| | |
| | | #if FBLogic.DoFBOnKill_Player_ValuePrize(curPlayer, defender, tick):
|
| | | __GiveKill_Player_ValuePrize(curPlayer, defender, tick)
|
| | |
|
| | | NPCCommon.OnPlayerKillNPCPlayer(curPlayer, defender, tick)
|
| | | |
| | | #执行副本杀人逻辑
|
| | | if FBLogic.DoFBOnKill_Player(curPlayer, defender, tick):
|
| | | return
|
| | |
| | | # Def_HurtType_SuperHit,
|
| | | # Def_HurtType_Miss,
|
| | | # ) = range(0, 3)
|
| | | # #类型: 0-普通 1-致命一击 2-躲闪
|
| | | # #类型: 0-普通 1-暴击 2-躲闪
|
| | | #===============================================================================
|
| | |
|
| | | ## 伤害结构体类
|
| | |
| | | def IsHappenStateByType(happenState, cmpType):
|
| | | return happenState & cmpType
|
| | |
|
| | | def CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState):
|
| | |
|
| | | # 表现形式 致命一击>(重击>暴击)>会心>格挡>境界压制
|
| | | # 重击定义:当触发重击时,则增加双倍暴击固定值伤害(重击与暴击互斥,优先判断重击,当重击触发时,暴击不触发)
|
| | | def CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill):
|
| | | ''' 获取伤害类型结果
|
| | | 支持多种伤害类型同时触发, 飘字表现以最终表现伤害类型为主
|
| | | @return: 最终表现伤害类型, {伤害类型:[是否触发, 伤害计算值, 触发时防守方的伤害减免值], ...}
|
| | |
| | | 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],
|
| | | ChConfig.Def_HurtType_ThumpHit:[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,
|
| | | ChConfig.Def_HurtType_ThumpHit]
|
| | | if defObjType == IPY_GameWorld.gotPlayer:
|
| | | calcTypeList += [ChConfig.Def_HurtType_Parry]
|
| | | # 暂时只计算玩家
|
| | |
| | | # 优先级列表, 互斥列表
|
| | | priorityList, mutexList = ReadChConfig.GetEvalChConfig("CalcHurtTypeInfo")
|
| | | happenFunc = {
|
| | | ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
|
| | | 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_LuckyHit:__HurtTypeHappen_LuckyHit,
|
| | | ChConfig.Def_HurtType_SuperHit:__HurtTypeHappen_SuperHit,
|
| | | ChConfig.Def_HurtType_Parry:__HurtTypeHappen_Parry,
|
| | | #ChConfig.Def_HurtType_Zhuxian:__HurtTypeHappen_Zhuxian,
|
| | | ChConfig.Def_HurtType_DeadlyHit:__HurtTypeHappen_Deadly,
|
| | | ChConfig.Def_HurtType_ThumpHit:__HurtTypeHappen_ThumpHit,
|
| | | }
|
| | |
|
| | | hadCheckList = [] # 已经处理过的伤害类型列表
|
| | |
| | | if curMHHappen:
|
| | | # 只要其中一个已触发的则后面的均为默认不触发
|
| | | continue
|
| | | result = happenFunc[hType](atkObj, defObj, happenState)
|
| | | result = happenFunc[hType](atkObj, defObj, happenState, curSkill)
|
| | | if result: # 如果触发,更新相关数值
|
| | | hurtTypeResultDict[hType] = result
|
| | | curMHHappen = True
|
| | |
| | | continue
|
| | | if hType not in hadCheckList:
|
| | | hadCheckList.append(hType)
|
| | | result = happenFunc[hType](atkObj, defObj, happenState)
|
| | | result = happenFunc[hType](atkObj, defObj, happenState, curSkill)
|
| | | if result: # 如果触发,更新相关数值
|
| | | hurtTypeResultDict[hType] = result
|
| | |
|
| | |
| | | return hurtType, hurtTypeResultDict
|
| | |
|
| | |
|
| | | def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState):
|
| | | ''' 判断伤害类型是否发生 - 幸运一击
|
| | | @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
|
| | | def __HurtTypeHappen_LuckyHit(atkObj, defObj, happenState, curSkill):
|
| | | ''' 判断伤害类型是否发生 - 会心一击
|
| | | @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
|
| | | '''
|
| | | if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_LuckyHit):
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
|
| | |
|
| | | aLuckyHitRate = atkObj.GetLuckyHitRate()
|
| | | dLuckyHitRateReduce = PlayerControl.GetLuckyHitRateReduce(defObj)
|
| | |
| | | if atkLuckyHitRate <= 0:
|
| | | return
|
| | | if GameWorld.CanHappen(atkLuckyHitRate):
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReducePer(defObj)
|
| | | return True, atkObj.GetLuckyHitVal(), PlayerControl.GetLuckyHitReduce(defObj)
|
| | | return
|
| | |
|
