From 598ae4242b72fddaf33a1315c5a1f8567eb6a3c3 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期一, 03 十二月 2018 14:42:59 +0800 Subject: [PATCH] 5104 【1.3】新增记录玩家战力下降前后战力记录流向,有下降生成流向,涨战力不记录 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py | 18 ++++++++++++------ 1 files changed, 12 insertions(+), 6 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py index 2444a95..98f4196 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py @@ -99,6 +99,13 @@ coolDownTime = curSkill.GetCoolDownTime() remainTime = coolDownTime if isPassiveSkill(curSkill): + if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + # 天赋有减CD效果 + reduceSkillCDPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, None, curSkill, ChConfig.TriggerType_GiftReduceCD) + # 减CD比率 + if reduceSkillCDPer > 0: + remainTime = int(remainTime * max(0, ShareDefine.Def_MaxRateValue - reduceSkillCDPer) / ShareDefine.Def_MaxRateValue) + # 被动技能的处理和主动技能区分 curSkill.SetRemainTime(remainTime) return @@ -108,7 +115,6 @@ # remainTime = skillData.GetCoolDownTime() reduceSkillCDPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, None, curSkill, ChConfig.TriggerType_ReduceCD) - # 减CD比率 if reduceSkillCDPer > 0: remainTime = int(remainTime * max(0, ShareDefine.Def_MaxRateValue - reduceSkillCDPer) / ShareDefine.Def_MaxRateValue) @@ -625,10 +631,10 @@ # @param curNPC NPC实例 # @param summonID 召唤兽的NPCID # @return 召唤兽数量 -def GetSummonCountByNPCID(curNPC, summonID): +def GetSummonCountByNPCID(gameObj, summonID): count = 0 - for i in range(0, curNPC.GetSummonCount()): - summonNPC = curNPC.GetSummonNPCAt(i) + for i in range(0, gameObj.GetSummonCount()): + summonNPC = gameObj.GetSummonNPCAt(i) if not summonNPC: continue @@ -1213,8 +1219,8 @@ curObjHP_BeforeAttack = GameObj.GetHP(curObj) if reduceHP : + lostValue = AttackCommon.CalcAtkProDef(buffOwner, curObj, lostValue, curSkill, tick) # 血盾 - lostValue = AttackCommon.CalcBloodShield(buffOwner, curObj, lostValue) #剩余血量 @@ -1246,7 +1252,7 @@ #无法找到Buff拥有者 if not buffOwner: - AttackCommon.DoLogic_ObjDead(curObj) + AttackCommon.DoLogic_ObjDead(None, curObj, curSkill, tick) return #NPC需要手动添加伤血和仇恨, 因为无调用DoAttack -- Gitblit v1.8.0