| | |
| | |
|
| | | # 助战神兽技能
|
| | | GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
|
| | | |
| | | GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
|
| | |
|
| | | #-被动逻辑处理--------------------------------------------------------------------------------------------------
|
| | | ##离开地图处理
|
| | |
| | | 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
|
| | |
| | | 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
|
| | |
| | | 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
|
| | | 4074:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14, 记录值
|
| | | 4075:ChConfig.TriggerType_4074PerValue, # 增加4074的反弹比例
|
| | | 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,
|
| | | }
|
| | | return tdict.get(effectID, -1)
|
| | | #===========================================================================
|
| | |
| | | 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
|
| | | 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
|
| | | #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
|
| | |
| | | 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):
|
| | |
| | | self.AffectDogzSkillDict[key].append((skillTypeID, effectID))
|
| | |
|
| | | 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
|
| | |
| | | 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), []))
|
| | | |
| | | 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
|
| | |
| | | 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
|
| | |
|
| | |
|
| | |
| | | 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
|