hch
2018-11-10 7addbe94218179036af49b5845e3635b9b3796cf
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -1507,7 +1507,7 @@
            # 理论伤害一致, 多加点预算伤害避免计算误差
            #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
            #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit()   # 加入被动计算不准确改成估算
            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
            
        clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
        if clientValue <= hurtValue:
@@ -1534,6 +1534,7 @@
    
    # buff减少伤害百分比
    reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
    # 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
    defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
    reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
@@ -1562,7 +1563,6 @@
        remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
    
    remainHP = int(remainHP)    #防范
    if defObjType == IPY_GameWorld.gotPlayer:
        GameObj.SetHP(defObj, remainHP, False)