| | |
| | | # @return 返回值真, 检查通过
|
| | | # @remarks 自定义函数, NPC使用有对象技能
|
| | | def NPCUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | skillTag = GetSkillAffectTag(curSkill)
|
| | | if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
|
| | | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
|
| | | curTag = GetAppointNPCBySkillEffect(curSkill)
|
| | | if not curTag:
|
| | | return False
|
| | | |
| | | if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | return False
|
| | |
|
| | |
| | | curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0)
|
| | |
|
| | | return result
|
| | |
|
| | | # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用
|
| | | def GetAppointNPCBySkillEffect(curSkill):
|
| | | npcID = 0
|
| | | effectID = ChConfig.Def_Skill_Effect_AppointNPC
|
| | | for i in xrange(0, curSkill.GetEffectCount()):
|
| | | curEffect = curSkill.GetEffect(i)
|
| | | curEffectID = curEffect.GetEffectID()
|
| | | |
| | | if not curEffectID:
|
| | | #策划有可能中途删除,不用return
|
| | | continue
|
| | | |
| | | #不是需要的效果
|
| | | if curEffectID != effectID:
|
| | | continue
|
| | |
|
| | | npcID = curEffect.GetEffectValue(0)
|
| | | break
|
| | |
|
| | | if not npcID:
|
| | | return None
|
| | | return GameWorld.FindNPCByNPCID(npcID)
|
| | |
|
| | |
|
| | | # 计算NPC技能位移坐标,预警和非预警都可以用
|
| | |
| | | # @return 返回值真, 检查通过
|
| | | def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick):
|
| | | skillTag = GetSkillAffectTag(curSkill)
|
| | | if skillTag == ChConfig.Def_UseSkillTag_AppointNPC:
|
| | | return True
|
| | | |
| | | #---对象判定---
|
| | | if IsToPetOwnerSkill(curNPC, skillTag):
|
| | | return True
|
| | |
| | | OperControlManager.SetObjActState(curObj, buffSkill)
|
| | |
|
| | |
|
| | | # 非属性技能算属性 特殊处理
|
| | | # 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
|
| | | def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
|
| | | if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
|
| | | return
|
| | | |
| | | value = GetMaxHPAttrValue(curPlayerSkill)
|
| | | if value == 0:
|
| | | return
|
| | | |
| | | PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
|
| | | return
|
| | |
|
| | |
|
| | | # 计算属性类技能的属性,同buff层不算战力
|
| | | def CalcPassiveAttr_Effect(curPlayer, allAttrList):
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | |
| | | if curPlayerSkill == None:
|
| | | continue
|
| | |
|
| | | CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
|
| | | if not SkillCommon.isPassiveAttr(curPlayerSkill):
|
| | | continue
|
| | |
|
| | |
| | | def GetUpLVCostItemNum(curSkill):
|
| | | return curSkill.GetExAttr5()
|
| | |
|
| | | # 技能特殊增加属性配置,目前只支持生命,潜力技能专用
|
| | | def GetMaxHPAttrValue(curSkill):
|
| | | return curSkill.GetMP()
|
| | |
|
| | | ##获得当前技能升级消耗的真气值
|
| | | # @param curSkill 当前技能技能
|