| | |
| | |
|
| | | #导入
|
| | | import IPY_GameWorld
|
| | | import ReadChConfig
|
| | | import PassiveBuff
|
| | | import GameWorld
|
| | | import ChConfig
|
| | |
| | | # 刷被动效果和属性
|
| | | page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
|
| | | if clientData.Page == page:
|
| | | GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
|
| | | GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | |
|
| | | EventShell.EventRespons_PassiveSet(curPlayer)
|
| | |
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | |
|
| | | # 刷被动效果和属性
|
| | | GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
|
| | | GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
|
| | | PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
|
| | | return
|
| | |
|
| | |
| | |
|
| | | # 助战神兽技能
|
| | | GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
|
| | | |
| | | GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | |
|
| | | #-被动逻辑处理--------------------------------------------------------------------------------------------------
|
| | | ##离开地图处理
|
| | |
| | | def GetTriggerTypeByEffectID(effectID):
|
| | | # 临时配置
|
| | | tdict = {
|
| | | 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
|
| | | 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
|
| | | 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
|
| | | 2106:ChConfig.TriggerType_BeSuperHit, # 被暴击触发技能
|
| | | |
| | | 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
|
| | | 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
|
| | |
| | | 4013:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
|
| | | 4014:ChConfig.TriggerType_HappenState, #必定触发
|
| | | 4015:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13
|
| | | #4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13
|
| | | 4017:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14,
|
| | | 4018:ChConfig.TriggerType_BuffDisappear, # buff消失后触发技能15,
|
| | | 4019:ChConfig.TriggerType_BuffTime, # 延长BUFF时间16,
|
| | |
| | | 4021:ChConfig.TriggerType_AddSingleSkillPer, # 持续性攻击的单次攻击逐次增加技能伤害18,
|
| | | 4022:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
|
| | | 4023:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
|
| | | 4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21
|
| | | #4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21
|
| | | 4025:ChConfig.TriggerType_AddIceAtk, # 攻击附加真实伤害固定值 22
|
| | | 4026:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
|
| | | 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
|
| | |
| | | 4048:ChConfig.TriggerType_MissSkill, # 闪避后触发释放技能
|
| | | 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
|
| | | 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
|
| | | 4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
|
| | | 4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
|
| | | 4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | |
| | | 4061:ChConfig.TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因
|
| | | 4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
|
| | | 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
|
| | | 4065:ChConfig.TriggerType_DamageReducePVP, # PVP减少伤害
|
| | | 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
|
| | | 4070:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
|
| | | 4071:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
|
| | | 4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
|
| | | 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
|
| | | 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
|
| | | 4078:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4079:ChConfig.TriggerType_IsDealy, # 是否触发致命一击 72
|
| | | 4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
|
| | | 4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
|
| | | 4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
|
| | | 4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
|
| | | 4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
|
| | | 4085:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 加印记
|
| | | 4086:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4087:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4088:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4089:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
|
| | | 4090:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
|
| | | 4091:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
|
| | | 4092:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 减印记
|
| | | 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)
|
| | | #===========================================================================
|
| | |
| | | # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
|
| | | def GetBuffTriggerTypeByEffectID(effectID):
|
| | | tdict = {
|
| | | 1011:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
|
| | | 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_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
|
| | | 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
|
| | | 4508:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
|
| | | 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失
