129 【战斗】战斗系统-服务端(优化战斗武将跟NPC独立处理;去除程序无技能普攻,增加反击普攻;新增回合主动普攻技能功能类型23;)
13个文件已修改
206 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 81 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPrestigeSys.py 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTask.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -32,7 +32,8 @@
    DWORD        _HeroID;    //英雄ID
    BYTE        Country;    // 国家
    BYTE        Quality;    // 品质
    list        SkinNPCIDList;    // 皮肤NPCID列表
    BYTE        AtkDistType;    //远近类型;1-近战;2-远程
    list        SkinIDList;    // 皮肤ID列表
    DWORD        NormalSkillID;    //普攻技能ID
    DWORD        AngerSkillID;    //怒气技能ID
    WORD        AtkInheritPer;    //攻击继承
@@ -83,10 +84,10 @@
    list        AttrValueList;    // 属性值列表
};
//武将皮肤表
//皮肤表
struct    HeroSkin
{
    DWORD        _SkinNPCID;    //皮肤NPCID
    DWORD        _SkinID;    //皮肤NPCID
    list        WearAttrIDList;    // 穿戴属性ID列表
    list        WearAttrValueList;    // 穿戴属性值列表
    list        AllBatAttrIDList;    // 全体上阵属性ID列表
@@ -888,7 +889,7 @@
    DWORD        _NPCID;    //NPCID
    BYTE        FightPowerLackAtkLimit;    //战力不足限制攻击
    DWORD        SuppressFightPower;    //推荐/压制战力
    BYTE        AtkDictType;    //远近类型;1-近战;2-远程
    BYTE        AtkDistType;    //远近类型;1-近战;2-远程
    DWORD        Atk;    //攻击力
    DWORD        Def;    //防御值
    DWORD        MaxHP;    //最大生命值,可超过20E
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -448,6 +448,28 @@
    #NPC读表取
    return attack.GetHurtType()
def GetAtkDistType(curObj):
    ## 获取是近战还是远程,默认近战
    if curObj.GetGameObjType() != IPY_GameWorld.gotNPC:
        return ChConfig.AtkDistType_Short
    playerID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_LineupPlayerID)
    if not playerID:
        return ChConfig.AtkDistType_Short
    heroID = curObj.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
    if heroID:
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if heroIpyData:
            return heroIpyData.GetAtkDistType()
    npcID = curObj.GetNPCID()
    npcDataEx = NPCCommon.GetNPCDataEx(npcID)
    if npcDataEx:
        return npcDataEx.GetAtkDistType()
    return ChConfig.AtkDistType_Short
## 输入基础数值,返回增强后的值 - 技能加强
#  @param value 基础值
#  @param skill 技能
@@ -1624,7 +1646,7 @@
        return
    
    if curSkill and curSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
                                          ChConfig.Def_SkillFuncType_NormalAttack]:
                                          ChConfig.Def_SkillFuncType_TurnNormaAttack]:
        return
    
    if attacker.GetDictByKey(ChConfig.Def_PlayerKey_FirstDefender):
@@ -2075,7 +2097,7 @@
    
