| | |
| | | def GetTriggerTypeByEffectID(effectID):
|
| | | # 临时配置
|
| | | tdict = {
|
| | | 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
|
| | | 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
|
| | | 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
|
| | | |
| | | 4000:ChConfig.TriggerType_BuffState, # 进入4012的某个状态触发技能 2
|
| | | 4001:ChConfig.TriggerType_TagBuffState, # 目标进入4012的某个状态触发技能 2
|
| | | 4002:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
|
| | |
| | | 4065:ChConfig.TriggerType_DamageReducePVP, # PVP减少伤害
|
| | | 4066:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
|
| | | 4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
|
| | | 4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | 4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
|
| | | 4519:ChConfig.TriggerType_WillDead, # BUFF类: 进入濒死状态 25
|
| | | 4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
|
| | | 4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
|
| | | |
| | | 803:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 806:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 807:ChConfig.TriggerType_BloodShield, # 血盾
|
| | |
| | | return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
|
| | |
|
| | |
|
| | | # 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
|
| | | # 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
|
| | | def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
|
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return 0, 0
|
| | |
|
| | | stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
|
| | | if connSkill:
|
| | | if not connSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return 0, 0
|
| | | if SkillCommon.isPassiveSkill(connSkill):
|
| | | stopPassiveSkill = True
|
| | | |
| | | if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
|
| | | # 防范被动技能触发的 非被动技能
|
| | | stopPassiveSkill = True
|
| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0, 0
|
| | | |
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
|
| | | if not skills:
|
| | | return 0, 0
|
| | | |
| | | defender = GetPassiveDefender(attacker, defender)
|
| | |
|
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
|
| | | |
| | | lockHPPerMax = 0 ## 取有效的最高血量
|
| | | lockHPSkillID = 0
|
| | | for skillTypeID, effectID in skills:
|
| | | if connSkillID == skillTypeID:
|
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | |
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | |
|
| | | if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | continue
|
| | | |
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | | |
| | | pyName = "PassiveSkill_%s" % effectID
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | | if not callFunc:
|
| | | continue
|
| | | if not callFunc(attacker, defender, effect, curSkill):
|
| | | continue
|
| | | |
| | | # 最终取最高值来决定当前生命值,卡血设定
|
| | | if effect.GetEffectValue(0) > lockHPPerMax:
|
| | | lockHPPerMax = effect.GetEffectValue(0)
|
| | | lockHPSkillID = skillTypeID
|
| | | |
| | | return lockHPSkillID, lockHPPerMax
|
| | |
|
| | |
|
| | | # 锁血功能的技能 含人物和宠物
|
| | | def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return 0
|
| | | |
| | | lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
|
| | | rolePet = attacker.GetPetMgr().GetFightPet()
|
| | | if rolePet:
|
| | | lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
|
| | | |
| | | if lockHPPerMax + lockHPPerMaxPet == 0:
|
| | | # 无触发
|
| | | return 0
|
| | | |
| | | # 触发宠物技能标志
|
| | | if lockHPPerMaxPet > lockHPPerMax:
|
| | | rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
|
| | | return lockHPPerMaxPet
|
| | | |
| | | if lockHPPerMax == 0:
|
| | | return 0
|
| | | |
| | | # 触发人物技能标志
|
| | | attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
|
| | | return lockHPPerMax
|
| | |
|
| | |
|
| | | # 从伤血延后到技能结束触发被动技能
|
| | | def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | | |
| | | # 检查是宠物还是人物技能
|
| | | skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
|
| | | if not skillTypeID:
|
| | | rolePet = attacker.GetPetMgr().GetFightPet()
|
| | | if not rolePet:
|
| | | return
|
| | | skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
|
| | | if not skillTypeID:
|
| | | return
|
| | | attacker = rolePet
|
| | | GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
|
| | | |
| | | # 一定要清标志
|
| | | attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
|
| | | |
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | return
|
| | | |
| | | GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
|
| | | # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
|
| | | SkillCommon.SetUsingPassiveSkill(attacker, 1)
|
| | | if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
|
| | | # 不管技能是否是否成功都必须进入CD
|
| | | SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
|
| | | |
| | | SkillCommon.SetUsingPassiveSkill(attacker, 0)
|
| | | return
|
| | |
|
| | |
|
| | | # 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
|
| | | def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | | |
| | | rolePet = attacker.GetPetMgr().GetFightPet()
|
| | | #无出战宠物
|
| | | if rolePet == None:
|
| | | return
|
| | |
|
| | | OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
|
| | |
|
| | |
|
| | | # 被动技能触发释放
|
| | | def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
|
| | | attacker = FindRealAttacker(attacker)
|