hch
2019-01-30 80e8600a91252c32c4db9061c96311ea5f9e02f4
2945 【1.5.200】1血不死的技能效果会被非斩杀技能杀死
1个文件已修改
45 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py 45 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -214,6 +214,41 @@
    
    return None
# 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
# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
    skillHurtLists = [] # 内部触发清除g_skillHurtList
    for i in xrange(g_skillHurtList.GetHurtCount()):
        hurtObj = g_skillHurtList.GetHurtAt(i)
        if not hurtObj:
            continue
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    for hurtList in skillHurtLists:
        defender = GameWorld.GetObj(hurtList[0], hurtList[1])
        if not defender:
            continue
        if GameObj.GetHP(defender) > 0:
            continue
        if hurtList[1] == IPY_GameWorld.gotPlayer:
            if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
            elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
            # 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
            PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
            if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
                defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
#---------------------------------------------------------------------
## 攻击通用函数
#  @param attacker 攻击Obj
@@ -291,6 +326,8 @@
        __AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
        #调用触发附加技能
        SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
        
    #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
    if AttackCommon.GetIsDead(defender):
@@ -616,7 +653,7 @@
    # 防守者自己通知
    __Sync_AttackResult(defender, defender, curSkill)
    
    OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    DoLogic_AttackResult(attacker, defender, curSkill, tick)
    
    return True
@@ -818,6 +855,8 @@
                    SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
            else:
                SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
    else:
        OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
    for defObj in attackList:
            
@@ -1408,6 +1447,8 @@
        
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
            UseSkillOver(curPlayer, target, curSkill, tick)
        else:
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
        return True
    
    #玩家进入战斗状态
@@ -1474,7 +1515,6 @@
            continue
        
        skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
    
    skillIDSet = set()
    for hurtList in skillHurtLists:
@@ -2292,6 +2332,7 @@
    #===========================================================================
    Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
        
    OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
    skillIDSet = set()
    #攻击结果 不处理触发逻辑
    for defObj in attackList: