObj, useSkill):
|
| | | def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
|
| | | #执行添加buff
|
| | |
|
| | | #光环技能,需先添加施法者
|
| | |
| | | curID = curBatObj.GetID()
|
| | | skillID = useSkill.GetSkillID()
|
| | | GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
|
| | | if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
|
| | | if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | if tagBatObj.GetID() == curBatObj.GetID():
|
| | | continue
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
|
| | | else:
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
|
| | | TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | atkType = useSkill.GetAtkType()
|
| | | GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
|
| | |
|
| | | __doStealBuff(turnFight, curBatObj, useSkill)
|
| | | __doHarmSelf(turnFight, curBatObj, useSkill)
|
| | |
|
| | | # 通用攻击
|
| | |
| | | SkillModule_2(turnFight, curBatObj, useSkill)
|
| | | # 复活
|
| | | elif atkType == 3:
|
| | | pass
|
| | | SkillModule_3(turnFight, curBatObj, useSkill)
|
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | elif atkType == 4:
|
| | | pass
|
| | |
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def __doStealBuff(turnFight, curBatObj, useSkill):
|
| | | ## 施法前偷取buff
|
| | | stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
|
| | | if not stealEff:
|
| | | return
|
| | | buffState = stealEff.GetEffectValue(0) # buff״̬
|
| | | stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
|
| | | isAll = True if stealCnt == 0 else False
|
| | | |
| | | for tagObj in useSkill.GetTagObjList():
|
| | | if not isAll and stealCnt <= 0:
|
| | | break
|
| | | tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
|
| | | if not tagBuffList:
|
| | | continue
|
| | | |
| | | if not isAll and len(tagBuffList) > stealCnt:
|
| | | random.shuffle(tagBuffList) # 随机
|
| | | |
| | | for tagBuff in tagBuffList:
|
| | | skillID = tagBuff.GetSkillID()
|
| | | buffOwner = curBatObj
|
| | | GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
|
| | | addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
|
| | | if not addBuff:
|
| | | continue
|
| | | stealCnt -= 1
|
| | | TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
|
| | | TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def __doHarmSelf(turnFight, curBatObj, useSkill):
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_3(turnFight, curBatObj, useSkill):
|
| | | ## 复活
|
| | | |
| | | skillPer = useSkill.GetSkillPer()
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
|
| | | |
| | | dID = tagBatObj.GetID()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | cureHP = int(dMapHP * skillPer / 10000.0)
|
| | | tagBatObj.SetRevive(cureHP)
|
| | | |
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtType_Revive)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(cureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
|
| | | |
| | | return
|
| | |
|
| | | def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
|
| | | '''结算技能治疗
|
| | | @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
|
| | |
| | | defID = defObj.GetID()
|
| | |
|
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
|
| | | useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | |
| | |
|
| | | Sync_UseSkill(turnFight, atkObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
|
| | |
|
| | | # 通知结束标签
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|
| | |
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill, True)
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
|
| | | def DoCombo(turnFight, atkObj, useSkill):
|
| | |
| | | return useSkill
|
| | | return
|
| | |
|
| | | def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
|
| | | def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
|
| | | '''被攻击结果
|
| | | @param curObj: 施法方或buff归属方
|
| | | @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()
|
| | | isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(useSkill)
|
| | |
|
| | |
| | |
|
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | | totalHurtValue = 0
|
| | | isSuperHit, isStun, isSuckHP = False, False, False
|
| | | isSuckHP = False
|
| | | missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
|
| | | stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
|
| | | beHurtObjIDList = [] # 受伤的对象ID列表
|
| | | reviveObjList = [] # 复活的对象列表
|
| | | for hurtObj in useSkill.GetHurtObjListAll():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | |
| | | missObjIDList.append(hurtObjID)
|
| | | DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
|
| | |
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Revive):
|
| | | if tagObj not in reviveObjList:
|
| | | reviveObjList.append(tagObj)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
|
| | | if hurtObjID not in immuneObjIDList:
|
| | | immuneObjIDList.append(hurtObjID)
|
| | |
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
|
| | | DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
|
| | | |
| | | if hurtObjID not in parryObjIDList:
|
| | | parryObjIDList.append(hurtObjID)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
|
| | | isSuperHit = True
|
| | | |
| | | if hurtObjID not in superHitObjIDList:
|
| | | superHitObjIDList.append(hurtObjID)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
|
| | | isStun = True
|
| | | |
| | | if hurtObjID not in stunObjIDList:
|
| | | stunObjIDList.append(hurtObjID)
|
| | | |
| | | if hurtObj.GetSuckHP() > 0:
|
| | | isSuckHP = True
|
| | |
|
| | |
| | | curObj.SetLastHurtValue(totalHurtValue)
|
| | |
|
| | | # 群攻只触发一次特长
|
| | | if isSuperHit:
|
| | | if superHitObjIDList:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
|
| | | if isStun:
|
| | | if stunObjIDList:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
|
| | | if isSuckHP:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
|
| | |
| | | # 己方单位死亡时
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
|
| | | |
| | | |
| | | # 复活时
|
| | | for tagObj in reviveObjList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
|
| | | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
|
| | | for tagObj in tagObjListAll:
|
| | | tagID = tagObj.GetID()
|
| | | |
| | | # 闪避
|
| | | if tagID in missObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
|
| | | |
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | |
|
| | |
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
|
| | |
|
| | | # 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:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
|
| | | |
| | | # 额外目标不再触发以下内容
|
| | | if isExObj:
|
| | | continue
|
| | | |
| | | # 直接攻击
|
