| | |
| | | ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
|
| | | }
|
| | |
|
| | | Def_PassiveSkillValueNoCD = [52000, 57000] # 特殊处理部分技能增强触发不受CD影响 |
| | |
|
| | |
|
| | | # --------被动功法设置--------------------------------------------------------------------
|
| | |
|
| | | #===============================================================================
|
| | |
| | | 4027:ChConfig.TriggerType_AttackKill, # նɱ 24
|
| | | 4028:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25
|
| | | 4029:ChConfig.TriggerType_BuffBoom, # 中毒后爆炸 26
|
| | | 4030:ChConfig.TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
|
| | | 4031:ChConfig.TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
|
| | | 4032:ChConfig.TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29
|
| | | 4033:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | |
| | | # 只有天赋才可以再次被触发
|
| | | continue
|
| | |
|
| | | if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | #有配置CD的才判断
|
| | | continue
|
| | | if skillTypeID not in Def_PassiveSkillValueNoCD:
|
| | | # 特殊技能不走CD处理
|
| | | if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | #有配置CD的才判断
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|