From 9aec240e848ba4bb6b473707ad8f48aee5180141 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 29 四月 2019 10:06:52 +0800
Subject: [PATCH] 6632 子 【开发】增加新的符印属性 / 【后端】增加新的符印属性

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py |   61 ++++++++++++++----------------
 1 files changed, 28 insertions(+), 33 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index 87b5128..bc90b1e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1222,18 +1222,15 @@
             
     return
 
-## 技能伤血
-#  @param curObj 当前对象
-#  @param skillTypeID 技能类型ID
-#  @param buffOwner buff拥有者
-#  @param lostValue 丢失值
-#  @param tick 当前时间
-#  @param view 是否广播
-#  @param reduce 是否扣血
-#  @return None
-#  @remarks 函数详细说明.
-def SkillLostHP(curObj, skillTypeID, buffOwner, lostValue, tick, view=True, reduceHP=True, 
-                isDoAttackResult=True, hurtType=ChConfig.Def_HurtType_Normal):
+## 直接扣血不走公式
+# view 是否广播客户端飘血
+# isDoAttackResult 是否立即处理结果,为False必须外层有处理
+# hurtType 飘血类型
+# skillAffect 默认True 会被各种技能BUFF盾等影响伤血数值
+#             False代表一些特殊处理纯固定伤害飘字(如采集固定掉1点血)
+def SkillLostHP(curObj, skillTypeID, buffOwner, lostValue, tick, view=True, 
+                isDoAttackResult=True, hurtType=ChConfig.Def_HurtType_Normal,
+                skillAffect=True):
     if lostValue <= 0:
         GameWorld.Log('###技能伤害血量异常,数值错误 = %s,技能类型ID = %s' % (lostValue, skillTypeID))
         return
@@ -1257,28 +1254,26 @@
         # 没有血量不能再触发
         return
     
-    if reduceHP :
-        lostValue = AttackCommon.CalcAtkProDef(buffOwner, curObj, lostValue, curSkill, tick)
-        # 血盾 
-        lostValue = AttackCommon.CalcBloodShield(buffOwner, curObj, lostValue)
-        
-        #剩余血量
-        remainHP = max(curObjHP_BeforeAttack - lostValue , 0)
-        
-        #NPC处理
-        if curObjType == IPY_GameWorld.gotNPC:
-            #宠物特殊处理
-            if curObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
-                PetControl.SetPetHP(curObj, remainHP)
-            else:
-                GameObj.SetHP(curObj, remainHP)
-                if not view :   # 已广播的不重复
-                    curObj.Notify_HPEx()
-
-        #其他对象逻辑处理
+    if skillAffect:
+        lostValue = AttackCommon.CalcHurtHPWithBuff(buffOwner, curObj, lostValue, curSkill, tick)
+    
+    #剩余血量
+    remainHP = max(curObjHP_BeforeAttack - lostValue , 0)
+    
+    #NPC处理
+    if curObjType == IPY_GameWorld.gotNPC:
+        #宠物特殊处理
+        if curObj.GetGameNPCObjType() == IPY_GameWorld.gnotPet:
+            PetControl.SetPetHP(curObj, remainHP)
         else:
-            # 已广播的不重复
-            GameObj.SetHP(curObj, remainHP, not view)
+            GameObj.SetHP(curObj, remainHP)
+            if not view :   # 已广播的不重复
+                curObj.Notify_HPEx()
+
+    #其他对象逻辑处理
+    else:
+        # 已广播的不重复
+        GameObj.SetHP(curObj, remainHP, not view)
     
     AttackCommon.WriteHurtLog(buffOwner, curObj, curSkill, lostValue, hurtType, "持续掉血")
     

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