From 0a6ffef4ba4593b8a112981b3e0be438889202e1 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期一, 29 九月 2025 15:53:55 +0800 Subject: [PATCH] 16 卡牌服务端(修改GM命令Mail中物品,包含货币、装备、武将、常规物品;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 233 +++++++++++++++++++++++++++++++++++++++++++++------------ 1 files changed, 183 insertions(+), 50 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py index 5492ff9..61f5ac4 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -73,7 +73,8 @@ if not tagObjList: tagObjList = GetSkillTags(turnFight, curBatObj, useSkill) rate = useSkill.GetHappenRate() - if rate and rate != ChConfig.Def_MaxRateValue: + if rate: + rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill) for tagObj in tagObjList[::-1]: if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue): tagObjList.remove(tagObj) @@ -123,7 +124,6 @@ curBatObj.SetMainTagIDList(tagIDList) useTag = "" - #这个技能是Buff if SkillCommon.IsBuff(useSkill): __doAddBuff(turnFight, curBatObj, useSkill) @@ -137,7 +137,6 @@ clientPack.Len = len(clientPack.Tag) clientPack.Sign = 0 turnFight.addBatPack(clientPack) - __doUseSkill(turnFight, curBatObj, useSkill) DoAttackResult(turnFight, curBatObj, useSkill) @@ -169,8 +168,13 @@ tagAffect = useSkill.GetTagAffect() tagCount = useSkill.GetTagCount() - curFaction = curBatObj.GetFaction() - + lineupNumSet = None + changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill) + if changeRet: + lineupNumSet, changeTagSet = changeRet + GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet)) + tagAim, tagFriendly, tagAffect, tagCount = changeTagSet + # 自己,直接返回 if tagAim == ChConfig.SkillTagAim_Self: return [curBatObj] @@ -183,6 +187,7 @@ # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能 # 嘲讽: 目标是敌方时强制目标一定包含施法者 + curFaction = curBatObj.GetFaction() sneerObj = None # 嘲讽目标 sneerObjID, sneerObjPosNum = 0, 0 if tagFriendly: @@ -201,7 +206,9 @@ posNum = curBatObj.GetPosNum() batFaction = turnFight.getBatFaction(tagFaction) - if tagFaction == curFaction: + if lineupNumSet != None and not tagFriendly: + lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容 + elif tagFaction == curFaction: lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容 else: lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容 @@ -209,6 +216,7 @@ if tagNum not in lineupNumList: lineupNumList.append(tagNum) + batLineup = None aimObjList = [] # 先筛选出范围目标 for num in lineupNumList: batLineup = batFaction.getBatlineup(num) @@ -305,7 +313,27 @@ sneerObjFirst = False aimObjList.sort(key=lambda o:(o.IsInControlled())) GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList]) + + # 灼烧/玄火目标优先 + elif tagAffect == ChConfig.SkillTagAffect_Burn: + relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup) + sortObjList = [] # 优先灼烧目标,再对位 + for aimObj in aimObjList: + sortValue = 0 + buffMgr = aimObj.GetBuffManager() + if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus): + sortValue = 2 + elif relativeObj and relativeObj.GetID() == aimObj.GetID(): + sortValue = 1 + sortObjList.append([sortValue, aimObj]) + sortObjList.sort(reverse=True) + aimObjList = [s[1] for s in sortObjList] + # 仅焚血(毒奶)目标 + elif tagAffect == ChConfig.SkillTagAffect_PoisonCure: + for aimObj in aimObjList[::-1]: + if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure): + aimObjList.remove(aimObj) else: # 范围目标超过个数,则随机取 if tagCount and len(aimObjList) > tagCount: @@ -326,6 +354,38 @@ aimObjList = aimObjList[:tagCount] return aimObjList + +def CheckChangeTagEff(turnFight, curBatObj, useSkill): + ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控 + # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说 + if not hasattr(useSkill, "GetEffectByID"): + return + cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag) + if not cureWayExEff: + return + changeTagSet = cureWayExEff.GetEffectValue(0) + checkInStates = cureWayExEff.GetEffectValue(1) + if not checkInStates: + return None, changeTagSet + + curFaction = curBatObj.GetFaction() + tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA + batFaction = turnFight.getBatFaction(tagFaction) + + lineupNum = curBatObj.GetLineupNum() + lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容 + for tagNum in batFaction.lineupDict.keys(): + if tagNum not in lineupNumList: + lineupNumList.append(tagNum) + + batObjMgr = BattleObj.GetBatObjMgr() + for num in lineupNumList: + batLineup = batFaction.getBatlineup(num) + for tagID in batLineup.posObjIDDict.values(): + tagObj = batObjMgr.getBatObj(tagID) + if tagObj.IsAlive() and tagObj.CheckInState(checkInStates): + return lineupNum, changeTagSet + return def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse): ## 获取行排目标对象列表 @@ -409,7 +469,8 @@ def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup): ## 获取在某一阵营中的默认对位目标 - + if not batLineup: + return tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可 inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列 # 优先自己所在纵 @@ -501,6 +562,11 @@ if cureHP <= 0: continue + dID = tagBatObj.GetID() + hurtObj = useSkill.AddHurtObj(dID) + if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill): + continue + dHP = tagBatObj.GetHP() dMapHP = tagBatObj.GetMaxHP() @@ -508,8 +574,6 @@ realCureHP = max(remainHP - dHP, 0) tagBatObj.SetHP(remainHP) - dID = tagBatObj.GetID() - hurtObj = useSkill.AddHurtObj(dID) hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery) hurtObj.SetHurtHP(cureHP) hurtObj.SetLostHP(realCureHP) @@ -676,6 +740,9 @@ if not tagObj: return + if not tagObj.IsAlive(): + return + tagID = tagObj.GetID() canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2) if tagObj.GetAtkDistType() not in canAtkbackDictTypeList: @@ -787,8 +854,10 @@ if hurtObj.GetSuckHP() > 0: isSuckHP = True - curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害 - + # 记录最后一次总伤害,有伤害目标才记录 + if useSkill.GetHurtObjList(): + curObj.SetLastHurtValue(totalHurtValue) + # 群攻只触发一次特长 if isSuperHit: DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) @@ -976,7 +1045,8 @@ # return enhanceSkillID = curEffect.GetEffectValue(0) checkInStateList = curEffect.GetEffectValue(1) - GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList)) + checkHeroJob = curEffect.GetEffectValue(2) + GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob)) tagObjList = useSkill.GetTagObjList() enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID) @@ -988,6 +1058,7 @@ GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID) # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理 enhanceRate = enhanceSkillData.GetHappenRate() + enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID()) enchanceTagObjList = [] for tagObj in tagObjList: tagID = tagObj.GetID() @@ -1001,6 +1072,9 @@ if not tagObj.CheckInState(checkInStateList): GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList)) continue + if checkHeroJob and checkHeroJob != tagObj.GetJob(): + GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob)) + continue if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue): GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate)) continue @@ -1014,14 +1088,21 @@ # 只执行一次,防止群攻时额外触发多次 GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID) - if checkInStateList: - inState = False + if checkInStateList or checkHeroJob: + inState, haveJob = False, False for tagObj in tagObjList: - if tagObj.CheckInState(checkInStateList): + tagID = tagObj.GetID() + if tagID in effIgnoreObjIDList: + continue + if not inState and tagObj.CheckInState(checkInStateList): inState = True - break - if not inState: - GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) + if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob(): + haveJob = True + if checkInStateList and not inState: + GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) + return + if checkHeroJob and not haveJob: + GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob) return OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) return @@ -1050,6 +1131,7 @@ # 继承主技能目标 if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill: happenRate = passiveSkill.GetHappenRate() + happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill) GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID)) if not tagObj: return @@ -1057,7 +1139,7 @@ if not tagObj.IsAlive(): GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) return - if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue): + if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue): GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate)) return passiveTagObjList = [tagObj] @@ -1112,7 +1194,7 @@ CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill) #吸血 - CalcSuckBlood(atkObj, defObj, hurtObj, curSkill) + CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill) return def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs): @@ -1191,10 +1273,7 @@ dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP() dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力 - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill) + atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill) aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成 dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤 @@ -1298,6 +1377,15 @@ hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后 return hurtValue, hurtTypes +def GetAddSkillPer(turnFight, atkObj, defObj, curSkill): + ## 获取额外增加的技能万分比 + atkSkillPer = 0 + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill) + return atkSkillPer + def CanSuperHit(turnFight, atkObj, defObj, curSkill): if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill): GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())) @@ -1356,17 +1444,13 @@ if hurtValue <= 0: return 0, 0, hurtTypes - if defObj.CheckInState(ChConfig.BatObjState_Wudi): + buffMgr = defObj.GetBuffManager() + wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi) + if wudiBuffList: hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫 - buffMgr = defObj.GetBuffManager() - for index in range(buffMgr.GetBuffCount()): - buff = buffMgr.GetBuffByIndex(index) - if not buff: - continue + for buff in wudiBuffList: skillData = buff.GetSkillData() - if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi: - continue - # 记录免疫的积攒伤害 + # 记录免疫积攒的伤害 buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue updBuffValue = buffValue + hurtValue buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue) @@ -1381,18 +1465,14 @@ # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP realHurtHP = hurtValue shieldBuffList = [] - buffMgr = defObj.GetBuffManager() - for index in range(buffMgr.GetBuffCount()): - buff = buffMgr.GetBuffByIndex(index) + for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield): skillData = buff.GetSkillData() - # 承伤盾 - if SkillCommon.isDamageShieldSkill(skillData): - remainTime = buff.GetRemainTime() # 剩余回合 - if not skillData.GetLastTime(): - remainTime = 999 # 永久盾 - buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值 - shieldBuffList.append([remainTime, buffValue, buff]) - + remainTime = buff.GetRemainTime() # 剩余回合 + if not skillData.GetLastTime(): + remainTime = 999 # 永久盾 + buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值 + shieldBuffList.append([remainTime, buffValue, buff]) + if shieldBuffList: shieldBuffList.sort() for _, buffValue, buff in shieldBuffList: @@ -1419,15 +1499,24 @@ def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算反弹反弹伤害 + 注:反伤/荆棘暂不做属性支持,仅做buff效果支持 ''' if not atkObj.GetCanAttack(): return - bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2)) + damBackPer = 0 + buffMgr = defObj.GetBuffManager() + for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield): + damBackPer += buff.GetValue1() + + if damBackPer <= 0: + return + + bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0) if bounceHP <= 0: return - GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP())) + GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)) bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) if bounceHP <= 0: GameWorld.DebugLog(" bounceHP=%s" % (bounceHP)) @@ -1442,7 +1531,7 @@ TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True) return -def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill): +def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算吸血 ''' @@ -1454,6 +1543,9 @@ dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef) suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1))) if suckHP <= 0: + return + + if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True): return curHP = atkObj.GetHP() @@ -1469,6 +1561,39 @@ TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP) return +def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False): + ## 毒奶逻辑 + buffMgr = curObj.GetBuffManager() + poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一 + if not poisonCureBuff: + return + ownerID = poisonCureBuff.GetOwnerID() + buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方 + if not buffOwner: + return + atkObj, defObj = buffOwner, curObj + + hurtTypes = hurtObj.GetHurtTypes() + hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes) + + dHP = defObj.GetHP() + remainHP = max(0, dHP - realHurtHP) # 剩余血量 + lostHP = dHP - remainHP # 实际掉血量 + defObj.SetHP(remainHP) + GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck)) + + if isSuck: + hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck) + hurtObj.SetSuckHP(hurtValue) + else: + hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt) + hurtObj.SetHurtHP(hurtValue) + hurtObj.SetLostHP(lostHP) + hurtObj.SetHurtTypes(hurtTypes) + + TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID()) + return True + def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False): ''' 计算治疗值 ''' @@ -1476,7 +1601,7 @@ skillPer = curSkill.GetSkillPer() #skillValue = curSkill.GetSkillValue() - skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill) cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum) @@ -1487,6 +1612,12 @@ GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer)) cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum) cureHP += cureHPEx + + hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare) + if hurtShareEff: + tagCnt = max(1, len(curSkill.GetTagObjList())) + cureHP = cureHP / tagCnt + GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt)) return max(1, int(cureHP)) # 保底1点 @@ -1568,9 +1699,11 @@ dHP = defObj.GetHP() 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)) + layer = curBuff.GetLayer() + if layer > 0: + hurtValue *= layer + GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer)) hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes) - - # 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 -- Gitblit v1.8.0