hch
2019-05-05 e4b0d44ba8cd257e7f004ce78a25332981258b8a
6603 【后端】【2.0】增加新版的sp和被动技能 - 百分比掉血
1个文件已修改
6 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1315.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1315.py
@@ -34,15 +34,15 @@
    
    curBuff.SetValue(max(curBuff.GetValue() - 1, 0))
    
    lostHP = GameObj.GetHP(tagObj)*curEffect.GetEffectValue(1)/ChConfig.Def_MaxRateValue
    lostHP = curBuff.GetValue1()
    BaseAttack.AreaSkillAttackLostHP(tagObj, None, tagObj.GetPosX(), tagObj.GetPosY(), 
                                     curSkill, lostHP, tick, isExSkill=True)
    
#buffvalue第一个值为攻击次数, 第二个值为被动增强
#buffvalue第一个值为攻击次数, 第二个值为掉血万分率
def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):
    curEffect = curSkill.GetEffect(0)
    return [curEffect.GetEffectValue(0)]
    return [curEffect.GetEffectValue(0), GameObj.GetHP(attacker)*curEffect.GetEffectValue(1)/ChConfig.Def_MaxRateValue]
        
## 添加BUFF后的逻辑