| | |
| | |
|
| | | GetPassiveEffManager().RegistPassiveBuff(curPlayer)
|
| | |
|
| | | # 助战神兽技能
|
| | | GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
|
| | |
|
| | | #-被动逻辑处理--------------------------------------------------------------------------------------------------
|
| | | ##离开地图处理
|
| | |
| | | 4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
|
| | | 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
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | 4511:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
|
| | | 4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害
|
| | | 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 |
| | | 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
|
| | | 803:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 806:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 808:ChConfig.TriggerType_BloodShield, # 血盾
|
| | |
| | | self.AffectBuffDict = {} # 当前正受影响的效果buff, key为触发点
|
| | | self.AffectSkillDict = {} # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
|
| | | self.AffectPassiveSkillSetDict = {} # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
|
| | | |
| | | self.AffectDogzSkillDict = {} # 神兽助战技能
|
| | |
|
| | | #记录会影响其他技能或者被动触发释放技能的BUFF
|
| | | def AddBuffInfoByEffect(self, effect, skillID):
|
| | |
| | | return self.AffectBuffDict.get((triggerType, 0), {})
|
| | |
|
| | |
|
| | | # 重刷神兽助战技能
|
| | | def RefreshDogzBattleSkill(self):
|
| | | self.AffectDogzSkillDict = {}
|
| | | skills = FindDogzBattleSkills(self.gameObj)
|
| | | |
| | | for curSkill in skills:
|
| | | if not SkillCommon.isPassiveTriggerSkill(curSkill):
|
| | | continue
|
| | | |
| | | skillTypeID = curSkill.GetSkillTypeID()
|
| | | |
| | | connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
|
| | | for i in xrange(curSkill.GetEffectCount()):
|
| | | curEffect = curSkill.GetEffect(i)
|
| | | effectID = curEffect.GetEffectID()
|
| | | if effectID == 0:
|
| | | continue
|
| | | |
| | | triggerType = GetTriggerTypeByEffectID(effectID)
|
| | | if triggerType == -1:
|
| | | continue
|
| | | |
| | | key = (triggerType,connSkillID)
|
| | | if key not in self.AffectDogzSkillDict:
|
| | | self.AffectDogzSkillDict[key] = []
|
| | | |
| | | self.AffectDogzSkillDict[key].append((skillTypeID, effectID))
|
| | | |
| | | return self.AffectDogzSkillDict
|
| | | |
| | | |
| | | # 重刷可装备的被动技能
|
| | | def RefreshPassiveSkillSet(self):
|
| | | self.AffectPassiveSkillSetDict = {}
|
| | |
| | | if not SkillCommon.isPassiveTriggerSkill(curSkill):
|
| | | continue
|
| | |
|
| | | if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbPassiveSkill:
|
| | | # 被动技能需装备
|
| | | if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill,
|
| | | ChConfig.Def_SkillFuncType_Dogz]:
|
| | | # 被动技能和神兽需设置才有效
|
| | | continue
|
| | |
|
| | | skillTypeID = curSkill.GetSkillTypeID()
|
| | |
| | | ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
|
| | | skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
|
| | | skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
|
| | | skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
|
| | | if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
|
| | | skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
|
| | | skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
|
| | | |
| | | skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
|
| | | return skillList
|
| | |
|
| | | #所有obj的被动效果管理
|
| | |
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshPassiveSkillSet()
|
| | | return
|
| | | |
| | | |
| | | # 人物需同步注册神兽技能
|
| | | def RegistPassiveEffDogz(self, gameObj):
|
| | | passiveEff = self.GetPassiveEff(gameObj)
|
| | | if not passiveEff:
|
| | | # 强制刷新所有被动技能
|
| | | passiveEff = PassiveEff(gameObj)
|
| | | if not passiveEff.RefreshDogzBattleSkill():
|
| | | return
|
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshDogzBattleSkill()
|
| | | return
|
| | |
|
| | |
|
| | |
| | |
|
| | | return curValue
|
| | |
|
| | |
|
| | | # 因为要兼容低等级技能,所以技能只能是在助战的时候,先删除神兽技能再学习新的助战神兽技能
|
| | | def PlayerDogzSkill(curPlayer):
|
| | |
|
| | | dogzSkills = [] # 需要学习的技能
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetDogzCount()):
|
| | | ipyData = ipyDataMgr.GetDogzByIndex(i)
|
| | | if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
|
| | | continue
|
| | | |
| | | dogzSkills.extend(ipyData.GetHelpBattleSkills())
|
| | | |
| | | delDogzSkills = [] # 删除不在助战神兽队列的技能
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | curSkill = skillManager.GetSkillByIndex(i)
|
| | | if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
|
| | | continue
|
| | | skillID = curSkill.GetSkillID()
|
| | | if skillID in dogzSkills:
|
| | | dogzSkills.pop(skillID)
|
| | | continue
|
| | | |
| | | delDogzSkills.append(skillID)
|
| | | |
| | | GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills))
|
| | | |
| | | # 删除非助战技能
|
| | | for skillID in delDogzSkills:
|
| | | skillManager.DeleteSkillBySkillID(skillID, False)
|
| | | |
| | | # 添加助战技能,同类技能取最高
|
| | | dogzSkills.sort()
|
| | | for skillID in dogzSkills:
|
| | | skillManager.LearnSkillByID(skillID, False)
|
| | | |
| | | # 刷被动效果
|
| | | GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
|
| | | return
|
| | |
|
| | |
|
| | | # 获取助战神兽的技能列表
|
| | | def FindDogzBattleSkills(gameObj):
|
| | | skills = []
|
| | | if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return skills
|
| | | |
| | | skillManager = gameObj.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | curSkill = skillManager.GetSkillByIndex(i)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
|
| | | continue
|
| | | skills.append(curSkill)
|
| | | |
| | | return skills
|