| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | skillType = useSkill.GetSkillType()
|
| | | 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)
|
| | | if skillType == ChConfig.Def_SkillType_Revive:
|
| | | GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
|
| | | else:
|
| | | 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)
|
| | |
| | | if not tagObjList and isRemove:
|
| | | return
|
| | |
|
| | | if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
|
| | | for tagObj in tagObjList[::-1]:
|
| | | if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
|
| | | GameWorld.DebugLogEx(" 目标被禁止复活不处理! tagID=%s", tagObj.GetID())
|
| | | tagObjList.remove(tagObj)
|
| | | |
| | | 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.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
|
| | | if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
|
| | | otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
|
| | | if otherEff:
|
| | | otherSkillID = otherEff.GetEffectValue(0)
|
| | |
| | |
|
| | | # 子技能怒气溢出值也有效,所以子技能不处理
|
| | | curXP = curBatObj.GetXP()
|
| | | if batType == ChConfig.TurnBattleType_Enhance:
|
| | | pass
|
| | | elif SkillCommon.isAngerSkill(useSkill):
|
| | | if SkillCommon.isAngerSkill(useSkill):
|
| | | maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
|
| | | angerOverflow = max(curXP - maxXP, 0)
|
| | | curBatObj.SetAngerOverflow(angerOverflow)
|
| | | GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
|
| | | elif batType == ChConfig.TurnBattleType_Enhance:
|
| | | pass
|
| | | else:
|
| | | curBatObj.SetAngerOverflow(0)
|
| | | angerOverflow = curBatObj.GetAngerOverflow()
|
| | |
| | |
|
| | | def CheckSkillUseCntLimit(batObj, useSkill):
|
| | | ## 检查技能使用次数是否受限
|
| | | # @return: 是否受限
|
| | | # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
|
| | | if not hasattr(useSkill, "GetEffectByID"):
|
| | | return
|
| | | effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
|
| | |
| | | GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
|
| | | return True
|
| | |
|
| | | return
|
| | | return False
|
| | |
|
| | | def IsNeedSyncSkill(useSkill):
|
| | | ## 使用需要同步B427使用技能
|
| | |
| | | tagBatObj = batObjMgr.getBatObj(tagObjID)
|
| | | if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
|
| | | continue
|
| | | |
| | | if tagAim == ChConfig.SkillTagAim_Male:
|
| | | if tagBatObj.GetSex() != ChConfig.BatObjSex_Male:
|
| | | continue
|
| | | elif tagAim == ChConfig.SkillTagAim_Female:
|
| | | if tagBatObj.GetSex() != ChConfig.BatObjSex_Female:
|
| | | continue
|
| | | aimObjList.append(tagBatObj)
|
| | |
|
| | | # 目标细分
|
| | |
| | | return
|
| | | harmPer = harmEff.GetEffectValue(0) # 自残百分比
|
| | | noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
|
| | | calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
|
| | | curHP = curBatObj.GetHP()
|
| | | maxHP = curBatObj.GetMaxHP()
|
| | | harmHP = int(maxHP * harmPer / 100.0)
|
| | | if calcType == 1:
|
| | | harmHP = int(curHP * harmPer / 100.0)
|
| | | else:
|
| | | harmHP = int(maxHP * harmPer / 100.0)
|
| | | lostHP = harmHP
|
| | | if curHP <= harmHP:
|
| | | if noEnoughDo == 0:
|
| | |
| | |
|
| | | updHP = max(curHP - lostHP, 0)
|
| | | curBatObj.SetHP(updHP, False)
|
| | | GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s", |
| | | curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
|
| | | GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s", |
| | | curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
|
| | |
|
| | | curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
|
| | |
|
| | |
| | | tagID = tagObj.GetID()
|
| | | if tagID == ChConfig.HeroID_Caoren:
|
| | | continue
|
| | | if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
|
| | | continue
|
| | | if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
|
| | | caorenProtectObj = tagObj
|
| | |
| | | continue
|
| | | if tagID == ChConfig.HeroID_Caoren:
|
| | | continue
|
| | | if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
|
| | | continue
|
| | | if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
|
| | | caorenProtectObj = tagObj
|
| | |
| | | else:
|
| | | diffType = 1
|
| | | tagXP = tagBatObj.GetXP()
|
| | | diffValue = GetEnhanceXP(tagBatObj, calcValue)
|
| | | diffValue = GetEnhanceXP(tagBatObj, calcValue, useSkill)
|
| | | updValue = tagXP + diffValue
|
| | | tagBatObj.SetXP(updValue, False)
|
| | | GameWorld.DebugLogEx(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
|
| | |
