| | |
| | | 4004:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4005:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
|
| | | 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7,
|
| | | 4007:ChConfig.TriggerType_SuperHitPer, # 暴击时 增加暴击值百分比,
|
| | | 4008:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
|
| | | 4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
|
| | |
| | | 4089:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
|
| | | 4090:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4091:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
|
| | | 4092:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 减印记
|
| | | 4092:ChConfig.TriggerType_SkillSuccessExpend, # 任何技能释放成功都可触发 76 减印记
|
| | | 4093:ChConfig.TriggerType_NoControl, # 使关联技能不受控制 78
|
| | | 4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
|
| | | 4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
|
| | |
| | | 4100:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4101:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4102:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
|
| | | 4103:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
|
| | | 4103:ChConfig.TriggerType_ThumpHitSuckBloodPer, # 攻击 百分比吸血
|
| | | 4104:ChConfig.TriggerType_HitSuccess, # 命中成功率 83
|
| | | 4106:ChConfig.TriggerType_AddHP, # 技能回血 84
|
| | | 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
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | 4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
|
| | | 4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
|
| | | 4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
|
| | | 4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
|
| | | 4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
|
| | | 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
|
| | |
| | | 4536:ChConfig.TriggerType_AddBuffOver,
|
| | | 4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
|
| | | 4538:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
|
| | | 4539:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
|
| | | 4540:ChConfig.TriggerType_SuperHitPer, # 暴击伤害百分比
|
| | | 4541:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
|
| | |
|
| | | 803:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 806:ChConfig.TriggerType_BloodShield, # 血盾
|
| | |
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
|
| | |
|
| | | # 被动再触发被动限制为指定
|
| | | if connSkill and SkillCommon.isPassiveSkill(connSkill):
|
| | | if connSkill and SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
|
| | | return skillList
|
| | |
|
| | | if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
|
| | |
| | | if not connSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return 0, 0
|
| | | if SkillCommon.isPassiveSkill(connSkill):
|
| | | if SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
|
| | | stopPassiveSkill = True
|
| | |
|
| | | if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
|
| | |
| | | if connSkill and SkillCommon.isPassiveSkill(connSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | #return 0
|
| | | stopPassiveSkill = True
|
| | | if not PassPassiveLimit(connSkill):
|
| | | stopPassiveSkill = True
|
| | |
|
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | |
| | | if not useSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return
|
| | | if SkillCommon.isPassiveSkill(useSkill):
|
| | | if SkillCommon.isPassiveSkill(useSkill) and not PassPassiveLimit(useSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | #return
|
| | | stopPassiveSkill = True
|
| | |
| | | if useSkill and SkillCommon.isPassiveSkill(useSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | #return 0
|
| | | stopPassiveSkill = True
|
| | | if not PassPassiveLimit(useSkill):
|
| | | stopPassiveSkill = True
|
| | |
|
| | |
|
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | |
| | | skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
|
| | |
|
| | | return skillsDict
|
| | |
|
| | | # 默认情况下 被动不应该再触发(或加强)被动技能,会造成额外触发或者死循环
|
| | | # 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
|
| | | return True
|
| | |
|
| | |
|