From 89becadae97fd5656523609b1272493b827b5ea0 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 17 五月 2019 23:56:39 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 新版
---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py |   17 ++++++++++++-----
 1 files changed, 12 insertions(+), 5 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py
index 33d1369..3f81376 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1314.py
@@ -35,12 +35,12 @@
 
     #攻击效果
     skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
-    skillPer = 1
+    skillPer = 10000
     skillEnhance = 0
     
     if skillEffect != None:
         #技能增强百分比
-        skillPer = (skillEffect.GetEffectValue(0)) / float(ChConfig.Def_MaxRateValue)
+        skillPer = skillEffect.GetEffectValue(0)
         multiple = curSkill.GetEffect(0).GetEffectValue(0) - curBuff.GetValue() + 1  # 第几次攻击
         skillPer += multiple*PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(tagObj, None, curSkill, ChConfig.TriggerType_AddSingleSkillPer)
         #技能增强值
@@ -72,13 +72,20 @@
     #攻击次数处理,配置为0的说明是以持续时间为主
     # SwordStormAttack 可能因被动导致自己死亡,所以不能在攻击后处理
     curBuff.SetValue(max(curBuff.GetValue() - 1, 0))
-         
             
     BaseAttack.SwordStormAttack(tagObj, srcPosX, srcPosY, curSkill, skillPer, 
                                 skillEnhance, skillMatrix, tick)
+    PassiveBuffEffMng.OnPassiveBuffTrigger(tagObj, None, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
+    if GameObj.GetHP(tagObj) > 0:
+        if tagObj.GetDictByKey(ChConfig.Def_PlayerKey_1314HurtCount):
+            # 需要时间配合,不然会导致伤害还没计算完毕 buff提前消失了
+            curBuff.SetValue(curBuff.GetValue() + 1)
+            tagObj.SetDict(ChConfig.Def_PlayerKey_1314HurtCount, 0)
+            
+        if curBuff.GetValue() == 0:
+            # 让下一次循环取消buff,客户端退出旋转
+            curBuff.SetRemainTime(1)
 
-
-    
 
 #buffvalue第一个值为攻击次数, 第二个值为被动增强
 def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):
--
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