| | |
| | | import ChEquip
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| | | import SkillShell
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| | | import ChNPC
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| | | import GameObj
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| | | import TurnAttack
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| | | #---------------------------------------------------------------------
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| | |
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| | | #---------------------------------------------------------------------
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| | |
| | |
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| | | #人物的召唤兽,不能攻击自己的主人
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| | | if GameWorld.IsSameObj(summonOwner, curTagPlayer) :
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| | | return ChNPC.OnGetOwnerRelation(curSummonNPC, curTagPlayer)
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| | | #return ChNPC.OnGetOwnerRelation(curSummonNPC, curTagPlayer)
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| | | return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_None
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| | |
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| | | #判断主人的攻击模式,判断是否可以攻击这个玩家
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| | | if not AttackCommon.CheckPlayerAttackMode_Player(summonOwner, curTagPlayer):
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| | |
| | | # @remarks 攻击
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| | | def DoAttack(curSummonNPC, curTagPlayer, skill, skillValue, skillPercent, skillHurtList, tick):
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| | |
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| | | curTagPlayerHPBeforeAtk = curTagPlayer.GetHP()
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| | | curTagPlayerHPBeforeAtk = GameObj.GetHP(curTagPlayer)
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| | |
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| | | hurtType = AttackCommon.GetHurtHP(curSummonNPC, curTagPlayer, skill,
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| | | skillValue, skillPercent, tick)
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| | |
| | | # @remarks 处理攻击后的结果
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| | | def AttackResult(curSummonNPC, curTagPlayer, skill, tick):
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| | | #防守方血量
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| | | curTagPlayerHP = curTagPlayer.GetHP()
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| | | curTagPlayerHP = GameObj.GetHP(curTagPlayer)
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| | | curTagPlayerFBHP = FBLogic.OnGetFBCurHP(curTagPlayer)
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| | |
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| | | #防守方被动Buff触发
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| | |
| | | AttackCommon.OnPlayerHitPlayer(curPlayer, curTagPlayer, tick)
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| | |
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| | | return
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| | | |
| | | |
| | | if TurnAttack.SetKilled(curTagPlayer):
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| | | return
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| | | |
| | | if curPlayer != None:
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| | | #执行玩家击杀玩家逻辑
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| | | AttackCommon.OnPlayerKillPlayer(curPlayer, curTagPlayer, tick)
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