| | |
| | | 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):
|