| | | if IsNeedSyncSkill(useSkill):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
|
| | |
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill)
|
| | | return
|
| | |
| | | # 统计击杀
|
| | | killObjList = [] # 击杀其他阵营目标列表
|
| | | dieObjList = [] # 死亡的单位列表,包含友方单位或自己
|
| | | nodeadObjList = [] # 不死的单位列表
|
| | | tagObjList = useSkill.GetTagObjList() # 主要目标列表
|
| | | tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
|
| | | tagObjListAll = tagObjList + tagObjListEx
|
| | | for tagObj in tagObjListAll:
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.IsAlive() and tagObj.GetHP() <= 0:
|
| | | dieObjList.append(tagObj)
|
| | | if tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | if tagObj.CanNoDead():
|
| | | tagObj.SetHP(1, True) # 触发不死,保留1点血量
|
| | | nodeadObjList.append(tagObj)
|
| | | else:
|
| | | dieObjList.append(tagObj)
|
| | | if tagObj.GetFaction() != curObj.GetFaction():
|
| | | killObjList.append(tagObj)
|
| | | TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
|
| | | useSkill.SetKillObjList(killObjList)
|
| | | # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | dieObjList.append(curObj)
|
| | | 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
|
| | | totalHurtValue = 0
|
| | | isSuckHP = False
|
| | | suckObjIDList = [] # 吸血的对象ID列表
|
| | | 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
|
| | | bounceObjList = [] # 有反弹的对象列表
|
| | | caorenProtectList = [] # 有被曹仁防护的对象列表
|
| | | for hurtObj in useSkill.GetHurtObjListAll():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | | tagObj = batObjMgr.getBatObj(hurtObjID)
|
| | | if not tagObj:
|
| | | continue
|
| | | |
| | | bounceHP = hurtObj.GetBounceHP()
|
| | | if bounceHP:
|
| | | if tagObj not in bounceObjList:
|
| | | bounceObjList.append(tagObj)
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
|
| | | and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
|
| | | __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
|
| | |
| | | if hurtObjID not in stunObjIDList:
|
| | | stunObjIDList.append(hurtObjID)
|
| | |
|
| | | if hurtObj.GetSuckHP() > 0:
|
| | | isSuckHP = True
|
| | | |
| | | if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
|
| | | if tagObj not in caorenProtectList:
|
| | | caorenProtectList.append(tagObj)
|
| | | |
| | | if hurtObj.GetSuckHP() > 0 and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_PoisonCureSuck):
|
| | | if hurtObjID not in suckObjIDList:
|
| | | suckObjIDList.append(hurtObjID)
|
| | | |
| | | # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
|
| | | if curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | if curObj.CanNoDead():
|
| | | curObj.SetHP(1, True) # 触发不死,保留1点血量
|
| | | nodeadObjList.append(curObj)
|
| | | else:
|
| | | dieObjList.append(curObj)
|
| | | killer = bounceObjList[0] if bounceObjList else None
|
| | | TurnAttack.SetObjKilled(turnFight, curObj, killer)
|
| | | |
| | | # 记录最后一次总伤害,有伤害目标才记录
|
| | | if totalHurtValue:
|
| | | curObj.SetLastHurtValue(totalHurtValue)
|
| | |
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
|
| | | if stunObjIDList:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
|
| | | if isSuckHP:
|
| | | if suckObjIDList:
|
| | | DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
|
| | |
|
| | | # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
|
| | |
| | | for dieObj in dieObjList:
|
| | | # 敌方单位死亡时
|
| | | if lineupObj.GetFaction() != dieObj.GetFaction():
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
|
| | | # 己方单位死亡时
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
|
| | | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
|
| | | |
| | | # 触发不死
|
| | | for tagObj in nodeadObjList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_NoDead, curObj, connSkill=useSkill)
|
| | | |
| | | # 复活时
|
| | | for tagObj in reviveObjList:
|
| | | # 同步最新的怒气及buff,血量已经在技能中通知了
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
|
| | |
|
| | | # 曹仁防护触发,暂写死
|
| | | for tagObj in caorenProtectList:
|
| | | tagBatLineup = tagObj.GetBatLineup()
|
| | | caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
|
| | | if not caorenObj or not caorenObj.IsAlive():
|
| | | continue
|
| | | caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
|
| | | if not caoRenSkill:
|
| | | continue
|
| | | passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
|
| | | GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
|
| | | if passiveSkillID:
|
| | | OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
|
| | | |
