| | |
| | | import ReadChConfig
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| | | import DataRecordPack
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| | | import ChItem
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| | | import SkillDataBoost
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| | | import PlayerActivity
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| | | 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
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| | | import random
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| | |
| | | import PassiveBuffEffMng
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| | | import SkillShell
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| | | import FBCommon
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| | | import IpyGameDataPY
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| | | #---------------------------------------------------------------------
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| | | GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
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| | | GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
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| | |
| | | return
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| | |
|
| | | if not CheckClientAttackTick(curPlayer, clientTick, tick):
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| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) |
| | | curPlayer.Sync_ClientTick() |
| | | return
|
| | |
|
| | | #已经在攻击中
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| | |
| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
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| | | if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
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| | | return False
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| | | |
| | | #天赋技学习点数判断
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| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
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| | | if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
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| | | return False
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| | | #经验检测
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| | | skillLvUpNeedExp = upSkill.GetLVUpCostExp()
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| | |
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| | |
| | | #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>
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| | | PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp])
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| | |
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| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
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| | | PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1)
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| | | return True
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| | | #---------------------------------------------------------------------
|
| | | ##检测学习技能需求条件
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| | |
| | | #当前技能前置技能需求,前置技能等级需求
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| | | curSkillLearnReq = curSkill.GetLearnSkillReq()
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| | | lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
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| | | |
| | | #需要对应天赋系别点数
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| | | learnSkillPointReq = curSkill.GetLearnSkillPointReq()
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| | | needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
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| | | ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
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| | | curTalentType = ipyData.GetTalentType() if ipyData else 0
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| | | #获取玩家目前所有技能
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| | | for i in range(0, skillManager.GetSkillCount()):
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| | | skill = skillManager.GetSkillByIndex(i)
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| | |
| | | #满足前置技能需求
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| | | if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
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| | | hasLearnSkillReq = True
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| | | |
| | | #投入分支点总和
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| | | numLearnSkillPoint += skill.GetSkillLV()
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| | | ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID)
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| | | if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries:
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| | | #投入分支点总和
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| | | numLearnSkillPoint += skill.GetSkillLV()
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| | |
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| | | #有前置技能ID需要
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| | | if curSkillLearnReq != 0 and not hasLearnSkillReq:
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| | |
| | | # PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
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| | | # return False
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| | |
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| | | # #有分支点总和要求
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| | | # if curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq():
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| | | # PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] ) |
| | | # return False
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| | | #有分支点总和要求
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| | | if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
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| | | PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] ) |
| | | return False
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| | |
|
| | | return True
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| | |
|
| | |
| | | # if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer and useSkill.GetSkillTypeID() in ChConfig.Def_SkillID_Trig:
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| | | # attacker.GetSkillManager().SetTrigBuffSkillTick(tick)
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| | |
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| | | 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))
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| | | #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))
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| | |
|
| | | #----------------------------处理附加技能
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| | | return DoLogic_UseSkill(attacker, defender, exSkill, tick, destX, destY, True)
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| | |
| | | # @return 概率
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| | | def GetSkillOfSeriesHitRate(attacker, defender, exSkill):
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| | | baseRate = exSkill.GetHappenRate()
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| | | #===========================================================================
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| | | # addRate = SkillDataBoost.GetSkillBoostValeByType(attacker, exSkill, ChConfig.BoostType_HappenRate)
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| | | # weakRate = 0
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| | | # if defender:
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| | | # weakRate = SkillDataBoost.GetSkillWeakenValeByType(defender, exSkill, ChConfig.WeakenType_HappenRate)
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| | | # hitRate = max(0, baseRate + addRate - weakRate)
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| | | #===========================================================================
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| | | #GameWorld.DebugLog("触发几率: base=%s,add=%s,weak=%s, hitRate=%s" % (baseRate, addRate, weakRate, hitRate))
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| | | return baseRate
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| | |
|
| | | ##检查触发技能的使用条件
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| | |
| | | tagRoundPosX = attacker.GetPosX()
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| | | tagRoundPosY = attacker.GetPosY()
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| | |
|
| | | #curSkill = SkillDataBoost.ChangeSkillData(attacker, defender, curSkill, isEnhanceSkill)
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| | |
|
| | | #这个技能是Buff
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| | | if SkillCommon.IsBuff(curSkill):
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| | |
| | |
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| | | moduleSuffix = GetBuffModuleSuffix(curEffect)
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| | |
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| | | changeBuffValueDict = {}#SkillDataBoost.GetBuffValueDict(curSkill, effectID)
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| | | changeBuffValueDict = {}
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| | |
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| | | #是否是持续性技能
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| | | if curSkill.GetSkillType() in ChConfig.Def_LstBuff_List:
|