| | |
| | |
|
| | | return ChConfig.Def_BattleRelationType_PVE
|
| | |
|
| | | # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
|
| | | def CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | return True
|
| | | |
| | | #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # return True
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| | | |
| | | if skillBattleType != battleRelationType:
|
| | | # PK模式的判定
|
| | | return False
|
| | | return True
|
| | |
|
| | | ## 获取攻击类型
|
| | | # @param attack 攻击方对象
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| | |
| | |
|
| | | #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
|
| | | #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
|
| | | AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
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| | | AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
|
| | | #===========================================================================
|
| | | # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
|
| | | # GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
|
| | |
| | |
|
| | | # atkSkillPer 包含普攻,所以不是用技能增强处理
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| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
|
| | | |
| | | atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
|
| | |
|
| | |
|
| | |
| | | ## 攻击时事件处理,反弹吸血或者额外触发技能等
|
| | | # @param resultHurtType 伤害结构体
|
| | | # @return
|
| | | def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
|
| | | def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
|
| | |
|
| | | #反弹伤害
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| | | CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
|
| | | #吸血
|
| | | CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
|
| | | CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
|
| | |
|
| | | if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
|
| | | # 记录最后一次伤害值
|
| | |
| | | # @param atkObj 攻击者
|
| | | # @param defObj 防守者
|
| | | # @return None
|
| | | def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
|
| | | def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
|
| | |
|
| | | if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | |
| | | atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
|
| | | # 百分比吸血
|
| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | |
|
| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
|
| | |
|