| | | triggerOne = False
|
| | | batType = useSkill.GetBatType()
|
| | | isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
|
| | |
|
| | | # 免疫
|
| | | if tagID in immuneObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
|
| | | |
| | | if tagID in effIgnoreObjIDList:
|
| | | continue
|
| | |
|
| | |
| | | # 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
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, 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:
|
| | |
| | | if isExObj:
|
| | | continue
|
| | |
|
| | | isDotHurt = False
|
| | | # 直接攻击
|
| | | if isAttackDirect:
|
| | | if not triggerOne:
|
| | |
| | | elif not isAttackDirect:
|
| | | # 受到持续伤害
|
| | | if tagID in beHurtObjIDList:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
|
| | | isDotHurt = True
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
|
| | |
|
| | | # 使用技能后
|
| | | if isUseSkill:
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
|
| | |
|
| | | # 吸血
|
| | | if tagID in suckObjIDList:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
|
| | | |
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
|
| | |
| | |
|
| | |
|
| | | # 敌友方
|
| | | if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
|
| | | if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
|
| | | if not curBatLineup:
|
| | | curBatLineup = curObj.GetBatLineup()
|
| | | for lineupObjID in curBatLineup.posObjIDDict.values():
|
| | |
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | | if curID != lineupObj.GetID():
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | | |
| | | # 持续伤害
|
| | | elif isDotHurt:
|
| | | if not triggerOne:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | | |
| | | # 连击
|
| | | if batType == ChConfig.TurnBattleType_Combo:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def __doSkillUserAnger(turnFight, curBatObj, useSkill):
|
| | | def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
|
| | | ## 技能释放者怒气相关
|
| | | if SkillCommon.isAngerSkill(useSkill):
|
| | | curBatObj.SetXP(0)
|
| | | if "noUseXP" in kwargs:
|
| | | kwargs.pop("noUseXP")
|
| | | GameWorld.DebugLogEx("本次不消耗怒气")
|
| | | else:
|
| | | curBatObj.SetXP(0)
|
| | | elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
|
| | | addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
|
| | | AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
|
| | |
| | | Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
|
| | | return
|
| | |
|
| | | def GetEnhanceXP(gameObj, addXP):
|
| | | def GetEnhanceXP(gameObj, addXP, useSkill=None):
|
| | | ## 获取提升后的xp值
|
| | | addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
|
| | | # 其他强化、弱化
|
| | | if addPer == 0:
|
| | | return addXP
|
| | | if useSkill and useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PotentialSkill and useSkill.GetSkillValue() == 50:
|
| | | GameWorld.DebugLogEx("潜能初始50点暂时写死不受限: objID=%s,addXP=%s,skillID=%s", gameObj.GetID(), addXP, useSkill.GetSkillID())
|
| | | return addXP
|
| | | objID = gameObj.GetID()
|
| | | updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
|
| | |
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
|
| | | continue
|
| | | if enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
|
| | | GameWorld.DebugLogEx(" 禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
|
| | | else:
|
| | | GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
|
| | | continue
|
| | | if tagID in effIgnoreObjIDList:
|
| | | GameWorld.DebugLogEx(" 闪避或免疫的不触发: tagID=%s", tagID)
|
| | | continue
|
| | |
| | | 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, **kwargs):
|
| | | def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, batType=ChConfig.TurnBattleType_Passive, **kwargs):
|
| | | '''被动触发使用技能
|
| | | @param passiveSkill: 释放的被动技能 或 技能ID
|
| | | @param connSkill: 由什么技能引起的
|
| | |
| | | GameWorld.DebugLogEx(" 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, **kwargs)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
|
| | | if not connSkill:
|
| | | return
|
| | | passiveTagObjList = connSkill.GetTagObjList()
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
|
| | | if "byFriendObj" not in kwargs:
|
| | | return
|
| | |
| | | passiveTagObjList = [byFriendObj]
|
| | | GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
|
| | | effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | | else:
|
| | | GameWorld.DebugLogEx("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, **kwargs)
|
| | | isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
|
| | |
|
| | | return isOK
|
| | |
|
| | |
| | | aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
|
| | | dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
|
| | | GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
|
| | | |
| | | if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
|
| | | aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
|
| | | dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
|
| | | GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
|
| | | |
| | | #aAddSkillPer = 0 # 技能增伤
|
| | | aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
|
| | | dBatDamPerDef = 0 # 战斗增减伤
|
| | | aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
|
| | | aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
|
| | | aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
|
| | | aBatDamPer += addBatDamPer
|
| | |
| | | return hurtValue, hurtTypes, immuneHurt
|
| | |
|
| | | hurtValue = int(hurtValue)
|
| | | if defObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | if defObj.CheckInState(ChConfig.ImmuneHurtStateList):
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
|
| | | immuneHurt = hurtValue
|
| | | hurtValue = 0
|
| | |
| | | defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
|
| | | isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
|
| | |
|
| | | lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
|
| | | lostHP, ignoreShield, hurtValue = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
|
| | | if ignoreShield:
|
| | | hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
|
| | |
|
| | |
| | | # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
|
| | | # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
|
| | | # 董白怒气 同命锁 对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
|
| | | caorenSkillID = 1015070
|
| | | caorenSkillID = ChConfig.SkillID_CaorenProtect
|
| | | effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
|
| | |
|
| | | isAve = False
|
| | |
| | |
|
| | | immuneHurt = immuneHurtDict.get(aveObjID)
|
| | | if immuneHurt == None:
|
| | | if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
|
| | | if aveObj.CheckInState(ChConfig.ImmuneHurtStateList):
|
| | | immuneHurt = 0
|
| | | else:
|
| | | immuneHurt = -1 # 标记没有无敌
|
| | |
| | | @param hpCanNegative: 扣除后的生命是否允许负值
|
| | | @param immuneHurt: 免疫的伤害值
|
| | | @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
|
| | | @return: lostHP, ignoreShield
|
| | | @return: lostHP, ignoreShield, hurtValue
|
| | | '''
|
| | |
|
| | | ignoreShield = None
|
| | |
| | | defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
|
| | |
|
| | | if hurtValue <= 0:
|
| | | return 0, ignoreShield
|
| | | return 0, ignoreShield, hurtValue
|
| | |
|
| | | # 伤血上限保护
|
| | | lostHPProtect = TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_LostHPProtect, curSkill)
|
| | | if lostHPProtect > 0 and hurtValue > lostHPProtect:
|
| | | GameWorld.DebugLogEx(" 扣血时最大伤血保护: defID=%s,hurtValue=%s,lostHPProtect=%s", defObj.GetID(), hurtValue, lostHPProtect)
|
| | | hurtValue = lostHPProtect
|
| | | |
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | | skillID = curSkill.GetSkillID()
|
| | |
| | | GameWorld.DebugLogEx(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s",
|
| | | atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
|
| | | return lostHP, ignoreShield
|
| | | return lostHP, ignoreShield, hurtValue
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | | '''计算反弹反弹伤害
|
| | |
| | | return
|
| | |
|
| | | GameWorld.DebugLogEx(" 反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
|
| | | bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
|
| | | bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
|
| | | if bounceHP <= 0:
|
| | | GameWorld.DebugLogEx(" bounceHP=%s", bounceHP)
|
| | | return
|
| | | hurtObj.SetBounceHP(bounceHP)
|
| | | DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
|
| | | DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
|
| | | return
|
| | |
|
| | | def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
|
| | |
| | | cureHP += cureHPEx
|
| | | GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
|
| | |
|
| | | addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddCureMultiBySkillType, curSkill)
|
| | | if addCureMulti:
|
| | | multiValue += addCureMulti / 100.0
|
| | | if multiValue and multiValue != 1:
|
| | | cureHP = int(cureHP * multiValue)
|
| | | GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
|