hch
2019-05-09 bc915a9b717eccef3c8d825f9af79a7596394ac7
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -309,7 +309,6 @@
             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
@@ -373,7 +372,12 @@
             4093:ChConfig.TriggerType_NoControl,   # 使关联技能不受控制 78
             4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
             4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
             4096:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
             4098:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             4099:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
             4100:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
             4101:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -394,7 +398,7 @@
             4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
             4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
             4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
             #4503:ChConfig.TriggerType_AttackAddSkillPer,  # BUFF类: 攻击时提高增加伤害
             4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
             4504:ChConfig.TriggerType_BounceHP,  # BUFF类: 反弹伤害固定值
             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
@@ -424,6 +428,8 @@
             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
             4534:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
             
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -449,7 +455,7 @@
        self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
    
    #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):
    def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
        effectID = effect.GetEffectID()
        
        #{(触发方式/点, 关联技能):{BUFFID:【效果】}}
@@ -464,7 +470,7 @@
            
        if skillID not in self.AffectBuffDict[keyTuple]:
            self.AffectBuffDict[keyTuple][skillID] = []
        self.AffectBuffDict[keyTuple][skillID].append(effect)  # 存储受影响的信息
        self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType])  # 存储受影响的信息
        return
        
@@ -817,6 +823,8 @@
                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()
@@ -827,7 +835,7 @@
                    if triggerType == -1:
                        continue
                    passiveEff = self.InitObjPassiveEff(gameObj)
                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
        
        return
    
@@ -1327,7 +1335,8 @@
        
        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()
            
@@ -1335,7 +1344,7 @@
            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"))
@@ -1396,14 +1405,15 @@
        
        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"))
@@ -1473,11 +1483,11 @@
        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()
            
@@ -1486,7 +1496,7 @@
                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"))
@@ -1494,7 +1504,7 @@
                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