| | |
| | | import NPCCommon
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| | | import PetControl
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| | | import QuestCommon
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| | | import ItemCommon
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| | |
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| | | GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
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| | |
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| | |
| | | def GetTriggerTypeByEffectID(effectID):
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| | | # 临时配置
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| | | tdict = {
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| | | 1304:ChConfig.TriggerType_HitValue, # 命中记录 89
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| | | |
| | | 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
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| | | 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
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| | | 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
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| | |
| | | 4107:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
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| | | 4108:ChConfig.TriggerType_SkillSuccess, # 使用技能成功后不触发技能 处理消耗等问题用 87
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| | | 4109:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
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| | | 4110:ChConfig.TriggerType_ChangeSkillEff, # 改变技能特效
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| | | }
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| | | return tdict.get(effectID, -1)
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| | | #===========================================================================
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| | |
| | | 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
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| | | 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
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| | | 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77
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| | | 4532:ChConfig.TriggerType_SuperHit, # buff中对第一目标暴击触发技能
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| | | 4532:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
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| | | 4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
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| | | 4534:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
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| | | 4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
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| | |
| | | self.AffectSuperEquipSkillDict[key] = []
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| | |
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| | | self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
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| | | # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
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| | | self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
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| | | # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值/10000.0),相同技能个数)*10000
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| | | self.AffectSuperEquipEffectCntDict[effectID] = int((1 - pow((1 - curEffect.GetEffectValue(0)/10000.0),value))*10000)
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| | |
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| | | GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
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| | |
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| | |
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
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| | | return
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| | |
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| | | tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
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| | |
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| | | for skillID, effectList in buffDict.items():
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| | | if tagSkillID == skillID:
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| | | continue
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| | |
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| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
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| | | if not curSkill:
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| | |
| | |
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| | | # buff 影响的(攻击)行为值
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| | | # 返回数值
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| | | def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType):
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| | | def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType, isStopPassiveSkill=True):
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| | | attacker = FindRealAttacker(attacker)
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| | | if not attacker:
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| | | return 0
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| | |
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| | | stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
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| | | if useSkill and SkillCommon.isPassiveSkill(useSkill):
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| | | if useSkill and SkillCommon.isPassiveSkill(useSkill) and isStopPassiveSkill:
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| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
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| | | #return 0
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| | | if not PassPassiveLimit(useSkill):
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| | |
| | | #无技能
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| | | continue
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| | |
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| | | for j in xrange(curEquip.GetAddSkillCount()):
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| | | skillID = curEquip.GetAddSkill(j)
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| | | if skillID == 0:
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| | | break
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| | | |
| | | skillsDict[skillID] = skillsDict.get(skillID, 0) + 1 |
| | | itemSkillIDList = ItemCommon.GetItemSkillIDList(curEquip)
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| | | for skillID in itemSkillIDList:
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| | | skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
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| | |
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| | | return skillsDict
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| | |
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| | |
| | | # 但也有一些特殊情况 放在此处过滤
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| | | def PassPassiveLimit(useSkill):
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| | | # 如灼烧是被动技能 但可以被不断的强化
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| | | if useSkill.GetSkillType() != ChConfig.Def_SkillType_PassiveLstDepBuff:
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| | | return False
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| | | if useSkill.GetSkillType() == ChConfig.Def_SkillType_PassiveLstDepBuff:
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| | | return True
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| | |
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| | | if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PassiveSkillWithSP:
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| | | # 有专精的被动技能,可以再次触发被动效果
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| | | return False
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| | | return True
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| | | return True
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| | | return False
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| | |
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| | |
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| | | # 被动技能改变值 无条件限制 纯取值
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| | | def GetPassiveSkillValueByTriggerTypeEx(attacker, defender, connSkill, triggerType):
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| | | attacker = FindRealAttacker(attacker)
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| | | if not attacker:
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| | | return 0
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| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
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| | | if not passiveEff:
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| | | return 0
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| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
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| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
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| | | if not skills:
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| | | return 0
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| | | |
| | | curValue = 0
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| | |
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| | | for skillTypeID, effectID in skills:
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| | | if connSkillID == skillTypeID:
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| | | continue
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| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
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| | | if not curSkill:
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| | | continue
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| | |
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| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
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| | | if not effect:
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| | | continue
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| | | pyName = "PassiveSkill_%s" % effectID
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| | |
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| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
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| | | |
| | | # 条件不满足
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| | | if callFunc and not callFunc(attacker, defender, effect, curSkill):
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| | | continue
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| | | |
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
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| | | if callFunc is None:
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| | | continue
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| | | |
| | | curValue += callFunc(attacker, defender, effect, skillTypeID)
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| | | |
| | | return curValue
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