xdh
2019-05-17 3ac8357d3566b50e1bbab71e9026ea3789b6ecda
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py
@@ -35,12 +35,12 @@
    #攻击效果
    skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
    skillPer = 1
    skillPer = 10000
    skillEnhance = 0
    
    if skillEffect != None:
        #技能增强百分比
        skillPer = (skillEffect.GetEffectValue(0)) / float(ChConfig.Def_MaxRateValue)
        skillPer = skillEffect.GetEffectValue(0)
        multiple = curSkill.GetEffect(0).GetEffectValue(0) - curBuff.GetValue() + 1  # 第几次攻击
        skillPer += multiple*PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(tagObj, None, curSkill, ChConfig.TriggerType_AddSingleSkillPer)
        #技能增强值
@@ -72,13 +72,20 @@
    #攻击次数处理,配置为0的说明是以持续时间为主
    # SwordStormAttack 可能因被动导致自己死亡,所以不能在攻击后处理
    curBuff.SetValue(max(curBuff.GetValue() - 1, 0))
            
    BaseAttack.SwordStormAttack(tagObj, srcPosX, srcPosY, curSkill, skillPer, 
                                skillEnhance, skillMatrix, tick)
    PassiveBuffEffMng.OnPassiveBuffTrigger(tagObj, None, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
    if GameObj.GetHP(tagObj) > 0:
        if tagObj.GetDictByKey(ChConfig.Def_PlayerKey_1314HurtCount):
            # 需要时间配合,不然会导致伤害还没计算完毕 buff提前消失了
            curBuff.SetValue(curBuff.GetValue() + 1)
            tagObj.SetDict(ChConfig.Def_PlayerKey_1314HurtCount, 0)
        if curBuff.GetValue() == 0:
            # 让下一次循环取消buff,客户端退出旋转
            curBuff.SetRemainTime(1)
#buffvalue第一个值为攻击次数, 第二个值为被动增强
def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):