6603 【后端】【2.0】增加新版的sp和被动技能 - SP技能可再触发被动, 剑刃风暴攻击可消层级BUFF,
4个文件已修改
22 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveBuff_4529.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2503,14 +2503,14 @@
    if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        #PVP 攻击回血
        atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
        # 百分比吸血
        atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
    # 百分比吸血
    atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
    atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
    if hurtType == ChConfig.Def_HurtType_SuperHit:
        atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSuckBloodPer)
        
        if hurtType == ChConfig.Def_HurtType_SuperHit:
            atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSuckBloodPer)
        atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
    atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
        
    suckHP += atkBackHP
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -1470,7 +1470,7 @@
        if curPlayerSkill:
            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
        
        if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
        if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]:
            UseSkillOver(curPlayer, target, curSkill, tick)
        else:
            OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py
@@ -75,7 +75,7 @@
            
    BaseAttack.SwordStormAttack(tagObj, srcPosX, srcPosY, curSkill, skillPer, 
                                skillEnhance, skillMatrix, tick)
    PassiveBuffEffMng.OnPassiveBuffTrigger(tagObj, None, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
    if GameObj.GetHP(tagObj) > 0:
        if tagObj.GetDictByKey(ChConfig.Def_PlayerKey_1314HurtCount):
            # 需要时间配合,不然会导致伤害还没计算完毕 buff提前消失了
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveBuff_4529.py
@@ -20,11 +20,11 @@
def CheckCanHappen(attacker, defender, passiveEffect, skillID, **skillkwargs):
    useSkill = skillkwargs.get("useSkill", None)
    if not useSkill:
        return
        return False
    
    
    if useSkill.GetFuncType() != ChConfig.Def_SkillFuncType_NormalAttack:
        return
        return False
        
    if passiveEffect.GetEffectValue(1):
        # 只针对第一目标