| | | def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState):
|
| | | def __HurtTypeHappen_SuperHit(atkObj, defObj, happenState, curSkill):
|
| | | ''' 判断伤害类型是否发生 - 暴击
|
| | | @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
|
| | | @return: 是否触发, 触发时伤害计算固定值, 触发时防守方的伤害减免固定值
|
| | | '''
|
| | |
|
| | | if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_SuperHit):
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
|
| | |
|
| | | aSuperHitRate = atkObj.GetSuperHitRate()
|
| | | dSuperHitRateReduce = PlayerControl.GetSuperHitRateReduce(defObj)
|
| | |
| | | if superHitRate <= 0:
|
| | | return
|
| | | if GameWorld.CanHappen(superHitRate):
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReducePer(defObj)
|
| | | return True, atkObj.GetSuperHit(), PlayerControl.GetSuperHitReduce(defObj)
|
| | | return
|
| | |
|
| | | def __HurtTypeHappen_Parry(atkObj, defObj, happenState):
|
| | | def __HurtTypeHappen_Parry(atkObj, defObj, happenState, curSkill):
|
| | | ''' 判断伤害类型是否发生 - 防守方抵御
|
| | | @return: 是否触发, 触发时伤害计算值, 触发时防守方的伤害减免值
|
| | | '''
|
| | |
| | | return True, 0, chanceDefPer
|
| | | return
|
| | |
|
| | | #def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
|
| | | #def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState, curSkill):
|
| | | # """诛仙一击"""
|
| | | # rate = PlayerControl.GetZhuXianRate(atkObj)
|
| | | # if not rate:
|
| | |
| | | # if GameWorld.CanHappen(rate):
|
| | | # return True, PlayerControl.GetZhuXianHurtPer(atkObj), 0
|
| | | # return
|
| | |
|
| | | # 致命一击
|
| | | def __HurtTypeHappen_Deadly(atkObj, defObj, happenState, curSkill):
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, None, ChConfig.TriggerType_IsDealy):
|
| | | return True, 0, 0
|
| | | return
|
| | |
|
| | | #重击定义:当触发重击时,则增加双倍暴击固定值伤害(重击与暴击互斥,优先判断重击,当重击触发时,暴击不触发)
|
| | | def __HurtTypeHappen_ThumpHit(atkObj, defObj, happenState, curSkill):
|
| | | |
| | | if IsHappenStateByType(happenState, ChConfig.Def_Skill_HappenState_ThumpHit):
|
| | | return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
|
| | | |
| | | thumpHitRate = 0 |
| | | thumpHitRate += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, |
| | | ChConfig.TriggerType_AddThumpHitRate)
|
| | | thumpHitRate += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, |
| | | ChConfig.TriggerType_AddThumpHitRate)
|
| | | if thumpHitRate <= 0:
|
| | | return
|
| | | if GameWorld.CanHappen(thumpHitRate):
|
| | | return True, atkObj.GetSuperHit()*2, PlayerControl.GetSuperHitReduce(defObj)
|
| | | return
|
| | |
|
| | |
|
| | | def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
|
| | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defObj, atkObj, None, ChConfig.TriggerType_ProDefValue, tick)
|
| | | return hurtValue - absortValue
|
| | |
|
| | |
|
| | | # 设置玩家一次主动型攻击中的第一个防御者
|
| | | def SetFirstDefender(attacker, defObj, curSkill):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | | |
| | | if curSkill and curSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
|
| | | ChConfig.Def_SkillFuncType_NormalAttack]:
|
| | | return
|
| | | |
| | | if attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender):
|
| | | return |
| | | |
| | | attacker.SetDict(ChConfig.Def_PlayerKey_FirstDefender, defObj.GetID())
|
| | | |
| | | return
|
| | |
|
| | | # 清除第一目标
|
| | | def ClearFirstDefender(attacker):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | | attacker.SetDict(ChConfig.Def_PlayerKey_FirstDefender, 0)
|
| | | |
| | | return
|
| | |
|
| | | def GetFirstDefenderID(attacker):
|
| | | return attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender)
|
| | |
|
| | |
|
| | |
|
| | | ## 计算伤血值
|
| | | # @param atkObj 攻击者
|
| | | # @param defObj 防御者
|
| | |
| | | # @remarks 函数详细说明.