| | | if isAttackDirect and not isExObj:
|
| | | 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)
|
| | | # 持续伤害
|
| | | elif not isAttackDirect:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
|
| | | # 受到持续伤害
|
| | | if tagID in beHurtObjIDList and not isExObj:
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
|
| | |
|
| | | # 使用技能后
|
| | | if isUseSkill and not isExObj:
|
| | | 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)
|
| | |
|
| | | # 击晕
|
| | | if tagID in stunObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
|
| | | |
| | | # 暴击
|
| | | if tagID in superHitObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
|
| | | |
| | | # 格挡
|
| | | if tagID in parryObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
|
| | | |
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo and not isExObj:
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
|
| | | # 追击
|
| | | elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
|
| | | elif batType == ChConfig.TurnBattleType_Pursue:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
|
| | | # 反击
|
| | | elif batType == ChConfig.TurnBattleType_AtkBack:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
|
| | |
|
| | | triggerOne = True # 设置已经触发过一次
|
| | |
|
| | |
| | | enhanceSkillID = curEffect.GetEffectValue(0)
|
| | | checkInStateList = curEffect.GetEffectValue(1)
|
| | | checkHeroJob = curEffect.GetEffectValue(2)
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
|
| | | checkHeroSex = curEffect.GetEffectValue(3)
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | |
|
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | |
| | | GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
|
| | | enhanceRate = enhanceSkillData.GetHappenRate()
|
| | | enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
|
| | | enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
|
| | | enchanceTagObjList = []
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | |
| | | 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 checkHeroSex and checkHeroSex != tagObj.GetSex():
|
| | | GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
|
| | | 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 or checkHeroJob:
|
| | | inState, haveJob = False, False
|
| | | if checkInStateList or checkHeroJob or checkHeroSex:
|
| | | inState, haveJob, haveSex = False, False, False
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in effIgnoreObjIDList:
|
| | |
| | | inState = True
|
| | | if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
|
| | | haveJob = True
|
| | | if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
|
| | | haveSex = 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
|
| | | if checkHeroSex and not haveSex:
|
| | | GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
|
| | | return
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | return
|
| | |
|
| | | def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
|
| | | def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
|
| | | '''被动触发使用技能
|
| | | @param passiveSkill: 释放的被动技能
|
| | | @param passiveSkill: 释放的被动技能 或 技能ID
|
| | | @param connSkill: 由什么技能引起的
|
| | | @param effSkillID: 被动效果所属的技能ID
|
| | | @param effectID: 被动效果ID
|
| | |
| | | '''
|
| | | if not passiveSkill:
|
| | | return
|
| | | if isinstance(passiveSkill, int):
|
| | | passiveSkillID = passiveSkill
|
| | | passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
|
| | | if not passiveSkill:
|
| | | passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
|
| | | if not passiveSkill:
|
| | | return
|
| | | |
| | | bySkillID = 0
|
| | | if connSkill:
|
| | | bySkillID = connSkill.GetSkillID()
|
| | |
| | | if not tagObj:
|
| | | return
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | return
|
| | | if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
|
| | | return
|
| | | passiveTagObjList = [tagObj]
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | else:
|
| | | 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)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | |
|
| | | return isOK
|
| | |
|
| | |
| | | dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
|
| | | GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
|
| | |
|
| | | aAddSkillPer = 0 # 技能增伤
|
| | | aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
|
| | | #aAddSkillPer = 0 # 技能增伤
|
| | | aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
|
| | | aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
|
| | | aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
|
| | |
|
| | | # 物法增减伤
|
| | | if pmType == IPY_GameWorld.ghtMag: # 法伤
|
| | |
| | | dAngerSkillPerDef /= 10000.0
|
| | | aDOTPer /= 10000.0
|
| | | dDOTPerDef /= 10000.0
|
| | | aAddSkillPer /= 10000.0
|
| | | aBatDamPer /= 10000.0
|
| | | dBatDamPerDef /= 10000.0
|
| | | aPMDamPer /= 10000.0
|
| | | dPMDamPerDef /= 10000.0
|
| | | aSuperDamPer /= 10000.0
|
| | |
| | |
|
| | | 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/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
|
| | | 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,aBatDamPer=%s,aFinalDamPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
|
| | | GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
|
| | |
|
| | | if isTurnNormalSkill:
|
| | |
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
|
| | | atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
|
| | | return atkSkillPer
|
| | |
|
| | | def CanSuperHit(turnFight, atkObj, defObj, curSkill):
|
| | |
| | | defID = defObj.GetID()
|
| | |
|
| | | # 结算需要同步标签
|
| | | useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
|
| | | useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
|
| | | Sync_TurnFightTag(turnFight, useTag, 0)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
|
| | | % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
|
| | | costLayer = kwargs.get("costLayer")
|
| | | layer = curBuff.GetLayer()
|
| | | if layer > 0:
|
| | | hurtValue *= layer
|
| | | GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
|
| | | if costLayer > 0:
|
| | | hurtValue *= min(costLayer, max(1, layer))
|
| | | GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
|
| | | else:
|
| | | if layer > 0:
|
| | | hurtValue *= layer
|
| | | GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
|
| | | if "FinalDamPer" in kwargs:
|
| | | FinalDamPer = kwargs["FinalDamPer"]
|
| | | hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | |
| | |
|
| | | Sync_UseSkill(turnFight, atkObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
|
| | |
|
| | | # 通知结束标签
|
| | | Sync_TurnFightTag(turnFight, useTag, 1)
|