| | |
| | | import GameMap
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| | | import collections
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| | | import PassiveBuffEffMng
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| | | import EffGetSet
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| | | import ChEquip
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| | | import SkillShell
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| | | import FBCommon
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| | | import IpyGameDataPY
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| | |
| | |
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| | | #还在冷却时间内无法释放
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| | | if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0:
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| | | PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
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| | | #PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit")
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| | | #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD)
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| | | playerSkill.Sync_Skill()
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| | | return False
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| | |
| | |
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| | | return True
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| | |
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| | | def IsNPCSkillResist(curNPC):
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| | | ## NPC是否技能抵抗,对应技能表中伤害类型HurtType为3的技能,即对boss无效的技能
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| | | |
| | | if curNPC.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
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| | | #GameWorld.DebugLog("预警状态下默认抵抗")
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| | | return True
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| | | |
| | | bossIpyData = IpyGameDataPY.GetIpyGameDataNotLog("BOSSInfo", curNPC.GetNPCID())
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| | | if bossIpyData and bossIpyData.GetSkillResist():
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| | | return True
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| | | |
| | | return False
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| | |
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| | | ##是否召唤兽对主人使用技能
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| | | # @param curNPC NPC实例
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| | |
| | | if not CheckLearnSkillCondition(curPlayer, upSkill):
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| | | return False
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| | |
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| | | #坐骑技能学习判断
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| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
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| | | if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
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| | | return False
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| | | # #坐骑技能学习判断
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| | | # if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
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| | | # if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
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| | | # return False
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| | | #天赋技学习点数判断
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| | | if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
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| | | if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
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| | |
| | | GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
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| | | return
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| | |
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
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| | | UpdateElementSkillSelect(curPlayer, mainSkillID, selectSkillID)
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| | | #ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
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| | | if curElementSkillID and curElementSkillID != selectSkillID:
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| | | #原技能删除
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| | | skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
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| | |
| | | curControl.RefreshPlayerAttrState()
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| | |
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| | | NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
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| | | return
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| | |
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| | | def UpdateElementSkillSelect(curPlayer, mainSkillID, selectSkillID):
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| | | ## 更新专精技能选择, selectSkillID 可能被重置为0
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
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| | | #GameWorld.DebugLog("更新专精技能选择 mainSkillID=%s, selectSkillID=%s" % (mainSkillID, selectSkillID))
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| | | |
| | | # 以下额外更新选择的专精技能对应编号,用于表现其他玩家不同专精技能特效用
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| | | mainSkillList = IpyGameDataPY.GetFuncEvalCfg("SkillActTypeIdSort", curPlayer.GetJob())
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| | | if mainSkillID not in mainSkillList:
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| | | return
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| | | mainSkillIndex = mainSkillList.index(mainSkillID)
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| | | if mainSkillIndex < ShareDefine.Def_PDictDigitCnt:
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| | | exAttrValue = curPlayer.GetExAttr7()
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| | | exAttrIndex = mainSkillIndex
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| | | else:
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| | | exAttrValue = curPlayer.GetExAttr8()
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| | | exAttrIndex = mainSkillIndex - ShareDefine.Def_PDictDigitCnt
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| | | |
| | | elementSkillNum = 0
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| | | if selectSkillID:
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| | | ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
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| | | if ipyData:
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| | | elementSkillNum = ipyData.GetElementSkillNum()
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| | | |
| | | updExAttrValue = GameWorld.ChangeDataByDigitPlace(exAttrValue, exAttrIndex, elementSkillNum)
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| | | #GameWorld.DebugLog(" exAttrValue=%s,exAttrIndex=%s,elementSkillNum=%s,updExAttrValue=%s" |
| | | # % (exAttrValue, exAttrIndex, elementSkillNum, updExAttrValue))
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| | | |
| | | # 需要广播周围玩家
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| | | if mainSkillIndex < ShareDefine.Def_PDictDigitCnt:
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| | | curPlayer.SetExAttr7(updExAttrValue, True)
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| | | else:
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| | | curPlayer.SetExAttr8(updExAttrValue, True)
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| | | return
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| | |
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| | | def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
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| | |
| | | if updSkillLV == 0:#重置为未选状态
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| | | ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
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| | | mainSkillID = ipyData.GetMainSkillID()
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
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| | | UpdateElementSkillSelect(curPlayer, mainSkillID, 0)
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| | | #ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
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| | | isNotify = True
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| | | else:
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| | | for _ in xrange(updSkillLV-curSkillLV):
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| | |
| | |
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| | | # 当技能类型为被动技能并且tag字段为0,则此技能为媒介用于触发技能 SkillEnhance1 SkillEnhance2
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| | | skill1 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance1())
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| | | if skill1:
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| | | if skill1 and GameWorld.CanHappen(skill1.GetHappenRate(), ChConfig.Def_MaxRateValue):
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| | | result = True if UsePassiveTriggerSkill(attacker, skill1, target, tick, True) else result
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| | |
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| | | skill2 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance2())
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| | | if skill2:
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| | | if skill2 and GameWorld.CanHappen(skill2.GetHappenRate(), ChConfig.Def_MaxRateValue):
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| | | result = True if UsePassiveTriggerSkill(attacker, skill2, target, tick, True) else result
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| | |
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| | | SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
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