hxp
2019-03-19 06233c1cb36e7a1bdd10d7d88d94473878e96dba
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -1499,9 +1499,10 @@
        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
@@ -1516,6 +1517,27 @@
    # 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):