|
| | | def GetHurtHP(attacker, defObj, curSkill, atkSkillValue, atkSkillPer, tick):
|
| | | atkObj = ElfChangeAttacker(attacker) # Elf灵为替身攻击,要取玩家的属性
|
| | | |
| | | #设置第一个防御者
|
| | | SetFirstDefender(atkObj, defObj, curSkill)
|
| | |
|
| | | resultHurtType = HurtType()
|
| | | atkObjType = attacker.GetGameObjType()
|
| | |
| | | elif defObj.GetType() == ChConfig.ntHelpBattleRobot:
|
| | | remainHP = min(dHP, max(GameObj.GetMaxHP(defObj)/2, remainHP)) # 助战机器人剩余血量不能少于一半
|
| | | GameObj.SetHP(defObj, remainHP)
|
| | | |
| | | elif defObj.GetType() == ChConfig.ntMonsterTime:
|
| | | UpdateTimeMonsterHP(defObj, tick)
|
| | |
|
| | | else:
|
| | | #防守方是怪物NPC,只扣其血
|
| | |
| | |
|
| | | WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
|
| | |
|
| | | #攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
|
| | | #因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
|
| | | AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
|
| | | #===========================================================================
|
| | | # if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
|
| | | # GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
|
| | | #===========================================================================
|
| | |
|
| | | return resultHurtType
|
| | |
|
| | | def UpdateTimeMonsterHP(curNPC, tick):
|
| | | '''
|
| | | NPC总血量 = 单人每秒掉血量*理论击杀所需时间
|
| | | 掉血值 = 单人每秒掉血量+min(当前人数, 最大人数)*附加掉血量
|
| | | '''
|
| | | |
| | | npcID = curNPC.GetNPCID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameData("NPCTimeLostHP", npcID)
|
| | | if not ipyData:
|
| | | return
|
| | | |
| | | lastLostHPTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPTick)
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPTick, tick)
|
| | | if not lastLostHPTick or tick - lastLostHPTick >= 2000:
|
| | | passTick = 1000
|
| | | else:
|
| | | passTick = tick - lastLostHPTick
|
| | | |
| | | if passTick <= 0:
|
| | | return
|
| | | |
| | | lostHPPerSecond = ipyData.GetLostHPPerSecond()
|
| | | maxPlayerCount = ipyData.GetMaxPlayerCount()
|
| | | lostHPPerSecondEx = ipyData.GetLostHPPerSecondEx()
|
| | | |
| | | effPlayerCount = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount)
|
| | | refreshPlayerCountTick = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick)
|
| | | if not refreshPlayerCountTick or tick - refreshPlayerCountTick >= 3000:
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCountTick, tick)
|
| | | effPlayerCount = 0
|
| | | for i in xrange(curNPC.GetInSightObjCount()):
|
| | | seeObj = curNPC.GetInSightObjByIndex(i)
|
| | | if seeObj == None :
|
| | | continue
|
| | | if not seeObj.GetVisible():
|
| | | continue
|
| | | seeObjType = seeObj.GetGameObjType()
|
| | | if seeObjType == IPY_GameWorld.gotPlayer:
|
| | | effPlayerCount += 1
|
| | | if maxPlayerCount and effPlayerCount >= maxPlayerCount:
|
| | | effPlayerCount = maxPlayerCount
|
| | | break
|
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_TimeLostHPPlayerCount, effPlayerCount)
|
| | | #GameWorld.DebugLog("刷新影响人数: effPlayerCount=%s" % effPlayerCount)
|
| | | |
