| | |
| | | def GetTriggerTypeByEffectID(effectID):
|
| | | # 临时配置
|
| | | tdict = {
|
| | | 1304:ChConfig.TriggerType_HitValue, # 命中记录 89
|
| | | |
| | | 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
|
| | | 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
|
| | | 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
|
| | |
| | | 4107:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
|
| | | 4108:ChConfig.TriggerType_SkillSuccess, # 使用技能成功后不触发技能 处理消耗等问题用 87
|
| | | 4109:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
|
| | | 4110:ChConfig.TriggerType_ChangeSkillEff, # 改变技能特效
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
|
| | | 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
|
| | | 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77
|
| | | 4532:ChConfig.TriggerType_SuperHit, # buff中对第一目标暴击触发技能
|
| | | 4532:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
|
| | | 4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
|
| | | 4534:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
|
| | | 4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
|
| | |
| | | continue
|
| | |
|
| | | curValue += callFunc(attacker, defender, effect)
|
| | | if curSkill.GetCoolDownTime():
|
| | | SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
|
| | | if skillTypeID not in Def_PassiveSkillValueNoCD:
|
| | | if curSkill.GetCoolDownTime():
|
| | | SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
|
| | |
|
| | | return curValue
|
| | |
|
| | |
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | return
|
| | |
|
| | | tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
|
| | |
|
| | | for skillID, effectList in buffDict.items():
|
| | | if tagSkillID == skillID:
|
| | | continue
|
| | |
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | |
| | |
|
| | | # buff 影响的(攻击)行为值
|
| | | # 返回数值
|
| | | def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType):
|
| | | def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType, isStopPassiveSkill=True):
|
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return 0
|
| | |
|
| | | stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
|
| | | if useSkill and SkillCommon.isPassiveSkill(useSkill):
|
| | | if useSkill and SkillCommon.isPassiveSkill(useSkill) and isStopPassiveSkill:
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | #return 0
|
| | | if not PassPassiveLimit(useSkill):
|
| | |
| | | # 但也有一些特殊情况 放在此处过滤
|
| | | def PassPassiveLimit(useSkill):
|
| | | # 如灼烧是被动技能 但可以被不断的强化
|
| | | if useSkill.GetSkillType() != ChConfig.Def_SkillType_PassiveLstDepBuff:
|
| | | return False
|
| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_PassiveLstDepBuff:
|
| | | return True
|
| | |
|
| | | if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PassiveSkillWithSP:
|
| | | # 有专精的被动技能,可以再次触发被动效果
|
| | | return False
|
| | | return True
|
| | | return True
|
| | | return False
|
| | |
|
| | |
|
| | | # 被动技能改变值 无条件限制 纯取值
|
| | | def GetPassiveSkillValueByTriggerTypeEx(attacker, defender, connSkill, triggerType):
|
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return 0
|
| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0
|
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
|
| | | if not skills:
|
| | | return 0
|
| | | |
| | | curValue = 0
|
| | |
|
| | | for skillTypeID, effectID in skills:
|
| | | if connSkillID == skillTypeID:
|
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | | pyName = "PassiveSkill_%s" % effectID
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | | |
| | | # 条件不满足
|
| | | if callFunc and not callFunc(attacker, defender, effect, curSkill):
|
| | | continue
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
|
| | | if callFunc is None:
|
| | | continue
|
| | | |
| | | curValue += callFunc(attacker, defender, effect, skillTypeID)
|
| | | |
| | | return curValue
|