| | |
| | | '''使用技能通用入口
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| | | @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
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| | | @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
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| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
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| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
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| | | @return: 是否成功
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| | | '''
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| | | if not useSkill:
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| | |
| | | if SkillCommon.IsBuff(useSkill):
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| | | __doAddBuff(turnFight, curBatObj, useSkill)
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| | | else:
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| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
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| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
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| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
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| | | clientPack.Tag = useTag
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| | | clientPack.Len = len(clientPack.Tag)
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| | | clientPack.Sign = 0
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| | | turnFight.addBatPack(clientPack)
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| | | |
| | | # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
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| | | if batType != ChConfig.TurnBattleType_Enhance:
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| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
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| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
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| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
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| | | clientPack.Tag = useTag
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| | | clientPack.Len = len(clientPack.Tag)
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| | | clientPack.Sign = 0
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| | | turnFight.addBatPack(clientPack)
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| | | |
| | | __doUseSkill(turnFight, curBatObj, useSkill)
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| | |
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| | | DoAttackResult(turnFight, curBatObj, useSkill)
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| | |
| | | buffObj, buff, _, _ = logicData
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| | | TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
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| | |
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| | | # 统计结果
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| | | # 统计击杀
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| | | killObjIDList = [] # 击杀的目标ID列表
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| | | for tagObj in useSkill.GetTagObjList():
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| | | tagID = tagObj.GetID()
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| | |
| | | if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
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| | | TurnAttack.SetObjKilled(turnFight, curObj)
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| | |
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| | | # 可能单个技能对同一目标造成多次伤害
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| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
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| | | missObjIDList = []
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| | | for hurtObj in useSkill.GetHurtObjList():
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| | | hurtObjID = hurtObj.GetObjID()
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| | |
| | | curPlayer = turnFight.curPlayer
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| | | if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
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| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
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| | | |
| | | # 额外触发技能
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| | | __doUseEnhanceSkill(turnFight, curObj, useSkill)
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| | | |
| | | # 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
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| | | __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
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| | |
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| | | # ========== 以下触发被动 ==========
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| | |
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| | |
| | | # 自己或对方闪避了不再触发被动
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| | | continue
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| | |
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| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
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| | | # 直接攻击
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| | | if not SkillCommon.IsBuff(useSkill):
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| | | if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
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| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
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| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
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| | |
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| | |
| | | GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
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| | | return
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| | |
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| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
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| | | if not curBatObj:
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| | | return
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| | | if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
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| | | #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
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| | | return
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| | | enhanceSkillIDList = useSkill.GetEnhanceSkillList()
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| | | if not enhanceSkillIDList:
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| | | return
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| | | GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
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| | | def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
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| | | ## 执行本技能/buff释放后额外效果
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| | | for index in xrange(useSkill.GetEffectCount()):
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| | | curEffect = useSkill.GetEffect(index)
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| | | if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
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| | | continue
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| | | |
| | | effID = curEffect.GetEffectID()
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| | | if effID == 5010:
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| | | # 额外技能效果
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| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
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| | | continue
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| | | |
| | | for tagObj in useSkill.GetTagObjList():
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| | | tagID = tagObj.GetID()
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| | | if tagID in missObjIDList:
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| | | # 闪避了不触发
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| | | continue
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| | | |
| | | TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
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| | | |
| | | return
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| | |
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| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
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| | | ## 执行主技能的额外技能效果
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| | | #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
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| | | # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
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| | | # return
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| | | enhanceSkillID = curEffect.GetEffectValue(0)
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| | | checkInStateList = curEffect.GetEffectValue(1)
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| | | if checkInStateList:
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| | | if isinstance(checkInStateList, int):
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| | | checkInStateList = [checkInStateList]
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| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
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| | | tagObjList = useSkill.GetTagObjList()
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| | | for enhanceSkillID in enhanceSkillIDList:
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| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
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| | | if not enhanceSkillData:
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| | | continue
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| | | # 继承主技能目标
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| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
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| | | GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
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| | | # 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
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| | | enhanceRate = enhanceSkillData.GetHappenRate()
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| | | enchanceTagObjList = []
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| | | for tagObj in tagObjList:
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| | | tagID = tagObj.GetID()
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| | | if tagObj.GetHP() <= 0:
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| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
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| | | |
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
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| | | if not enhanceSkillData:
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| | | return
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| | | |
| | | # 继承主技能目标
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| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
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| | | GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
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| | | # 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
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| | | enhanceRate = enhanceSkillData.GetHappenRate()
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| | | enchanceTagObjList = []
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| | | for tagObj in tagObjList:
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| | | tagID = tagObj.GetID()
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| | | if not tagObj.IsAlive():
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| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
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| | | continue
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| | | if tagID in missObjIDList:
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| | | GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
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| | | continue
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| | | if checkInStateList:
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| | | inState = False
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| | | for state in checkInStateList:
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| | | if tagObj.IsInState(state):
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| | | inState = True
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| | | break
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| | | if not inState:
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| | | GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
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| | | continue
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| | | inHurt = False
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| | | for hurtObj in useSkill.GetHurtObjList():
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| | | if hurtObj.GetObjID() != tagID:
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| | | continue
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| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
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| | | continue
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| | | inHurt = True
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| | | if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
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| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
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| | | continue
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| | | |
| | | enchanceTagObjList.append(tagObj)
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| | | |
| | | if enchanceTagObjList:
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| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
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| | | |
| | | return
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| | | |
| | | # 只执行一次,防止群攻时额外触发多次
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| | | GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
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| | | if checkInStateList:
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| | | inState = False
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| | | for tagObj in tagObjList:
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| | | for state in checkInStateList:
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| | | if not state or tagObj.IsInState(state):
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| | | inState = True
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| | | break
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| | | if not inHurt:
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| | | GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
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| | | continue
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| | | if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
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| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
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| | | continue
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| | | |
| | | enchanceTagObjList.append(tagObj)
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| | | |
| | | if enchanceTagObjList:
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| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
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| | | |
| | | continue
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| | | |
| | | GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
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| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
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| | | |
| | | if inState:
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| | | break
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| | | if not inState:
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| | | GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
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| | | return
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| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
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| | | return
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| | |
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| | | def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
|