| | |
| | | import ChPyNetSendPack
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| | | import NetPackCommon
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| | | import FamilyRobBoss
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| | | import EquipZhuXian
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| | | #import EquipZhuXian
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| | | import FBCommon
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| | | import ChNPC
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| | |
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| | |
| | | if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
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| | | return skillPer
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| | |
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| | | skillTypeID = curSkill.GetSkillTypeID()
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| | | #skillTypeID = curSkill.GetSkillTypeID()
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| | |
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| | | addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
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| | | addPer = 0
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| | | reducePer = 0
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| | | #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
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| | |
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| | | if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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| | | reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
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| | | #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
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| | |
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| | | #根据防守方职业 计算攻击方伤害加成
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| | | if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
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| | |
| | |
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| | | WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
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| | |
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| | | # 优先处理神兵护盾
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| | | hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
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| | |
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| | | # 伤害吸收盾回血型
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| | | buffManager = defObj.GetBuffState()
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| | | curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
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| | | if skillID:
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| | | absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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| | | if absortValue:
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| | | hurtValue -= absortValue
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| | | findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
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| | | if findBuff:
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| | | # 用于回血
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| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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| | |
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| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
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| | | # 麒麟护盾吸收伤害,将抵消的伤害存储
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| | | absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue) |
| | | hurtValue -= absortValue
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| | | |
| | | # 吸收至指定血量比例值
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| | | absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
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| | | if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
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| | | maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue) # 记录护盾吸收的伤害用于爆炸
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| | | hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
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| | |
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| | | # buff减少伤害百分比
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| | | reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
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| | |
| | | #===========================================================================
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| | |
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| | | return resultHurtType
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| | |
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| | | # 计算伤害后,因各种buff和状态的影响处理
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| | | def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
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| | | # 优先处理神兵护盾
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| | | hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
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| | |
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| | | # 伤害吸收盾回血型
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| | | buffManager = defObj.GetBuffState()
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| | | curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
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| | | if skillID:
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| | | absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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| | | if absortValue:
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| | | hurtValue -= absortValue
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| | | findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
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| | | if findBuff:
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| | | # 用于回血
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| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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| | |
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| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
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| | | # 麒麟护盾吸收伤害,将抵消的伤害存储
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| | | absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue) |
| | | hurtValue -= absortValue
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| | | |
| | | # 吸收至指定血量比例值
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| | | absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
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| | | if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
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| | | maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue) # 记录护盾吸收的伤害用于爆炸
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| | |
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| | | # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
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| | | curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
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| | | if skillID2:
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| | | absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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| | | if absortValue:
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| | | findBuff = SkillCommon.FindBuffByID(defObj, skillID2)[0]
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| | | if findBuff:
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| | | # 用于回血
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| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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| | | return hurtValue
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| | |
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| | |
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| | |
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| | | # GM 命令 HurtLog 查看战斗伤害日志
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| | |
| | |
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| | | # 暴击增加技能伤害
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| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | |
| | | # buff中暴击减层,无触发技能
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
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| | |
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| | |
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| | | if isLuckyHit:
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| | | # 会心一击时增加会心伤害百分比
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| | |
| | | atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
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| | | if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
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| | | atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
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| | | |
| | | else:
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
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| | | return
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| | |
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| | |
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| | |
| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
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| | |
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| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
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| | |
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| | | |
| | | suckHP += atkBackHP
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| | |
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| | | if suckHP <= 0:
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