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

--
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