예제 #1
0
    def afterAttack(self, att, vic, vicCast, dp, targetCount):
        CustomPerform.afterAttack(self, att, vic, vicCast, dp, targetCount)
        if dp <= 0:
            return

        bout = self.calBout(att, vic, self.buffId)
        buffObj = buff.addOrReplace(vic, self.buffId, bout, att)
        if buffObj:
            ratioFirst, ratio = self.configInfo["伤害率"]
            hpFirst = int(dp * ratioFirst / 100)
            hp = int(dp * ratio / 100)
            buffObj.config(hpFirst, hp)
예제 #2
0
    def afterAttack(self, att, vic, vicCast, dp, targetCount):
        CustomPerform.afterAttack(self, att, vic, vicCast, dp, targetCount)
        if dp <= 0:
            return
        if vic.isDead():
            return
        if vic.hp * 100 / vic.hpMax > self.configInfo["目标生命比"]:
            return
        if rand(100) >= self.transCode(self.configInfo["概率"], att, vic):
            return

        bout = self.calBout(att, vic, self.buffId)
        buff.addOrReplace(vic, self.buffId, bout, att)
예제 #3
0
 def afterAttack(self, att, vic, vicCast, dp, targetCount):
     CustomPerform.afterAttack(self, att, vic, vicCast, dp, targetCount)
     if dp > 0 and vic.isDead() and vic.inWar():
         bout = self.calBout(att, vic, self.buffId)
         buff.addOrReplace(vic, self.buffId, bout, att)
예제 #4
0
	def afterAttack(self, att, vic, vicCast, dp, targetCount):
		CustomPerform.afterAttack(self, att, vic, vicCast, dp, targetCount)
		if dp > 0:
			vic.addFuWen(self.configInfo["目标符能"])
예제 #5
0
 def afterAttack(self, att, vic, vicCast, dp, targetCount):
     CustomPerform.afterAttack(self, att, vic, vicCast, dp, targetCount)
     if dp > 0 and vic.inWar():
         mp = self.transCode("SLV*1+30", att, vic)
         vic.addMP(-mp, att)