hxp
2019-03-11 b9e18bfed7c77bb89169265ef361fdbdc66611b3
Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
2个文件已修改
2个文件已添加
150 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveBuff_4522.py 31 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_4070.py 33 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py 84 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveBuff_4522.py
New file
@@ -0,0 +1,31 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#
# @todo: buff中抵消debuff
#
# @author: Alee
# @date 2018-1-9 下午09:39:37
# @version 1.0
#
# @note:
#
#---------------------------------------------------------------------
import ChConfig
import GameWorld
import SkillCommon
import BuffSkill
import IPY_GameWorld
def CheckCanHappen(attacker, defender, effect, tagSkill):
    debuffState = effect.GetEffectValue(1)
    if debuffState and debuffState != SkillCommon.GetBuffStateType(tagSkill):
        return False
    if effect.GetEffectValue(2):
        if SkillCommon.GetBuffType(tagSkill) != ChConfig.Def_SkillBuffList.get(effect.GetEffectValue(2)):
            return False
    if not effect.GetEffectValue(0):
        return True
    return GameWorld.CanHappen(effect.GetEffectValue(0))
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_4070.py
New file
@@ -0,0 +1,33 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#
# @todo: 高于等于指定血量时抵消某类debuff
#
# @author: Alee
# @date 2018-1-9 下午09:39:37
# @version 1.0
#
# @note:
#
#---------------------------------------------------------------------
import ChConfig
import GameWorld
import SkillCommon
import GameObj
def CheckCanHappen(attacker, defender, effect, curSkill, connSkill):
    if GameObj.GetHP(attacker)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(attacker) < effect.GetEffectValue(1):
        return False
    if effect.GetEffectValue(2):
        if SkillCommon.GetBuffType(connSkill) != ChConfig.Def_SkillBuffList.get(effect.GetEffectValue(2)):
            return False
    if not effect.GetEffectValue(0):
        return True
    return GameWorld.CanHappen(effect.GetEffectValue(0))
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -350,6 +350,7 @@
             4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
             4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
             4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
             4070:ChConfig.TriggerType_DebuffOff,    # 抵消一次debuff 23
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -387,6 +388,7 @@
             4519:ChConfig.TriggerType_WillDead,   # BUFF类: 进入濒死状态 25
             4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
             4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
             4522:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
             
             803:ChConfig.TriggerType_BloodShield,  # 血盾
             806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -729,36 +731,6 @@
    return PyGameData.g_PassiveEffManager
## 当前释放技能 skillData
#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
#    #===========================================================================
#    # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
#    # if not passiveEff:
#    #    return
#    # #影响技能的BUFF
#    # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
#    # if not buffTriggerSkillDict:
#    #    return
#    #
#    # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
#    #===========================================================================
#    OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
#===============================================================================
# # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
# def CheckBattleRelationType(skillBattleType, battleRelationType):
#    if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
#        return True
#
#    #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
#    #    return True
#
#    if skillBattleType != battleRelationType:
#        # PK模式的判定
#        return False
#    return True
#===============================================================================
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
    # 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列    
@@ -780,7 +752,15 @@
        return
    
    return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
# 当前有效被动触发技能, 可用于基础使用判定
def IsValidPassiveSkill(curSkill):
    validMap = SkillShell.GetAttrMapID(curSkill)
    if validMap and validMap != GameWorld.GetMap().GetMapID():
        # 有效地图可触发
        return False
    return True
# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
@@ -825,6 +805,9 @@
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -975,6 +958,9 @@
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -1070,6 +1056,10 @@
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue 
@@ -1133,6 +1123,9 @@
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
        if not effect:
            continue
@@ -1176,6 +1169,9 @@
            continue
        curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        
        effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1225,6 +1221,13 @@
    
    for skillID, effectList in buffDict.items():
        if tagSkillID == skillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
@@ -1285,15 +1288,19 @@
    for skillID, effectList in buffDict.items():
        if skillID == useSkillID:
            continue
        curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
        if not curSkill:
            continue
        if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
            # 只有天赋才可以再次被触发
            continue
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            # 被动触发的技能
            pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
            curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not curSkill:
                continue
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
                continue
            callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
            if not callFunc:
                continue
@@ -1365,6 +1372,9 @@
        if not curSkill:
            continue
        
        if not IsValidPassiveSkill(curSkill):
            continue
        for passiveEffect in effectList:
            if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                # 只有天赋才可以再次被触发
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -3438,7 +3438,7 @@
    
    return curSkill.GetExAttr2()
# 只有在指定地图才能生效的buff效果
# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发
def GetAttrMapID(curSkill):
    return curSkill.GetExAttr3()