    # --- 新增普通攻击的数值和技能攻击的数值,根据类型各自计算
    if atkObjType == IPY_GameWorld.gotPlayer:
        if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
        if not curSkill or curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaAttack:
            atkSkillPer += PlayerControl.GetNormalHurtPer(atkObj)
            atkSkillValue += PlayerControl.GetNormalHurt(atkObj)
        elif curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbPassiveSkill]:
@@ -2211,7 +2233,7 @@
    elif not curSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    普攻伤害=%s" % (hurtValue))
    elif SkillCommon.isNormalAtkSkill(curSkill):
    elif SkillCommon.isTurnNormalAtkSkill(curSkill):
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
    elif SkillCommon.isXPSkill(curSkill):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -1672,7 +1672,8 @@
    if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\
                         curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill,
                                                    ChConfig.Def_SkillFuncType_PetSkill,
                                                    ChConfig.Def_SkillFuncType_NormalAttack]):
                                                    ChConfig.Def_SkillFuncType_NormalAttack,
                                                    ChConfig.Def_SkillFuncType_TurnNormaAttack]):
        # 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级
        PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -35,12 +35,13 @@
import ItemControler
import SkillCommon
import SkillShell
import BaseAttack
import AttackCommon
import random
import time
import json
FighterNPCID = 100 # 战斗NPCID,仅后端用,除怪物外,所有玩家武将均使用该NPCID
PosNumMax = 10 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -374,6 +375,8 @@
                    tfObj = ChPyNetSendPack.tagSCTurnFightObj()
                    tfObj.ObjID = curNPC.GetID()
                    tfObj.NPCID = curNPC.GetNPCID()
                    tfObj.HeroID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
                    tfObj.SkinID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_SkinID)
                    tfObj.HP = curNPC.GetHP()
                    tfObj.HPEx = curNPC.GetHPEx()
                    tfObj.MaxHP = curNPC.GetMaxHP()
@@ -571,12 +574,15 @@
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        npcID = heroIpyData.GetSkinNPCIDList()[0]
        skinIDList = heroIpyData.GetSkinIDList()
        skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
        if skinIndex < 0 or skinIndex >= len(skinIDList):
            continue
        skinID = skinIDList[skinIndex]
        heroDict[str(posNum)] = {
                                 "ID":heroID,
                                 "HeroID":heroID,
                                 "SkinID":skinID,
                                 "Data":heroItem.GetUserData(),
                                 "NPCID":npcID
                                 }
        
        heroCount += 1
@@ -656,27 +662,33 @@
    tick = GameWorld.GetGameWorld().GetTick()
    
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    baseAtkSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 3)
    tfMgr = GetTurnFightMgr()
    space = 3
    for posNumKey, heroInfo in heroDict.items():
        posNum = int(posNumKey)
        
        heroID, skinID = 0, 0
        baseAtkSkillID = 0 # 基础普攻ID
        skillIDList = []
        if lineupPlayerID:
            heroID = heroInfo.get("ID", 0)
            npcID = heroInfo.get("NPCID", 0)
            heroID = heroInfo.get("HeroID", 0)
            skinID = heroInfo.get("SkinID", 0)
            npcID = FighterNPCID
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
            if not heroIpyData:
                continue
            normalSkillID = heroIpyData.GetNormalSkillID()
            angerSkillID = heroIpyData.GetAngerSkillID()
            skillIDList += [normalSkillID, angerSkillID]
            atkDistType = heroIpyData.GetAtkDistType()
        else:
            npcID = heroInfo.get("NPCID", 0)
            npcDataEx = NPCCommon.GetNPCDataEx(npcID)
            if not npcDataEx:
                continue
            skillIDList += npcDataEx.GetSkillIDList()
            atkDistType = npcDataEx.GetAtkDistType()
            
        if not npcID:
            continue
@@ -701,19 +713,28 @@
        curSummon.SetVisible(True)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_TurnFightPosInfo, num * 100 + posNum)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_LineupPlayerID, lineupPlayerID)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_HeroID, heroID)
        curSummon.SetDict(ChConfig.Def_Obj_Dict_SkinID, skinID)
        GameObj.SetFaction(curSummon, faction)
        GameObj.SetXP(curSummon, initXP, False)
        
        if atkDistType == ChConfig.AtkDistType_Short:
            baseAtkSkillID = baseAtkSkillIDList[0] if len(baseAtkSkillIDList) > 0 else 0
        elif atkDistType == ChConfig.AtkDistType_Long:
            baseAtkSkillID = baseAtkSkillIDList[1] if len(baseAtkSkillIDList) > 1 else 0
        skillManager = curSummon.GetSkillManager()
        #有指定的技能,重新学习
        if skillIDList:
            skillManager.ResetSkill()
            for skillID in skillIDList:
                skillManager.LVUPSkillByID(skillID)
        if baseAtkSkillID:
            skillManager.LVUPSkillByID(baseAtkSkillID)
        rebornX = posX - space + (faction - 1) * space * 3 + ((posNum - 1) / 3 * space * 2 * (-1 if faction == 1 else 1))
        rebornY = posY + (posNum - 1) % 3 * space
        #GameWorld.DebugLog("Reborn ID:%s, faction:%s,posNum=%s, (%s,%s), %s" % (curSummon.GetID(), faction, posNum, rebornX, rebornY, skillIDList))
        GameWorld.DebugLog("SummonNPC ID:%s,faction:%s,num=%s,posNum=%s,baseAtkSkillID=%s,%s" % (curSummon.GetID(), faction, num, posNum, baseAtkSkillID, skillIDList))
        curSummon.Reborn(rebornX, rebornY, False)
        NPCCommon.NPCControl(curSummon).DoNPCRebornCommLogic(tick)
        
