From 485144792e0323a8467b83ab3e6da22e41f0b4b3 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 06 十一月 2018 14:13:56 +0800
Subject: [PATCH] 4592 【1.2】【开发】潜力技能升级增加流向记录升级成功率
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 32 ++++++++++++++++++++++++++------
1 files changed, 26 insertions(+), 6 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index 60ee246..4392192 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -441,6 +441,18 @@
return ChConfig.Def_BattleRelationType_PVE
+# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
+def CheckBattleRelationType(skillBattleType, battleRelationType):
+ if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+ return True
+
+ #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+ # return True
+
+ if skillBattleType != battleRelationType:
+ # PK模式的判定
+ return False
+ return True
## 获取攻击类型
# @param attack 攻击方对象
@@ -1547,7 +1559,6 @@
# 血盾
hurtValue = CalcBloodShield(atkObj, defObj, hurtValue)
-
remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
remainHP = int(remainHP) #防范
@@ -1569,6 +1580,12 @@
else:
GameWorld.ErrLog('计算伤血值时,防守方类型错误:defObjType = %s' % (defObjType))
return resultHurtType
+
+ if GameObj.GetHP(defObj) > 0:
+ # 被攻击者将部分伤害转化为血量, 返回转化的百分比(小数点)
+ changePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ChangeHurtToHP)
+ if changePer:
+ SkillCommon.SkillAddHP(defObj, 0, int(changePer*hurtValue))
lostValue = dHP - GameObj.GetHP(defObj) # 实际掉血量
resultHurtType.LostHP = lostValue
@@ -1577,7 +1594,7 @@
#攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
#因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
- AttackEventTrigger(atkObj, defObj, resultHurtType, tick)
+ AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
#===========================================================================
# if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
# GameWorld.DebugAnswer(atkObj, "--%s剩余血量 %s"%(defObj.GetID(), defObj.GetHP()))
@@ -1705,6 +1722,7 @@
# atkSkillPer 包含普攻,所以不是用技能增强处理
atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
+
atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
@@ -1930,12 +1948,12 @@
## 攻击时事件处理,反弹吸血或者额外触发技能等
# @param resultHurtType 伤害结构体
# @return
-def AttackEventTrigger(atkObj, defObj, resultHurtType, tick):
+def AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick):
#反弹伤害
CalcBounceHP(atkObj, defObj, resultHurtType.LostHP, resultHurtType.HurtType)
#吸血
- CalcSuckBlood(atkObj, defObj, resultHurtType.RealHurtHP, tick)
+ CalcSuckBlood(atkObj, defObj, curSkill, resultHurtType.RealHurtHP, tick)
if atkObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
# 记录最后一次伤害值
@@ -2057,7 +2075,7 @@
# @param atkObj 攻击者
# @param defObj 防守者
# @return None
-def CalcSuckBlood(atkObj, defObj, hurtValue, tick):
+def CalcSuckBlood(atkObj, defObj, curSkill, hurtValue, tick):
if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
return
@@ -2083,7 +2101,9 @@
#PVP 攻击回血
atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
# 百分比吸血
- atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, None, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+ atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, None, ChConfig.TriggerType_Buff_SuckBloodPer)
+ atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
+
atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
suckHP += atkBackHP
--
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