129 【战斗】战斗系统-服务端(简化触发方式;优化额外触发技能;)
| | |
| | | list EffectValues1; //效果值列表1
|
| | | BYTE TriggerWay1; //触发方式
|
| | | BYTE TriggerSrc1; //有效来源
|
| | | list TriggerParams1; //触发参数
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| | | DWORD EffectID2; //效果ID2
|
| | | list EffectValues2; //效果值列表2
|
| | | BYTE TriggerWay2; //触发方式
|
| | | BYTE TriggerSrc2; //有效来源
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| | | list TriggerParams2; //触发参数
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| | | DWORD EffectID3; //效果ID3
|
| | | list EffectValues3; //效果值列表3
|
| | | BYTE TriggerWay3; //触发方式
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| | | BYTE TriggerSrc3; //有效来源
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| | | list TriggerParams3; //触发参数
|
| | | WORD CoolDownTime; //技能冷却时间
|
| | | list IgnoreStates; //无视限制列表
|
| | | BYTE CurBuffState; //Buff״ֵ̬
|
| | |
| | | BYTE LayerMax; //最大层数
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| | | DWORD BuffRepeat; //Buff叠加规则
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| | | DWORD DieContinue; //Buff死亡存在
|
| | | list EnhanceSkillList; //触发技能ID列表
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| | | DWORD FightPower; //技能战斗力
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| | | char SkillMotionName; //技能动作名
|
| | | };
|
| | |
| | | triggerSrc = effect.GetTriggerSrc()
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| | | if not triggerWay:
|
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | return
|
| | | if triggerSrc == ChConfig.TriggerSrc_Buff:
|
| | | # buff有效的不加进来
|
| | | return
|
| | |
| | | triggerWay = effect.GetTriggerWay()
|
| | | triggerSrc = effect.GetTriggerSrc()
|
| | | if not triggerWay:
|
| | | return
|
| | | if triggerWay == ChConfig.TriggerWay_CurSkillEff:
|
| | | return
|
| | | if triggerSrc == ChConfig.TriggerSrc_Skill:
|
| | | # 技能有效的不加进来
|
| | |
| | |
|
| | | class SkillEffect():
|
| | |
|
| | | def __init__(self, effID, values, triggerWay=0, triggerSrc=0, triggerParams=None):
|
| | | def __init__(self, effID, values, triggerWay=0, triggerSrc=0):
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| | | self._effID = effID
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| | | self._values = values
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| | | self._triggerWay = triggerWay
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| | | self._triggerSrc = triggerSrc
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| | | self._triggerParams = triggerParams if triggerParams else []
|
| | | #self._triggerParams = triggerParams if triggerParams else []
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| | | return
|
| | |
|
| | | def GetEffectID(self): return self._effID
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| | |
| | | def GetEffectValueCount(self): return len(self._values)
|
| | | def GetTriggerWay(self): return self._triggerWay
|
| | | def GetTriggerSrc(self): return self._triggerSrc
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| | | def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
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| | | #def GetTriggerParams(self, index): return self._triggerParams[index] if len(self._triggerParams) > index else 0
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| | |
|
| | | EmptyEffect = SkillEffect(0, [])
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| | |
|
| | |
| | | def __init__(self, ipyData):
|
| | | self._ipyData = ipyData
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| | | self._effList = [] # [Effect, ...]