| | | if effPlayerCount > 1:
|
| | | hurtValuePerSecond = lostHPPerSecond + (effPlayerCount - 1) * lostHPPerSecondEx
|
| | | else:
|
| | | hurtValuePerSecond = lostHPPerSecond
|
| | | lostHPTotal = int(hurtValuePerSecond * passTick / 1000.0)
|
| | | |
| | | remainHP = min(GameObj.GetMaxHP(curNPC), max(0, GameObj.GetHP(curNPC) - lostHPTotal))
|
| | | GameObj.SetHP(curNPC, remainHP, isByTime=True)
|
| | | #GameWorld.DebugLog("怪物按时间掉血: npcID=%s,effPlayerCount=%s,hurtValuePerSecond=%s,passTick=%s,lostHPTotal=%s" |
| | | # % (npcID, effPlayerCount, hurtValuePerSecond, passTick, lostHPTotal))
|
| | | return
|
| | |
|
| | | # 计算伤害后,因各种buff和状态的影响处理
|
| | | def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
|
| | |
| | | atkObjType = atkObj.GetGameObjType()
|
| | | defObjType = defObj.GetGameObjType()
|
| | |
|
| | |
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) # 获取境界
|
| | | if defObjType == IPY_GameWorld.gotNPC and ChConfig.IsGameBoss(defObj) and dRealmLV > aRealmLV:
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | GameWorld.DebugLog("BossRealmHint%s-%s"%(dRealmLV, aRealmLV))
|
| | | PlayerControl.NotifyCode(atkObj, 'BossRealmHint', [dRealmLV])
|
| | | |
| | | # 攻击高境界的BOSS 伤害固定为1
|
| | | return 1, ChConfig.Def_HurtType_Normal
|
| | | |
| | | atkType = GetBattleType(atkObj, curSkill)
|
| | | happenState = happenState if happenState else SkillShell.GetHappenState(curSkill)
|
| | | happenState += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_HappenState)
|
| | |
| | | #当攻击方为NPC,防守方为玩家时,计算压制等级 及 压制战力
|
| | | if atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
|
| | |
|
| | | if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
|
| | | # 境界压制技能不对高等级境界玩家产生攻击
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | if aRealmLV <= dRealmLV:
|
| | | return 0, ChConfig.Def_HurtType_Immune # 免疫
|
| | | #=======================================================================
|
| | | # if curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_RealmSuppress:
|
| | | # # 境界压制技能不对高等级境界玩家产生攻击
|
| | | # aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | # if aRealmLV <= dRealmLV:
|
| | | # return 0, ChConfig.Def_HurtType_Immune # 免疫
|
| | | #=======================================================================
|
| | |
|
| | | atkIsBoss = 1 if ChConfig.IsGameBoss(atkObj) else 0
|
| | | if NPCCommon.GetIsLVSuppress(atkObj):
|
| | |
| | | return 0, ChConfig.Def_HurtType_Miss
|
| | |
|
| | |
|
| | | hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState)
|
| | | hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill)
|
| | | #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
|
| | | isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
|
| | | isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击
|
| | | |
| | | # 重击和暴击互斥,并且使用同一个参数
|
| | | isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_ThumpHit] |
| | | if not isSuperHit:
|
| | | isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] |
| | | else:
|
| | | # 重击加成
|
| | | thumpPer = 0
|
| | | thumpPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddThumpHitPer)
