| | |
| | | ChConfig.Def_HurtType_LuckyHit:lambda aObj, dObj, hState:__HurtTypeHappen_LuckyHit(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_SuperHit:lambda aObj, dObj, hState:__HurtTypeHappen_SuperHit(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_Parry:lambda aObj, dObj, hState:__HurtTypeHappen_Parry(aObj, dObj, hState),
|
| | | ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
|
| | | #ChConfig.Def_HurtType_Zhuxian:lambda aObj, dObj, hState:__HurtTypeHappen_Zhuxian(aObj, dObj, hState),
|
| | | }
|
| | |
|
| | | hadCheckList = [] # 已经处理过的伤害类型列表
|
| | |
| | | for mutexHurtTypeList in mutexList:
|
| | | curMHHappen = False # 当前互斥列表是否有触发的
|
| | | for hType in mutexHurtTypeList:
|
| | | if hType not in calcTypeList:
|
| | | if hType not in calcTypeList or hType not in happenFunc:
|
| | | continue
|
| | | if hType in hadCheckList:
|
| | | continue
|
| | |
| | |
|
| | | # 再算优先级列表里
|
| | | for hType in priorityList:
|
| | | if hType not in calcTypeList:
|
| | | if hType not in calcTypeList or hType not in happenFunc:
|
| | | continue
|
| | | if hType not in hadCheckList:
|
| | | hadCheckList.append(hType)
|
| | |
| | | return True, 0, chanceDefPer
|
| | | return
|
| | |
|
| | | def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
|
| | | """诛仙一击"""
|
| | | return
|
| | | #def __HurtTypeHappen_Zhuxian(atkObj, defObj, happenState):
|
| | | # """诛仙一击"""
|
| | | # rate = PlayerControl.GetZhuXianRate(atkObj)
|
| | | # if not rate:
|
| | | # return
|