| | |
| | | 4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点
|
| | | 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
|
| | | 4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
|
| | | 4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
|
| | | 4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4055:ChConfig.TriggerType_StormAttackReduceCD, # 类剑刃风暴攻击后触发效果
|
| | | 4056:ChConfig.TriggerType_PassiveBuffValue, ## 被动buff值计算中二次获取被动值 54
|
| | | 4057:ChConfig.TriggerType_AttackKillHappen, ## 对被动技能斩杀的概率增强 55
|
| | | 4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56
|
| | | 4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能 57
|
| | | 4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能 57
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | return tdict.get(effectID, -1) |
| | | #===========================================================================
|
| | | # # 此表配置 影响类型
|
| | | # ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID)
|
| | |
| | | 4513:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
|
| | | 4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比
|
| | | 4516:ChConfig.TriggerType_ChangeHurtToHP, # BUFF类:buff中把受到伤害的xx%转化为生命值
|
| | | 4517:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
|
| | | 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
|
| | | 803:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 806:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 808:ChConfig.TriggerType_BloodShield, # 血盾
|
| | |
| | | # #===========================================================================
|
| | | # OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
|
| | |
|
| | | # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
|
| | | def CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | return True
|
| | | |
| | | #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # return True
|
| | | |
| | | if skillBattleType != battleRelationType:
|
| | | # PK模式的判定
|
| | | return False
|
| | | return True
|
| | | #===============================================================================
|
| | | # # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
|
| | | # def CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # return True
|
| | | # |
| | | # #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # # return True
|
| | | # |
| | | # if skillBattleType != battleRelationType:
|
| | | # # PK模式的判定
|
| | | # return False
|
| | | # return True
|
| | | #===============================================================================
|
| | |
|
| | | # 查找被动技能时的对象
|
| | | def GetPassiveDefender(attacker, defender):
|
| | |
| | | if not attacker:
|
| | | return False
|
| | |
|
| | | 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 False
|
| | | if SkillCommon.isPassiveSkill(connSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | return False
|
| | | #return False
|
| | | 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
|
| | | GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
|
| | | return
|
| | | #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
|
| | | #return |
| | | stopPassiveSkill = True
|
| | |
|
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return False
|
| | | |
| | | |
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
|
| | | if not skills:
|
| | | return False
|
| | | |
| | | |
| | | defender = GetPassiveDefender(attacker, defender)
|
| | |
|
| | | result = False
|
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
|
| | | 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
|
| | | result = True # 代表有效触发,但不关系触发结果
|
| | |
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | | curSkill.SetRemainTime(0) # 一次攻击多次调用 ,在外层统一调用CD
|
| | | skillIDSet.add(skillTypeID)
|
| | | SkillCommon.SetUsingPassiveSkill(attacker, 0)
|
| | | |
| | | return True
|
| | | |
| | | # 代表有效触发,但不关系触发结果, 外层根据需求使用,如减少循环判断 |
| | | return result
|
| | |
|
| | |
|
| | | #ntSummon:(3)普通召唤兽,可继承主人基础属性如攻击
|
| | |
| | | if not attacker:
|
| | | return 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 and SkillCommon.isPassiveSkill(connSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | return 0
|
| | | #return 0
|
| | | stopPassiveSkill = True
|
| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0
|
| | |
| | | curValue = 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 |
| | | |
| | | if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | #有配置CD的才判断
|
| | | continue
|
| | |
| | | if not effect:
|
| | | continue
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | continue
|
| | |
|
| | | pyName = "PassiveSkill_%s" % effectID
|
| | | |
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | |
|
| | | # 条件不满足
|
| | |
| | | #tick = GameWorld.GetGameWorld().GetTick()
|
| | | skillList = []
|
| | | for skillTypeID, effectID in skills:
|
| | | if connSkillID == skillTypeID:
|
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | #if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | # continue
|
| | |
| | | if not effect:
|
| | | continue
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | continue
|
| | |
|
| | | pyName = "PassiveSkill_%s" % effectID
|
| | |
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | |
|
| | | for skillTypeID, effectID in skills:
|
| | | if connSkillID == skillTypeID:
