| | |
| | | import ReadChConfig
|
| | | import DataRecordPack
|
| | | import ChItem
|
| | | import SkillDataBoost
|
| | | import PlayerActivity
|
| | | import ShareDefine
|
| | | import PlayerGodWeapon
|
| | | import PlayerSuccess
|
| | | import PlayerMagicWeapon
|
| | | import PlayerGreatMaster
|
| | | import PlayerHorse
|
| | | import GameObj
|
| | | import random
|
| | |
| | | import PassiveBuffEffMng
|
| | | import SkillShell
|
| | | import FBCommon
|
| | | import IpyGameDataPY
|
| | | #---------------------------------------------------------------------
|
| | | GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
|
| | | GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
|
| | |
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return False
|
| | |
|
| | | if not curSkill:
|
| | | # 玩家普通也是技能,正常是不会走到这边
|
| | | return False
|
| | | |
| | | useSkillData = attacker.GetUseSkill()
|
| | | if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
|
| | | # 默认群攻附加触发buff的对象与攻击对象一致
|
| | |
| | | #还在冷却时间内无法释放
|
| | | if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
|
| | | PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
|
| | | #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
|
| | | playerSkill.Sync_Skill()
|
| | | return False
|
| | |
|
| | | #5:检查玩家的魔法值是否够用这个技能
|
| | |
| | | # @return 返回值真, 检查通过
|
| | | # @remarks 自定义函数, NPC使用有对象技能
|
| | | def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | skillTag = GetSkillAffectTag(curSkill)
|
| | | if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
|
| | | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
|
| | | curTag = GetAppointNPCBySkillEffect(curSkill)
|
| | | if not curTag:
|
| | | return False
|
| | | |
| | | if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | return False
|
| | |
|
| | |
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
|
| | |
|
| | | return result
|
| | |
|
| | | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
|
| | | def GetAppointNPCBySkillEffect(curSkill):
|
| | | npcID = 0
|
| | | effectID = ChConfig.Def_Skill_Effect_AppointNPC
|
| | | for i in xrange(0, curSkill.GetEffectCount()):
|
| | | curEffect = curSkill.GetEffect(i)
|
| | | curEffectID = curEffect.GetEffectID()
|
| | | |
| | | if not curEffectID:
|
| | | #策划有可能中途删除,不用return
|
| | | continue
|
| | | |
| | | #不是需要的效果
|
| | | if curEffectID != effectID:
|
| | | continue
|
| | |
|
| | | npcID = curEffect.GetEffectValue(0)
|
| | | break
|
| | |
|
| | | if not npcID:
|
| | | return None
|
| | | return GameWorld.FindNPCByNPCID(npcID)
|
| | |
|
| | |
|
| | | # 计算NPC技能位移坐标,预警和非预警都可以用
|
| | |
| | | # @return 返回值真, 检查通过
|
| | | def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | skillTag = GetSkillAffectTag(curSkill)
|
| | | if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
|
| | | return True
|
| | | |
| | | #---对象判定---
|
| | | if IsToPetOwnerSkill(curNPC, skillTag):
|
| | | return True
|
| | |
| | | return
|
| | |
|
| | | if not CheckClientAttackTick(curPlayer, clientTick, tick):
|
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | curPlayer.Sync_ClientTick() |
| | | return
|
| | |
|
| | | #已经在攻击中
|
| | |
| | | def AttackFailNotify(curPlayer, curSkill, reason=0):
|
| | | sendPack = ChPyNetSendPack.tagMCAttackFail()
|
| | | sendPack.SkillID = curSkill.GetSkillID()
|
| | | sendPack.Reason = reason
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | | #--------------------------玩家使用技能
|
| | | #===============================================================================
|
| | |
| | | if relation[0] == ChConfig.Type_Relation_Enemy :
|
| | | return True
|
| | |
|
| | | AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
|
| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
|
| | | AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
|
| | | return False
|
| | |
|
| | | ##玩家释放有目标技能, 检查目标对象是否符合要求, 可攻击怪物
|
| | |
| | | if relation[0] == ChConfig.Type_Relation_Friend :
|
| | | return True
|
| | |
|
| | | AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
|
| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
|
| | | AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
|
| | | return False
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | |
| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill and SkillCommon.isPassiveAttr(curSkill):
|
| | | PlayerHorse.RefreshHorseAttr(curPlayer)
|
| | | else:
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
|
| | | if SkillCommon.isPassiveAttr(curSkill):
|
| | | curControl = PlayerControl.PlayerControl(curPlayer)
|
| | | curControl.RefreshPlayerAttrState()
