hch
2019-05-27 1dbff913370634e8aea37f2940f2a0d261d4dcb3
6603 【后端】【2.0】增加新版的sp和被动技能
3个文件已修改
63 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py 34 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -232,14 +232,13 @@
                changeLayer = True
                    
            # Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
            __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
            # 此处考虑下plusValue变强是否刷属性
            #DoAddBuffOver(curObj, curSkill, addBuff, tick)
            __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
            return changeLayer
        else:
            if buffReplaceType == ChConfig.Def_Buff_Recharge:
                # 充能型
                __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
                __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
                return
            
            processInterval = curBuff.GetProcessInterval()
@@ -545,14 +544,15 @@
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def __BuffCanRemain(buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
def __BuffCanRemain(curObj, buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
    if resultTime != -1:
        curBuff.SetRemainTime(resultTime)
    #重置buff总值
    __SetBuffValue(curBuff , plusValueList , buffOwner)
    buffState.Sync_RefreshBuff(buffIndex, curBuff.GetRemainTime())
    DoAddBuffOver(curObj, curBuff.GetSkill(), curBuff, buffOwner, GameWorld.GetGameWorld().GetTick())
    return
#---------------------------------------------------------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py
@@ -67,12 +67,19 @@
    hurtValue, hurtType = AttackCommon.CalcHurtHP(attacker, defender, curSkill, 
                            skillEnhance, skillPer, GameWorld.GetGameWorld().GetTick(), 
                            ChConfig.Def_Skill_HappenState_HitOn)
    addTime = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, None, curSkill, ChConfig.TriggerType_BuffTime)
    buffTick = SkillShell.GetProcessBuffTick(curSkill, attacker)
    # 单次伤害值,伤害类型,次数(配合效果ID9999的间隔)
    return [hurtValue, hurtType, int(addTime/buffTick + curEffect.GetEffectValue(2))]
    # 单次伤害值,伤害类型
    return [hurtValue, hurtType]
# 次数(配合效果ID9999的间隔)
def DoAddBuffOver(curObj, curBuff, curEffect, tick, buffOwner):
    if not buffOwner:
        return
    buffTick = SkillShell.GetProcessBuffTick(curBuff.GetSkill(), buffOwner)
    curBuff.SetValue2(curBuff.GetRemainTime()/buffTick)
    return
# 消失前如有未执行次数则补上
#  @param defender 承受者
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
@@ -3,9 +3,7 @@
#
##@package
#
# @todo: 灼烧(流派专用,额外公式), 持续过程中可能会被改变伤害或者持续时长,无法用次数控制,无层级概念
#        若同类型buff存在不管等级高低,只给原buff充能只改变值或时间
#        不同释放者可共存多个灼烧
# @todo: 灼烧(流派专用,额外公式)
# @author: Alee
# @date 2019-4-28 下午04:12:17
# @version 1.0
@@ -23,6 +21,7 @@
import PassiveBuffEffMng
import GameObj
import BuffSkill
import SkillShell
#---------------------------------------------------------------------
#全局变量
#---------------------------------------------------------------------
@@ -37,14 +36,19 @@
#  @return None
#  @remarks 函数详细说明.
def ProcessBuff(defender, curBuff, curEffect, processBuffTick, tick):
    if curBuff.GetValue2() == 0:
        return
    #单次伤害
    singleDecHP = curBuff.GetValue()
    buffOwner = SkillCommon.GetBuffOwner(curBuff)
    
    curBuffSkillID = curBuff.GetSkill().GetSkillTypeID()
    
    SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Burn)
    # SkillLostHP前调用 死亡或者其他情况会取消curBuff
    curBuff.SetValue2(max(curBuff.GetValue2() - 1, 0))
    
    SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Burn)
    if buffOwner and GameObj.GetHP(buffOwner) > 0:
        # 此处暂无法用被动效果实现
        buffManager = defender.GetProcessDeBuffState()
@@ -55,7 +59,7 @@
            SkillCommon.SkillAddHP(buffOwner, curBuffSkillID, buffOwner, addHP, tick, hurtType=ChConfig.Def_HurtTYpe_Recovery)
    return
# 灼烧的特征为延长buff时间,重算伤害
def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):
    curEffect = curSkill.GetEffect(0)
    skillPer = curEffect.GetEffectValue(0)
@@ -71,11 +75,31 @@
    
    return [hurtValue]
# 次数(配合效果ID9999的间隔)
def DoAddBuffOver(curObj, curBuff, curEffect, tick, buffOwner):
    if not buffOwner:
        return
    buffTick = SkillShell.GetProcessBuffTick(curBuff.GetSkill(), buffOwner)
    curBuff.SetValue2(curBuff.GetRemainTime()/buffTick)
    return
def OnBuffDisappear(defender, curSkill, curBuff, curEffect, tick):
    #已经死亡不触发
    if GameObj.GetHP(defender) <= 0:
        return
    
    count = curBuff.GetValue2()
    #无剩余
    if count > 0:
        SkillCommon.SkillLostHP(defender, curSkill.GetSkillTypeID(), SkillCommon.GetBuffOwner(curBuff),
                                curBuff.GetValue()*count, tick, hurtType=ChConfig.Def_HurtType_Burn)
    if GameObj.GetHP(defender) <= 0:
        return
    # 在防御者身上同时取消同一个释放者的相关buff
    defender.SetDict(ChConfig.Def_PlayerKey_BurnOwnerID, curBuff.GetOwnerID())