6603 【后端】【2.0】增加新版的sp和被动技能 -重击增加技能固定伤害,特殊技能不受CD影响
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| | | atkSkillPerYinji = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPerYinji)
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| | | atkSkillPer += atkSkillPerYinji
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| | | if isSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | if hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | # 暴击增加技能伤害
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| | | atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | atkSkillPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSkillPer)
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| | | # buff中暴击减层,无触发技能
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| | | PassiveBuffEffMng.OnPassiveBuffTrigger(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSubLayer, tick)
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| | | elif hurtType == ChConfig.Def_HurtType_ThumpHit:
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| | | atkSkillValue += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_ThumpSkillValue)
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| | | if isLuckyHit:
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| | | # 会心一击时增加会心伤害固定值
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| | |
| | | TriggerType_ThumpHitSuckBloodPer, # 重击百分比吸血, 85
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| | | TriggerType_SuperHitPer, # 暴击伤害百分比 86
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| | | TriggerType_SkillSuccessExpend, # 使用技能成功后不触发技能 处理消耗等问题用 87
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| | | ) = range(1, 88)
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| | | TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
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| | | ) = range(1, 89)
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| | | #不可以佩戴翅膀的地图
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New file |
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| | | #!/usr/bin/python
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| | | # -*- coding: GBK -*-
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| | | #
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| | | ##@package
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| | | #
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| | | # @todo: 重击额外增加固定伤害
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| | | #
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| | | # @author: Alee
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| | | # @date 2019-6-20 下午08:40:47
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| | | # @version 1.0
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| | | #
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| | | # @note: |
| | | #
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| | | #---------------------------------------------------------------------
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| | | import ChConfig
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| | | import GameWorld
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| | | import SkillCommon
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| | | import GameObj
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| | |
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| | | # 目标某个状态时触发
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| | | def CheckCanHappen(attacker, defender, effect, curSkill):
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| | | return True
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| | | |
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| | | def GetValue(attacker, defender, effect):
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| | | return effect.GetEffectValue(0)
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| | |
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| | |
| | | ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
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| | | }
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| | |
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| | | Def_PassiveSkillValueNoCD = [52000, 57000] # 特殊处理部分技能增强触发不受CD影响 |
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| | |
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| | | # --------被动功法设置--------------------------------------------------------------------
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| | |
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| | | #===============================================================================
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| | |
| | | 4027:ChConfig.TriggerType_AttackKill, # նɱ 24
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| | | 4028:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25
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| | | 4029:ChConfig.TriggerType_BuffBoom, # 中毒后爆炸 26
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| | | 4030:ChConfig.TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
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| | | 4031:ChConfig.TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
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| | | 4032:ChConfig.TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29
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| | | 4033:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
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| | |
| | | # 只有天赋才可以再次被触发
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| | | continue
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| | |
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| | | if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
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| | | #有配置CD的才判断
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| | | continue
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| | | if skillTypeID not in Def_PassiveSkillValueNoCD:
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| | | # 特殊技能不走CD处理
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| | | if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
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| | | #有配置CD的才判断
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| | | continue
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| | |
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| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
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| | | if not effect:
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