|
| | | else:
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
|
| | | #curControl = PlayerControl.PlayerControl(curPlayer)
|
| | | #curControl.CalcPassiveBuffAttr()
|
| | | #curControl.RefreshAllState()
|
| | |
| | | return True
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##技能升级消耗逻辑
|
| | | # @param curPlayer 玩家实例
|
| | | # @param curSkill 技能实例
|
| | | # @param curSkillID 技能ID
|
| | | # @return BOOL 是否扣除消耗成功
|
| | | def DoLogic_PlayerSkillLVUpCost(curPlayer, curSkill, curSkillID):
|
| | |
|
| | | #GameWorld.Log("尝试升级技能名 = %s, 当前等级 = %s"%(curSkill.GetSkillName(),curSkill.GetSkillLV()) , curPlayer.GetPlayerID())
|
| | | |
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | |
| | | if curSkillLV == curSkill.GetSkillMaxLV():
|
| | | #已经是最高等级
|
| | | PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
|
| | | return False
|
| | | |
| | | #--获得下一级技能---
|
| | | curSkillTypeID = curSkill.GetSkillTypeID()
|
| | | |
| | | return DoLogic_PlayerSkillLvUpCost(curPlayer, curSkillTypeID, curSkillID, curSkillLV + 1, curSkill)
|
| | | |
| | | ##学习技能消耗逻辑
|
| | | # @param curPlayer 玩家实例
|
| | | # @param curSkillTypeID 技能类型ID
|
| | |
| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
|
| | | if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
|
| | | return False
|
| | | |
| | | #天赋技学习点数判断
|
| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
|
| | | return False
|
| | | #经验检测
|
| | | skillLvUpNeedExp = upSkill.GetLVUpCostExp()
|
| | |
|
| | |
| | | #GeRen_jin_474794 <n color="255,255,0" BKCOLOR="0,0,0">您消耗了经验值:</n><n color="0,190,255" BKCOLOR="0,0,0">{%S1%}</n>
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp])
|
| | |
|
| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1)
|
| | | return True
|
| | | #---------------------------------------------------------------------
|
| | | ##检测学习技能需求条件
|
| | |
| | | return False
|
| | |
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | #姿态需求
|
| | | #hasStateSkillReq = False
|
| | |
|
| | | #前置技能需求
|
| | | hasLearnSkillReq = False
|
| | | #分支点总和
|
| | | numLearnSkillPoint = 0
|
| | | #当前技能姿态需求,姿态等级需求
|
| | | #curSkillStateReq = curSkill.GetStateSkillReq()
|
| | | #lvCurSkillStateReq = curSkill.GetStateSkillLV()
|
| | | #当前技能前置技能需求,前置技能等级需求
|
| | | curSkillLearnReq = curSkill.GetLearnSkillReq()
|
| | | lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
|
| | | |
| | | #需要对应天赋系别点数
|
| | | learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
|
| | | needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
|
| | | curSkillTypeID = curSkill.GetSkillTypeID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
|
| | | curTalentType = ipyData.GetTalentType() if ipyData else 0
|
| | | #获取玩家目前所有技能
|
| | | for i in range(0, skillManager.GetSkillCount()):
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | skill = skillManager.GetSkillByIndex(i)
|
| | | if skill == None:
|
| | | continue
|
| | |
|
| | | skillTypeID = skill.GetSkillTypeID()
|
| | | lvSkill = skill.GetSkillLV()
|
| | | |
| | | #满足姿态ID需求
|
| | | # if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
|
| | | # hasStateSkillReq = True
|
| | |
|
| | |
|
| | | #满足前置技能需求
|
| | | if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
|
| | | hasLearnSkillReq = True
|
| | | |
| | | #投入分支点总和
|
| | | numLearnSkillPoint += skill.GetSkillLV()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID)
|
| | | if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries:
|
| | | #投入分支点总和
|
| | | numLearnSkillPoint += skill.GetSkillLV()
|
| | |
|
| | | #有前置技能ID需要
|
| | | if curSkillLearnReq != 0 and not hasLearnSkillReq:
|
| | | PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
|
| | | return False
|
| | | |
| | | # #有姿态ID需求
|
| | | # if curSkillStateReq != 0 and not hasStateSkillReq:
|
| | | # PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
|
| | | # return False
|
| | |
|
| | | # #有分支点总和要求
|
| | | # if curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq():
|
| | | # PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] ) |
| | | # return False
|
| | | #有分支点总和要求
|
| | | if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
|
| | | PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] ) |
| | | return False
|
| | | |
| | | #玩家属性点要求
|
| | | stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
|
| | | needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
|
| | | if needBaseAttrID and needBaseAttrValue:
|
| | | baseAttrDict = {
|
| | | ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
|
| | | ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
|
| | | ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
|
| | | ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
|
| | | }
|
| | | if needBaseAttrID not in baseAttrDict:
|
| | | GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
|
| | | return False
|
| | | curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
|
| | | if curBaseAttrValue < needBaseAttrValue:
|
| | | GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
|
| | | return False
|
| | |
|
| | | return True
|
| | |
|
| | |
| | | buffState.DeleteEffectByIndex(i)
|
| | |
|
| | |
|
| | | # 通过技能ID列表删除buff对应的效果ID
|
| | | # 通过技能ID列表删除buff对应的效果ID, 死亡调用
|
| | | def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList):
|
| | |
|
| | | effectIndexList = []
|
| | |
| | | if curEffectID == 0:
|
| | | continue
|
| | |
|
| | | # [技能ID, 来源对象ID,对象类型]
|
| | | if [buffState.GetEffectFromSkillID(i), |
| | | buffState.GetEffectOwnerID(i), |
| | | buffState.GetEffectOwnerType(i)] not in skillIDList:
|
| | | #=======================================================================
|
| | | # # [技能ID, 来源对象ID,对象类型]
|
| | | # if [buffState.GetEffectFromSkillID(i), |
| | | # buffState.GetEffectOwnerID(i), |
| | | # buffState.GetEffectOwnerType(i)] not in skillIDList:
|
| | | # continue
|
| | | #=======================================================================
|
| | | # 改成只判断技能ID
|
| | | if buffState.GetEffectFromSkillID(i) not in skillIDList:
|
| | | continue
|
| | | |
| | | effectIndexList.append(i)
|
| | |
|
| | | # 倒序删除
|
| | |
| | | OperControlManager.SetObjActState(curObj, buffSkill)
|
| | |
|
| | |
|
| | | # 非属性技能算属性 特殊处理
|
| | | # 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
|
| | | def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
|
| | | if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
|
| | | return
|
| | | |
| | | value = GetMaxHPAttrValue(curPlayerSkill)
|
| | | if value == 0:
|
| | | return
|
| | | |
| | | PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
|
| | | return
|
| | |
|
| | |
|
| | | # 计算属性类技能的属性,同buff层不算战力
|
| | | def CalcPassiveAttr_Effect(curPlayer, allAttrList):
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | |
| | | if curPlayerSkill == None:
|
| | | continue
|
| | |
|
| | | CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
|
| | | if not SkillCommon.isPassiveAttr(curPlayerSkill):
|
| | | continue
|
| | |
|
| | |
| | | # @return 概率
|
| | | def GetSkillOfSeriesHitRate(attacker, defender, exSkill):
|
| | | baseRate = exSkill.GetHappenRate()
|
| | | #===========================================================================
|
| | | # addRate = SkillDataBoost.GetSkillBoostValeByType(attacker, exSkill, ChConfig.BoostType_HappenRate)
|
| | | # weakRate = 0
|
| | | # if defender:
|
| | | # weakRate = SkillDataBoost.GetSkillWeakenValeByType(defender, exSkill, ChConfig.WeakenType_HappenRate)
|
| | | # hitRate = max(0, baseRate + addRate - weakRate)
|
| | | #===========================================================================
|
| | | #GameWorld.DebugLog("触发几率: base=%s,add=%s,weak=%s, hitRate=%s" % (baseRate, addRate, weakRate, hitRate))
|
| | | return baseRate
|
| | |
|
| | | ##检查触发技能的使用条件
|
| | |
| | | tagRoundPosX = attacker.GetPosX()
|
| | | tagRoundPosY = attacker.GetPosY()
|
| | |
|
| | | #curSkill = SkillDataBoost.ChangeSkillData(attacker, defender, curSkill, isEnhanceSkill)
|
| | |
|
| | | #这个技能是Buff
|
| | | if SkillCommon.IsBuff(curSkill):
|
| | |
| | |
|
| | | moduleSuffix = GetBuffModuleSuffix(curEffect)
|
| | |
|
| | | changeBuffValueDict = {}#SkillDataBoost.GetBuffValueDict(curSkill, effectID)
|
| | | changeBuffValueDict = {}
|
| | |
|
| | | #是否是持续性技能
|
| | | if curSkill.GetSkillType() in ChConfig.Def_LstBuff_List:
|
| | |
| | | def GetUpLVCostItemNum(curSkill):
|
| | | return curSkill.GetExAttr5()
|
| | |
|
| | | # 技能特殊增加属性配置,目前只支持生命,潜力技能专用
|
| | | def GetMaxHPAttrValue(curSkill):
|
| | | return curSkill.GetMP()
|
| | |
|
| | | ##获得当前技能升级消耗的真气值
|
| | | # @param curSkill 当前技能技能
|
| | |
| | |
|
| | | if skillAim == ChConfig.Def_UseSkillAim_None:
|
| | | if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
|
| | | if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
|
| | | owner = NPCCommon.GetNpcObjOwnerDetail(target)
|
| | | if owner and owner.GetID() == attacker.GetID():
|
| | | # 有害技能特殊处理,不能对自己的召唤物释放
|
| | | target = None
|
| | | |
| | | result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
|
| | | else:
|
| | | result = DoLogic_UseSkill(attacker, attacker, curSkill, tick, isEnhanceSkill=isEnhanceSkill)
|