| | |
| | | # global hurtTypeIndance
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| | | # hurtTypeIndance = indance
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| | | #
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| | | ### 获得本次攻击是否是致命一击
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| | | ### 获得本次攻击是否是暴击
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| | | ## @param 无参数
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| | | ## @return True or False
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| | | ## @remarks 函数详细说明.
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| | |
| | | # 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
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| | | # 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
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| | | def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
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| | | AttackCommon.ClearFirstDefender(attacker)
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| | |
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| | | skillHurtLists = [] # 内部触发清除g_skillHurtList
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| | | for i in xrange(g_skillHurtList.GetHurtCount()):
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| | |
| | | continue
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| | |
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| | | skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
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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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| | | OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
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| | | |
| | |
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| | | for hurtList in skillHurtLists:
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| | | defender = GameWorld.GetObj(hurtList[0], hurtList[1])
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| | |
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
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| | | return None
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| | |
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| | | useSkillTagID = attacker.GetUseSkillTagID()
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| | | useSkillTagType = attacker.GetUseSkillTagType()
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| | | |
| | | curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
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| | | curTag = None
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| | | if attacker.GetAttackMode() == IPY_GameWorld.amContest:
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| | | # 单一目标锁定模式
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| | | curTag = GameWorld.GetObj(attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjID), |
| | | attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjType))
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| | | |
| | | if not curTag:
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| | | return None
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| | | useSkillTagID = attacker.GetUseSkillTagID()
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| | | useSkillTagType = attacker.GetUseSkillTagType()
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| | | |
| | | curTag = GameWorld.GetObj(useSkillTagID, useSkillTagType)
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| | | if not curTag:
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| | | return None
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| | |
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| | | if SkillShell.GetSkillAffectTag(curSkill) == ChConfig.Def_UseSkillTag_CanAttackNPC:
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| | | if NPCCommon.GetNpcObjOwnerIsPlayer(curTag):
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| | |
| | | OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
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| | | return True
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| | |
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| | | AttackCommon.ClearFirstDefender(curPlayer)
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| | | |
| | | #玩家进入战斗状态
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| | | #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态
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| | | if (curSkill == None \
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| | |
| | | return True
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| | | return False
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| | |
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| | |
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| | | #只对第一目标造成某伤害类型时触发技能
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| | | def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick):
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| | | if g_skillHurtList.GetHurtCount() == 0:
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| | | return
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| | | |
| | | hurtObj = g_skillHurtList.GetHurtAt(0)
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| | | if not hurtObj:
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| | | return
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| | | |
| | | objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType() |
| | | |
| | | defender = GameWorld.GetObj(objID, objType)
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| | | if not defender:
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| | | return
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| | | if hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick)
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| | | elif hurtType == ChConfig.Def_HurtType_ThumpHit:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick)
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| | | return
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| | |
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| | | # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
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| | | def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
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| | | isSuperHit = False
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| | | usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环
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| | | usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
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| | |
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| | |
| | |
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| | | skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
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| | |
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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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| | | OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick)
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| | | |
| | | skillIDSet = set()
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| | | for hurtList in skillHurtLists:
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| | | if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
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| | | # 暴击只对主目标做处理
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick)
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| | | isSuperHit = True
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| | | |
| | | defender = GameWorld.GetObj(hurtList[0], hurtList[1])
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| | | objID, objType, hurtType = hurtList
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| | | defender = GameWorld.GetObj(objID, objType)
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| | | if not defender:
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| | | continue
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| | |
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| | | if GameObj.GetHP(defender) <= 0:
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| | | if hurtList[1] == IPY_GameWorld.gotPlayer:
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| | | if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
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| | | if objType == IPY_GameWorld.gotPlayer:
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| | | if hurtType == ChConfig.Def_HurtType_Zhansha:
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| | | defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
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| | | elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
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| | | elif hurtType == ChConfig.Def_HurtType_ZhognjiZhansha:
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| | | defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
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| | | # 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
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
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| | | if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
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| | | if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
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| | | defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
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| | | continue
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| | |
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| | |
| | | usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill,
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| | | ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet)
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| | |
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| | | if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
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| | | if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | # 暴击对目标一一触发被动
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| | | usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill,
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| | | ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet)
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| | | if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
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| | | if hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | #被暴击触发技能
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
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| | | PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
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| | | elif hurtList[2] == ChConfig.Def_HurtType_Miss:
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| | | elif hurtType == ChConfig.Def_HurtType_Miss:
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
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| | | elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
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| | | elif hurtType == ChConfig.Def_HurtType_LuckyHit:
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| | | PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick)
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| | |
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| | | if hurtList[2] in ChConfig.Def_RealAttack_Type:
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| | | if hurtType in ChConfig.Def_RealAttack_Type:
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| | | # 被攻击处理层级
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick)
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| | |
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| | |
| | |
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| | | # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
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| | | OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
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| | | #释放技能即可处理的 不区分攻击和非攻击
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| | | PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick)
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| | |
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| | | # 普通或者可以主动释放的攻击性技能
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| | | if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\
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| | |
| | | isEnhanceSkill=False, skillIDSet=skillIDSet)
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| | |
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| | | DoLogic_AttackResult(attacker, defObj, curSkill, tick)
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| | | skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
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| | | if skillEffect:
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| | | skillID = skillEffect.GetEffectValue(2)
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| | | if skillID != 0:
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| | | triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
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| | | if not triggerSkill:
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| | | continue
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| | | SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
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| | | #=======================================================================
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| | | # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能
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| | | # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack)
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| | | # if skillEffect:
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| | | # skillID = skillEffect.GetEffectValue(2)
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| | | # if skillID != 0:
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| | | # triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
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| | | # if not triggerSkill:
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| | | # continue
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| | | # SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick)
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| | | #=======================================================================
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| | |
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| | | # 一一触发技能需要在最后设置CD
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| | | for skillTypeID in skillIDSet:
|