| | |
| | | GameWorld.Log('###技能伤害血量异常,数值错误 = %s,技能类型ID = %s' % (lostValue, skillTypeID))
|
| | | return
|
| | |
|
| | | if not curObj.GetCanAttack():
|
| | | # 无敌不掉血
|
| | | ## 后续有其他情况也应考虑进来,如镖车是否某状态不掉血
|
| | | return
|
| | | |
| | | #lostValue = GetGoblinLostHP(curObj, lostValue)
|
| | | curObjType = curObj.GetGameObjType()
|
| | | curSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, 1)
|
| | |
| | | curObjHP_BeforeAttack = GameObj.GetHP(curObj)
|
| | |
|
| | | if reduceHP :
|
| | | lostValue = AttackCommon.CalcAtkProDef(buffOwner, curObj, lostValue, curSkill, tick)
|
| | | # 血盾
|
| | |
|
| | | lostValue = AttackCommon.CalcBloodShield(buffOwner, curObj, lostValue)
|
| | |
|
| | | #剩余血量
|
| | |
| | |
|
| | | #无法找到Buff拥有者
|
| | | if not buffOwner:
|
| | | AttackCommon.DoLogic_ObjDead(curObj)
|
| | | AttackCommon.DoLogic_ObjDead(None, curObj, curSkill, tick)
|
| | | return
|
| | |
|
| | | #NPC需要手动添加伤血和仇恨, 因为无调用DoAttack
|