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| | | self._effDict = {} # {effID:Effect, ...}
|
| | | self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
|
| | | for num in range(1, 1 + 3):
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| | | effID = getattr(ipyData, "GetEffectID%s" % num)()
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| | | values = getattr(ipyData, "GetEffectValues%s" % num)()
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| | | triggerWay = getattr(ipyData, "GetTriggerWay%s" % num)()
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| | | triggerSrc = getattr(ipyData, "GetTriggerSrc%s" % num)()
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| | | triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
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| | | effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc, triggerParams)
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| | | #triggerParams = getattr(ipyData, "GetTriggerParams%s" % num)()
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| | | effect = ObjPool.GetPoolMgr().acquire(SkillEffect, effID, values, triggerWay, triggerSrc)
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| | | self._effList.append(effect)
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| | | self._effDict[effID] = effect
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| | | self._effDict[(effID, triggerWay)] = effect
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| | | return
|
| | |
|
| | | def GetIpyData(self): return self._ipyData
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| | |
| | | def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
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| | | def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
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| | | def GetEffectCount(self): return len(self._effList)
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| | | def GetEffectByID(self, effID): return self._effDict.get(effID, EmptyEffect)
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| | | def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), EmptyEffect)
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| | | def GetConnSkill(self): return self._ipyData.GetConnSkill()
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| | | def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
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| | | def GetIgnoreStates(self): return self._ipyData.GetIgnoreStates() # 无视限制列表
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| | |
| | | def GetLayerMax(self): return self._ipyData.GetLayerMax()
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| | | def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
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| | | def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
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| | | def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
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| | | def GetFightPower(self): return self._ipyData.GetFightPower()
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| | | def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
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| | |
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| | |
| | | buff = self._buffIDDict.pop(buffID)
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| | | if buff in self._buffList:
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| | | self._buffList.remove(buff)
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| | | else:
|
| | | # 防范下找不到的情况
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| | | for lBuff in self._buffList[::-1]:
|
| | | if lBuff.GetBuffID() == buffID:
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| | | self._buffList.remove(lBuff)
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| | | GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
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| | | #GameWorld.DebugLog(" ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
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| | | for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
|
| | | if buffID not in buffIDList:
|
| | |
| | | def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
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| | | def GetEffect(self, index): return self._skillData.GetEffect(index)
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| | | def GetEffectCount(self): return self._skillData.GetEffectCount()
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| | | def GetEffectByID(self, effID): return self._skillData.GetEffectByID(effID)
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| | | def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
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| | | def GetConnSkill(self): return self._skillData.GetConnSkill()
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| | | def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
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| | | def GetIgnoreStates(self): return self._skillData.GetIgnoreStates() # 无视限制列表
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| | |
| | | def GetLayerMax(self): return self._skillData.GetLayerMax()
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| | | def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
|
| | | def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
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| | | def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
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| | | def GetFightPower(self): return self._skillData.GetFightPower()
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| | | def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
