From 4f48659ed51c0e087e55da91ec76cbcdd7a87486 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 15 十一月 2018 17:40:58 +0800
Subject: [PATCH] 4788 【后端】【1.3】洗炼必增由消耗仙玉改为消耗道具
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 19 ++++++++++++++-----
1 files changed, 14 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 8f294e4..21abbde 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -741,13 +741,14 @@
resultDict[familyID].append(obj)
skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
- minSkillPer = 100 # 如果未配置默认最低值
+ minSkillPer = 0.01 # 如果未配置默认最低值
if skillEffect:
minSkillPer = skillEffect.GetEffectValue(0)
attackList = []
for familyID in resultDict:
cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
+
skillPercent = max(skillPercent/cnt, minSkillPer)
attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
[], g_skillHurtList, tick))
@@ -1317,6 +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
@@ -1372,7 +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
@@ -1401,6 +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:
@@ -1433,6 +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)
@@ -1443,10 +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)
@@ -2195,7 +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)
@@ -2215,6 +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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