From f198885f31c9c7eb19eb28adce562e39e64d581c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 18 七月 2025 16:23:11 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(属性计算、战斗力计算;新角色初始给默认装备、默认阵容武将;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py |  229 +-------------------------------------------------------
 1 files changed, 6 insertions(+), 223 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index 080a469..032cb06 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -521,38 +521,6 @@
         
     return summonNPCList, maxBornIndex
 
-## 获得持续性技能的总量(技能类型 -> 12,13) 
-#  @param curPlayer 当前玩家
-#  @param curSkill 当前技能
-#  @param skillPlus ,技能增益
-#  @return value
-#  @remarks 函数详细说明.
-def GetLastSkillMaxValue(curPlayer , curSkill , skillPlus=None):
-    #根据约定,总量一定是第0个效果
-    curEffect = curSkill.GetEffect(0)
-    index = curEffect.GetEffectValue(0)
-    skillPer = curEffect.GetEffectValue(1)
-    effect = curEffect.GetEffectValue(2)
-    maxValue = EffGetSet.GetValueByEffIndex(curPlayer, index)
-    #GameWorld.Log("持续伤害总值设置curSkill = %s,maxValue = %s skillPer = %s,effect = %s"%(curSkill.GetSkillName(),maxValue,skillPer,effect))
-    if maxValue == None:
-        GameWorld.Log("计算附加技能总量错误,skillID = %s,index = %s" % (curSkill.GetSkillID(), index) , curPlayer.GetPlayerID())
-        return effect
-    
-    #总值
-    value = 0
-    if skillPlus == None :
-        value = (maxValue * skillPer / ChConfig.Def_MaxRateValue) + effect
-        #GameWorld.Log("持续伤害总值设置 value = %s"%value)
-    else:
-        plus = 1 + skillPlus / float(ChConfig.Def_MaxRateValue) 
-        value = (maxValue * (skillPer * plus) / ChConfig.Def_MaxRateValue) + effect
-        #GameWorld.Log("持续伤害总值设置 value = %s 技能附加 = %s"%(value,plus))
-    
-    return int(value)
-   
-   
-
 ## 玩家召唤NPC(当前玩家,召唤技能,召唤兽ID,召唤兽属性列表, 召唤兽离自己的距离, 当前时间)
 #  @param curPlayer 当前玩家
 #  @param curSkill 召唤技能
@@ -648,21 +616,6 @@
     if curSkill:
         Calc_Summon_BaseEffectBySkillPer(curPlayer, summonNPC, curSkill)
         return
-    
-#    #同一个召唤兽有10个等级, 所以必须用GetFunctionType来决定召唤兽的类型
-#    summonID = summonNPC.GetFunctionType()
-#    
-#    summonList = None
-#    if ChConfig.Def_SummonProperty.has_key(summonID):
-#        summonList = ChConfig.Def_SummonProperty[summonID]
-#    
-#    #设置玩家被动技能对召唤兽属性的影响
-#    __PassiveSkill_AddSummonAttribute(curPlayer, summonNPC, summonID)
-#    
-#    if summonList != None:
-#        lvSummonNPC = summonNPC.GetLV()
-#        #设置召唤兽战斗信息
-#        __CalcSummonEffectValue(lvSummonNPC, summonNPC, summonList)    
     
     #计算基础总值
     Calc_Summon_BaseEffect(summonNPC)
@@ -910,67 +863,6 @@
     #返回值,技能释放成功
     return summonNPC
 
