hch
2019-05-25 fc0477a43ec7ad1536a15efd2f229b140ba33fc7
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
@@ -5,6 +5,7 @@
#
# @todo: 灼烧(流派专用,额外公式), 持续过程中可能会被改变伤害或者持续时长,无法用次数控制,无层级概念
#        若同类型buff存在不管等级高低,只给原buff充能只改变值或时间
#        不同释放者可共存多个灼烧
# @author: Alee
# @date 2019-4-28 下午04:12:17
# @version 1.0
@@ -20,6 +21,8 @@
import AttackCommon
import PlayerControl
import PassiveBuffEffMng
import GameObj
import BuffSkill
#---------------------------------------------------------------------
#全局变量
#---------------------------------------------------------------------
@@ -40,8 +43,16 @@
    
    curBuffSkillID = curBuff.GetSkill().GetSkillTypeID()
    
    SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Bleed)
    SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Burn)
    
    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
@@ -49,6 +60,8 @@
    curEffect = curSkill.GetEffect(0)
    skillPer = curEffect.GetEffectValue(0)
    skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_BurnPer)
    skillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_BurnPer)
    skillEnhance = curEffect.GetEffectValue(1) + PlayerControl.GetBurnValue(attacker)
    skillPer = skillPer*1.0/ChConfig.Def_MaxRateValue
    # 灼烧特殊公式
@@ -58,3 +71,16 @@
    
    return [hurtValue]
def OnBuffDisappear(defender, curSkill, curBuff, curEffect, tick):
    #已经死亡不触发
    if GameObj.GetHP(defender) <= 0:
        return
    # 在防御者身上同时取消同一个释放者的相关buff
    defender.SetDict(ChConfig.Def_PlayerKey_BurnOwnerID, curBuff.GetOwnerID())
    PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defender, None, None, ChConfig.TriggerType_BurnDisappear)
    defender.SetDict(ChConfig.Def_PlayerKey_BurnOwnerID, 0)
    return