| | |
| | |
|
| | | GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
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| | |
|
| | |
|
| | | # 被动关联的技能模块
|
| | | # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID
|
| | | Def_ConnSkill_Template = {
|
| | | ChConfig.Def_SkillFuncType_FbSkill:[1,2],
|
| | | ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
|
| | | }
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| | |
|
| | | # --------被动功法设置--------------------------------------------------------------------
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| | |
|
| | |
| | |
|
| | | 4000:ChConfig.TriggerType_BuffState, # 进入4012的某个状态触发技能 2
|
| | | 4001:ChConfig.TriggerType_TagBuffState, # 目标进入4012的某个状态触发技能 2
|
| | | 4002:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
|
| | | 4003:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
|
| | | 4002:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
|
| | | 4003:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4004:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4005:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
|
| | | 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7,
|
| | | 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7,
|
| | | 4008:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
|
| | | 4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
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| | |
| | | 4027:ChConfig.TriggerType_AttackKill, # նɱ 24
|
| | | 4028:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25
|
| | | 4029:ChConfig.TriggerType_BuffBoom, # 中毒后爆炸 26
|
| | | 4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27
|
| | | 4031:ChConfig.TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
|
| | | 4032:ChConfig.TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29
|
| | | 4033:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | |
| | | 4063:ChConfig.TriggerType_SummonDie, #自身召唤兽死亡触发技能 60
|
| | | 4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
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| | | 4065:ChConfig.TriggerType_DamageReducePVP, # PVP减少伤害
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| | | 4066:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
|
| | | 4066:ChConfig.TriggerType_AddPVPDamagePer, # 提高PVP增加伤害属性值,计算时 3
|
| | | 4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
|
| | | 4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
|
| | | 4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
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| | |
| | | 4071:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
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| | | 4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
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| | | 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
|
| | | 4074:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
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| | | 4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71
|
| | | 4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
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| | | 4078:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
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| | |
| | | 4093:ChConfig.TriggerType_NoControl, # 使关联技能不受控制 78
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| | | 4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
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| | | 4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
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| | | 4096:ChConfig.TriggerType_SuperHitAddSkillPer, # 暴击增加技能伤害
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| | | 4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 81
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| | | 4096:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
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| | | 4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
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| | | 4098:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
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| | | 4099:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25
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| | | 4100:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
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| | | 4101:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
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| | | 4102:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
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| | | 4103:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
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| | | 4104:ChConfig.TriggerType_HitSuccess, # 命中成功率 83
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| | | }
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| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
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| | |
| | | # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
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| | | def GetBuffTriggerTypeByEffectID(effectID):
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| | | tdict = {
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| | | 1011:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
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| | | 4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
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| | | 4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
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| | | 4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
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| | | 4503:ChConfig.TriggerType_AddDamagePer, # BUFF类: 攻击时提高增加伤害
|
| | | 4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
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| | | 4504:ChConfig.TriggerType_BounceHP, # BUFF类: 反弹伤害固定值
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| | | 4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
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| | | 4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 只刷新属性 不触发技能
|
| | | 4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
|
| | | 4508:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
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| | |
| | | 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
|
| | | 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77
|
| | | 4532:ChConfig.TriggerType_SuperHit, # buff中对第一目标暴击触发技能
|
| | | 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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| | | 4536:ChConfig.TriggerType_AddBuffOver, |
| | | 4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
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| | |
|
| | | 803:ChConfig.TriggerType_BloodShield, # 血盾
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| | | 806:ChConfig.TriggerType_BloodShield, # 血盾
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| | |
| | | self.AffectSuperEquipEffectCntDict = {} # 特殊装备技能效果对应的已计算后的数值,直接调用
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| | |
|
| | | #记录会影响其他技能或者被动触发释放技能的BUFF
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| | | def AddBuffInfoByEffect(self, effect, skillID):
|
| | | def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
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| | | effectID = effect.GetEffectID()
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| | |
|
| | | #{(触发方式/点, 关联技能):{BUFFID:【效果】}}
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| | |
| | |
|
| | | if skillID not in self.AffectBuffDict[keyTuple]:
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| | | self.AffectBuffDict[keyTuple][skillID] = []
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| | | self.AffectBuffDict[keyTuple][skillID].append(effect) # 存储受影响的信息
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| | | self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType]) # 存储受影响的信息
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| | | return
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| | |
|
| | |
|
| | |
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
|
| | |
|
| | | # 指定特殊类型可触发
|
| | | # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID
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| | | if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
|
| | | funcType = connSkill.GetFuncType()
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| | | skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
|
| | | skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
|
| | | skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
|
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
|
| | | funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), [])
|
| | | for funcType in funcTypeList:
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| | | skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
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| | | skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
|
| | | skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
|
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
|
| | |
|
| | | # 被动再触发被动限制为指定
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| | | if connSkill and SkillCommon.isPassiveSkill(connSkill):
|
| | |
| | | buffSkill = curBuff.GetSkill()
|
| | | if not buffSkill:
|
| | | continue
|
| | | |
| | | onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
|
| | | for effectIndex in range(0, buffSkill.GetEffectCount()):
|
| | | curEffect = buffSkill.GetEffect(effectIndex)
|
| | | effectID = curEffect.GetEffectID()
|
| | |
| | | if triggerType == -1:
|
| | | continue
|
| | | passiveEff = self.InitObjPassiveEff(gameObj)
|
| | | passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
|
| | | passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
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| | |
|
| | | return
|
| | |
|
| | |
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | for effectInfo in effectList:
|
| | | passiveEffect = effectInfo[0]
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | |
|
| | |
| | | if not callFunc:
|
| | | continue
|
| | |
|
| | | if not callFunc(attacker, defender, passiveEffect, tagSkill):
|
| | | if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
|
| | | continue
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
|
| | |
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | for effectInfo in effectList:
|
| | | passiveEffect = effectInfo[0]
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | | if not callFunc:
|
| | | continue
|
| | |
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
|
| | | continue
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
|
| | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | |
|
| | | for passiveEffect in effectList:
|
| | | for effectInfo in effectList:
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue
|
| | | |
| | | passiveEffect = effectInfo[0]
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | |
|
| | |
| | | continue
|
| | |
|
| | | # 条件不满足
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
|
| | | if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
|
| | | continue
|
| | |
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
|
| | |
| | | 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 += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
|
| | | curValue += callFunc(attacker, defender, passiveEffect)
|
| | |
|
| | | return curValue
|