| | |
| | | if useSkill.GetCoolDownTime():
|
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
|
| | | |
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | | if IsNeedSyncSkill(useSkill):
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | | __doSkillUserAnger(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoBeAttackResult(turnFight, curBatObj, useSkill)
|
| | |
| | | if hurtHP <= 1:
|
| | | return
|
| | |
|
| | | if not atkObj.IsAlive():
|
| | | # dot施法者已死亡不再吸血
|
| | | return
|
| | | |
| | | aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
|
| | | aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
|
| | |
|