| | |
| | |
|
| | | if GameObj.GetHP(defender) <= 0:
|
| | | if hurtList[1] == IPY_GameWorld.gotPlayer:
|
| | | if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
|
| | | defender.SetDict("zhansha", 1)
|
| | | # 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)
|
| | | if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
|
| | | defender.SetDict("zhansha", 0)
|
| | | continue
|
| | |
|
| | | if usePassiveSkillResult:
|
| | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
|
| | | elif hurtList[2] == ChConfig.Def_HurtType_Miss:
|
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
|
| | | |
| | |
|
| | | elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
|
| | | PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
|
| | | |
| | | if hurtList[2] in ChConfig.Def_RealAttack_Type:
|
| | | # 被攻击处理层级
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
|
| | |
| | |
|
| | | # 暂且只有玩家被攻击触发
|
| | | if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
|
| | | # 优先触发,如无敌可以抵挡后续的被动伤害技能
|
| | | PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick)
|
| | | |
| | | PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
|
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
|
| | | # 由主人条件触发宠物被动技能
|
| | | PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick)
|
| | | return
|
| | |
|
| | | ## NPC被攻击(当前NPC,技能,当前时间)
|