From 12e548e57be573f0b963eefb1865169e9d7e67cc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 13 一月 2020 18:01:32 +0800
Subject: [PATCH] 4653 【主干】boss之家内前往协助boss之家其他层boss会退出协助状态

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py |   36 ++++++++++++++++++++++++++++++------
 1 files changed, 30 insertions(+), 6 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
index 0be8a3d..a342279 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
@@ -3,9 +3,7 @@
 #
 ##@package
 #
-# @todo: 灼烧(流派专用,额外公式), 持续过程中可能会被改变伤害或者持续时长,无法用次数控制,无层级概念
-#        若同类型buff存在不管等级高低,只给原buff充能只改变值或时间
-#        不同释放者可共存多个灼烧
+# @todo: 灼烧(流派专用,额外公式)
 # @author: Alee
 # @date 2019-4-28 下午04:12:17
 # @version 1.0
@@ -23,6 +21,7 @@
 import PassiveBuffEffMng
 import GameObj
 import BuffSkill
+import SkillShell
 #---------------------------------------------------------------------
 #全局变量
 #---------------------------------------------------------------------
@@ -37,14 +36,19 @@
 #  @return None
 #  @remarks 函数详细说明.
 def ProcessBuff(defender, curBuff, curEffect, processBuffTick, tick):
+    if curBuff.GetValue2() == 0:
+        return
+    
     #单次伤害
     singleDecHP = curBuff.GetValue()
     buffOwner = SkillCommon.GetBuffOwner(curBuff)
     
     curBuffSkillID = curBuff.GetSkill().GetSkillTypeID()
     
-    SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Bleed)
+    # SkillLostHP前调用 死亡或者其他情况会取消curBuff
+    curBuff.SetValue2(max(curBuff.GetValue2() - 1, 0))
     
+    SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Burn)
     if buffOwner and GameObj.GetHP(buffOwner) > 0:
         # 此处暂无法用被动效果实现
         buffManager = defender.GetProcessDeBuffState()
@@ -52,10 +56,10 @@
                                                                            buffOwner.GetID(), buffOwner.GetGameObjType())
         if burnToHPEffect:
             addHP = singleDecHP*burnToHPEffect.GetEffectValue(0)/ChConfig.Def_MaxRateValue
-            SkillCommon.SkillAddHP(buffOwner, curBuffSkillID, buffOwner, addHP, tick, hurtType=ChConfig.Def_HurtTYpe_Recovery)
+            SkillCommon.SkillAddHP(buffOwner, curBuffSkillID, addHP)
     return
 
-# 灼烧的特征为延长buff时间,重算伤害
+
 def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):
     curEffect = curSkill.GetEffect(0)
     skillPer = curEffect.GetEffectValue(0)
@@ -71,11 +75,31 @@
     
     return [hurtValue]
 
+
+# 次数(配合效果ID9999的间隔)
+def DoAddBuffOver(curObj, curBuff, curEffect, tick, buffOwner):
+    if not buffOwner:
+        return
+    buffTick = SkillShell.GetProcessBuffTick(curBuff.GetSkill(), buffOwner)
+    
+    curBuff.SetValue2(curBuff.GetRemainTime()/buffTick)
+    return
+
+
 def OnBuffDisappear(defender, curSkill, curBuff, curEffect, tick):
     #已经死亡不触发
     if GameObj.GetHP(defender) <= 0:
         return
     
+    count = curBuff.GetValue2()
+    #无剩余
+    if count > 0:
+        SkillCommon.SkillLostHP(defender, curSkill.GetSkillTypeID(), SkillCommon.GetBuffOwner(curBuff), 
+                                curBuff.GetValue()*count, tick, hurtType=ChConfig.Def_HurtType_Burn)
+    
+    if GameObj.GetHP(defender) <= 0:
+        return
+    
     # 在防御者身上同时取消同一个释放者的相关buff
     defender.SetDict(ChConfig.Def_PlayerKey_BurnOwnerID, curBuff.GetOwnerID())
     

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