| | |
| | | TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
|
| | |
|
| | | # 统计击杀
|
| | | killObjIDList = [] # 击杀的目标ID列表
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0:
|
| | | killObjIDList.append(tagID)
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | |
| | | # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
|
| | | curPlayer = turnFight.curPlayer
|
| | | if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | # 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
|
| | | if isUseSkill:
|