129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;)
| | |
| | | BYTE CalcType; //计算方式
|
| | | WORD SkillPer; //技能万分比
|
| | | DWORD SkillValue; //技能固定值
|
| | | DWORD HurtAtkPerMax; //最大万分比,限制最终伤害不超过攻击力万分率
|
| | | WORD HappenRate; //释放或添加几率
|
| | | DWORD EffectID1; //效果ID1
|
| | | list EffectValues1; //效果值列表1
|
| | |
| | | def GetCalcType(self): return self._ipyData.GetCalcType()
|
| | | def GetSkillPer(self): return self._ipyData.GetSkillPer()
|
| | | def GetSkillValue(self): return self._ipyData.GetSkillValue()
|
| | | def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
|
| | | def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
|
| | | def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
|
| | | def GetEffectCount(self): return len(self._effList)
|
| | |
| | | def GetCalcType(self): return self._skillData.GetCalcType()
|
| | | def GetSkillPer(self): return self._skillData.GetSkillPer()
|
| | | def GetSkillValue(self): return self._skillData.GetSkillValue()
|
| | | def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
|
| | | def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
|
| | | def GetEffect(self, index): return self._skillData.GetEffect(index)
|
| | | def GetEffectCount(self): return self._skillData.GetEffectCount()
|
| | |
| | | self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
|
| | | self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
|
| | | self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
|
| | | self._lastHurtValue = 0
|
| | |
|
| | | # 统计
|
| | | self.hurtStat = 0 # 输出统计
|
| | |
| | | self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
|
| | | self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
|
| | |
|
| | | def GetLastHurtValue(self): return self._lastHurtValue
|
| | | def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
|
| | | |
| | | def StatHurtValue(self, hurtValue):
|
| | | ## 统计输出
|
| | | self.hurtStat += hurtValue
|
| | |
| | | @param turnNum: 第x回合
|
| | | '''
|
| | | self.timeline = timeline
|
| | | GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
|
| | | GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
|
| | | if isEmpty:
|
| | | # 空位置的节点可直接跳过
|
| | | return timeline
|
| | |
| | | turnFight.syncState(FightState_Fighting)
|
| | |
|
| | | for faction, num in turnFight.actionSortList:
|
| | | GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | batLineup.actionNum = 1
|
| | |
| | |
|
| | | # 回合开始
|
| | | for faction, num in turnFight.actionSortList:
|
| | | GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | batLineup = batFaction.getBatlineup(num)
|
| | | batLineup.actionNum = 1
|
| | |
| | | if batObj.GetHP() <= 0:
|
| | | return
|
| | |
|
| | | GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
|
| | | return
|
| | |
|
| | |
| | | Def_CalcTypeList = (
|
| | | Def_Calc_Attack, # 攻击 0
|
| | | Def_Calc_MaxHP, # 最大生命值 1
|
| | | Def_Calc_HurtValue, # 伤害值 2
|
| | | Def_Calc_LastHurt, # 最后一次伤害值 2
|
| | | Def_Calc_TagMaxHP, # 目标最大生命值 3
|
| | | ) = range(4)
|
| | |
|
| | |
| | | TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
|
| | | TriggerWay_ShieldBroken, # 承伤盾被击破时 12
|
| | | TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
|
| | | ) = range(1, 1 + 13)
|
| | | TriggerWay_CurSkillEffLst, # 本持续buff结算后额外触发效果,仅该持续buff结算后有效 14
|
| | | ) = range(1, 1 + 14)
|
| | |
|
| | | # 被动触发有效来源
|
| | | TriggerSrc_Skill = 1 # 身上技能有效
|
| | |
| | | ("BYTE", "CalcType", 0),
|
| | | ("WORD", "SkillPer", 0),
|
| | | ("DWORD", "SkillValue", 0),
|
| | | ("DWORD", "HurtAtkPerMax", 0),
|
| | | ("WORD", "HappenRate", 0),
|
| | | ("DWORD", "EffectID1", 0),
|
| | | ("list", "EffectValues1", 0),
|
| | |
| | | def GetCalcType(self): return self.attrTuple[13] # 计算方式 BYTE
|
| | | def GetSkillPer(self): return self.attrTuple[14] # 技能万分比 WORD
|
| | | def GetSkillValue(self): return self.attrTuple[15] # 技能固定值 DWORD
|
| | | def GetHappenRate(self): return self.attrTuple[16] # 释放或添加几率 WORD
|
| | | def GetEffectID1(self): return self.attrTuple[17] # 效果ID1 DWORD
|
| | | def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
|
| | | def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
|
| | | def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
|
| | | def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
|
| | | def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
|
| | | def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
|
| | | def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
|
| | | def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
|
| | | def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
|
| | | def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
|
| | | def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
|
| | | def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
|
| | | def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
|
| | | def GetCurBuffState(self): return self.attrTuple[31] # Buff״ֵ̬ BYTE
|
| | | def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
|
| | | def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
|
| | | def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
|
| | | def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
|
