| | |
| | | continue
|
| | | npcObj.StopMove()
|
| | | npcObj.ChangePos(npcPos.PosX, npcPos.PosY)
|
| | |
|
| | | BeatBackMove(curPlayer, npcObj)
|
| | | return
|
| | |
|
| | | # 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些
|
| | | def BeatBackMove(curPlayer, npcObj):
|
| | | if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon:
|
| | | return
|
| | | if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
|
| | | return
|
| | | |
| | | posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex())
|
| | | #范围校验
|
| | | posMapX = posMap.GetPosX()
|
| | | posMapY = posMap.GetPosY()
|
| | | if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8:
|
| | | # 单次位移不超过5米
|
| | | return
|
| | | npcControl = NPCCommon.NPCControl(npcObj)
|
| | | moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5)
|
| | | npcObj.Move(moveDestX, moveDestY)
|
| | | return
|
| | |
|
| | | #===============================================================================
|
| | | # //B4 03 吸引NPC仇恨 #tagNPCAttention
|
| | |
| | | #获得技能等级
|
| | | curSkillLV = curSkill.GetSkillLV()
|
| | | DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
|
| | | EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType())
|
| | | EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV)
|
| | | GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
|
| | | return True
|
| | |
|
| | |
| | | isChangeSkill = False #是否变更生效的技能
|
| | | if updSelectSkillLV != activeSkillLV:
|
| | | #可升级则激活升一级
|
| | | EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, updSelectSkillLV)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
|
| | | if curElementSkillID == selectSkillID:
|
| | | #正在使用的专精技能,则立即生效
|
| | |
| | | if curElementSkillID != selectSkillID:
|
| | | #原技能删除
|
| | | skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
|
| | | else:
|
| | | EventShell.EventRespons_ElementSkill(curPlayer)
|
| | | |
| | |
|
| | | # 重刷被动技能
|
| | | PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
|
| | |
| | | NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
|
| | | return
|
| | |
|
| | | def RefreshElementSkill(curPlayer, skillTypeID):
|
| | | def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
|
| | | ##更新专精技能生效的等级
|
| | | __InitElementSkillInfo()
|
| | | if skillTypeID not in PyGameData.g_elemntSkillDict:
|
| | |
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
|
| | | curSkillLV = curSkill.GetSkillLV() if curSkill else 0
|
| | | #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
|
| | | if not isChangeLV:
|
| | | return
|
| | | if updSkillLV == curSkillLV:
|
| | | return
|
| | | elif updSkillLV < curSkillLV:
|
| | |
| | | #加点、丹药、境界、洗点 会影响灵根点
|
| | | __InitElementSkillInfo()
|
| | |
|
| | | needRefreshSkillIDList = []
|
| | | needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | |
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
|
| | | for ipyData in ipyDataList:
|
| | | curElementSkillID = ipyData.GetElementSkillID()
|
| | | if curElementSkillID not in PyGameData.g_elemntSkillDict:
|
| | |
| | | attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
|
| | | if attrID not in attrIDList:
|
| | | continue
|
| | | needRefreshSkillIDList.append(curElementSkillID)
|
| | | needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
|
| | | |
| | | #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
|
| | | isRefresh = False
|
| | | for skillID in needRefreshSkillIDList:
|
| | | if RefreshElementSkill(curPlayer, skillID):
|
| | | for skillID, isChangeLV in needRefreshSkillIDDict.items():
|
| | | if RefreshElementSkill(curPlayer, skillID, isChangeLV):
|
| | | isRefresh = True
|
| | | if isRefresh:
|
| | | # 重刷被动技能
|
| | |
| | | NotifyElementSkillInfo(curPlayer)
|
| | | return
|
| | |
|
| | | def GetElementSkillCnt(curPlayer):
|
| | | def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV):
|
| | | ##获取已选择的专精技能数量
|
| | | cnt = 0
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
|
| | | if not ipyData:
|
| | | if hasSkillID not in mainSkillIDList:
|
| | | continue
|
| | | curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
|
| | | if not curElementSkillID:
|
| | | ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
|
| | | if not ipyDataList:
|
| | | continue
|
| | | cnt +=1
|
| | | for ipyData in ipyDataList:
|
| | | elementSkillID = ipyData.GetElementSkillID()
|
| | | curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
|
| | | if curActiveLV >= activeLV:
|
| | | cnt += 1
|
| | | return cnt
|
| | |
|
| | | def __InitElementSkillInfo():
|
| | |
| | | if callFunc:
|
| | | callFunc(objDetel, curEffect, allAttrList[index], curBuff)
|
| | |
|
| | | # 持续性属性变化的buff,目前只有持续减益
|
| | | callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
|
| | | if callFunc:
|
| | | callFunc(objDetel, curEffect, allAttrList[index], curBuff)
|
| | | #是否持续性技能
|
| | | if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List:
|
| | | # 持续性属性变化的buff,目前只有持续减益
|
| | | callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
|
| | | if callFunc:
|
| | | callFunc(objDetel, curEffect, allAttrList[index], curBuff)
|
| | | return
|
| | |
|
| | | ## 获得buff效果的计算模块文件后缀
|
| | |
| | |
|
| | |
|
| | |
|
| | | ## 获取某类型技能达到X等级的个数
|
| | | # @param curPlayer
|
| | | # @return
|
| | | def GetSkillCntByFunc(curPlayer, funcType, skilllv=0):
|
| | | allSkillCnt = 0
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | curPlayerSkill = skillManager.GetSkillByIndex(i)
|
| | | if curPlayerSkill == None:
|
| | | continue
|
| | | if curPlayerSkill.GetFuncType() != funcType:
|
| | | continue
|
| | | if curPlayerSkill.GetSkillLV() >= skilllv:
|
| | | allSkillCnt += 1
|
| | | |
| | | return allSkillCnt
|
| | |
|
| | | ## 获取技能总等级
|
| | | # @param curPlayer
|
| | | # @return allSkillLV:总技能等级
|
| | |
| | | continue
|
| | | skillLV = curPlayerSkill.GetSkillLV()
|
| | | allSkillLV += skillLV
|
| | | |
| | | return allSkillLV
|
| | |
|
| | |
|