| | |
| | | if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | continue
|
| | |
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, curSkill, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | | continue
|
| | | result = True # 代表有效触发,但不关系触发结果
|
| | |
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, curSkill, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, curSkill, battleRelationType):
|
| | | continue
|
| | |
|
| | | pyName = "PassiveSkill_%s" % effectID
|
| | |
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, curSkill, battleRelationType):
|
| | | continue
|
| | |
|
| | | pyName = "PassiveSkill_%s" % effectID
|
| | |
| | | continue
|
| | | if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | continue
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, curSkill, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | |
|
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(tagSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, tagSkill, battleRelationType):
|
| | | return
|
| | |
|
| | |
|
| | |
| | | skillData = callFunc(passiveEffect)
|
| | | if not skillData:
|
| | | continue
|
| | |
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(skillData)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | |
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, skillData, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | |
|
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(useSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(attacker, defender, useSkill, battleRelationType):
|
| | | return 0
|
| | |
|
| | | useSkillID = useSkill.GetSkillID() if useSkill else 0
|