| | |
| | | import PlayerControl
|
| | | import PassiveBuffEffMng
|
| | | import GameObj
|
| | | import BuffSkill
|
| | | #---------------------------------------------------------------------
|
| | | #全局变量
|
| | | #---------------------------------------------------------------------
|
| | |
| | |
|
| | | SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Bleed)
|
| | |
|
| | | if buffOwner and GameObj.GetHP(buffOwner) > 0:
|
| | | # 此处暂无法用被动效果实现
|
| | | buffManager = defender.GetProcessDeBuffState()
|
| | | burnToHPEffect, plusValue, skillID = BuffSkill.FindBuffEffectByOwnertID(buffManager, ChConfig.Def_Skill_Effect_BurnToAddHP, |
| | | buffOwner.GetID(), buffOwner.GetGameObjType())
|
| | | if burnToHPEffect:
|
| | | addHP = singleDecHP*burnToHPEffect.GetEffectValue(0)/ChConfig.Def_MaxRateValue
|
| | | SkillCommon.SkillAddHP(buffOwner, curBuffSkillID, buffOwner, addHP, tick, hurtType=ChConfig.Def_HurtTYpe_Recovery)
|
| | | return
|
| | |
|
| | | # 灼烧的特征为延长buff时间,重算伤害
|