ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5012.py
@@ -19,12 +19,29 @@
import IpyGameDataPY
import GameWorld
import ChConfig
import TurnBuff
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
    rate = curEffect.GetEffectValue(0)
    bySameCountryFriendRate = curEffect.GetEffectValue(2) # 触发来源友方是同国时的概率
    if bySameCountryFriendRate:
        if "byFriendObj" in kwargs:
            byFriendObj = kwargs["byFriendObj"]
            if byFriendObj and byFriendObj.GetCountry() == batObj.GetCountry():
                rate = bySameCountryFriendRate
    if not GameWorld.CanHappen(rate):
        #GameWorld.DebugLog("概率进行追击不触发!")
        #GameWorld.DebugLogEx("5012概率进行追击不触发! %s", rate)
        return
    costBuffState = curEffect.GetEffectValue(3) # 可设置需消耗某状态buff(默认1层)
    if costBuffState:
        buffMgr = batObj.GetBuffManager()
        buff = buffMgr.FindBuffByState(costBuffState)
        if not buff:
            #GameWorld.DebugLogEx("5012不存在buff状态,无法触发! costBuffState=%s", costBuffState)
            return
        TurnBuff.DoBuffLayerChange(turnFight, batObj, buff, buff.GetLayer() - 1, connSkill)
    skillID = curEffect.GetEffectValue(1) # 技能ID,为0时释放本技能
    if not skillID:
        passiveSkill = effSkill
@@ -32,6 +49,9 @@
        passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not passiveSkill:
        return
    noUseXP = curEffect.GetEffectValue(4) # 怒气追击时是否不消耗怒气
    if noUseXP:
        kwargs["noUseXP"] = 1
    return TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Pursue, bySkill=connSkill, byBuff=connBuff, **kwargs)
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs):