129 【战斗】战斗系统-服务端(王元姬、张宝技能;增加释放方式5-弹射攻击,9-弹射治疗,1002-持续治疗;增加效果6015-增加弹射次数;效果7004-随机弹射次数;效果5005-按类型清除buff;增加技能类型15-清除净化buff类;)
| | |
| | | ) = range( 0, Def_AutoAtkSkillType )
|
| | |
|
| | | #技能类型
|
| | | Def_SkillType_Count = 25
|
| | | (
|
| | | Def_SkillType_Special , #特殊技能 0
|
| | | Def_SkillType_Atk , #攻击类 1
|
| | |
| | | Def_SkillType_Area , #场景技能(buff) 12
|
| | | Def_SkillType_Summon , #召唤 13
|
| | | Def_SkillType_Action , #影响行为BUFF 14
|
| | | Def_SkillType_CleanBuff , #清除buff类(如净化等) 15
|
| | | ) = range(0, 1 + 15)
|
| | |
|
| | | # 以下废弃
|
| | | (
|
| | | Def_SkillType_LstPlsBuffAtk, #持续攻击类BUFF 15
|
| | | Def_SkillType_PassivePlsBuff, #被动触发增益类buff 16
|
| | | Def_SkillType_PassiveDepBuff, #被动触发减益类buff 17
|
| | |
| | | Def_SkillType_AttrSkillNoLearn, # 可叠加的同类型ID属性类技能 不可学习 算属性直接取表 目前用于神兽技能 23
|
| | | Def_SkillType_PassiveLstPlsBuffAtk, #被动持续攻击类BUFF 24
|
| | |
|
| | | ) = range( 0, Def_SkillType_Count )
|
| | | ) = range(115, 125)
|
| | |
|
| | | #数据库中的Buff类型对应返回C++中的Buff类型对象
|
| | | Def_SkillBuffList = {
|
| | |
| | | PassiveEff_AddBuffLayerMax = 6012 # 添加buff层级上限: 数值1-增加层级上限
|
| | | PassiveEff_AddFinalDamPer = 6013 # 增加最终增伤(根据属性转化)
|
| | | PassiveEff_AddSkillRate = 6014 # 增加技能概率
|
| | | PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
|
| | |
|
| | | # 被动效果ID有触发值时就返回的
|
| | | PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
|
| | |
| | | SkillEff_CureWayEx = 7001 # 额外治疗值计算(对CalcType、SkillPer治疗计算方式扩展): 值1-计算方式;值2-万分比
|
| | | SkillEff_HurtShare = 7002 # 均摊伤害
|
| | | SkillEff_ChangeTag = 7003 # 修改技能目标
|
| | | SkillEff_RandRicochetCnt = 7004 # 随机弹射次数(A~B随机,包含AB)
|
| | |
|
| | | (
|
| | | TriggerType_BeSuperHit, # 被暴击触发技能 1
|
| | |
| | | def __doSetAttr(curPlayer, msgList):
|
| | | ## 设置属性
|
| | | attrID = msgList[1] if len(msgList) > 1 else 1
|
| | | attrValue = msgList[2] if len(msgList) > 2 else 1
|
| | | faction = msgList[3] if len(msgList) > 3 else 1
|
| | | posNum = msgList[4] if len(msgList) > 4 else 1
|
| | | attrValue = msgList[2] if len(msgList) > 2 else 1 |
| | | faction = msgList[3] if len(msgList) > 3 else 0
|
| | | pNum = msgList[4] if len(msgList) > 4 else 0
|
| | |
|
| | | if faction not in FactionList:
|
| | | GameWorld.DebugAnswer(curPlayer, "阵营: 1-左边;2-右边")
|
| | | factionList = [faction] if faction else FactionList
|
| | | |
| | | if attrID not in ChConfig.AttrIDList:
|
| | | GameWorld.DebugAnswer(curPlayer, "不存在该属性ID:%s" % (attrID))
|
| | | return
|
| | |
|
| | | mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
|
| | |
| | | if not turnFight.isInFight():
|
| | | GameWorld.DebugAnswer(curPlayer, "主线非战斗中")
|
| | | return
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(1)
|
| | | objID = batLineup.posObjIDDict.get(posNum)
|
| | | batObj = None
|
| | | |
| | | GameWorld.DebugAnswer(curPlayer, "----- 设置属性 -----")
|
| | | |
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | if objID:
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | if not batObj:
|
| | | GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
|
| | | return
|
| | | if not batObj.IsAlive():
|
| | | GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
|
| | | return
|
| | | |
| | | if attrID not in ChConfig.AttrIDList:
|
| | | GameWorld.DebugAnswer(curPlayer, "不存在该属性ID:%s" % (attrID))
|
| | | return
|
| | | |
| | | objName = TurnAttack.GetObjName(batObj)
|
| | | GameWorld.DebugAnswer(curPlayer, "%s" % (objName))
|
| | | batObj.GMSetBatAttr(attrID, attrValue)
|
| | | if attrID == ChConfig.AttrID_HP:
|
| | | GameWorld.DebugAnswer(curPlayer, "设置生命:%s/%s" % (batObj.GetHP(), batObj.GetMaxHP()))
|
| | | elif attrID == ChConfig.AttrID_XP:
|
| | | GameWorld.DebugAnswer(curPlayer, "设置怒气:%s" % (batObj.GetXP()))
|
| | | else:
|
| | | GameWorld.DebugAnswer(curPlayer, "设置属性ID:%s,V=%s" % (attrID, attrValue))
|
| | | |
| | | for faction in factionList:
|
| | | if faction not in FactionList:
|
| | | GameWorld.DebugAnswer(curPlayer, "阵营: 1-左边;2-右边")
|
| | | continue
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(1)
|
| | | posNumList = [pNum] if pNum else batLineup.posObjIDDict.keys()
|
| | | for posNum in posNumList:
|
| | | objID = batLineup.posObjIDDict.get(posNum)
