| | |
| | | 4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
|
| | | 4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
|
| | | 4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
|
| | | 4070:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | 4519:ChConfig.TriggerType_WillDead, # BUFF类: 进入濒死状态 25
|
| | | 4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
|
| | | 4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
|
| | | 4522:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
|
| | |
|
| | | 803:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 806:ChConfig.TriggerType_BloodShield, # 血盾
|
| | |
| | | return PyGameData.g_PassiveEffManager
|
| | |
|
| | |
|
| | | ## 当前释放技能 skillData
|
| | | #def CalcBuffTriggerSkill(attacker, skillData, target, tick):
|
| | | # #===========================================================================
|
| | | # # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
|
| | | # # if not passiveEff:
|
| | | # # return
|
| | | # # #影响技能的BUFF
|
| | | # # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
|
| | | # # if not buffTriggerSkillDict:
|
| | | # # return
|
| | | # # |
| | | # # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
|
| | | # #===========================================================================
|
| | | # OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
|
| | |
|
| | | #===============================================================================
|
| | | # # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
|
| | | # def CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # return True
|
| | | # |
| | | # #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # # return True
|
| | | # |
| | | # if skillBattleType != battleRelationType:
|
| | | # # PK模式的判定
|
| | | # return False
|
| | | # return True
|
| | | #===============================================================================
|
| | |
|
| | | # 查找被动技能时的对象
|
| | | def GetPassiveDefender(attacker, defender):
|
| | | # 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列
|
| | |
| | | return
|
| | |
|
| | | return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
|
| | | |
| | |
|
| | | # 当前有效被动触发技能, 可用于基础使用判定 |
| | | def IsValidPassiveSkill(curSkill):
|
| | | validMap = SkillShell.GetAttrMapID(curSkill)
|
| | | if validMap and validMap != GameWorld.GetMap().GetMapID():
|
| | | # 有效地图可触发
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | | # 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
|
| | | # 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue
|
| | |
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | |
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | |
| | |
|
| | | for skillID, effectList in buffDict.items():
|
| | | if tagSkillID == skillID:
|
| | | continue
|
| | | |
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | # 被动触发的技能
|
| | |
| | | for skillID, effectList in buffDict.items():
|
| | | if skillID == useSkillID:
|
| | | continue
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | | if not callFunc:
|
| | | continue
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | for passiveEffect in effectList:
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|