| | |
| | | shieldBuffList.append([remainTime, buffValue, buff])
|
| | |
|
| | | if shieldBuffList:
|
| | | #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
|
| | | shieldHurtPer = 10000 # 对护盾伤害比
|
| | | shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
|
| | | shieldHurtPer /= 10000.0
|
| | | shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
|
| | | GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
|
| | | shieldBuffList.sort()
|
| | | for _, buffValue, buff in shieldBuffList:
|
| | | if realHurtHP <= 0:
|
| | | if shieldHurtValue <= 0:
|
| | | break
|
| | | buffID = buff.GetBuffID()
|
| | | if realHurtHP < buffValue:
|
| | | damageShieldValue = realHurtHP
|
| | | if shieldHurtValue < buffValue:
|
| | | decShieldValue = shieldHurtValue
|
| | | else:
|
| | | damageShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
|
| | | realHurtHP -= damageShieldValue # 承伤值
|
| | | if damageShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
|
| | | decShieldValue = buffValue
|
| | | GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
|
| | | shieldHurtValue -= decShieldValue # 承伤值
|
| | | if decShieldValue >= buffValue:
|
| | | GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
|
| | | else:
|
| | | updShieldValue = buffValue - damageShieldValue
|
| | | GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
|
| | | updShieldValue = buffValue - decShieldValue
|
| | | GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
|
| | | buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
|
| | | buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
|
| | | curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
|
| | |
|
| | | realHurtHP = int(shieldHurtValue / shieldHurtPer)
|
| | | GameWorld.DebugLog(" 承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
|
| | | return hurtValue, max(0, realHurtHP), hurtTypes
|
| | |
|
| | | def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
|