129 【战斗】战斗系统-服务端(孟获全部技能;增加触发方式47-受控后)
2个文件已修改
16 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4009,7 +4009,8 @@
TriggerWay_EnemyAction, # 敌方行动后 44
TriggerWay_FriendAction, # 友方行动后(包含自己) 45
TriggerWay_HurtTag, # 对目标造成伤害时 46
) = range(1, 1 + 46)
TriggerWay_BeControlledHard, # 受控时(硬控) 47
) = range(1, 1 + 47)
# 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -242,8 +242,21 @@
        SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
        
    RefreshBuffEffect(turnFight, batObj, buff, buffSkill, buffOwner, refreshType=1)
    #受控时
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
    return buff
def IsControlledHardState(state):
    stateGroup = "1"
    buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
    if stateGroup not in buffStateGroupDict:
        return
    return state in buffStateGroupDict[stateGroup]
def RefreshBuffEffect(turnFight, batObj, curBuff, buffSkill=None, buffOwner=None, refreshType=0):
    ## 刷新buff效果
    # @param buffSkill: 添加该buff时对应的buff技能ID,可能为None,如非添加时的刷新