| | |
| | | curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | |
|
| | | if curPlayerSkill:
|
| | |
|
| | | #设置玩家所学技能冷却CD
|
| | | SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
|
| | | |
| | | if not IsSkipSkillCD:
|
| | | #设置玩家所学技能冷却CD
|
| | | SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
|
| | | #调用任务触发器
|
| | | #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
|
| | | #执行连环被动技能处理
|
| | |
| | | # 普攻和对敌技能
|
| | | UseSkillOver(curPlayer, target, curSkill, tick)
|
| | | return True
|
| | |
|
| | | # 无冷却状态
|
| | | def IsSkipSkillCD(curPlayer, target, curSkill, tick):
|
| | | # 暴击情况下
|
| | | isSuperHit = False
|
| | | for i in xrange(g_skillHurtList.GetHurtCount()):
|
| | | hurtObj = g_skillHurtList.GetHurtAt(i)
|
| | | if not hurtObj:
|
| | | continue
|
| | | |
| | | if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
|
| | | isSuperHit = True
|
| | | break
|
| | | |
| | | if isSuperHit:
|
| | | if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
|
| | | return True
|
| | | if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
|
| | | return True
|
| | | return False
|
| | | |
| | |
|
| | | # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
|
| | | def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
|