@@ -1200,8 +1221,10 @@
    objName = gameObj.GetName()
    faction = GameObj.GetFaction(gameObj)
    posInfo = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo)
    npcID = gameObj.GetNPCID()
    return "%s%s %s[%s-%s]" % ("A" if faction == Def_FactionA else "B", posInfo, objName, gameObj.GetID(), npcID)
    heroID = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
    if not heroID:
        heroID = gameObj.GetNPCID()
    return "%s%s %s[%s-%s]" % ("A" if faction == Def_FactionA else "B", posInfo, objName, gameObj.GetID(), heroID)
def EntryLogic(turnFight):
    ## 执行进场逻辑
@@ -1325,7 +1348,7 @@
    ## 攻击方增加的XP值根据主动普攻技能获得
    if not curSkill:
        return 0
    if not SkillCommon.isNormalAtkSkill(curSkill):
    if not SkillCommon.isTurnNormalAtkSkill(curSkill):
        return 0
    return IpyGameDataPY.GetFuncCfg("AngerXP", 3)
@@ -1363,7 +1386,16 @@
    if turnBattleType == ChConfig.TurnBattleType_AtkBack:
        if not tagObj:
            return
        atkOK = BaseAttack.Attack(curNPC, tagObj, None, tick) # 反击为单体普攻
        skillManager = curNPC.GetSkillManager()
        for index in range(0, skillManager.GetSkillCount()):
            skill = skillManager.GetSkillByIndex(index)
            #已经到尾部了
            if not skill or skill.GetSkillTypeID() == 0:
                break
            if skill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack:
                useSkill = skill
                break
        atkOK = SkillShell.DoLogic_UseSkill(curNPC, tagObj, useSkill, tick)
    elif turnBattleType == ChConfig.TurnBattleType_Combo:
        if not tagObj:
            return
@@ -1373,12 +1405,15 @@
        xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
        skillManager = curNPC.GetSkillManager()
        useSkillList = []
        GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
        #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
        for index in range(0, skillManager.GetSkillCount()):
            useSkill = skillManager.GetSkillByIndex(index)
            #已经到尾部了
            if not useSkill or useSkill.GetSkillTypeID() == 0:
                break
            if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_NormalAttack]:
                #基础普攻不能主动释放,目前仅用于反击
                continue
            #被动技能无法使用
            if SkillCommon.isPassiveSkill(useSkill):
                continue
@@ -1406,12 +1441,6 @@
                AddTurnFightXP(curNPC, __GetAddXP_Attack(curNPC, useSkill), "skillID:%s" % skillID)
                break
            
        if not atkOK:
            tagObj = GetEnemyObj(curNPC)
            if tagObj:
                GameWorld.DebugLog('    无技能可攻击,直接使用普攻! tagID=%s(%s)' % (tagObj.GetID(), GetObjName(tagObj)), npcID)
                atkOK = BaseAttack.Attack(curNPC, tagObj, None, tick)
    curNPC.SetDict(ChConfig.Def_Obj_Dict_TurnBattleType, 0) # 无论攻击成功与否都重置战斗类型
    
