From 3a62560ad1f29d87134e19675a8b1a8dba57ecdd Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期五, 02 十一月 2018 22:08:17 +0800 Subject: [PATCH] 2683 子 天赋技能和新增双职业各两个技能 / 【后端】天赋技能 ----- 枪的攻和防 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 16 ++++++++++++---- 1 files changed, 12 insertions(+), 4 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 28cfd70..21abbde 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -1318,6 +1318,9 @@ if curPlayerSkill: SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) + + if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + UseSkillOver(curPlayer, target, curSkill, tick) return True #玩家进入战斗状态 @@ -1373,7 +1376,6 @@ # 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): - isSuperHit = False usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环 usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环 @@ -1402,6 +1404,7 @@ if hurtList[1] == IPY_GameWorld.gotPlayer: # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) continue if usePassiveSkillResult: @@ -1434,6 +1437,7 @@ # 灵为玩家的替身需要走此逻辑 # 技能使用结束,在处理技能逻辑和通知封包之后调用 def UseSkillOver(attacker, defender, curSkill, tick): + # 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 OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick) @@ -1444,10 +1448,9 @@ ChConfig.Def_SkillFuncType_NormalAttack]): # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级 PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick) - + # 普攻和对敌技能 if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick) @@ -2196,7 +2199,7 @@ continue #放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表 - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick, + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick, isEnhanceSkill=False, skillIDSet=skillIDSet) DoLogic_AttackResult(attacker, defObj, curSkill, tick) @@ -2216,6 +2219,11 @@ continue SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker) + if attackList: + PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD) + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick) + + ## 清空伤血列表 # @param 无 # @return 无 -- Gitblit v1.8.0