From d0f5f9922f17f5bff4288173f18a9ed827d95db8 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期六, 22 六月 2019 15:00:13 +0800 Subject: [PATCH] 1 装备评分增加装备掉率参数固定值 DropEquipPer --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 21 ++++++++++++++------- 1 files changed, 14 insertions(+), 7 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 54e471b..e2db5dc 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -986,10 +986,10 @@ GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) continue - if CheckFunc != None: - #检查是否受影响 - if not CheckFunc(attacker, curTag, curSkill, tick): - continue + if CheckFunc != None: + #检查是否受影响 + if not CheckFunc(attacker, curTag, curSkill, tick): + continue resultList.append(curTag) @@ -1095,6 +1095,9 @@ #不在影响对象列表中 if curObjType not in hurtTypeList: + return None, None + + if attacker.GetSightLevel() != curObj.GetSightLevel(): return None, None #攻击对象 @@ -1514,7 +1517,7 @@ if curPlayerSkill: - if not IsSkipSkillCD: + if not IsSkipSkillCD(curPlayer, target, curSkill, tick): #设置玩家所学技能冷却CD SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) #调用任务触发器 @@ -1588,8 +1591,10 @@ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) - #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists - OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) + # #持续攻击类BUFF 类剑刃风暴是先给自身一个持续性buff,这一次不算伤害不可触发 + if curSkill and ChConfig.Def_SkillType_LstPlsBuffAtk != curSkill.GetSkillType(): + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) skillIDSet = set() for hurtList in skillHurtLists: @@ -1669,6 +1674,8 @@ #释放技能即可处理的 不区分攻击和非攻击 PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick) + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick) + return -- Gitblit v1.8.0