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| | |
|
| | |
| | | buffMgr = batObj.GetBuffManager()
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| | | for index in range(buffMgr.GetBuffCount())[::-1]:
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| | | buff = buffMgr.GetBuffByIndex(index)
|
| | | buffID = buff.GetBuffID()
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| | | skillID = buff.GetSkillID()
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| | | skillData = buff.GetSkillData()
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| | | if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
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| | | #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
|
| | | continue
|
| | | remainTime = buff.GetRemainTime()
|
| | | if not remainTime:
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| | | # 永久buff不处理
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| | | #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, buff.GetSkillID()))
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| | | #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
|
| | | continue
|
| | | calcTimeline = buff.GetCalcTime()
|
| | | passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
|
| | | if passTurn <= 0:
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| | | #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, buff.GetSkillID()))
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| | | #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
|
| | | continue
|
| | |
|
| | | updRemainTime = max(0, remainTime - passTurn)
|
| | | buffID = buff.GetBuffID()
|
| | | skillID = buff.GetSkillID()
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| | | GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
|
| | | % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
|
| | | if updRemainTime > 0:
|
| | |
| | | TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
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| | | TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
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| | | TriggerWay_ShieldBroken, # 承伤盾被击破时 12
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| | | ) = range(1, 1 + 12)
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| | | TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
|
| | | ) = range(1, 1 + 13)
|
| | |
|
| | | # 被动触发有效来源
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| | | TriggerSrc_Skill = 1
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| | |
| | | ("list", "EffectValues1", 0),
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| | | ("BYTE", "TriggerWay1", 0),
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| | | ("BYTE", "TriggerSrc1", 0),
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| | | ("list", "TriggerParams1", 0),
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| | | ("DWORD", "EffectID2", 0),
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| | | ("list", "EffectValues2", 0),
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| | | ("BYTE", "TriggerWay2", 0),
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| | | ("BYTE", "TriggerSrc2", 0),
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| | | ("list", "TriggerParams2", 0),
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| | | ("DWORD", "EffectID3", 0),
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| | | ("list", "EffectValues3", 0),
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| | | ("BYTE", "TriggerWay3", 0),
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| | | ("BYTE", "TriggerSrc3", 0),
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| | | ("list", "TriggerParams3", 0),
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| | | ("WORD", "CoolDownTime", 0),
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| | | ("list", "IgnoreStates", 0),
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| | | ("BYTE", "CurBuffState", 0),
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| | |
| | | ("BYTE", "LayerMax", 0),
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| | | ("DWORD", "BuffRepeat", 0),
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| | | ("DWORD", "DieContinue", 0),
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| | | ("list", "EnhanceSkillList", 0),
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| | | ("DWORD", "FightPower", 0),
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| | | ("char", "SkillMotionName", 0),
|
| | | ),
|
| | |
| | | def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
|
| | | def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
|
| | | def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
|
| | | def GetTriggerParams1(self): return self.attrTuple[21] # 触发参数 list
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| | | def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
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| | | def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
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| | | def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
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| | | def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
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| | | def GetTriggerParams2(self): return self.attrTuple[26] # 触发参数 list
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| | | def GetEffectID3(self): return self.attrTuple[27] # 效果ID3 DWORD
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| | | def GetEffectValues3(self): return self.attrTuple[28] # 效果值列表3 list
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| | | def GetTriggerWay3(self): return self.attrTuple[29] # 触发方式 BYTE
|
| | | def GetTriggerSrc3(self): return self.attrTuple[30] # 有效来源 BYTE
