| | |
| | | continue
|
| | |
|
| | | if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill,
|
| | | ChConfig.Def_SkillFuncType_Dogz]:
|
| | | ChConfig.Def_SkillFuncType_Dogz,
|
| | | ChConfig.Def_SkillFuncType_EquipPassiveSkill]:
|
| | | # 被动技能和神兽需设置才有效
|
| | | continue
|
| | |
|
| | |
| | | if callFunc is None:
|
| | | continue
|
| | |
|
| | | curValue += callFunc(attacker, defender, effect)
|
| | | if triggerType == ChConfig.TriggerType_IsDealy:
|
| | | curValue = callFunc(attacker, defender, effect)
|
| | | else:
|
| | | curValue += callFunc(attacker, defender, effect)
|
| | | if skillTypeID not in Def_PassiveSkillValueNoCD:
|
| | | if curSkill.GetCoolDownTime():
|
| | | SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
|
| | |
| | | for skillID in itemSkillIDList:
|
| | | skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
|
| | |
|
| | | skillManager = gameObj.GetSkillManager()
|
| | | for skillID in PyGameData.EquipItemSkillIDList:
|
| | | hasSkill = skillManager.FindSkillBySkillTypeID(skillID)
|
| | | if skillID in skillsDict:
|
| | | if not hasSkill:
|
| | | skillManager.LVUpSkillBySkillTypeID(skillID)
|
| | | #GameWorld.DebugLog("学习装备技能: %s" % skillID, gameObj.GetPlayerID())
|
| | | else:
|
| | | if hasSkill:
|
| | | skillManager.DeleteSkillBySkillTypeID(skillID)
|
| | | #GameWorld.DebugLog("删除装备技能: %s" % skillID, gameObj.GetPlayerID())
|
| | | |
| | | return skillsDict
|
| | |
|
| | | # 默认情况下 被动不应该再触发(或加强)被动技能,会造成额外触发或者死循环
|