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | if not batObj:
|
| | | GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
|
| | | continue
|
| | | if not batObj.IsAlive():
|
| | | GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
|
| | | continue
|
| | | objName = TurnAttack.GetObjName(batObj)
|
| | | GameWorld.DebugAnswer(curPlayer, "%s" % (objName))
|
| | | batObj.GMSetBatAttr(attrID, attrValue)
|
| | | if attrID == ChConfig.AttrID_HP:
|
| | | GameWorld.DebugAnswer(curPlayer, "设置生命:%s/%s" % (batObj.GetHP(), batObj.GetMaxHP()))
|
| | | elif attrID == ChConfig.AttrID_XP:
|
| | | GameWorld.DebugAnswer(curPlayer, "设置怒气:%s" % (batObj.GetXP()))
|
| | | else:
|
| | | GameWorld.DebugAnswer(curPlayer, "设置属性ID:%s,V=%s" % (attrID, attrValue))
|
| | | return
|
| | |
|
| | | def __doKillObj(curPlayer, msgList):
|
| | |
| | | continue
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | if not batObj:
|
| | | GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
|
| | | GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
|
| | | continue
|
| | | if not batObj.IsAlive():
|
| | | GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
|
| | | GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
|
| | | continue
|
| | | GameWorld.DebugAnswer(curPlayer, "击杀: %s" % TurnAttack.GetObjName(batObj))
|
| | | TurnAttack.SetObjKilled(turnFight, batObj)
|
| | |
| | | objID = batLineup.posObjIDDict.get(posNum)
|
| | | batObj = batObjMgr.getBatObj(objID)
|
| | | if not batObj:
|
| | | GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
|
| | | GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
|
| | | return
|
| | | if not batObj.IsAlive():
|
| | | GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
|
| | | GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
|
| | | return
|
| | |
|
| | | addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, batObj, skillID)
|
| | |
| | | if not buffList:
|
| | | continue
|
| | |
|
| | | if delBuffCnt > len(buffList):
|
| | | if delBuffCnt and delBuffCnt < len(buffList):
|
| | | random.shuffle(buffList) # 随机buff
|
| | | buffList = buffList[:delBuffCnt]
|
| | |
|
| | | for buff in buffList:
|
| | | GameWorld.DebugLog(" 随机移除buff: tagID=%s,buffID=%s" % (tagObj.GetID(), buff.GetBuffID()))
|
| | | TurnBuff.DoBuffDel(turnFight, tagObj, buff)
|
| | | TurnBuff.DoBuffDel(turnFight, tagObj, buff, connSkill)
|
| | |
|
| | | return True
|
| New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #-------------------------------------------------------------------------------
|
| | | #
|
| | | ##@package Skill.PassiveTrigger.PassiveEff_5005
|
| | | #
|
| | | # @todo:移除/驱散目标身上某种类型buff
|
| | | # @author hxp
|
| | | # @date 2025-10-28
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: 移除/驱散目标身上某种类型buff
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2025-10-28 17:00"""
|
| | | #-------------------------------------------------------------------------------
|
| | |
|
| | | import GameWorld
|
| | | import TurnBuff
|
| | | import random
|
| | |
|
| | | def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
|
| | | skillTypeList = curEffect.GetEffectValue(0) # buff技能类型
|
| | | delBuffCnt = curEffect.GetEffectValue(1) # 移除个数,0为全部
|
| | | |
| | | buffList = []
|
| | | buffMgr = tagObj.GetBuffManager()
|
| | | for index in range(buffMgr.GetBuffCount()):
|
| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | skillData = buff.GetSkillData()
|
| | | if skillData.GetSkillType() not in skillTypeList:
|
| | | continue
|
| | | if skillData.GetDispersedLimit():
|
| | | continue
|
| | | buffList.append(buff)
|
| | | |
| | | if delBuffCnt and delBuffCnt < len(buffList):
|
| | | random.shuffle(buffList) # 随机buff
|
| | | buffList = buffList[:delBuffCnt]
|
| | | |
| | | for buff in buffList:
|
| | | GameWorld.DebugLog("移除/驱散buff: tagID=%s,buffID=%s" % (tagObj.GetID(), buff.GetBuffID()))
|
| | | TurnBuff.DoBuffDel(turnFight, tagObj, buff, connSkill)
|
| | | |
| | | return True
|
| New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #-------------------------------------------------------------------------------
|
| | | #
|
| | | ##@package Skill.PassiveTrigger.PassiveEff_6015
