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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