| | |
| | | import ReadChConfig
|
| | | import DataRecordPack
|
| | | import ChItem
|
| | | import SkillDataBoost
|
| | | import PlayerActivity
|
| | | import ShareDefine
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| | | import PlayerGodWeapon
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| | | import PlayerSuccess
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| | | import PlayerMagicWeapon
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| | | import PlayerGreatMaster
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| | | import PlayerHorse
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| | | import GameObj
|
| | | import random
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| | |
| | | import PassiveBuffEffMng
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| | | import SkillShell
|
| | | import FBCommon
|
| | | import IpyGameDataPY
|
| | | #---------------------------------------------------------------------
|
| | | GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
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| | | GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
|
| | |
| | | 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
|
| | |
| | | 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())
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| | | #curControl = PlayerControl.PlayerControl(curPlayer)
|
| | | #curControl.CalcPassiveBuffAttr()
|
| | | #curControl.RefreshAllState()
|
| | |
| | | return True
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ##技能升级消耗逻辑
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| | | # @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()
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| | | |
| | | 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)
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| | | |
| | | ##学习技能消耗逻辑
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| | | # @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
|
| | |
|
| | |
| | | # if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer and useSkill.GetSkillTypeID() in ChConfig.Def_SkillID_Trig:
|
| | | # attacker.GetSkillManager().SetTrigBuffSkillTick(tick)
|
| | |
|
| | | GameWorld.Log("当前技能 = %s,触发附加技能成功 = %s,触发几率 = %s"%(useSkill.GetSkillName(),exSkill.GetSkillName(),rate))
|
| | | #GameWorld.Log("当前技能 = %s,触发附加技能成功 = %s,触发几率 = %s"%(useSkill.GetSkillName(),exSkill.GetSkillName(),rate))
|
| | |
|
| | | #----------------------------处理附加技能
|
| | | return DoLogic_UseSkill(attacker, defender, exSkill, tick, destX, destY, True)
|
| | |
| | | # @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:
|
| | |
| | |
|
| | | 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)
|