|
| | | #
|
| | | # @todo:增加弹射次数
|
| | | # @author hxp
|
| | | # @date 2025-10-28
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: 增加弹射次数
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2025-10-28 17:00"""
|
| | | #-------------------------------------------------------------------------------
|
| | |
|
| | | def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
|
| | | return curEffect.GetEffectValue(0) |
| New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #-------------------------------------------------------------------------------
|
| | | #
|
| | | ##@package Skill.TurnBuffs.BuffAtkType_1002
|
| | | #
|
| | | # @todo:buff持续治疗
|
| | | # @author hxp
|
| | | # @date 2025-10-28
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: buff持续治疗
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2025-10-28 17:00"""
|
| | | #-------------------------------------------------------------------------------
|
| | |
|
| | | import TurnSkill
|
| | | import ChConfig
|
| | |
|
| | | def CalcBuffValue(turnFight, attacker, defender, curSkill):
|
| | | cureHP = TurnSkill.CalcCureHP(turnFight, attacker, defender, curSkill, largeNum=True)
|
| | | return [cureHP % ChConfig.Def_PerPointValue, cureHP / ChConfig.Def_PerPointValue]
|
| | |
|
| | | def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
|
| | | ## 执行单次逻辑
|
| | | cureHP = curBuff.GetValue1() + curBuff.GetValue2() * ChConfig.Def_PerPointValue # 单次值
|
| | | TurnSkill.DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs)
|
| | | return
|
| | |
|
| | |
| | | if not skillID:
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | if not curBatObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
|
| | | return
|
| | |
|
| | | buffStateGroups = useSkill.GetBuffStateLimit()
|
| | |
| | | GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
|
| | | return
|
| | |
|
| | | objID = curBatObj.GetID()
|
| | | oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
|
| | | if oneActionUseCnt >= 20:
|
| | | GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
|
| | |
| | | # 多次攻击(锁目标多次伤害,非前端的多段飘血)
|
| | | elif atkType == 4:
|
| | | pass
|
| | | # 弹射(多次攻击,切换目标)
|
| | | # 弹射攻击
|
| | | elif atkType == 5:
|
| | | pass
|
| | | SkillModule_5(turnFight, curBatObj, useSkill)
|
| | | # 怒气增
|
| | | elif atkType == 6:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
|
| | |
| | | # 怒气偷
|
| | | elif atkType == 8:
|
| | | SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
|
| | | # 弹射治疗
|
| | | elif atkType == 9:
|
| | | SkillModule_9(turnFight, curBatObj, useSkill)
|
| | |
|
| | | return
|
| | |
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def SkillModule_5(turnFight, curBatObj, useSkill):
|
| | | ## 弹射(多次攻击,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def GetRicochetObjList(turnFight, curBatObj, useSkill):
|
| | | ## 获取弹射目标队列
|
| | | ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
|
| | | randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
|
| | | if randEffect:
|
| | | valueA = randEffect.GetEffectValue(0)
|
| | | valueB = max(randEffect.GetEffectValue(1), valueA)
|
| | | ricochetCnt = random.randint(valueA, valueB)
|
| | | GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
|
| | | ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
|
| | | GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt)) |
| | | |
| | | # 弹射:优先弹射次数少的目标,相同目标可弹射多次
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | random.shuffle(tagObjList)
|
| | | objCnt = len(tagObjList)
|
| | | ricochetObjList = []
|
| | | for index in range(ricochetCnt):
|
| | | tagObj = tagObjList[index % objCnt]
|
| | | ricochetObjList.append(tagObj)
|
| | | return ricochetObjList
|
| | |
|
| | | def SkillModule_2(turnFight, curBatObj, useSkill):
|
| | | ## 治疗
|
| | |
|
| | | skillID = useSkill.GetSkillID()
|
| | | for tagBatObj in useSkill.GetTagObjList():
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | continue
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | continue
|
| | | return
|
| | |
|
| | | def SkillModule_9(turnFight, curBatObj, useSkill):
|
| | | ## 弹射治疗(多次治疗,切换目标,单目标可多次)
|
| | | |
| | | ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
