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| | | # 根据触发技能的特点决定是触发一次还是 触发多次
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| | | # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
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| | | for enhanceSkillID in [curSkill.GetSkillEnhance1(), curSkill.GetSkillEnhance2()]:
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| | | if GetIsEnhanceSkillGroup(curSkill, enhanceSkillID):
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| | | for defObj in attackList:
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| | | SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
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| | | else:
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| | | SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
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| | | if curSkill:
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| | | for enhanceSkillID in [curSkill.GetSkillEnhance1(), curSkill.GetSkillEnhance2()]:
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| | | if GetIsEnhanceSkillGroup(curSkill, enhanceSkillID):
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| | | for defObj in attackList:
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| | | SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
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| | | else:
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| | | SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
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| | | else:
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| | | OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
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