|
| | | thumpPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddThumpHitPer)
|
| | | aSuperHit = aSuperHit*(thumpPer + 10000)/10000
|
| | | |
| | | 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
|
| | |
|
| | |
| | |
|
| | | # 改变技能伤害
|
| | | atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
|
| | | |
| | | atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
|
| | |
|
| | | # --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
|
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
|
| | | atkSkillPer += float(PlayerControl.GetNormalHurtPer(atkObj))/ChConfig.Def_MaxRateValue
|
| | | atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
|
| | | elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
|
| | | atkSkillPer += float(PlayerControl.GetFabaoHurtPer(atkObj))/ChConfig.Def_MaxRateValue
|
| | | atkSkillValue += PlayerControl.GetFabaoHurt(atkObj)
|
| | | |
| | | # atkSkillPer 包含普攻,所以不是用技能增强处理
|
| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
|
| | |
|
| | | atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
|
| | | |
| | | |
| | | aIceAtkSuperHit = 1 # 元素真伤倍值,暂时默认为1,之后扩展
|
| | | aIceAtkSuperHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtkPer)
|
| | | aIceAtkSuperHit += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddIceAtkPer)
|
| | | |
| | |
|
| | | if isSuperHit:
|
| | | addASuperHit = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitValue)
|
| | |
| | |
|
| | |
|
| | | if isLuckyHit:
|
| | | # 会心一击时增加会心伤害百分比 |
| | | # 会心一击时增加会心伤害固定值 |
| | | aLuckyHit += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_LuckyHit)
|
| | | aLuckyHit -= PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeLuckyHitSubPer)
|
| | | aLuckyHit = max(aLuckyHit, 0)
|
| | |
| | | if atkObjType == IPY_GameWorld.gotPlayer:
|
| | | aIgnoreDefRate = atkObj.GetIgnoreDefRate() # 无视防御比率
|
| | | aSkillAtkRate = atkObj.GetSkillAtkRate() # 技能攻击力加成
|
| | | aDamagePer = PlayerControl.GetDamagePer(atkObj) # 外层伤害加成
|
| | | aDamagePVP = PlayerControl.GetDamagePVP(atkObj) # PVP固定伤害
|
| | | aDamagePVE = PlayerControl.GetDamagePVE(atkObj) # PVE固定伤害
|
| | | |
| | | # 被动技能增加伤害
|
| | | aDamagePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | aDamagePer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | #aDamagePVP += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | | #aDamagePVP += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AddDamagePer)
|
| | |
|
| | | aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成
|
| | | aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成
|
| | |
| | | aOnlyFinalHurt = PlayerControl.GetOnlyFinalHurt(atkObj) # 额外固定伤害
|
| | | aFightPower = atkObj.GetFightPower()
|
| | |
|
| | | |
| | | |
| | | else:
|
| | | aIgnoreDefRate = 0 # 无视防御比率
|
| | | aFinalHurtPer = GameObj.GetPetDamPer(atkObj) # 最外层伤害加成, 可能为负值
|
| | |
| | | aSkillAtkRate += atkObj.GetSkillAtkRate()
|
| | |
|
| | | aNPCHurtAddPer = 0 # PVE伤害加成
|
| | | aDamagePer = 0 # 外层伤害加成
|
| | | aDamagePerPVP = 0 # 外层PVP伤害加成
|
| | | aDamagePVP = 0 # PVP固定伤害
|
| | | aDamagePVE = 0 # PVE固定伤害
|
| | | aFinalHurt = NPCCommon.GetFinalHurt(atkObj) # 最终固定伤害
