| | |
| | |
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| | | curBuff.SetValue(max(curBuff.GetValue() - 1, 0))
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| | |
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| | | lostHP = GameObj.GetHP(tagObj)*curEffect.GetEffectValue(1)/ChConfig.Def_MaxRateValue
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| | | lostHP = curBuff.GetValue1()
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| | | BaseAttack.AreaSkillAttackLostHP(tagObj, None, tagObj.GetPosX(), tagObj.GetPosY(),
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| | | curSkill, lostHP, tick, isExSkill=True)
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| | |
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| | |
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| | | #buffvalue第一个值为攻击次数, 第二个值为被动增强
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| | | #buffvalue第一个值为攻击次数, 第二个值为掉血万分率
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| | | def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):
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| | | curEffect = curSkill.GetEffect(0)
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| | | return [curEffect.GetEffectValue(0)]
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| | | return [curEffect.GetEffectValue(0), GameObj.GetHP(attacker)*curEffect.GetEffectValue(1)/ChConfig.Def_MaxRateValue]
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| | |
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| | |
|
| | | ## 添加BUFF后的逻辑
|