-
-## 召唤兽使用技能召唤
-#  @param curNPC 当前NPC
-#  @param curSkill 当前技能
-#  @param maxSummonCount 最大召唤数量
-#  @param maxAngryCount 最大怒值数量
-#  @param posX 重生坐标X
-#  @param posY 重生坐标Y
-#  @param tick 当前时间
-#  @return 召唤兽
-#  @remarks 函数详细说明.
-#def SummonNPC_UseSkill_SummonNPC(curNPC, curSkill , maxSummonCount , maxAngryCount , posX, posY, tick):
-#    #获得召唤兽ID
-#    summonNPCID = curSkill.GetEffect(0).GetEffectValue(0)
-#    
-#    if not summonNPCID:
-#        return
-#    
-#    #第一次召唤的时候,需要初始化最大召唤个数
-#    if not curNPC.GetSummonCount() :
-#        curNPC.SetSummonCount(maxSummonCount, summonNPCID, maxAngryCount)
-#    
-#    #召唤兽召唤补足
-#    elif curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon and maxSummonCount > curNPC.GetSummonCount():
-#        curNPC.AddSummonCount(maxSummonCount - curNPC.GetSummonCount(), summonNPCID, maxAngryCount)
-#    
-#    #寻找一个可以召唤的NPC
-#    summonIsFull = True
-#    summonNPC = None
-#    
-#    for i in range(0, curNPC.GetSummonCount()):
-#        summonNPC = curNPC.GetSummonNPCAt(i)
-#        if GameObj.GetHP(summonNPC) > 0:
-#            continue
-#        
-#        summonIsFull = False
-#        break
-#    
-#    #已经没有可召唤兽的召唤兽,满了
-#    if summonIsFull:
-#        return
-#    
-#    #设置这个NPC属性,并召唤出这个NPC
-#    NPCCommon.InitNPC(summonNPC)
-#
-#    summonNPC.Reborn(posX , posY)
-#    summonNPC.SetBornTime(tick)
-#    summonNPC.SetLastTime(curSkill.GetLastTime())
-#    
-#    #返回summonNPC,技能释放成功
-#    return summonNPC
-
-## 设置玩家被动技能对召唤兽属性的影响
-#  @param curPlayer 当前玩家
-#  @param summonNPC 当前召唤兽
-#  @param summonID 召唤兽ID
-#  @return None
-#  @remarks 函数详细说明.
-def __PassiveSkill_AddSummonAttribute(curPlayer, summonNPC, summonID):
-    return
-
 ## 根据效果获得值
 #  @param valueList 
 #  @param curSkill 当前技能
@@ -985,21 +877,6 @@
         returnList.append(value)
         
     return returnList 
-    
-## 计算NPC属性效果 
-#  @param lvSummonNPC 玩家
-#  @param summonNPC 效果
-#  @param summonList NPC
-#  @return True
-#  @remarks 函数详细说明.
-def __CalcSummonEffectValue(lvSummonNPC, summonNPC, summonList):
-    for value in summonList:
-        curValue = EffGetSet.GetValueByEffIndex(summonNPC, value[0])
-        #GameWorld.Log("当期属性 = %s index = %s"%(curValue,value[0]))
-        #GameWorld.Log("设置属性 = %s"%(curValue + value[1] * lvSummonNPC))
-        EffGetSet.SetValueByEffIndex(summonNPC, value[0], curValue + value[1] * lvSummonNPC)
-        
-    return True
 
 ## 设置这个召唤兽的基础属性
 #  @param summonNPC 召唤兽
@@ -1973,13 +1850,13 @@
     #0通哟  1 PVP类型  2PVE类型  
     return curSkill.GetHurtType() % 10
 
-def isXPSkill(curSkill):
-    ## 是否xp怒气技能
+def isAngerSkill(curSkill):
+    ## 是否怒气技能
     return curSkill and curSkill.GetXP() > 0
 
-def isTurnNormalAtkSkill(curSkill):
+def isTurnNormalSkill(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
+    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill
 