| | | def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
|
| | | def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
|
| | | def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char |
| | | def GetHurtAtkPerMax(self): return self.attrTuple[16] # 最大万分比,限制最终伤害不超过攻击力万分率 DWORD
|
| | | def GetHappenRate(self): return self.attrTuple[17] # 释放或添加几率 WORD
|
| | | def GetEffectID1(self): return self.attrTuple[18] # 效果ID1 DWORD
|
| | | def GetEffectValues1(self): return self.attrTuple[19] # 效果值列表1 list
|
| | | def GetTriggerWay1(self): return self.attrTuple[20] # 触发方式 BYTE
|
| | | def GetTriggerSrc1(self): return self.attrTuple[21] # 有效来源 BYTE
|
| | | def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
|
| | | def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
|
| | | def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
|
| | | def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
|
| | | def GetEffectID3(self): return self.attrTuple[26] # 效果ID3 DWORD
|
| | | def GetEffectValues3(self): return self.attrTuple[27] # 效果值列表3 list
|
| | | def GetTriggerWay3(self): return self.attrTuple[28] # 触发方式 BYTE
|
| | | def GetTriggerSrc3(self): return self.attrTuple[29] # 有效来源 BYTE
|
| | | def GetCoolDownTime(self): return self.attrTuple[30] # 技能冷却时间 WORD
|
| | | def GetIgnoreStates(self): return self.attrTuple[31] # 无视限制列表 list
|
| | | def GetCurBuffState(self): return self.attrTuple[32] # Buff״ֵ̬ BYTE
|
| | | def GetLastTime(self): return self.attrTuple[33] # 持续时间 WORD
|
| | | def GetLayerCnt(self): return self.attrTuple[34] # Buff层数 BYTE
|
| | | def GetLayerMax(self): return self.attrTuple[35] # 最大层数 BYTE
|
| | | def GetBuffRepeat(self): return self.attrTuple[36] # Buff叠加规则 DWORD
|
| | | def GetDieContinue(self): return self.attrTuple[37] # Buff死亡存在 DWORD
|
| | | def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
|
| | | def GetSkillMotionName(self): return self.attrTuple[39] # 技能动作名 char |
| | | |
| | | # 武将表 |
| | | class IPY_Hero(): |
| New file |
| | |
| | | #!/usr/bin/python
|
| | | # -*- coding: GBK -*-
|
| | | #-------------------------------------------------------------------------------
|
| | | #
|
| | | ##@package Skill.PassiveTrigger.PassiveEff_5003
|
| | | #
|
| | | # @todo:结算某持续buff层数效果(可以是攻击或治疗)
|
| | | # @author hxp
|
| | | # @date 2025-09-17
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: 结算某持续buff层数效果(可以是攻击或治疗)
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2025-09-17 12:00"""
|
| | | #-------------------------------------------------------------------------------
|
| | |
|
| | | import TurnBuff
|
| | |
|
| | | def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
|
| | | #结算一次扣除1回合
|
| | | remainLayer = max(0, effBuff.GetLayer() - 1)
|
| | | effBuff.SetLayer(remainLayer)
|
| | | |
| | | TurnBuff.DoBuffProcess(turnFight, batObj, effBuff)
|
| | | |
| | | if remainLayer <= 0:
|
| | | TurnBuff.DoBuffDel(turnFight, batObj, effBuff)
|
| | | else:
|
| | | TurnBuff.SyncBuffRefresh(turnFight, batObj, effBuff)
|
| | | |
| | | return True
|
| | |
| | | return
|
| | |
|
| | | bySkillID = bySkill.GetSkillID() if bySkill else 0
|
| | | GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" |
| | | % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
|
| | | GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s" |
| | | % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
|
| | | # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
|
| | |
|
| | | poolMgr = ObjPool.GetPoolMgr()
|
| | |
| | | def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
|
| | | '''被攻击结果
|
| | | @param curObj: 施法方或buff归属方
|
| | | @param isUseSkill: 是否是直接使用技能的攻击结果
|
| | | @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
|
| | | '''
|
| | |
|
| | | curID = curObj.GetID()
|
| | |
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | |
|
| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | if isUseSkill:
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
|
| | |
|
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | |
| | | Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
|
| | | return
|
| | |
|
| | | def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
|
| | | def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
|
| | | ## 执行本技能/buff释放后额外效果
|
| | | for index in xrange(useSkill.GetEffectCount()):
|
| | | curEffect = useSkill.GetEffect(index)
|
| | | if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
|
| | | continue
|
| | | |
| | | triggerWay = curEffect.GetTriggerWay()
|
| | | if isUseSkill:
|
| | | if triggerWay != ChConfig.TriggerWay_CurSkillEff:
|
| | | continue
|
| | | else:
|
| | | if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
|
| | | continue
|
| | | |
| | | effID = curEffect.GetEffectID()
|
| | | GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
|
| | | GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
|
| | | if effID == 5010:
|
| | | # 额外技能效果
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
|
| | |
| | | hurtObj.SetLostHP(lostHP)
|
| | | hurtObj.SetCurHP(remainHP)
|
| | | defObj.SetHP(remainHP)
|
| | | atkObj.SetLastHurtValue(hurtValue)
|
| | | GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
|
| | | % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | | TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