|
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | |
| | | if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | continue
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | | return False
|
| | |
|
| | |
|
| | |
|
| | | #------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
|
| | |
|
| | | #buff类触发释放技能,无CD验证
|
| | | def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
|
| | | # 被动技能触发但无需释放,如抵消debuff,只需走CD即可
|
| | | def OnPassiveBuffHappen(attacker, defender, tagSkill, triggerType, tick):
|
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return
|
| | | if useSkill:
|
| | | if not useSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return
|
| | | if SkillCommon.isPassiveSkill(useSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | return
|
| | | |
| | | if SkillCommon.GetUsingPassiveSkill(attacker):
|
| | | # 防范被动技能触发的 非被动技能
|
| | | GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
|
| | | return
|
| | | |
| | | |
| | | return False
|
| | |
|
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return
|
| | | |
| | | return False
|
| | | buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
|
| | | if not buffDict:
|
| | | return
|
| | | return False
|
| | |
|
| | | defender = GetPassiveDefender(attacker, defender)
|
| | | |
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(tagSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | return
|
| | |
|
| | | tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
|
| | |
|
| | | for skillID, effectList in buffDict.items():
|
| | | if tagSkillID == skillID:
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | |
| | | if not callFunc:
|
| | | continue
|
| | |
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID):
|
| | | if not callFunc(attacker, defender, passiveEffect, tagSkill):
|
| | | continue
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
|
| | | if callFunc:
|
| | | callFunc(attacker, defender, passiveEffect, tagSkill, skillID)
|
| | |
|
| | | return True
|
| | | |
| | | return False
|
| | | #------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
|
| | |
|
| | | #buff类触发释放技能,无CD验证
|
| | | def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
|
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return
|
| | |
|
| | | 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 useSkill:
|
| | | if not useSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return
|
| | | if SkillCommon.isPassiveSkill(useSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | #return
|
| | | stopPassiveSkill = True
|
| | | |
| | | if SkillCommon.GetUsingPassiveSkill(attacker):
|
| | | # 防范被动技能触发的 非被动技能
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
|
| | | #return
|
| | | stopPassiveSkill = True
|
| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return
|
| | | |
| | | buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
|
| | | if not buffDict:
|
| | | return
|
| | |
|
| | | defender = GetPassiveDefender(attacker, defender)
|
| | | |
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | useSkillID = useSkill.GetSkillID() if useSkill else 0
|
| | |
|
| | | for skillID, effectList in buffDict.items():
|
| | | if skillID == useSkillID:
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | 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 |
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | | if not callFunc:
|
| | | continue
|
| | | |
| | | if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
|
| | | continue
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
|
| | |
| | | continue
|
| | |
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(skillData)
|
| | | if not CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | |
|
| | |
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return 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 useSkill and SkillCommon.isPassiveSkill(useSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | return 0
|
| | | #return 0
|
| | | stopPassiveSkill = True
|
| | |
|
| | |
|
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | |
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | skillBattleType = SkillCommon.GetSkillBattleType(useSkill)
|
| | | if not CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | return 0
|
| | | |
| | | |
| | | useSkillID = useSkill.GetSkillID() if useSkill else 0
|
| | | #tick = GameWorld.GetGameWorld().GetTick()
|
| | | curValue = 0
|
| | |
|
| | | |
| | | for skillID, effectList in buffDict.items():
|
| | | if skillID == useSkillID:
|
| | | continue
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | for passiveEffect in effectList:
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | |
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | |
|
| | |
| | | if not callFunc:
|
| | | continue
|
| | |
|
| | | if not callFunc:
|
| | | continue
|
| | | |
| | | # 条件不满足
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID):
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
|
| | | continue
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
|
| | | if callFunc is None:
|
| | | continue
|
| | |
|
| | | # 如被动技能:千幻冥炎真实伤害从2变4倍
|
| | | curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
|
| | | curValue += callFunc(attacker, defender, passiveEffect)
|
| | |
|
| | | return curValue
|