From 37e044190ad9c4cd98e3ecc42762379676bd6c23 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 15 四月 2019 11:44:18 +0800
Subject: [PATCH] 6515 【测试】【主干】新增游戏警报邮件

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py |   30 +++++++++++++++++++++++++-----
 1 files changed, 25 insertions(+), 5 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index 4edf89d..ae42380 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -22,7 +22,6 @@
 import PlayerControl
 import NPCCommon
 import ChConfig
-import ChEquip
 import SkillCommon
 import AttackLogic
 import ItemControler
@@ -36,7 +35,6 @@
 import OperControlManager
 import DataRecordPack
 import ChItem
-import ReadChConfig
 import GameObj
 import ChPyNetSendPack
 import ChNetSendPack
@@ -1499,9 +1497,10 @@
         curPlayerSkill = curPlayer.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
         
         if curPlayerSkill:
-
-            #设置玩家所学技能冷却CD
-            SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+            
+            if not IsSkipSkillCD:
+                #设置玩家所学技能冷却CD
+                SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
             #调用任务触发器
             #EventShell.EventRespons_UseSkillOK(curPlayer, skillTypeID)
             #执行连环被动技能处理
@@ -1516,6 +1515,27 @@
     # 普攻和对敌技能
     UseSkillOver(curPlayer, target, curSkill, tick)
     return True
+
+# 无冷却状态
+def IsSkipSkillCD(curPlayer, target, curSkill, tick):
+    # 暴击情况下
+    isSuperHit = False
+    for i in xrange(g_skillHurtList.GetHurtCount()):
+        hurtObj = g_skillHurtList.GetHurtAt(i)
+        if not hurtObj:
+            continue
+        
+        if hurtObj.GetAttackType() == ChConfig.Def_HurtType_SuperHit:
+            isSuperHit = True
+            break
+    
+    if isSuperHit:
+        if PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+        if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, curSkill, ChConfig.TriggerType_SuperHitSkipCD):
+            return True
+    return False
+    
     
 # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):

--
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