| | |
| | | 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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| | |
| | | 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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| | |
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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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| | |
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| | | # 伤害吸收盾回血型
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| | | buffManager = defObj.GetBuffState()
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| | | curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
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| | | if skillID:
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| | | absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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| | | if absortValue:
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| | | hurtValue -= absortValue
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| | | findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
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| | | if findBuff:
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| | | # 用于回血
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| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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| | |
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| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
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| | | # 麒麟护盾吸收伤害,将抵消的伤害存储
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| | | absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue) |
| | | hurtValue -= absortValue
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| | | |
| | | # 吸收至指定血量比例值
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| | | absorbHurt = defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShield)
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| | | if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
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| | | maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue) # 记录护盾吸收的伤害用于爆炸
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| | | WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
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| | | |
| | | hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
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| | |
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| | | # buff减少伤害百分比
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| | | reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
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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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| | | # 计算伤害后,因各种buff和状态的影响处理
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| | | def CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick):
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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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| | |
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| | | # 伤害吸收盾回血型
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| | | buffManager = defObj.GetBuffState()
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| | | curEffect, plusValue, skillID = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_AbsorbShieldXMZJ)
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| | | if skillID:
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| | | absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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| | | if absortValue:
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| | | hurtValue -= absortValue
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| | | findBuff = SkillCommon.FindBuffByID(defObj, skillID)[0]
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| | | if findBuff:
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| | | # 用于回血
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| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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| | |
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| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbValue):
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, 0) #吸收的单次伤害,单次伤害必须清空
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| | | if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue):
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| | | # 麒麟护盾吸收伤害,将抵消的伤害存储
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| | | absortValue = int(defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue)/float(ShareDefine.Def_MaxRateValue)*hurtValue) |
| | | hurtValue -= absortValue
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbValue, absortValue) #吸收的单次伤害
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| | | |
| | | # 天罡护法,将期间受到的伤害总值用于回血,不改变伤害
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| | | curEffect, plusValue, skillID2 = BuffSkill.FindBuffEffectPlusByEffectID(buffManager, ChConfig.Def_Skill_Effect_StoreBlood)
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| | | if skillID2:
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| | | absortValue = hurtValue*curEffect.GetEffectValue(0)/ShareDefine.Def_MaxRateValue
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| | | if absortValue:
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| | | findBuff = SkillCommon.FindBuffByID(defObj, skillID2)[0]
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| | | if findBuff:
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| | | # 用于回血
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| | | findBuff.SetValue(int(findBuff.GetValue() + absortValue))
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| | | return hurtValue
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| | |
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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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| | |
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| | |
| | |
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| | | # 暴击增加技能伤害
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| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | |
| | | # buff中暴击减层,无触发技能
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
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| | |
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| | |
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| | | if isLuckyHit:
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| | | # 会心一击时增加会心伤害百分比
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| | |
| | | atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtValue, resultHurtType.RealHurtHP)
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| | | if defObj.GetGameObjType() == IPY_GameWorld.gotNPC:
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| | | atkObj.SetDict(ChConfig.Def_PlayerKey_LastHurtNPCObjID, defObj.GetID())
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| | | |
| | | else:
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| | | defObj.SetDict(ChConfig.Def_PlayerKey_LastAttackerObjID, atkObj.GetID())
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| | | return
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| | |
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| | |
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| | |
| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
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| | |
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| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
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| | |
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| | | |
| | | suckHP += atkBackHP
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| | |
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| | | if suckHP <= 0:
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