| | |
| | |
|
| | | return
|
| | |
|
| | | ## 获取哥布林功能NPC类型掉血值
|
| | | def GetGoblinLostHP(defender, hurtValue):
|
| | | if not defender:
|
| | | return hurtValue
|
| | | |
| | | defObjType = defender.GetGameObjType()
|
| | | if defObjType == IPY_GameWorld.gotNPC:
|
| | | npcFuncType = defender.GetFunctionType()
|
| | | if npcFuncType == ChConfig.Def_NPCFuncType_Goblin:
|
| | | goblinHurtValue = int(ReadChConfig.GetEvalChConfig('GoblinHurtValue'))
|
| | | hurtValue = min(hurtValue, goblinHurtValue)
|
| | | |
| | | return hurtValue
|
| | |
|
| | | ## 技能伤血
|
| | | # @param curObj 当前对象
|
| | | # @param skillTypeID 技能类型ID
|
| | |
| | | ## 后续有其他情况也应考虑进来,如镖车是否某状态不掉血
|
| | | return
|
| | |
|
| | | #lostValue = GetGoblinLostHP(curObj, lostValue)
|
| | | curObjType = curObj.GetGameObjType()
|
| | | curSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, 1)
|
| | |
|
| | |
| | | return True
|
| | |
|
| | | buffSkill = curObjBuff.GetSkill()
|
| | | buffSkillLV = buffSkill.GetSkillLV()
|
| | |
|
| | | #已存在更强大的效果
|
| | | if buffSkillLV > curSkillLV:
|
| | | return
|
| | | #buff根据情况可以叠加低级,或者低级覆盖高级
|
| | | # buffSkillLV = buffSkill.GetSkillLV()
|
| | | # |
| | | # #已存在更强大的效果
|
| | | # if buffSkillLV > curSkillLV:
|
| | | # return
|
| | |
|
| | | if not buffSkill.GetLastTime():
|
| | | #GameWorld.DebugLog("无时间限制buff,只要存在buff,则无需重复添加")
|
| | |
| | | # @return 返回值, 伤害数量
|
| | | # @remarks 获得区域技能伤害对象数量
|
| | | def GetSkillArea_Atk_Count(attacker, curSkill):
|
| | | if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer and attacker.GetAttackMode() == IPY_GameWorld.amContest:
|
| | | # 单一目标锁定模式
|
| | | return 1 |
| | | |
| | | #默认攻击最大数
|
| | | hurtCount = 50
|
| | |
|