From bd3ae908be312a85f4bcb0e1cfb80a637dfb8986 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 21 十一月 2025 18:02:45 +0800
Subject: [PATCH] 92 【主界面】主线任务-服务端(增加任务类型10-挑战主线关卡xxx; 主线任务奖励支持给定制属性装备;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 195 ++++++++++++++++++++++++++++++++++++------------
1 files changed, 147 insertions(+), 48 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 70c820a..c505673 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -100,9 +100,21 @@
return
oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
+ # 子技能怒气溢出值也有效,所以子技能不处理
+ curXP = curBatObj.GetXP()
+ if batType == ChConfig.TurnBattleType_Enhance:
+ pass
+ elif SkillCommon.isAngerSkill(useSkill):
+ maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ angerOverflow = max(curXP - maxXP, 0)
+ curBatObj.SetAngerOverflow(angerOverflow)
+ else:
+ curBatObj.SetAngerOverflow(0)
+ angerOverflow = curBatObj.GetAngerOverflow()
+
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
- % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
+ GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
+ % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
# 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()
@@ -1195,8 +1207,9 @@
# 统计伤血,可能单个技能对同一目标造成多次伤害
totalHurtValue = 0
- isSuperHit, isStun, isSuckHP = False, False, False
+ isSuckHP = False
missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+ stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
@@ -1224,13 +1237,17 @@
if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
-
+ if hurtObjID not in parryObjIDList:
+ parryObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
- isSuperHit = True
-
+ if hurtObjID not in superHitObjIDList:
+ superHitObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
- isStun = True
-
+ if hurtObjID not in stunObjIDList:
+ stunObjIDList.append(hurtObjID)
+
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
@@ -1239,9 +1256,9 @@
curObj.SetLastHurtValue(totalHurtValue)
# 群攻只触发一次特长
- if isSuperHit:
+ if superHitObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
- if isStun:
+ if stunObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
if isSuckHP:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1302,31 +1319,64 @@
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
+ if not isAttackDirect:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+
+ # 额外目标不再触发以下内容
+ if isExObj:
+ continue
+
# 直接攻击
- if isAttackDirect and not isExObj:
+ if isAttackDirect:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
# 持续伤害
elif not isAttackDirect:
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
# 受到持续伤害
- if tagID in beHurtObjIDList and not isExObj:
+ if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
# 使用技能后
- if isUseSkill and not isExObj:
+ if isUseSkill:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+ # 击晕
+ if tagID in stunObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+
+ # 暴击
+ if tagID in superHitObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
+
+ # 格挡
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+
+ # 闪避
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+
# 连击
- if batType == ChConfig.TurnBattleType_Combo and not isExObj:
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
# 追击
- elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+ # 反击
+ elif batType == ChConfig.TurnBattleType_AtkBack:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
triggerOne = True # 设置已经触发过一次
@@ -1545,7 +1595,7 @@
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
'''被动触发使用技能
- @param passiveSkill: 释放的被动技能
+ @param passiveSkill: 释放的被动技能 或 技能ID
@param connSkill: 由什么技能引起的
@param effSkillID: 被动效果所属的技能ID
@param effectID: 被动效果ID
@@ -1553,6 +1603,14 @@
'''
if not passiveSkill:
return
+ if isinstance(passiveSkill, int):
+ passiveSkillID = passiveSkill
+ passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
+ if not passiveSkill:
+ passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
+ if not passiveSkill:
+ return
+
bySkillID = 0
if connSkill:
bySkillID = connSkill.GetSkillID()
@@ -1594,7 +1652,7 @@
'''按公式计算伤害,默认按攻击计算
'''
- mapID = turnFight.mapID
+ #mapID = turnFight.mapID
skillID = curSkill.GetSkillID()
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
@@ -1612,15 +1670,14 @@
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
isDot = ("damageoftime" in kwargs)
- angerOverflow = 0 # 怒气溢出值
mustHit = False # 是否必命中
if not isTurnNormalSkill: # 仅普攻判断是否闪避
mustHit = True
+ angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
if isAngerSkill:
curXP = atkObj.GetXP()
- angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
@@ -1649,10 +1706,12 @@
if isSuperHit:
hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
- aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
+ aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
- dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
if isParry:
hurtTypes |= pow(2, ChConfig.HurtType_Parry)
@@ -1691,8 +1750,16 @@
dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
- aAddSkillPer = 0 # 技能增伤
- aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+ aDOTPer, dDOTPerDef = 0, 0
+ if isDot:
+ aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+ dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+ GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+
+ #aAddSkillPer = 0 # 技能增伤
+ aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1702,18 +1769,32 @@
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
- aComboDamPer = 0 # 连击增伤
+ # 阵营增减伤
+ aCountry = atkObj.GetCountry()
+ dCountry = defObj.GetCountry()
+ countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
+ 2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+ 3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+ 4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+ }
+ aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+ dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+
+ aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
if batType == ChConfig.TurnBattleType_Combo:
aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+ dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
- aPursueDamPer = 0 # 追击增伤
+ aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
if batType == ChConfig.TurnBattleType_Pursue:
aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+ dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
- aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
- if mapID == ChConfig.Def_FBMapID_ArenaBattle:
- aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
- dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+ aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+ if turnFight.getPVPPlayerID() > 0:
+ aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+ dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+ GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -1721,22 +1802,30 @@
dNormalSkillPerDef /= 10000.0
aAngerSkillPer /= 10000.0
dAngerSkillPerDef /= 10000.0
- aAddSkillPer /= 10000.0
+ aDOTPer /= 10000.0
+ dDOTPerDef /= 10000.0
+ aBatDamPer /= 10000.0
+ dBatDamPerDef /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
aSuperDamPer /= 10000.0
dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
+ aCountryDamPer /= 10000.0
+ dCountryDamPerDef /= 10000.0
aComboDamPer /= 10000.0
+ dComboDamPerDef /= 10000.0
aPursueDamPer /= 10000.0
- aArenaDamPer /= 10000.0
- dArenaDamPerDef /= 10000.0
+ dPursueDamPerDef /= 10000.0
+ aPVPDamPer /= 10000.0
+ dPVPDamPerDef /= 10000.0
if calcType != ChConfig.Def_Calc_Attack:
aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+ GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
+ GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
@@ -1754,7 +1843,7 @@
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))
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
if isParry:
@@ -1792,6 +1881,7 @@
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -2291,7 +2381,16 @@
return
aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+ aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
+
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+ dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+
+ aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
return
@@ -2316,7 +2415,8 @@
hurtObj.SetSuckHP(suckHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+ GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
+ % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2337,21 +2437,20 @@
skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
- curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
- cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
- angerOverflow = 0 # 怒气溢出值
- if SkillCommon.isAngerSkill(curSkill):
- angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-
+ aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+ dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
+
+ angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+
skillPer /= float(ChConfig.Def_MaxRateValue)
- curePer /= float(ChConfig.Def_MaxRateValue)
- cureDefPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
- GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
- % (cureHP, skillID, cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
+ GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s"
+ % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
# 额外治疗值
cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2373,7 +2472,7 @@
if cureHP < 1:
cureHP = 1
GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
- return cureHP
+ return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
--
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