hxp
2 天以前 71685e76b8f23242fd3e5ec2a1c934579efafb96
129 【战斗】战斗系统-服务端(何太后全部技能;)
2个文件已修改
12 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -37,7 +37,9 @@
    ''' 触发被动效果,可能触发技能、buff,需根据优先级触发
    '''
    if not batObj.IsAlive():
        if triggerWay not in ChConfig.DeadCanTriggerWayList:
        if triggerWay in ChConfig.DeadCanTriggerWayList or (connSkill and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance):
            pass # 死亡状态下可触发的被动
        else:
            return
    passiveEffMgr = batObj.GetPassiveEffManager()
    effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkill, connSkillTypeID, connBuff)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -66,6 +66,8 @@
            triggerWay = kwargs.get("triggerWay", 0)
            if triggerWay in ChConfig.DeadCanTriggerWayList:
                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
            elif batType == ChConfig.TurnBattleType_Enhance:
                GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
            else:
                GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
                return
@@ -1318,9 +1320,7 @@
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
    selfAlive = curObj.IsAlive()
    if selfAlive and curObj.GetHP() <= 0:
        selfAlive = False
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        TurnAttack.SetObjKilled(turnFight, curObj)
        
@@ -1395,7 +1395,7 @@
    effIgnoreObjIDList = missObjIDList + immuneObjIDList
    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    if selfAlive:
    if curObj not in dieObjList:
        __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    
    # ========== 以下触发被动 ==========