From 80e8600a91252c32c4db9061c96311ea5f9e02f4 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期三, 30 一月 2019 17:44:18 +0800 Subject: [PATCH] 2945 【1.5.200】1血不死的技能效果会被非斩杀技能杀死 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 47 ++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 44 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 e5ed31d..97f079a 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -214,6 +214,41 @@ return None + + +# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前 +# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill +def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick): + + skillHurtLists = [] # 内部触发清除g_skillHurtList + for i in xrange(g_skillHurtList.GetHurtCount()): + hurtObj = g_skillHurtList.GetHurtAt(i) + if not hurtObj: + continue + + skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + + for hurtList in skillHurtLists: + defender = GameWorld.GetObj(hurtList[0], hurtList[1]) + if not defender: + continue + + if GameObj.GetHP(defender) > 0: + continue + + if hurtList[1] == IPY_GameWorld.gotPlayer: + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) + elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2) + + # 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] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) + + #--------------------------------------------------------------------- ## 攻击通用函数 # @param attacker 攻击Obj @@ -291,6 +326,8 @@ __AttackSuccess(attacker, attackerHP, defender, useSkill, tick) #调用触发附加技能 SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY) + else: + OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick) #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult if AttackCommon.GetIsDead(defender): @@ -616,7 +653,7 @@ # 防守者自己通知 __Sync_AttackResult(defender, defender, curSkill) - + OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) DoLogic_AttackResult(attacker, defender, curSkill, tick) return True @@ -818,7 +855,9 @@ SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick) else: SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick) - + else: + OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) + for defObj in attackList: #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult @@ -1408,6 +1447,8 @@ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: UseSkillOver(curPlayer, target, curSkill, tick) + else: + OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick) return True #玩家进入战斗状态 @@ -1474,7 +1515,6 @@ continue skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) - skillIDSet = set() for hurtList in skillHurtLists: @@ -2292,6 +2332,7 @@ #=========================================================================== Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList) + OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick) skillIDSet = set() #攻击结果 不处理触发逻辑 for defObj in attackList: -- Gitblit v1.8.0