| | |
| | | return True
|
| | |
|
| | |
|
| | | # 按仙盟成员均摊伤害
|
| | | def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
|
| | | skillPercent, skillEnhance, tick, isExSkill = False):
|
| | | #清空伤血列表
|
| | | global g_skillHurtList
|
| | | g_skillHurtList.Clear()
|
| | | |
| | | #攻击方原有血量,用来通知反弹
|
| | | attackerHP = GameObj.GetHP(attacker)
|
| | | resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
|
| | | |
| | | #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
|
| | | resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
|
| | |
|
| | | # 计算仙盟成员数量, 按人头均摊伤害
|
| | | resultDict = {}
|
| | | for obj in resultList:
|
| | | if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | continue
|
| | | |
| | | familyID = obj.GetFamilyID()
|
| | | if familyID not in resultDict:
|
| | | resultDict[familyID] = []
|
| | |
|
| | | resultDict[familyID].append(obj)
|
| | | |
| | | skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
|
| | | minSkillPer = 0.01 # 如果未配置默认最低值
|
| | | if skillEffect:
|
| | | minSkillPer = skillEffect.GetEffectValue(0)
|
| | | |
| | | attackList = []
|
| | | for familyID in resultDict:
|
| | | cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
|
| | | |
| | | skillPercent = max(skillPercent/cnt, minSkillPer)
|
| | | attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
|
| | | [], g_skillHurtList, tick))
|
| | |
|
| | | |
| | | __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
|
| | | |
| | | return True
|
| | |
|
| | |
|
| | |
|
| | | # 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
|
| | | # 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
|
| | | # 返回真表示可以对每个伤害目标触发,返回假则为单体
|
| | |
| | | powerList, g_skillHurtList, tick):
|
| | | attackList = [] #被攻击对象列表
|
| | |
|
| | | checkComboOK = False
|
| | | #checkComboOK = False
|
| | |
|
| | | #执行攻击结果
|
| | | for obj in resultList:
|
| | |
| | | if powerList != []:
|
| | | skillPercent, skillEnhance = powerList.pop(0)
|
| | |
|
| | | if not checkComboOK:
|
| | | #if not checkComboOK:
|
| | | #攻击前连击检查
|
| | | SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
|
| | | checkComboOK = True
|
| | | # SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
|
| | | # checkComboOK = True
|
| | |
|
| | | callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
|
| | |
|