|
| | | 4509:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
|
| | | 4510:ChConfig.TriggerType_Buff_MustBeHit, # BUFF类: 无视闪避必中
|
| | | 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
|
| | | 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失
|
| | | #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
|
| | | 4517:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
|
| | | 4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
|
| | | 4519:ChConfig.TriggerType_WillDead, # BUFF类: 进入濒死状态 25
|
| | | 4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
|
| | | 4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
|
| | | 4522:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
|
| | | 4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
|
| | | 4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
|
| | | 4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
|
| | | 4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
|
| | | 4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
|
| | | 4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
|
| | | 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
|
| | | 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
|
| | | 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
|
| | | 807:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | 808:ChConfig.TriggerType_BloodShield, # 血盾
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | |
| | | 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
|
| | | self.AffectSuperEquipSkillDict = {} # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
|
| | | 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】}}
|
| | |
| | |
|
| | | 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
|
| | |
|
| | |
|
| | |
| | | return self.AffectDogzSkillDict
|
| | |
|
| | |
|
| | | # 重刷特殊装备技能
|
| | | def RefreshSuperEquipSkillDict(self):
|
| | | self.AffectSuperEquipSkillDict = {}
|
| | | self.AffectSuperEquipEffectCntDict = {}
|
| | | skillsDict = FindSuperEquipSkills(self.gameObj)
|
| | | |
| | | for skillID, value in skillsDict.items():
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | 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.AffectSuperEquipSkillDict:
|
| | | self.AffectSuperEquipSkillDict[key] = []
|
| | | |
| | | self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
|
| | | # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
|
| | | self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
|
| | | |
| | | GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
|
| | | |
| | | return self.AffectSuperEquipSkillDict
|
| | | |
| | | |
| | | # 重刷可装备的被动技能
|
| | | def RefreshPassiveSkillSet(self):
|
| | | def RefreshPassiveSkillSet(self, isCD=False):
|
| | | self.AffectPassiveSkillSetDict = {}
|
| | | skillManager = self.gameObj.GetSkillManager()
|
| | | skills = FindUsePassiveSkills(self.gameObj)
|
| | | |
| | | tick = GameWorld.GetGameWorld().GetTick()
|
| | |
|
| | | for skillID in skills:
|
| | | curSkill = skillManager.FindSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if isCD:
|
| | | # 重切需进入CD
|
| | | SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
|
| | |
|
| | | skillTypeID = curSkill.GetSkillTypeID()
|
| | | connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
|
| | |
| | | return self.AffectSkillDict
|
| | |
|
| | |
|
| | | def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
|
| | | def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
|
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skillList = []
|
| | | ## bug:2018-03-15
|
| | | ## 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), []))
|
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
|
| | | |
| | | # 指定特殊类型可触发
|
| | | if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
|
| | | funcType = connSkill.GetFuncType()
|
| | | 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), []))
|
| | | |
| | | # 被动再触发被动限制为指定
|
| | | if connSkill and SkillCommon.isPassiveSkill(connSkill):
|
| | | return skillList
|
| | | |
| | | 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), []))
|
| | | skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
|
| | | return skillList
|
| | |
|
| | | #所有obj的被动效果管理
|
| | |
| | | return
|
| | |
|
| | | # 人物需同步注册被动技能
|
| | | def RegistPassiveEffSet(self, gameObj):
|
| | | def RegistPassiveEffSet(self, gameObj, isCD=False):
|
| | | passiveEff = self.GetPassiveEff(gameObj)
|
| | | if not passiveEff:
|
| | | # 强制刷新所有被动技能
|
| | | passiveEff = PassiveEff(gameObj)
|
| | | if not passiveEff.RefreshPassiveSkillSet():
|
| | | if not passiveEff.RefreshPassiveSkillSet(isCD):
|
| | | return
|
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshPassiveSkillSet()
|
| | | passiveEff.RefreshPassiveSkillSet(isCD)
|
| | | return
|
| | |
|
| | |
|
| | |
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshDogzBattleSkill()
|
| | | return
|
| | | |
| | | |
| | | |
| | | # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
|
| | | def RegistSuperEquipSkillDict(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.RefreshSuperEquipSkillDict():
|
| | | return
|
| | | self.AddPassiveEff(gameObj, passiveEff)
