| | |
| | | import ChPyNetSendPack
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| | | import NetPackCommon
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| | | import FamilyRobBoss
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| | | #import EquipZhuXian
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| | | import FBCommon
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| | | import ChNPC
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| | |
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| | |
| | | return
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| | |
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| | |
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| | | def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
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| | | ## 改变技能伤害百分比
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| | | |
| | | if not curSkill:
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| | | return skillPer
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| | | |
| | | if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
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| | | return skillPer
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| | | |
| | | #skillTypeID = curSkill.GetSkillTypeID()
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| | | |
| | | addPer = 0
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| | | reducePer = 0
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| | | #addPer += EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
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| | | |
| | | if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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| | | #reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
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| | | |
| | | #根据防守方职业 计算攻击方伤害加成
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| | | if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
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| | | addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
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| | | elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
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| | | addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
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| | | elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
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| | | addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
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| | | |
| | | #根据攻击方职业 计算防守方伤害减免
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| | | if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
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| | | reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
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| | | elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
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| | | reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
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| | | elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
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| | | reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
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| | | |
| | | if addPer or reducePer:
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| | | addSkillPer = (addPer - reducePer) / 10000.0
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| | | skillPer = max(0, skillPer + addSkillPer)
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| | | |
| | | return skillPer
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| | |
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| | | # 改变技能伤害(效果ID1010), 野外小怪1009替换1010伤害(2018-03-07增加精英怪)
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| | | def ChangeSkillHurt(curPlayer, defObj, curSkill, skillPer, skillValue):
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| | |
| | | atkObj = ElfChangeAttacker(attacker) # Elf灵为替身攻击,要取玩家的属性
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| | |
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| | | resultHurtType = HurtType()
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| | | atkObjType = attacker.GetGameObjType()
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| | | defObjType = defObj.GetGameObjType()
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| | | dHP = GameObj.GetHP(defObj) # 防守方当前血量
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| | | dMaxHP = GameObj.GetMaxHP(defObj) # 防守方最大血量
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| | |
| | | # 理论伤害一致, 多加点预算伤害避免计算误差
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| | | #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
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| | | #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
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| | | hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20 # 加入被动计算不准确改成估算
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| | | hurtValue = atkObj.GetMaxAtk()*atkSkillPer*40 # 加入被动计算不准确改成估算
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| | |
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| | | clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
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| | | if clientValue <= hurtValue:
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| | | hurtValue = clientValue
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| | | else:
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| | | # 外挂最高伤害基本防范
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| | | GameWorld.DebugAnswer(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
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| | | GameWorld.DebugLog(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
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| | | hurtValue = int(hurtValue*0.8)
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| | | #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
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| | |
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| | | else:
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| | | hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
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| | | |
| | | WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
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| | |
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| | | # 优先处理神兵护盾
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| | | hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
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| | |
| | | resultHurtType.LostHP = lostValue
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| | | if defObjType == IPY_GameWorld.gotPlayer:
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| | | FBLogic.OnFBLostHP(defObj, lostValue)
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| | | |
| | | |
| | | WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
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| | | |
| | | #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
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| | | #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
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| | | AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
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| | |
| | |
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| | | return resultHurtType
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| | |
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| | |
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| | | # GM 命令 HurtLog 查看战斗伤害日志
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| | | def WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, msg):
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| | | logLevel = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HurtLog)
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| | | if not logLevel:
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| | | return
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| | | |
| | | if logLevel == 1:
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| | | # 只看玩家伤害
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| | | if not attacker:
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| | | return
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| | | |
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
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| | | return
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| | | msg = "玩家" + msg
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| | | |
| | | attackerID = attacker.GetID() if attacker else 0
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| | | defenderID = defObj.GetID() if defObj else 0
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| | | skillID = curSkill.GetSkillID() if curSkill else 0
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| | | skillName = curSkill.GetSkillName() if curSkill else ""
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| | | attackerName = attacker.GetName() if attacker else ""
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| | | defenderName = defObj.GetName() if defObj else ""
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| | | |
| | | if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
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| | | attackerName = attackerName.decode("utf8").encode('gbk')
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| | | |
| | | if defObj and defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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| | | defenderName = defenderName.decode("utf8").encode('gbk')
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| | | |
| | | GameWorld.DebugLog("攻击伤害-%s:(%s %s)攻击(%s %s), 技能ID:(%s %s), 伤害值:%s, 伤害类型:%s "%(
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| | | msg, attackerID, attackerName, defenderID, defenderName,
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| | | skillID, skillName, hurtValue, hurtType))
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| | |
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| | | # 血盾支持多个同时存在
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| | | def CalcBloodShield(atkObj, defObj, hurtValue):
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| | |
| | | # 改变技能伤害
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| | | atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
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| | |
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| | | atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
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| | | |
| | | # atkSkillPer 包含普攻,所以不是用技能增强处理
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| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
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