|
| | |
| | | atkID = atkObj.GetID()
|
| | | defID = defObj.GetID()
|
| | |
|
| | | calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
|
| | | isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
|
| | | isAngerSkill = SkillCommon.isAngerSkill(curSkill)
|
| | | isDot = ("damageoftime" in kwargs)
|
| | | angerOverflow = 0 # 怒气溢出值
|
| | |
|
| | | mustHit = False
|
| | | mustHit = False # 是否必命中
|
| | | if isAngerSkill:
|
| | | mustHit = True
|
| | | curXP = atkObj.GetXP()
|
| | | angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
|
| | | GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
|
| | |
|
| | | if isDot:
|
| | | mustHit = True
|
| | | |
| | | #命中公式 攻击方类型不同,公式不同
|
| | | if not mustHit:
|
| | | if isTurnNormalSkill and not mustHit:
|
| | | aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
|
| | | dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
|
| | | missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
|
| | |
| | |
|
| | | hurtTypes = pow(2, ChConfig.HurtType_Normal)
|
| | |
|
| | | #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
|
| | | |
| | | isSuperHit, isParry, isStun = False, False, False
|
| | | aSuperDamPer, dSuperDamPerDef = 0, 0
|
| | | # 暴击(dot除外)
|
| | | if not isDot:
|
| | | isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
|
| | | isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
|
| | | |
| | | # 闪避、击晕、格挡
|
| | | if isTurnNormalSkill:
|
| | | isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
|
| | | isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
|
| | |
|
| | | if isSuperHit:
|
| | |
| | | #参与运算的数值
|
| | | #rand = random.random() #种子数 0~1
|
| | |
|
| | | aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
|
| | | aAtk = atkObj.GetAtk() # 攻击方最大攻击
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
|
| | | dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
|
| | |
|
| | | aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
|
| | | dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
|
| | |
| | | aFinalDamPer /= 10000.0
|
| | | dFinalDamPerDef /= 10000.0
|
| | |
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
|
| | | if calcType != ChConfig.Def_Calc_Attack:
|
| | | aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
|
| | | GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" |
| | | % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
|
| | |
|
| | | # 持续性伤害
|
| | | if isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
|
| | | elif isTurnNormalSkill:
|
| | | if isTurnNormalSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
|
| | | GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
|
| | | elif isAngerSkill:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
|
| | | GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
|
| | | elif isDot:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
|
| | | GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
|
| | | elif calcType != ChConfig.Def_Calc_Attack:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
|
| | | GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
|
| | | else:
|
| | | hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
|
| | | GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
|
| | |
| | | if multiValue and multiValue != 1:
|
| | | hurtValue = int(hurtValue * multiValue)
|
| | | GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
|
| | | |
| | | hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
|
| | | if hurtAtkPerMax:
|
| | | aAtk = atkObj.GetAtk()
|
| | | hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
|
| | | hurtValue = min(hurtValue, hurtValueMax)
|
| | | GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
|
| | |
|
| | | hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
|
| | | return hurtValue, hurtTypes
|
| | |
| | | baseValue = curObj.GetAtk()
|
| | | elif calcType == ChConfig.Def_Calc_MaxHP:
|
| | | baseValue = curObj.GetMaxHP()
|
| | | #elif cureType == ChConfig.Def_Calc_HurtValue:
|
| | | # baseValue = GameObj.GetLastHurtValue(userObj)
|
| | | elif calcType == ChConfig.Def_Calc_LastHurt:
|
| | | baseValue = curObj.GetLastHurtValue()
|
| | | elif calcType == ChConfig.Def_Calc_TagMaxHP:
|
| | | baseValue = 0 if not tagObj else tagObj.GetMaxHP()
|
| | | return baseValue
|
| | |
| | | atkObj = buffOwner
|
| | | defObj = batObj
|
| | |
|
| | | atkID = ownerID
|
| | | defID = defObj.GetID()
|
| | | tagObjList = [defObj]
|
| | |
|
| | |
| | | hurtObj = useSkill.AddHurtObj(defID)
|
| | |
|
| | | dHP = defObj.GetHP()
|
| | | GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" |
| | | % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
|
| | | GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" |
| | | % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
|
| | | hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
|
| | |
|
| | | # dot的反弹、吸血待定
|
| | |
| | | remainHP = max(0, dHP - realHurtHP) # 剩余血量
|
| | | lostHP = dHP - remainHP # 实际掉血量
|
| | | defObj.SetHP(remainHP)
|
| | | |
| | | atkObj.SetLastHurtValue(hurtValue)
|
| | | GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
|
| | |
|
| | | hurtObj.SetHurtTypes(hurtTypes)
|