From 794d31c3d9615701ef8f04a199417737ddf60bd7 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期五, 11 一月 2019 09:59:57 +0800 Subject: [PATCH] 5762 子 【开发】【1.5】新增300级后的成长基金 / 【后端】【1.5】新增300级后的成长基金 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 20 +++++++++++++++++--- 1 files changed, 17 insertions(+), 3 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 9cdb1eb..c32efd6 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -557,6 +557,10 @@ #关系 relation = GetTagRelation(attacker, defender, curSkill, tick) return relation[0] == ChConfig.Type_Relation_Friend + elif curSkillUseTag == ChConfig.Def_UseSkillTag_AppointNPC: + if defender and GameObj.GetHP(defender) > 0 : + return True + return False return __CheckCanAttack(attacker , defender , curSkill , tick) @@ -1485,9 +1489,13 @@ if GameObj.GetHP(defender) <= 0: if hurtList[1] == IPY_GameWorld.gotPlayer: + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict("zhansha", 1) # 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) + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict("zhansha", 0) continue if usePassiveSkillResult: @@ -1503,8 +1511,9 @@ PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) elif hurtList[2] == ChConfig.Def_HurtType_Miss: PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick) - - + elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit: + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick) + if hurtList[2] in ChConfig.Def_RealAttack_Type: # 被攻击处理层级 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick) @@ -1805,8 +1814,13 @@ # 暂且只有玩家被攻击触发 if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: + # 优先触发,如无敌可以抵挡后续的被动伤害技能 + PassiveBuffEffMng.DelayUsePassiveTriggerSkill(curPlayer, curSkill, attacker, tick) + PassiveBuffEffMng.OnPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick) + # 由主人条件触发宠物被动技能 + PassiveBuffEffMng.OnPetPassiveSkillTrigger(curPlayer, attacker, None, ChConfig.TriggerType_BeAttackOver, tick) return ## NPC被攻击(当前NPC,技能,当前时间) @@ -2596,7 +2610,7 @@ sendPack.HurtCount = len(sendPack.HurtList) - PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0) + PlayerControl.PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=-1) # py重现View_UseSkillPos效果,对地通知,只用于玩家 -- Gitblit v1.8.0