    tagID = 0
@@ -1454,6 +1483,11 @@
    if posNum <= 0:
        GameWorld.DebugLog("            被非主战单位攻击时无法触发反击: atkID=%s,posNum=%s" % (atkObj.GetID(), posNum))
        return False
    atkDistType = AttackCommon.GetAtkDistType(defObj)
    if atkDistType == ChConfig.AtkDistType_Long:
        if not IpyGameDataPY.GetFuncCfg("ParryCfg", 2):
            GameWorld.DebugLog("            远程单位不可反击: defID=%s" % (defObj.GetID()))
            return False
    defAtkBackRate = GameObj.GetAtkBackRate(defObj) # 防方反击率
    atkBackNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnAtkBackNum) # 已反击次数
    if atkBackNum > 10:
@@ -1707,12 +1741,13 @@
            for posNum, curNPC in batLineup.npcPosDict.items():
                objID = curNPC.GetID()
                npcID = curNPC.GetNPCID()
                heroID = curNPC.GetDictByKey(ChConfig.Def_Obj_Dict_HeroID)
                atkHurt = hurtStatDict.get(objID, 0)
                defHurt = defStatDict.get(objID, 0)
                cureHP = cureStatDict.get(objID, 0)
                GameWorld.DebugLog("    Pos:%s ID=%s-%s,,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s"
                                   % (posNum, objID, npcID, GameObj.GetHP(curNPC), GameObj.GetMaxHP(curNPC), atkHurt, defHurt, cureHP))
                lineupStatInfo[str(posNum)] = {"ObjID":objID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
                GameWorld.DebugLog("    Pos:%s ID=%s-%s-%s,,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s"
                                   % (posNum, objID, npcID, heroID, GameObj.GetHP(curNPC), GameObj.GetMaxHP(curNPC), atkHurt, defHurt, cureHP))
                lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
                
