| | |
| | | ChConfig.Def_HurtType_SuperHit:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_Parry:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_Zhuxian:[False, 0, 0],
|
| | | ChConfig.Def_HurtType_DeadlyHit:[False, 0, 0],
|
| | | }
|
| | |
|
| | | calcTypeList = []
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, ChConfig.Def_HurtType_Zhuxian]
|
| | | calcTypeList += [ChConfig.Def_HurtType_LuckyHit, ChConfig.Def_HurtType_SuperHit, |
| | | ChConfig.Def_HurtType_Zhuxian, ChConfig.Def_HurtType_DeadlyHit]
|
| | | if defObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_Parry]
|
| | | # 暂时只计算玩家
|
| | |
| | | ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
|
| | | #ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_DeadlyHit:lambda aObj, dObj, hState:__HurtTypeHappen_Deadly(aObj, dObj, hState),
|
| | | }
|
| | |
|
| | | hadCheckList = [] # 已经处理过的伤害类型列表
|
| | |
| | | # if GameWorld.CanHappen(rate):
|
| | | # return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
|
| | | # return
|
| | |
|
| | | # 致命一击
|
| | | def __HurtTypeHappen_Deadly(atkObj, defObj, happenState):
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
|
| | | return True, 0, 0
|
| | | return
|
| | |
|
| | |
|
| | |
|
| | | def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
|
| | |
| | | isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
|
| | | dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果
|
| | | isZhuxianHit, aZhuxianHurtPer, dZhuxianReducePer = hurtTypeResultDict[ChConfig.Def_HurtType_Zhuxian] # 诛仙一击
|
| | | isDeadlyHit = hurtTypeResultDict[ChConfig.Def_HurtType_DeadlyHit][0] # 致命一击
|
| | |
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage):
|
| | | return 1, hurtType
|
| | |
| | | dHP = GameObj.GetHP(defObj) # 防守方当前血量
|
| | | dMaxHP = GameObj.GetMaxHP(defObj) # 防守方最大血量
|
| | | dIceDef = defObj.GetIceDef() # 冰防, 元素真防, 玩家及NPC通用
|
| | | dFinalHurtReducePer = 0 # 最终伤害减少百分比 默认0
|
| | |
|
| | | # 攻击方
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | |
| | | dFinalHurtReduce = PlayerControl.GetFinalHurtReduce(defObj) # 最终固定伤害减少
|
| | | dBeHurtPer = PlayerControl.GetBeHurtPer(defObj) # 加深受到伤害百分比
|
| | | dFightPower = defObj.GetFightPower()
|
| | | dFinalHurtReducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_dFinalHurtReducePer)
|
| | | |
| | | else:
|
| | | dIgnoreDefRateReduce = 0 # 无视防御比率抗性
|
| | | dSkillAtkRateReduce = 0 # 技能攻击力减少
|
| | |
| | | dBeHurtPer = 0
|
| | | dFightPower = NPCCommon.GetSuppressFightPower(defObj)
|
| | |
|
| | | |
| | | #攻击字典 { 攻击类型 : '公式' }
|
| | | hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
|
| | |
|