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| | | def GetTriggerParams3(self): return self.attrTuple[31] # 触发参数 list
|
| | | def GetCoolDownTime(self): return self.attrTuple[32] # 技能冷却时间 WORD
|
| | | def GetIgnoreStates(self): return self.attrTuple[33] # 无视限制列表 list
|
| | | def GetCurBuffState(self): return self.attrTuple[34] # Buff״ֵ̬ BYTE
|
| | | def GetLastTime(self): return self.attrTuple[35] # 持续时间 WORD
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| | | def GetLayerCnt(self): return self.attrTuple[36] # Buff层数 BYTE
|
| | | def GetLayerMax(self): return self.attrTuple[37] # 最大层数 BYTE
|
| | | def GetBuffRepeat(self): return self.attrTuple[38] # Buff叠加规则 DWORD
|
| | | def GetDieContinue(self): return self.attrTuple[39] # Buff死亡存在 DWORD
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| | | def GetEnhanceSkillList(self): return self.attrTuple[40] # 触发技能ID列表 list
|
| | | def GetFightPower(self): return self.attrTuple[41] # 技能战斗力 DWORD
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| | | def GetSkillMotionName(self): return self.attrTuple[42] # 技能动作名 char |
| | | def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
|
| | | def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
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| | | def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
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| | | def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
|
| | | def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
|
| | | def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
|
| | | def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
|
| | | def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
|
| | | def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
|
| | | def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
|
| | | def GetCurBuffState(self): return self.attrTuple[31] # Buff״ֵ̬ BYTE
|
| | | def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
|
| | | def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
|
| | | def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
|
| | | def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
|
| | | def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
|
| | | def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
|
| | | def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char |
| | | |
| | | # 武将表 |
| | | class IPY_Hero(): |
| | |
| | | #
|
| | | ##@package Skill.PassiveTrigger.PassiveEff_5001
|
| | | #
|
| | | # @todo:buff层数结算持续buff
|
| | | # @todo:结算某持续buff回合效果(可以是攻击或治疗)
|
| | | # @author hxp
|
| | | # @date 2025-08-19
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: buff层数结算持续buff
|
| | | # 详细描述: 结算某持续buff回合效果(可以是攻击或治疗)
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2025-08-19 16:00"""
|
| | |
| | | import TurnBuff
|
| | |
|
| | | def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
|
| | | singleLayerCnt = max(1, curEffect.GetEffectValue(0)) # 单次消耗层数/次数
|
| | | noDel = curEffect.GetEffectValue(1) # 是否不扣除层数,默认0-扣除 1-不扣除
|
| | | isAll = curEffect.GetEffectValue(2) # 是否结算剩余全部层数/次数,默认0结算单次
|
| | | #结算一次扣除1回合
|
| | | remainTime = max(0, curBuff.GetRemainTime() - 1)
|
| | | curBuff.SetRemainTime(remainTime)
|
| | |
|
| | | skillData = curBuff.GetSkillData()
|
| | | nowLayerCnt = curBuff.GetLayer()
|
| | | TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
|
| | |
|
| | | # 全部层级
|
| | | if isAll:
|
| | | logicCnt = nowLayerCnt / singleLayerCnt
|
| | | updLayerCnt = 0
|
| | | if remainTime <= 0:
|
| | | TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
|
| | | else:
|
| | | logicCnt = 1 # 执行逻辑次数
|
| | | updLayerCnt = nowLayerCnt - singleLayerCnt
|
| | | TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
|
| | |
|
| | | for _ in range(logicCnt):
|
| | | TurnBuff.DoBuffProcess(turnFight, batObj, curBuff)
|
| | | |
| | | # 消耗层级,有限制层级的才进行消耗
|
| | | if not noDel and skillData.GetLayerCnt():
|
| | | curBuff.SetLayer(max(updLayerCnt, 0))
|
| | | if updLayerCnt <= 0:
|
| | | TurnBuff.DoBuffDel(turnFight, batObj, curBuff)
|
| | | else:
|
| | | TurnBuff.SyncBuffRefresh(turnFight, batObj, curBuff)
|
| | | |
| | | return
|
| | |
| | | #
|
| | | ##@package Skill.PassiveTrigger.PassiveEff_5011
|
| | | #
|
| | | # @todo:被击方触发释放技能(对攻击方或重新设置目标)
|
| | | # @todo:触发释放技能(可继承触发技能目标或重新设置目标)
|
| | | # @author hxp
|
| | | # @date 2025-08-25
|
| | | # @version 1.0
|
| | | #
|
| | | # 详细描述: 被击方触发释放技能(对攻击方或重新设置目标)
|
| | | # 详细描述: 触发释放技能(可继承触发技能目标或重新设置目标)
|
| | | #
|
| | | #-------------------------------------------------------------------------------
|
| | | #"""Version = 2025-08-25 12:00"""
|
| | |
| | |
|
| | | def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
|
| | | effectID = curEffect.GetEffectID()
|
| | | skillID = curEffect.GetEffectValue(0)
|
| | | skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
|
| | | if not skillID:
|
| | | passiveSkill = effSkill
|
| | | else:
|
| | |
| | | passiveTagObjList = []
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.GetHP() <= 0:
|
| | | if not tagObj.IsAlive():
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
|
| | |
| | | buffEffInfo and GameWorld.DebugLog(" 被动Buff效果: %s" % buffEffInfo)
|
| | | return
|
| | |
|
| | | def OnTriggerPassiveEffect(turnFight, batObj, triggerType, tagObj=None, connSkill=None, connSkillTypeID=0):
|
| | | def OnTriggerPassiveEffect(turnFight, batObj, triggerWay, tagObj=None, connSkill=None, connSkillTypeID=0):
|
| | | ''' 触发被动效果,可能触发技能、buff,需根据优先级触发
|
| | | '''
|
| | | passiveEffMgr = batObj.GetPassiveEffManager()
|
| | | if not connSkillTypeID and connSkill:
|
| | | connSkillTypeID = connSkill.GetSkillTypeID()
|
| | | effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerType, connSkillTypeID)
|
| | | effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkillTypeID)
|
| | | if not effInfoList:
|
| | | return
|
| | | # [["skill/buff", skillID/buffID, effIDList], ...]