|
| | | else:
|
| | | passiveEff.RefreshSuperEquipSkillDict()
|
| | | return
|
| | |
|
| | |
|
| | |
| | | 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)
|
| | |
|
| | | return
|
| | |
|
| | |
| | | PyGameData.g_PassiveEffManager = PassiveEffManager()
|
| | | return PyGameData.g_PassiveEffManager
|
| | |
|
| | |
|
| | | ## 当前释放技能 skillData
|
| | | #def CalcBuffTriggerSkill(attacker, skillData, target, tick):
|
| | | # #===========================================================================
|
| | | # # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
|
| | | # # if not passiveEff:
|
| | | # # return
|
| | | # # #影响技能的BUFF
|
| | | # # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
|
| | | # # if not buffTriggerSkillDict:
|
| | | # # return
|
| | | # # |
| | | # # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
|
| | | # #===========================================================================
|
| | | # OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
|
| | |
|
| | | #===============================================================================
|
| | | # # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
|
| | | # def CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # return True
|
| | | # |
| | | # #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
|
| | | # # return True
|
| | | # |
| | | # if skillBattleType != battleRelationType:
|
| | | # # PK模式的判定
|
| | | # return False
|
| | | # return True
|
| | | #===============================================================================
|
| | |
|
| | | # 查找被动技能时的对象
|
| | | def GetPassiveDefender(attacker, defender):
|
| | |
| | | return
|
| | |
|
| | | return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
|
| | |
|
| | | # 当前有效被动触发技能, 可用于基础使用判定 |
| | | def IsValidPassiveSkill(curSkill):
|
| | | validMap = SkillShell.GetAttrMapID(curSkill)
|
| | | if validMap and validMap != GameWorld.GetMap().GetMapID():
|
| | | # 有效地图可触发
|
| | | return False
|
| | | |
| | | return True
|
| | |
|
| | | # 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
|
| | | # 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
|
| | | def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
|
| | | attacker = FindRealAttacker(attacker)
|
| | | if not attacker:
|
| | | return 0, 0
|
| | |
|
| | | stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
|
| | | if connSkill:
|
| | | if not connSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return 0, 0
|
| | | if SkillCommon.isPassiveSkill(connSkill):
|
| | | stopPassiveSkill = True
|
| | |
|
| | | if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
|
| | | # 防范被动技能触发的 非被动技能
|
| | | stopPassiveSkill = True
|
| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return 0, 0
|
| | | |
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
|
| | | if not skills:
|
| | | return 0, 0
|
| | | |
| | | defender = GetPassiveDefender(attacker, defender)
|
| | |
|
| | | # 当前战斗关系 pvp pve
|
| | | battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
|
| | | #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
|
| | | |
| | | lockHPPerMax = 0 ## 取有效的最高血量
|
| | | lockHPSkillID = 0
|
| | | for skillTypeID, effectID in skills:
|
| | | if connSkillID == skillTypeID:
|
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | |
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | |
|
| | | if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
|
| | | continue
|
| | | |
| | | skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
|
| | | if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
|
| | | # PK模式的判定
|
| | | continue
|
| | | |
| | | pyName = "PassiveSkill_%s" % effectID
|
| | | callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
|
| | | if not callFunc:
|
| | | continue
|
| | | if not callFunc(attacker, defender, effect, curSkill):
|
| | | continue
|
| | | |
| | | # 最终取最高值来决定当前生命值,卡血设定
|
| | | if effect.GetEffectValue(0) > lockHPPerMax:
|
| | | lockHPPerMax = effect.GetEffectValue(0)
|
| | | lockHPSkillID = skillTypeID
|
| | | |
| | | return lockHPSkillID, lockHPPerMax
|
| | |
|
| | |
|
| | | # 锁血功能的技能 含人物和宠物
|
| | | def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return 0
|
| | | |
| | | lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
|
| | | rolePet = attacker.GetPetMgr().GetFightPet()
|
| | | if rolePet:
|
| | | lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
|
| | | |
| | | if lockHPPerMax + lockHPPerMaxPet == 0:
|
| | | # 无触发
|
| | | return 0
|
| | | |
| | | # 触发宠物技能标志
|
| | | if lockHPPerMaxPet > lockHPPerMax:
|
| | | rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
|
| | | return lockHPPerMaxPet
|
| | | |
| | | if lockHPPerMax == 0:
|
| | | return 0
|
| | | |
| | | # 触发人物技能标志
|
| | | attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
|
| | | return lockHPPerMax
|
| | |
|
| | |
|
| | | # 从伤血延后到技能结束触发被动技能
|
| | | def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | | |
| | | # 检查是宠物还是人物技能
|
| | | skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
|
| | | if not skillTypeID:
|
| | | rolePet = attacker.GetPetMgr().GetFightPet()
|
| | | if not rolePet:
|
| | | return
