| | |
| | | import ReadChConfig
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| | | import random
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| | | import BaseAttack
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| | | import PetControl
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| | | import SkillShell
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| | | import DataRecordPack
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| | | import ChPyNetSendPack
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| | | import NetPackCommon
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| | | import ShareDefine
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| | | import GameObj
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| | | import PassiveBuffEffMng
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| | |
| | | elif curObjType == IPY_GameWorld.gotNPC:
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| | | #宠物回血
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| | | if curObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
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| | | PetControl.SetPetHP(curObj, remainHP)
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| | | pass
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| | | #普通NPC回血
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| | | else:
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| | | GameObj.SetHP(curObj, remainHP, False) # 先不通知
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| | |
| | | if curObjType == IPY_GameWorld.gotNPC:
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| | | #宠物特殊处理
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| | | if curObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
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| | | PetControl.SetPetHP(curObj, remainHP)
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| | | pass
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| | | else:
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| | | timeLostHPIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCTimeLostHP", curObj.GetNPCID())
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| | | if timeLostHPIpyData:
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| | |
| | | #0通哟 1 PVP类型 2PVE类型
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| | | return curSkill.GetHurtType() % 10
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| | |
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| | | def GetSkillIDBySkillTypeID(skillTypeID, skillLV=1):
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| | | skillID = skillTypeID + skillLV - 1
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| | | return skillID
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| | |
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| | | def isDamageShieldSkill(skillData):
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| | | ## 是否承伤盾技能
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| | | return skillData.GetAtkType() == ChConfig.BuffAtkType_DamageShield
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| | |
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| | | def isAngerSkill(curSkill):
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| | | ## 是否怒气技能
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| | | return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AngerSkill
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| | |
| | | ## 是否回合普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
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| | | return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill
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| | |
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| | | def isAtkbackSkill(curSkill):
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| | | ## 是否反击技能
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| | | return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill
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| | | def isAttackDirectSkill(curSkill):
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| | | ## 是否直接攻击技能
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| | | return curSkill and not IsBuff(curSkill) and curSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]
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| | |
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| | | ## 检查技能是否为被动技能, 用于控制不可释放技能
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| | | def isPassiveSkill(curSkill):
|