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,
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| | | if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
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| | | #PVP 攻击回血
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| | | atkBackHP += PlayerControl.GetPVPAtkBackHP(atkObj)
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| | | # 百分比吸血
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| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
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| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
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| | | # 百分比吸血
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| | | atkBackHPPer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
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| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_Buff_SuckBloodPer)
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| | | |
| | | if hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSuckBloodPer)
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| | | if hurtType == ChConfig.Def_HurtType_SuperHit:
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| | | atkBackHPPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitSuckBloodPer)
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| | | |
| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
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| | | atkBackHP += int(hurtValue * atkBackHPPer*1.0 / ChConfig.Def_MaxRateValue)
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| | | suckHP += atkBackHP
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| | | if curPlayerSkill:
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| | | SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
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| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
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| | | if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]:
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| | | UseSkillOver(curPlayer, target, curSkill, tick)
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| | | else:
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| | | OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
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| | | BaseAttack.SwordStormAttack(tagObj, srcPosX, srcPosY, curSkill, skillPer,
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| | | skillEnhance, skillMatrix, tick)
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| | | |
| | | PassiveBuffEffMng.OnPassiveBuffTrigger(tagObj, None, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
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| | | if GameObj.GetHP(tagObj) > 0:
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| | | if tagObj.GetDictByKey(ChConfig.Def_PlayerKey_1314HurtCount):
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| | | # 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
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| | |
| | | def CheckCanHappen(attacker, defender, passiveEffect, skillID, **skillkwargs):
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| | | useSkill = skillkwargs.get("useSkill", None)
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| | | if not useSkill:
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| | | return
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| | | return False
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| | | if useSkill.GetFuncType() != ChConfig.Def_SkillFuncType_NormalAttack:
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| | | return
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| | | return False
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| | | if passiveEffect.GetEffectValue(1):
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| | | # 只针对第一目标
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