|
| | | tagID = tagObj.GetID() if tagObj else 0
|
| | | GameWorld.DebugLog("触发被动: triggerType=%s,objID=%s,tagID=%s,%s" % (triggerType, batObj.GetID(), tagID, effInfoList))
|
| | | GameWorld.DebugLog("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s" % (triggerWay, batObj.GetID(), tagID, effInfoList))
|
| | | for effInfo in effInfoList:
|
| | | sign = effInfo[0]
|
| | | if sign == "skill":
|
| | | skillID, effIDList = effInfo[1:]
|
| | | __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill)
|
| | | __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill)
|
| | |
|
| | | elif sign == "buff":
|
| | | buffID, effIDList = effInfo[1:]
|
| | | __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill)
|
| | | __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, skillID, effIDList, connSkill=None):
|
| | | def __doTriggerPassiveEffectBySkill(turnFight, batObj, tagObj, triggerWay, skillID, effIDList, connSkill=None):
|
| | | skillMgr = batObj.GetSkillManager()
|
| | | effSkill = skillMgr.FindSkillByID(skillID)
|
| | | if not effSkill:
|
| | | return
|
| | |
|
| | | for effID in effIDList:
|
| | | curEffect = effSkill.GetEffectByID(effID)
|
| | | curEffect = effSkill.GetEffectByID(effID, triggerWay)
|
| | | if not curEffect:
|
| | | continue
|
| | | pyName = "PassiveEff_%s" % effID
|
| | | callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
|
| | | if not callFunc:
|
| | | continue
|
| | | callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
|
| | | DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, buffID, effIDList, connSkill=None):
|
| | | def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill):
|
| | | effID = curEffect.GetEffectID()
|
| | | if not effID:
|
| | | return
|
| | | pyName = "PassiveEff_%s" % effID
|
| | | callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
|
| | | if not callFunc:
|
| | | return
|
| | | callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill)
|
| | | return
|
| | |
|
| | | def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None):
|
| | | buffMgr = batObj.GetBuffManager()
|
| | | curBuff = buffMgr.GetBuff(buffID)
|
| | | if not curBuff:
|
| | |
| | | skillData = curBuff.GetSkillData()
|
| | |
|
| | | for effID in effIDList:
|
| | | curEffect = skillData.GetEffectByID(effID)
|
| | | curEffect = skillData.GetEffectByID(effID, triggerWay)
|
| | | if not curEffect:
|
| | | continue
|
| | | pyName = "PassiveEff_%s" % effID
|
| | | callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
|
| | | if not callFunc:
|
| | | continue
|
| | | callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
|
| | | DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
|
| | |
|
| | | return
|
| | |
|
| | | def DoBuffEffectLogic(turnFight, batObj, tagObj, curBuff, curEffect, connSkill):
|
| | | effID = curEffect.GetEffectID()
|
| | | if not effID:
|
| | | return
|
| | | pyName = "PassiveEff_%s" % effID
|
| | | callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoBuffEffectLogic"))
|
| | | if not callFunc:
|
| | | return
|
| | | callFunc(turnFight, batObj, tagObj, curBuff, curEffect, connSkill)
|
| | | return
|
| | |
|
| | | def GetTriggerPassiveValue(batObj, triggerType, tagObj=None, useSkill=None):
|
| | | ''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
|
| | | @return: 触发的值,0-没有触发或本身触发的值为0;大于0-触发的具体值
|
| | |
| | | '''使用技能通用入口
|
| | | @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
|
| | | @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
|
| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
|
| | | @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
|
| | | @return: 是否成功
|
| | | '''
|
| | | if not useSkill:
|
| | |
| | | if SkillCommon.IsBuff(useSkill):
|
| | | __doAddBuff(turnFight, curBatObj, useSkill)
|
| | | else:
|
| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
|
| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
|
| | | if batType != ChConfig.TurnBattleType_Enhance:
|
| | | # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
|
| | | useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
|
| | | clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
|
| | | clientPack.Tag = useTag
|
| | | clientPack.Len = len(clientPack.Tag)
|
| | | clientPack.Sign = 0
|
| | | turnFight.addBatPack(clientPack)
|
| | | |
| | | __doUseSkill(turnFight, curBatObj, useSkill)
|
| | |
|
| | | DoAttackResult(turnFight, curBatObj, useSkill)
|
| | |
| | | buffObj, buff, _, _ = logicData
|
| | | TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
|
| | |
|
| | | # 统计结果
|
| | | # 统计击杀
|
| | | killObjIDList = [] # 击杀的目标ID列表
|
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | |
| | | if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
|
| | | TurnAttack.SetObjKilled(turnFight, curObj)
|
| | |
|
| | | # 可能单个技能对同一目标造成多次伤害
|
| | | # 统计伤血,可能单个技能对同一目标造成多次伤害
|
| | | missObjIDList = []
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | hurtObjID = hurtObj.GetObjID()
|
| | |
| | | curPlayer = turnFight.curPlayer
|
| | | if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
|
| | | FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
|
| | | |