    awardItemList = []
    playerID = turnFight.playerID
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -2946,6 +2946,8 @@
#---Obj字典-------
Def_Obj_Dict_Faction = 'Faction' # 所属阵营
Def_Obj_Dict_LineupPlayerID = 'LineupPlayerID' # 阵容所属玩家ID,可用于判断是否玩家阵容,PVP或PVE
Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnComboNum = 'TurnComboNum' # 单次累计连击次数
@@ -5782,7 +5784,8 @@
Def_SkillFuncType_ShentongSkill,     #20 神通技能
Def_SkillFuncType_ElfSkill,     #21 精怪技能
Def_SkillFuncType_GatherTheSoul,     #22 聚魂技能
) = range(23)
Def_SkillFuncType_TurnNormaAttack,  #23 回合普攻技能
) = range(24)
# 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss
Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal     ,  #平凡小怪 0    # c++ 定义为普通NPC视野刷新
@@ -5798,6 +5801,12 @@
Def_BattleRelationType_CommNoBoss,   # 除了(指定)BOSS,可对其释放技能,但是无实际效果
) = range(0, 4)
# 近战远程
AtkDistTypeList = (
AtkDistType_Short, # 近战
AtkDistType_Long, # 远程
) = range(1, 1 + 2)
# 经验倍率限制类型
(
ExpRateLimitType_Recover, # 资源找回
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -50732,8 +50732,10 @@
class  tagSCTurnFightObj(Structure):
    _pack_ = 1
    _fields_ = [
                  ("ObjID", c_int),    # 实例唯一ID
                  ("NPCID", c_int),    # 绑定的NPCID,不同的实例ID对应的NPCID可能一样
                  ("ObjID", c_int),    # 战斗单位唯一ID
                  ("NPCID", c_int),    # 战斗NPCID,不同的实例ID对应的NPCID可能一样
                  ("HeroID", c_int),    # 玩家武将ID,仅玩家阵容有
                  ("SkinID", c_int),    # 玩家武将皮肤ID,仅玩家阵容有
                  ("HP", c_int),    # 当前血量,求余20亿部分
                  ("HPEx", c_int),    # 当前血量,整除20亿部分
                  ("MaxHP", c_int),    # 最大血量,求余20亿部分
@@ -50755,6 +50757,8 @@
    def Clear(self):
        self.ObjID = 0
        self.NPCID = 0
        self.HeroID = 0
        self.SkinID = 0
        self.HP = 0
        self.HPEx = 0
        self.MaxHP = 0
@@ -50774,6 +50778,8 @@
        DumpString = '''// B4 24 回合战斗初始化 //tagSCTurnFightInit:
                                ObjID:%d,
                                NPCID:%d,
                                HeroID:%d,
                                SkinID:%d,
                                HP:%d,
                                HPEx:%d,
                                MaxHP:%d,
@@ -50785,6 +50791,8 @@
                                %(
                                self.ObjID,
                                self.NPCID,
                                self.HeroID,
                                self.SkinID,
                                self.HP,
                                self.HPEx,
                                self.MaxHP,
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/FBCommon.py
@@ -167,6 +167,8 @@
def IsFBPass(curPlayer, mapID, lineID):
    ## 副本线路是否已过关
    passLineID = 0
    if mapID == ChConfig.Def_FBMapID_Main:
        return PlayerControl.IsMainLevelPass(curPlayer, lineID)
    if mapID == ChConfig.Def_FBMapID_RealmTower:
        passLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_RealmTowerFloor)
    elif mapID == ChConfig.Def_FBMapID_SkyTower:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -60,7 +60,8 @@
                        ("DWORD", "HeroID", 1),
                        ("BYTE", "Country", 0),
                        ("BYTE", "Quality", 0),
                        ("list", "SkinNPCIDList", 0),
                        ("BYTE", "AtkDistType", 0),
                        ("list", "SkinIDList", 0),
                        ("DWORD", "NormalSkillID", 0),
                        ("DWORD", "AngerSkillID", 0),
                        ("WORD", "AtkInheritPer", 0),
@@ -104,7 +105,7 @@
                        ),
                "HeroSkin":(
                        ("DWORD", "SkinNPCID", 1),
                        ("DWORD", "SkinID", 1),
                        ("list", "WearAttrIDList", 0),
                        ("list", "WearAttrValueList", 0),
                        ("list", "AllBatAttrIDList", 0),
@@ -713,7 +714,7 @@
                        ("DWORD", "NPCID", 1),
                        ("BYTE", "FightPowerLackAtkLimit", 0),
                        ("DWORD", "SuppressFightPower", 0),
                        ("BYTE", "AtkDictType", 0),
                        ("BYTE", "AtkDistType", 0),
                        ("DWORD", "Atk", 0),
                        ("DWORD", "Def", 0),
                        ("DWORD", "MaxHP", 0),
@@ -2835,13 +2836,14 @@
    def GetHeroID(self): return self.attrTuple[0] # 英雄ID DWORD
    def GetCountry(self): return self.attrTuple[1] #  国家 BYTE
    def GetQuality(self): return self.attrTuple[2] #  品质 BYTE
    def GetSkinNPCIDList(self): return self.attrTuple[3] #  皮肤NPCID列表 list
    def GetNormalSkillID(self): return self.attrTuple[4] # 普攻技能ID DWORD
    def GetAngerSkillID(self): return self.attrTuple[5] # 怒气技能ID DWORD
    def GetAtkInheritPer(self): return self.attrTuple[6] # 攻击继承 WORD
    def GetDefInheritPer(self): return self.attrTuple[7] # 防御继承 WORD
    def GetHPInheritPer(self): return self.attrTuple[8] # 生命继承 WORD
    def GetBatAttrDict(self): return self.attrTuple[9] # 其他战斗属性字典 {"属性ID":值, ...} dict
    def GetAtkDistType(self): return self.attrTuple[3] # 远近类型;1-近战;2-远程 BYTE
    def GetSkinIDList(self): return self.attrTuple[4] #  皮肤ID列表 list
    def GetNormalSkillID(self): return self.attrTuple[5] # 普攻技能ID DWORD
    def GetAngerSkillID(self): return self.attrTuple[6] # 怒气技能ID DWORD
    def GetAtkInheritPer(self): return self.attrTuple[7] # 攻击继承 WORD
    def GetDefInheritPer(self): return self.attrTuple[8] # 防御继承 WORD
    def GetHPInheritPer(self): return self.attrTuple[9] # 生命继承 WORD
    def GetBatAttrDict(self): return self.attrTuple[10] # 其他战斗属性字典 {"属性ID":值, ...} dict
# 武将星级天赋表
class IPY_HeroTalent():
@@ -2897,14 +2899,14 @@
    def GetAttrIDList(self): return self.attrTuple[2] #  属性ID列表 list
    def GetAttrValueList(self): return self.attrTuple[3] #  属性值列表 list
# 武将皮肤表
# 皮肤表
class IPY_HeroSkin():
    