|
| | | for tagBatObj in ricochetObjList:
|
| | | __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
|
| | |
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | return
|
| | |
|
| | | def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
|
| | | cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
|
| | | if cureHP <= 0:
|
| | | return
|
| | | |
| | | dID = tagBatObj.GetID()
|
| | | hurtObj = useSkill.AddHurtObj(dID)
|
| | | if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
|
| | | return
|
| | | |
| | | skillID = useSkill.GetSkillID()
|
| | | dHP = tagBatObj.GetHP()
|
| | | dMapHP = tagBatObj.GetMaxHP()
|
| | | |
| | | remainHP = min(dHP + cureHP, dMapHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | |
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | |
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | return
|
| | |
|
| | | def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
|
| | | ## 执行持续治疗单次逻辑
|
| | | skillID = curBuff.GetSkillID()
|
| | | skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
|
| | | if not skillIpyData:
|
| | | return
|
| | | buffID = curBuff.GetBuffID()
|
| | | ownerID = curBuff.GetOwnerID()
|
| | | buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
|
| | | if not buffOwner:
|
| | | return
|
| | | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | | |
| | | atkID = ownerID
|
| | | defID = defObj.GetID()
|
| | | tagObjList = [defObj]
|
| | | |
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | | useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
|
| | | useSkill.SetTagObjList(tagObjList)
|
| | | useSkill.ClearHurtObj()
|
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | |
| | | dHP = defObj.GetHP()
|
| | | dMaxHP = defObj.GetMaxHP()
|
| | | GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
|
| | | layer = curBuff.GetLayer()
|
| | | if layer > 0:
|
| | | cureHP *= layer
|
| | | GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
|
| | | #if "FinalDamPer" in kwargs:
|
| | | # FinalDamPer = kwargs["FinalDamPer"]
|
| | | # hurtValue *= (10000 + FinalDamPer) / 10000.0
|
| | | # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
|
| | | |
| | | if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
|
| | | remainHP = defObj.GetHP()
|
| | | diffType = 0
|
| | | diffValue = hurtObj.GetHurtHP()
|
| | | else:
|
| | | remainHP = min(dHP + cureHP, dMaxHP)
|
| | | realCureHP = max(remainHP - dHP, 0)
|
| | | tagBatObj.SetHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | |
|
| | | hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
|
| | | hurtObj.SetHurtHP(cureHP)
|
| | | hurtObj.SetLostHP(realCureHP)
|
| | | hurtObj.SetCurHP(tagBatObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
|
| | | hurtObj.SetCurHP(defObj.GetHP())
|
| | | GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
|
| | |
|
| | | TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
|
| | | TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
|
| | |
|
| | | diffType = 1
|
| | | diffValue = cureHP
|
| | | |
| | | hurtTypes = hurtObj.GetHurtTypes()
|
| | | Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
|
| | | |
| | | DoBeAttackResult(turnFight, atkObj, useSkill)
|
| | | |
| | | useSkill.ResetUseRec()
|
| | | poolMgr.release(useSkill)
|
| | | return
|
| | |
|
| | | def SkillModule_6(turnFight, curBatObj, useSkill, opType):
|
| | |
| | | useSkill.SetRemainTime(useSkill.GetCoolDownTime())
|
| | |
|
| | | # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
|
| | | if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
|
| | | Sync_UseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | __doCostZhanchui(turnFight, curBatObj, useSkill)
|
| | |
| | | if not tagObj:
|
| | | return
|
| | |
|
| | | if not tagObj.IsAlive():
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.CanAction():
|
| | | GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
|
| | | return
|
| | |
|
| | | tagID = tagObj.GetID()
|
| | | canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
|
| | | if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
|
| | | GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
|