 ## 检查技能是否为被动技能, 用于控制不可释放技能
 def isPassiveSkill(curSkill):
@@ -2223,7 +2100,7 @@
     cureDefPer = 0 # 敌方的弱化治疗
     angerOverflow = 0 # 怒气溢出值
     if userObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightPosInfo):
-        if isXPSkill(curSkill):
+        if isAngerSkill(curSkill):
             angerOverflow = max(GameObj.GetXP(userObj) - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
         #enemyObj = TurnAttack.GetEnemyObj(userObj)
         #curePer += GameObj.GetCurePer(userObj)
@@ -2286,101 +2163,7 @@
 #  @return 
 def UpdateSkillCombo(attacker, skill, tick):
     return
-    #===========================================================================
-    # if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
-    #    return
-    # 
-    # SkillComboDict = ReadChConfig.GetEvalChConfig("SkillCombo")
-    # jobType = ChConfig.JOB_TYPE_DICT[attacker.GetJob()]
-    # 
-    # if jobType not in SkillComboDict:
-    #    return
-    # 
-    # jobSkillComboDict = SkillComboDict[jobType]
-    # 
-    # curSkillTypeID = skill.GetSkillTypeID()
-    # 
-    # isCombo = False
-    # lastComboTick = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LastSkillComboTick)
-    # comboCnt = attacker.GetDictByKey(ChConfig.Def_PlayerKey_SkillComboCnt)
-    # buffProcessState = attacker.GetDictByKey(ChConfig.Def_PlayerKey_ComboBuffProcessState)
-    # # 持续性伤害buff已处理过不再处理
-    # if curSkillTypeID in ChConfig.Ded_ComboBuffProcessSkillIDList and buffProcessState:
-    #    #GameWorld.DebugLog("持续性伤害buff已处理过不再处理:%s" % curSkillTypeID)
-    #    return
-    # 
-    # for comboNum, comboInfo in jobSkillComboDict.items():
-    #    
-    #    skillList = comboInfo[0]
-    #    stateSkillReq = comboInfo[1]
-    #    comboInterval = comboInfo[2]
-    #    addHurtPerFormat = comboInfo[3]
-    #    modulusPlusHappenRate = comboInfo[4]    # 伤害系数加成概率万分率
-    #    modulusPlusFormat = comboInfo[5]    # 伤害系数公式
-    #    
-    #    if curSkillTypeID not in skillList:
-    #        continue
-    #    
-    #    # 如果有姿态要求
-    #    if stateSkillReq != 0:
-    #        buffState = attacker.GetBuffState()
-    #        if buffState.FindBuff(stateSkillReq) == None:
-    #            #GameWorld.DebugLog("非对应职业姿态(%s),无法连击!" % stateSkillReq)
-    #            continue
-    #    
-    #    curComboCnt = skillList.index(curSkillTypeID) + 1 # 当前技能所在连击数
-    #    
-    #    # 在规定时间内完成连击
-    #    #GameWorld.DebugLog("skillList=%s, curSkillTypeID=%s,comboCnt=%s,curComboCnt=%s,tick=%s,lastComboTick=%s,(%s),comboInterval=%s" 
-    #    #                   % (skillList, curSkillTypeID, comboCnt, curComboCnt, tick, lastComboTick, tick - lastComboTick, comboInterval))
-    #    if comboCnt > 0 and (comboCnt + 1) == curComboCnt and (tick - lastComboTick) <= comboInterval:
-    #        isCombo = True
-    #        #GameWorld.DebugLog("    连击成功!")
-    #    
-    #    # 第一击
-    #    elif curComboCnt == 1:
-    #        GameWorld.DebugLog("    技能第一击!")
-    #        comboCnt = 0
-    #        isCombo = True
-    #        
-    #    if isCombo:
-    #        STR = attacker.GetSTR()
-    #        PHY = attacker.GetPHY()
-    #        modulus = 1 # 伤害系数
-    #        if GameWorld.CanHappen(modulusPlusHappenRate):
-    #            modulus = eval(modulusPlusFormat)
-    #        addHurtPer = eval(addHurtPerFormat)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_LastSkillComboTick, tick)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_SkillComboCnt, curComboCnt)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_ComboSkillTypeID, curSkillTypeID)
-    #        attacker.SetDict(ChConfig.Def_PlayerKey_ComboAddHurtPer, addHurtPer)
-    #        if curSkillTypeID in ChConfig.Ded_ComboBuffProcessSkillIDList:
-    #            attacker.SetDict(ChConfig.Def_PlayerKey_ComboBuffProcessState, 1)
-    #            #GameWorld.DebugLog("    持续性伤害buff连击!%s" % curSkillTypeID)
-    #            
-    #        
-    #        # 通知客户端连击数
-    #        skillComboPack = ChPyNetSendPack.tagMCSkillCombo()
-    #        skillComboPack.Clear()
-    #        skillComboPack.ComboNum = comboNum
-    #        skillComboPack.ComboCnt = curComboCnt
-    #        NetPackCommon.SendFakePack(attacker, skillComboPack)
-    #        GameWorld.DebugLog("技能连击: num=%s,curCnt=%s,comboCnt=%s,力=%s,敏=%s,modulus=%s,addHurtPer=%s" 
-    #                           % (comboNum, curComboCnt, comboCnt, STR, PHY, modulus, addHurtPer))
-    #        break
-    # 
-    # # 没有连击成功, 重置连击信息
-    # if not isCombo and comboCnt != 0:
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_LastSkillComboTick, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_SkillComboCnt, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_ComboSkillTypeID, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_ComboAddHurtPer, 0)
-    #    attacker.SetDict(ChConfig.Def_PlayerKey_ComboBuffProcessState, 0)
-    #    GameWorld.DebugLog("连击失败!curSkillTypeID=%s" % curSkillTypeID)
-    #    
-    # return
-    #===========================================================================
-    
+
 def GetSkillAddPerByID(curPlayer, skillTypeID):
     ## 获取技能伤害百分比提升值
     # @param skillTypeID: 技能TypeID

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