    def __init__(self):
        self.attrTuple = None
        return
        
    def GetSkinNPCID(self): return self.attrTuple[0] # 皮肤NPCID DWORD
    def GetSkinID(self): return self.attrTuple[0] # 皮肤NPCID DWORD
    def GetWearAttrIDList(self): return self.attrTuple[1] #  穿戴属性ID列表 list
    def GetWearAttrValueList(self): return self.attrTuple[2] #  穿戴属性值列表 list
    def GetAllBatAttrIDList(self): return self.attrTuple[3] #  全体上阵属性ID列表 list
@@ -3833,7 +3835,7 @@
    def GetNPCID(self): return self.attrTuple[0] # NPCID DWORD
    def GetFightPowerLackAtkLimit(self): return self.attrTuple[1] # 战力不足限制攻击 BYTE
    def GetSuppressFightPower(self): return self.attrTuple[2] # 推荐/压制战力 DWORD
    def GetAtkDictType(self): return self.attrTuple[3] # 远近类型;1-近战;2-远程 BYTE
    def GetAtkDistType(self): return self.attrTuple[3] # 远近类型;1-近战;2-远程 BYTE
    def GetAtk(self): return self.attrTuple[4] # 攻击力 DWORD
    def GetDef(self): return self.attrTuple[5] # 防御值 DWORD
    def GetMaxHP(self): return self.attrTuple[6] # 最大生命值,可超过20E DWORD
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -5934,6 +5934,13 @@
        SendPropertyRefresh(curPlayer, ShareDefine.CDBPlayerRefresh_ForbidenTalk, 0)
    return
def IsMainLevelPass(curPlayer, lvID):
    ## 判断玩家是否过关某个主线关卡ID
    # @param lvID: 关卡唯一ID,与策划约定好 = 章节*100+关卡编号
    passChapterID, passLevelNum, _ = GetMainLevelPassInfo(curPlayer)
    passValue = passChapterID * 100 + passLevelNum # 因为pass的记录是带波数的,即当前关卡boss还没过关,所以只有大于该记录值的才算过关
    return passValue > lvID
## 主线关卡过关进度值 = 章节*10000+关卡编号*100+第x波
def GetMainLevelPassValue(curPlayer): return curPlayer.GetExAttr1()
def SetMainLevelPassValue(curPlayer, value): curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -869,9 +869,9 @@
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    skinNPCIDList = heroIpyData.GetSkinNPCIDList()
    skinIDList = heroIpyData.GetSkinIDList()
    if skinIndex > 0: # 0的为默认皮肤,不做限制
        if skinIndex >= len(skinNPCIDList):
        if skinIndex >= len(skinIDList):
            GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
            return
        skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPrestigeSys.py
@@ -37,7 +37,8 @@
RealmTaskType_LV, # 等级 1
RealmTaskType_PassMap, # 过关关卡 2
RealmTaskType_UseXiantao, # 消耗战锤 3
) = range(1, 1 + 3)
RealmTaskType_TreeLV, # 仙树等级 4
) = range(1, 1 + 4)
# 需要记录任务值的任务类型列表
NeedTaskValueTypeList = [RealmTaskType_UseXiantao]
@@ -178,6 +179,14 @@
                               % (realmLV, taskID, taskType, mapID, lineID), playerID)
            return
        
    # 仙树等级
    elif taskType == RealmTaskType_TreeLV:
        treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
        if treeLV < needValueA:
            GameWorld.DebugLog('境界任务领奖,仙树在祝福等级不足! realmLV=%s,taskID=%s,taskType=%s,treeLV=%s < %s'
                               % (realmLV, taskID, taskType, treeLV, needValueA), playerID)
            return
    # 根据记录任务进度值    
    elif taskType in NeedTaskValueTypeList:
        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_RealmTaskValue % taskID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTask.py
@@ -25,6 +25,7 @@
import GameFuncComm
import ShareDefine
import ChConfig
import FBCommon
def GetTaskIDList(taskGroup):
    ## 获取某个任务分组所有任务ID列表
@@ -148,8 +149,7 @@
        if len(conds) != 2:
            return 0
        mapID, lineID = conds
        passLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
        taskValue = 1 if passLineID >= lineID else 0
        taskValue = 1 if FBCommon.IsFBPass(curPlayer, mapID, lineID) else 0
        
    elif taskType == ChConfig.TaskType_TreeLV:
        taskValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1975,9 +1975,9 @@
    ## 是否xp怒气技能
    return curSkill and curSkill.GetXP() > 0
def isNormalAtkSkill(curSkill):
    ## 是否普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_NormalAttack
def isTurnNormalAtkSkill(curSkill):
    ## 是否回合普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaAttack
## 检查技能是否为被动技能, 用于控制不可释放技能
def isPassiveSkill(curSkill):