| | | # 额外触发技能
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill)
|
| | | |
| | | # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
|
| | | __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
|
| | |
|
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | |
| | | # 自己或对方闪避了不再触发被动
|
| | | continue
|
| | |
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill)
|
| | | # 直接攻击
|
| | | if not SkillCommon.IsBuff(useSkill):
|
| | | if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
|
| | |
|
| | |
| | | GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
|
| | | return
|
| | |
|
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
|
| | | if not curBatObj:
|
| | | return
|
| | | if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
|
| | | #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | return
|
| | | enhanceSkillIDList = useSkill.GetEnhanceSkillList()
|
| | | if not enhanceSkillIDList:
|
| | | return
|
| | | GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
|
| | | def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
|
| | | ## 执行本技能/buff释放后额外效果
|
| | | for index in xrange(useSkill.GetEffectCount()):
|
| | | curEffect = useSkill.GetEffect(index)
|
| | | if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
|
| | | continue
|
| | | |
| | | effID = curEffect.GetEffectID()
|
| | | if effID == 5010:
|
| | | # 额外技能效果
|
| | | __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
|
| | | continue
|
| | | |
| | | for tagObj in useSkill.GetTagObjList():
|
| | | tagID = tagObj.GetID()
|
| | | if tagID in missObjIDList:
|
| | | # 闪避了不触发
|
| | | continue
|
| | | |
| | | TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
|
| | | |
| | | return
|
| | |
|
| | | def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
|
| | | ## 执行主技能的额外技能效果
|
| | | #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
|
| | | # #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
|
| | | # return
|
| | | enhanceSkillID = curEffect.GetEffectValue(0)
|
| | | checkInStateList = curEffect.GetEffectValue(1)
|
| | | if checkInStateList:
|
| | | if isinstance(checkInStateList, int):
|
| | | checkInStateList = [checkInStateList]
|
| | | GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
|
| | | tagObjList = useSkill.GetTagObjList()
|
| | | for enhanceSkillID in enhanceSkillIDList:
|
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | | if not enhanceSkillData:
|
| | | continue
|
| | | # 继承主技能目标
|
| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
|
| | | enhanceRate = enhanceSkillData.GetHappenRate()
|
| | | enchanceTagObjList = []
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if tagObj.GetHP() <= 0:
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | |
| | | enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
|
| | | if not enhanceSkillData:
|
| | | return
|
| | | |
| | | # 继承主技能目标
|
| | | if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
|
| | | GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
|
| | | enhanceRate = enhanceSkillData.GetHappenRate()
|
| | | enchanceTagObjList = []
|
| | | for tagObj in tagObjList:
|
| | | tagID = tagObj.GetID()
|
| | | if not tagObj.IsAlive():
|
| | | GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if tagID in missObjIDList:
|
| | | GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if checkInStateList:
|
| | | inState = False
|
| | | for state in checkInStateList:
|
| | | if tagObj.IsInState(state):
|
| | | inState = True
|
| | | break
|
| | | if not inState:
|
| | | GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
|
| | | continue
|
| | | inHurt = False
|
| | | for hurtObj in useSkill.GetHurtObjList():
|
| | | if hurtObj.GetObjID() != tagID:
|
| | | continue
|
| | | if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
|
| | | continue
|
| | | inHurt = True
|
| | | if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
|
| | | continue
|
| | | |
| | | enchanceTagObjList.append(tagObj)
|
| | | |
| | | if enchanceTagObjList:
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | |
| | | return
|
| | | |
| | | # 只执行一次,防止群攻时额外触发多次
|
| | | GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | if checkInStateList:
|
| | | inState = False
|
| | | for tagObj in tagObjList:
|
| | | for state in checkInStateList:
|
| | | if not state or tagObj.IsInState(state):
|
| | | inState = True
|
| | | break
|
| | | if not inHurt:
|
| | | GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID))
|
| | | continue
|
| | | if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
|
| | | GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
|
| | | continue
|
| | | |
| | | enchanceTagObjList.append(tagObj)
|
| | | |
| | | if enchanceTagObjList:
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | |
| | | continue
|
| | | |
| | | GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | |
| | | if inState:
|
| | | break
|
| | | if not inState:
|
| | | GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
|
| | | return
|
| | | OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
|
| | | return
|
| | |
|
| | | def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
|