def afterPerform(self, att, vicCast): CustomPerform.afterPerform(self, att, vicCast) # 给hp最低的加血 targetObj = None for w in att.getFriendList(): if targetObj and targetObj.hp < w.hp: continue targetObj = w if not targetObj: return targetCount = 1 damRatio = self.calDamageRatio(att, targetObj, targetObj, targetCount) dp = self.calCure(att, targetObj, targetObj, damRatio) targetObj.addHP(dp, att) # 随机给另一个加血 info = att.hasApply("PF5618Info") if not info: return if rand(100) >= info["概率"]: return for w in att.getFriendList(): if w is att: continue if w is targetObj: continue hp = dp * info["生命"] / 100 w.addHP(hp, att) return
def afterPerform(self, att, vicCast): att.war.kickWarrior(att) CustomPerform.afterPerform(self, att, vicCast)
def afterPerform(self, att, vicCast): CustomPerform.afterPerform(self, att, vicCast) if att.isDead(): return bout = self.calBout(att, att, self.buffId) buff.addOrReplace(att, self.buffId, bout, att)