|
| | | aFightPower = NPCCommon.GetSuppressFightPower(atkObj)
|
| | |
|
| | |
| | | if defObjType == IPY_GameWorld.gotPlayer:
|
| | | dIgnoreDefRateReduce = PlayerControl.GetIgnoreDefRateReduce(defObj) # 无视防御比率抗性
|
| | | dSkillAtkRateReduce = PlayerControl.GetSkillAtkRateReduce(defObj) # 技能攻击力减少
|
| | | dDamReduce = defObj.GetDamageReduceRate() # 外层减伤
|
| | | dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
|
| | | dDamagePVPReduce = PlayerControl.GetDamagePVPReduce(defObj) # PVP固定减伤
|
| | | #dDamReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReduce)
|
| | | dDamagePerPVPReduce = PlayerControl.GetDamagePerPVPReduce(defObj) # 外层PVP减伤
|
| | | dDamagePerPVPReduce += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_DamageReducePVP)
|
| | | 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 = PlayerControl.GetFinalHurtReducePer(defObj)
|
| | | 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
|
| | | dDamReduce = 0 # 外层减伤 |
| | | dDamagePVPReduce = 0 # PVP固定减伤
|
| | | dDamagePerPVPReduce = 0 # 外层PVP减伤
|
| | | dFinalHurtReduce = 0 # 最终固定伤害减少
|
| | | dBeHurtPer = 0
|
| | | dFightPower = NPCCommon.GetSuppressFightPower(defObj)
|
| | | dFinalHurtReducePer = 0 # 最终伤害减少百分比 默认0
|
| | |
|
| | | #攻击字典 { 攻击类型 : '公式' }
|
| | | hurtDist = ReadChConfig.GetEvalChConfig('CalcAttackValue')
|
| | | |
| | |
|
| | | if suppressLV:
|
| | | suppressFormulaKeyLV = "SuppressValueLV_%s" % (atkIsBoss)
|
| | | if suppressFormulaKeyLV in hurtDist:
|
| | |
| | | suppressFPFormula = hurtDist[suppressFormulaKeyFP]
|
| | | suppressValueFP = eval(FormulaControl.GetCompileFormula(suppressFormulaKeyFP, suppressFPFormula))
|
| | |
|
| | | # 境界压制百分比
|
| | | SuppressValueRealmRate = 10000 # 默认值
|
| | | suppressRealm = 0
|
| | | if atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotPlayer:
|
| | | RealmGroupList = IpyGameDataPY.GetFuncEvalCfg("RealmGroup", 1)
|
| | | aRealmLV, dRealmLV = atkObj.GetOfficialRank(), defObj.GetOfficialRank()
|
| | | aRealmGroup, dRealmGroup = 0, 0
|
| | | for g, gMaxRealmLV in enumerate(RealmGroupList, 1):
|
| | | if aRealmLV and aRealmLV <= gMaxRealmLV and not aRealmGroup:
|
| | | aRealmGroup = g
|
| | | if dRealmLV and dRealmLV <= gMaxRealmLV and not dRealmGroup:
|
| | | dRealmGroup = g
|
| | | suppressRealm = aRealmGroup - dRealmGroup
|
| | | suppressFormulaKeyRealm = "PVPSuppressValueRealm"
|
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | | #GameWorld.DebugLog("境界压制:aRealmLV=%s,dRealmLV=%s,aRealmGroup=%s,dRealmGroup=%s,SuppressValueRealmRate=%s" |
| | | # % (aRealmLV, dRealmLV, aRealmGroup, dRealmGroup, SuppressValueRealmRate)) |
| | | |
| | | elif atkObjType == IPY_GameWorld.gotNPC and defObjType == IPY_GameWorld.gotPlayer:
|
| | | # EVP 境界压制
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | if aRealmLV + dRealmLV != 0:
|
| | | #有压制
|
| | | suppressRealm = aRealmLV - dRealmLV # 存在负数
|
| | | suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 2) # 境界压制加成百分比,存在负数
|
| | | suppressFormulaKeyRealm = "EVPSuppressValueRealm"
|
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | | |
| | | elif atkObjType == IPY_GameWorld.gotPlayer and defObjType == IPY_GameWorld.gotNPC:
|
| | | # PVE 境界压制
|
| | | aRealmLV, dRealmLV = GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType) |
| | | if aRealmLV + dRealmLV != 0:
|
| | | #有压制
|
| | | suppressRealm = aRealmLV - dRealmLV # 存在负数
|
| | | suppressRealmHurtPer = GetRealmHurtPer(aRealmLV, dRealmLV, 3) # 境界压制加成百分比,存在负数
|
| | | suppressFormulaKeyRealm = "PVESuppressValueRealm"
|
| | | if suppressFormulaKeyRealm in hurtDist:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula(suppressFormulaKeyRealm, hurtDist[suppressFormulaKeyRealm])))
|
| | | # 境界压制规则
|
| | | # 1. 其中一方无境界等级则无效, 如普通NPC
|
| | | # 2. 宠物和召唤兽(如水元素)有效, 取主人
|
| | | # 3. 玩家地境界低于BOSS则伤害固定为1 (在函数入口处已处理)
|
| | | # 4. 其他情况统一境界压制 境界差*2%
|
| | | if aRealmLV == 0 or dRealmLV == 0:
|
| | | SuppressValueRealmRate = 10000
|
| | | else:
|
| | | SuppressValueRealmRate = int(eval(FormulaControl.GetCompileFormula("SuppressValueRealm", hurtDist["SuppressValueRealm"])))
|
| | |
|
| | |
|
| | | # 骑宠争夺最终伤害衰减
|
| | | if defObjType == IPY_GameWorld.gotNPC and FamilyRobBoss.IsHorsePetRobBoss(defObj.GetNPCID()):
|
| | | ownerPlayer = None
|
| | | # 召唤兽和宠物需要从人物获取状态
|
| | | if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC:
|
| | | if atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
|
| | | ownerPlayer = PetControl.GetPetOwner(atkObj)
|
| | | elif atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
|
| | | ownerPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, atkObj)
|
| | | else:
|
| | | ownerPlayer = atkObj
|
| | | ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
|
| | |
|
| | | if ownerPlayer:
|
| | | findBuff = SkillCommon.FindBuffByID(ownerPlayer, ChConfig.Def_SkillID_HorsePetRobBossKillCntBuff)[0]
|
| | |
| | | # 获取双方境界值
|
| | | def GetPVERealmLVs(atkObj, defObj, atkObjType, defObjType):
|
| | | if atkObjType == IPY_GameWorld.gotNPC:
|
| | | aRealmLV = NPCCommon.GetRealmLV(atkObj)
|
| | | if aRealmLV == 0:
|
| | | # 0代表不要压制
|
| | | return 0, 0
|
| | | ownerPlayer, npcObjType = GetAttackPlayer(atkObj)
|
| | | if ownerPlayer:
|
| | | # 召唤兽和宠物取主人境界,可以是攻击方需提取
|
| | | aRealmLV = ownerPlayer.GetOfficialRank() |
| | | else:
|
| | | aRealmLV = NPCCommon.GetRealmLV(atkObj)
|
| | | if aRealmLV == 0:
|
| | | # 0代表不要压制
|
| | | return 0, 0
|
| | | else:
|
| | | aRealmLV = atkObj.GetOfficialRank()
|
| | |
|
| | | if defObjType == IPY_GameWorld.gotNPC:
|
| | | # 召唤兽和宠物取主人境界,但是宠物和人物召唤兽不可被攻击,故不需要
|
| | | dRealmLV = NPCCommon.GetRealmLV(defObj)
|
| | | if dRealmLV == 0:
|
| | | # 0代表不要压制
|
| | |
| | | #PVP 攻击回血
|
| | | atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
|
| | | # 百分比吸血
|
| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
|
| | |
|
| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
|
| | |
| | | 1 全体模式 IPY_GameWorld.amAll 对所有玩家都是敌对,家族区域同盟玩家除外
|
| | | 2 防卫模式 IPY_GameWorld.amCountry 本服玩家友好,他服玩家都是敌对
|
| | | 5 强制模式 IPY_GameWorld.amFamily 队友、仙盟成员、同阵营友好,其他玩家敌对
|
| | | 7 锁定单一目标模式 IPY_GameWorld.amContest 只对选中目标有伤害, 目前只用于部分BOSS争夺地图
|
| | |
|
| | | 场景区域
|
| | | 普通区域 IPY_GameWorld.gatNormal 可根据不同PK模式PK,击杀玩家有惩罚
|