|
| | | skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
|
| | | if not skillTypeID:
|
| | | return
|
| | | attacker = rolePet
|
| | | GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
|
| | | |
| | | # 一定要清标志
|
| | | attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
|
| | | |
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | return
|
| | | |
| | | GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
|
| | | # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
|
| | | SkillCommon.SetUsingPassiveSkill(attacker, 1)
|
| | | if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
|
| | | # 不管技能是否是否成功都必须进入CD
|
| | | SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
|
| | | |
| | | SkillCommon.SetUsingPassiveSkill(attacker, 0)
|
| | | return
|
| | |
|
| | |
|
| | | # 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
|
| | | def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
|
| | | if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return
|
| | | |
| | | rolePet = attacker.GetPetMgr().GetFightPet()
|
| | | #无出战宠物
|
| | | if rolePet == None:
|
| | | return
|
| | |
|
| | | OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
|
| | |
|
| | |
|
| | | # 被动技能触发释放
|
| | | def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
|
| | |
| | | if not attacker:
|
| | | return False
|
| | |
|
| | | stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
|
| | | if connSkill:
|
| | | if not connSkill.GetFuncType():
|
| | | # 非功能类技能,避免死循环
|
| | | return False
|
| | | if SkillCommon.isPassiveSkill(connSkill):
|
| | | #GameWorld.DebugLog("被动技能不能再次触发被动技能")
|
| | | #return False
|
| | | stopPassiveSkill = True
|
| | |
|
| | | if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
|
| | | # 防范被动技能触发的 非被动技能
|
| | | #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
|
| | | #return |
| | | stopPassiveSkill = True
|
| | | |
| | | passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
|
| | | if not passiveEff:
|
| | | return False
|
| | |
|
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
|
| | | if not skills:
|
| | | return False
|
| | |
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | |
| | | if not passiveEff:
|
| | | return 0
|
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
|
| | | if not skills:
|
| | | return 0
|
| | |
|
| | |
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue
|
| | |
| | | if not passiveEff:
|
| | | return []
|
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
|
| | | if not skills:
|
| | | return []
|
| | |
|
| | |
| | | if not curSkill:
|
| | | continue
|
| | |
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | | if not effect:
|
| | | continue
|
| | |
| | | if not passiveEff:
|
| | | return
|
| | | connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
|
| | | skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
|
| | | if not skills:
|
| | | return
|
| | |
|
| | |
| | | continue
|
| | | curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | |
|
| | | effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
|
| | |
| | | for skillID, effectList in buffDict.items():
|
| | | if tagSkillID == skillID:
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | |
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | 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"))
|
| | |
| | | for skillID, effectList in buffDict.items():
|
| | | if skillID == useSkillID:
|
| | | continue
|
| | | for passiveEffect in effectList:
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | |
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | |
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | for effectInfo in effectList:
|
| | | passiveEffect = effectInfo[0]
|
| | | # 被动触发的技能
|
| | | pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
|
| | | curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not curSkill:
|
| | | continue
|
| | | if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
|
| | | # 只有天赋才可以再次被触发
|
| | | continue |
| | | 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 curSkill:
|
| | | continue
|
| | |
|
| | | for passiveEffect in effectList:
|
| | | if not IsValidPassiveSkill(curSkill):
|
| | | continue
|
| | | |
| | | 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
|
| | |
| | | skills.append(curSkill)
|
| | |
|
| | | return skills
|
| | |
|
| | |
|
| | | # 遍历身上装备技能以及各自个数,装备技能不需要学习
|
| | | # 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
|
| | | def FindSuperEquipSkills(gameObj):
|
| | | skillsDict = {}
|
| | | if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
|
| | | return skillsDict
|
| | | |
| | | equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | for i in xrange(equipPack.GetCount()):
|
| | | curEquip = equipPack.GetAt(i)
|
| | | |
| | | if not curEquip or curEquip.IsEmpty():
|
| | | continue
|
| | | |
| | | if curEquip.GetAddSkill(0) == 0:
|
| | | #无技能
|
| | | continue
|
| | | |
| | | for j in xrange(curEquip.GetAddSkillCount()):
|
| | | skillID = curEquip.GetAddSkill(j)
|
| | | if skillID == 0:
|
| | | break
|
| | | |
| | | skillsDict[skillID] = skillsDict.get(skillID, 0) + 1 |
| | | |
| | | return skillsDict
|