| | |
| | | import FBCommon
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| | | import IpyGameDataPY
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| | | import PyGameData
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| | | import TurnAttack
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| | | #---------------------------------------------------------------------
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| | | GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
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| | | GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
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| | |
| | | return False
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| | |
|
| | | return True
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| | |
|
| | |
|
| | | ##弓和弩普攻技能
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| | | # @param curPlayer 玩家实例
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| | | # @param skillID 技能ID
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| | | # @return 特别的普攻ID
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| | | #===============================================================================
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| | | # def GetBowNormalAttackID(curPlayer, skillID):
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| | | # #刷新人物攻击距离
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| | | # playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
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| | | # #获得当前人物使用的武器
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| | | # curUseWeapon = playerEquip.GetAt(ShareDefine.retWeapon)
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| | | # curUseWeapon2 = playerEquip.GetAt(ShareDefine.retWeapon2)
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| | | # #空手
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| | | # if curUseWeapon.IsEmpty() and curUseWeapon2.IsEmpty():
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| | | # return skillID
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| | | # |
| | | # if curUseWeapon.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
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| | | # curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon, ChConfig.Def_Effect_WeaponAttack)
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| | | # if curEffect == None:
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| | | # GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
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| | | # return skillID
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| | | # |
| | | # return curEffect.GetEffectValue(0)
|
| | | # |
| | | # if curUseWeapon2.GetType() in [ChConfig.Def_ItemType_Crossbow, ChConfig.Def_ItemType_Bow]:
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| | | # curEffect = ItemCommon.GetItemEffectByEffectID(curUseWeapon2, ChConfig.Def_Effect_WeaponAttack)
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| | | # if curEffect == None:
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| | | # GameWorld.DebugAnswer(curPlayer, '没有物品效果ID %s'%ChConfig.Def_Effect_WeaponAttack)
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| | | # return skillID
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| | | # |
| | | # return curEffect.GetEffectValue(0)
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| | | # |
| | | # return skillID
|
| | | #===============================================================================
|
| | |
|
| | |
|
| | | #===============================================================================
|
| | | # //B4 02 对象击退 #tagCMNPCBeatBack
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| | |
| | |
|
| | | #调用攻击惩罚逻辑
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| | | BaseAttack.DoLogic_AttackResult(attacker, defender, None, tick)
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| | | |
| | | TurnAttack.OnTurnfightAttackResult(attacker, defender, curSkill)
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| | | |
| | | return
|
| | | #---------------------------------------------------------------------
|
| | | ##释放普通技能
|