| | |
| | | return callFunc(attacker, defender, skill, tick)
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| | |
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| | |
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| | | def GetSkillHurtList():
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| | | global g_skillHurtList
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| | | return g_skillHurtList
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| | |
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| | |
|
| | | def GetFirstHurtObj():
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| | | global g_skillHurtList
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| | | if g_skillHurtList.GetHurtCount():
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| | |
| | |
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| | | skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
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| | |
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| | | #命中个数记录特殊处理
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| | | PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, target, curSkill, ChConfig.TriggerType_HitValue)
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| | | |
| | | # #持续攻击类BUFF 类剑刃风暴是先给自身一个持续性buff,这一次不算伤害不可触发
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| | | if curSkill and ChConfig.Def_SkillType_LstPlsBuffAtk != curSkill.GetSkillType():
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| | | #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists
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