| | |
| | |
|
| | | # 血盾
|
| | | hurtValue = CalcBloodShield(atkObj, defObj, hurtValue)
|
| | | |
| | | remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
|
| | |
|
| | | remainHP = int(remainHP) #防范
|
| | |
| | | else:
|
| | | GameWorld.ErrLog('计算伤血值时,防守方类型错误:defObjType = %s' % (defObjType))
|
| | | return resultHurtType
|
| | |
|
| | | if GameObj.GetHP(defObj) > 0:
|
| | | # 被攻击者将部分伤害转化为血量, 返回转化的百分比(小数点)
|
| | | changePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ChangeHurtToHP)
|
| | | if changePer:
|
| | | SkillCommon.SkillAddHP(defObj, 0, int(changePer*hurtValue))
|
| | |
|
| | | lostValue = dHP - GameObj.GetHP(defObj) # 实际掉血量
|
| | | resultHurtType.LostHP = lostValue
|
| | |
| | | # 暴击增加技能伤害
|
| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
|
| | |
|
| | | if isLuckyHit:
|
| | | # 会心一击时增加会心伤害百分比 |
| | | aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
|
| | |
|
| | | #参与运算的数值
|
| | | rand = random.random() #种子数 0~1
|
| | |
|
| | |
| | | aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | |
|
| | | aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
|
| | | aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
|
| | | aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成
|
| | | aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值
|
| | | aFinalHurt = PlayerControl.GetFinalHurt(atkObj) # 最终固定伤害
|
| | | # 被动增加最终伤害
|
| | | aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue)
|
| | |
| | | aSkillAtkRate = NPCCommon.GetSkillAtkRate(atkObj) # 技能攻击力加成
|
| | | if atkObjType == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
|
| | | aSkillAtkRate += atkObj.GetSkillAtkRate()
|
| | | aNPCHurtAddPer = 0 # PVE伤害加成
|
| | | aDamagePer = 0 # 外层伤害加成
|
| | | aDamagePerPVP = 0 # 外层PVP伤害加成
|
| | | aFinalHurtPer = 0 # 最外层伤害加成
|
| | | aFinalHurtPer = 0 # 最外层伤害加成, 可能为负值
|
| | | aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
|
| | | aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
|
| | |
|
| | |
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | |
|
| | |
|
| | | # 骑宠争夺最终伤害衰减 |
| | | if FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
|
| | | findBuff = SkillCommon.FindBuffByID(atkObj, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
|
| | | if findBuff:
|
| | | reduceFinalHurtPer = findBuff.GetSkill().GetEffect(0).GetEffectValue(0)
|
| | | aFinalHurtPer -= reduceFinalHurtPer
|
| | | |
| | | atkStateMark = GetObjAtkStateMark(atkObj)
|
| | | defStateMark = GetObjAtkStateMark(defObj)
|
| | | hurtFormulaKey = "%sV%s_%s" % (atkStateMark, defStateMark, atkType)
|
| | |
| | | #PVP 攻击回血
|
| | | atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
|
| | | # 百分比吸血
|
| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, None, None, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | |
| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
|
| | |
|
| | | suckHP += atkBackHP
|