| | |
| | |
|
| | | if curPlayerSkill:
|
| | | SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
|
| | | |
| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | UseSkillOver(curPlayer, target, curSkill, tick)
|
| | | return True
|
| | |
|
| | | #玩家进入战斗状态
|
| | |
| | |
|
| | | # 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):
|
| | | |
| | | isSuperHit = False
|
| | | usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环
|
| | | usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
|
| | |
| | | if hurtList[1] == IPY_GameWorld.gotPlayer:
|
| | | # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
|
| | | continue
|
| | |
|
| | | if usePassiveSkillResult:
|
| | |
| | | # 灵为玩家的替身需要走此逻辑
|
| | | # 技能使用结束,在处理技能逻辑和通知封包之后调用
|
| | | def UseSkillOver(attacker, defender, curSkill, tick):
|
| | | |
| | | # 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
|
| | | OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
|
| | |
|
| | |
| | |
|
| | | # 普攻和对敌技能
|
| | | if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
|
| | | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
|
| | |
|
| | |
| | | continue
|
| | |
|
| | | #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick,
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
|
| | | isEnhanceSkill=False, skillIDSet=skillIDSet)
|
| | |
|
| | | DoLogic_AttackResult(attacker, defObj, curSkill, tick)
|
| | |
| | | continue
|
| | | SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
|
| | |
|
| | | if attackList:
|
| | | PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
|
| | |
|
| | |
|
| | | ## 清空伤血列表
|
| | | # @param 无
|
| | | # @return 无
|