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/SkillShell.py |  128 ------------------------------------------
 1 files changed, 2 insertions(+), 126 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index caa2f54..ec02178 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -2594,8 +2594,8 @@
 # @remarks 刷新玩家场景状态
 def ProcessPlayerAreaState(curPlayer):
     #初始化所有的场景buff状态
-    playerControl = PlayerControl.PlayerControl(curPlayer)
-    playerControl.InitMapBuffState()
+    #playerControl = PlayerControl.PlayerControl(curPlayer)
+    #playerControl.InitMapBuffState()
     
     buffManager = curPlayer.GetMapBuff()
     
@@ -2621,89 +2621,6 @@
             callFunc(curPlayer, curEffect)
 
     return
-#---------------------------------------------------------------------
-##添加装备触发的Buff
-# @param curPlayer 玩家实例
-# @param curEquip 装备实例
-# @return 返回值无意义
-# @remarks 添加装备触发的Buff
-def RefreshSkillBuffByEquip(curPlayer, curEquip) :
-    #一般装备新增Buff
-    __DoEquip_AddBuff(curPlayer, curEquip)
-    return
-
-#---------------------------------------------------------------------
-##添加装备触发的Buff, 一般装备新增Buff
-# @param curPlayer 玩家实例
-# @param curEquip 装备实例
-# @return 返回值无意义
-# @remarks 添加装备触发的Buff, 一般装备新增Buff
-def __DoEquip_AddBuff(curPlayer, curEquip):
-    gameData = GameWorld.GetGameData()
-    playerVehicle = curPlayer.GetPlayerVehicle()
-    houseState = curPlayer.GetPlayerRidehorseState()
-    
-    for index in range(0 , curEquip.GetAddSkillCount()):
-        curSkillID = curEquip.GetAddSkill(index)
-        
-        if curSkillID == 0:
-            continue
-        
-        #通过技能ID获得使用技能
-        curSkill = gameData.GetSkillBySkillID(curSkillID)
-        
-        if curSkill == None :
-            GameWorld.Log("装备触发技能,物品表错误 curSkillID = %s"%(curSkillID) , curPlayer.GetPlayerID())
-            continue
-        
-        #骑马触发技能
-        houseSkill = ChConfig.Def_Skill_TypeID_Speed
-        curSkillType = curSkill.GetSkillTypeID()
-        
-        if not SkillCommon.IsBuff(curSkill):
-            continue
-        
-        if curSkillType in houseSkill:
-            #不使用,不添加buff
-            if playerVehicle != IPY_GameWorld.pvHorse :
-                continue
-            
-            if curSkillType == houseSkill[0] and houseState != IPY_GameWorld.prsNormal :
-                continue
-            
-            if curSkillType == houseSkill[1] and houseState != IPY_GameWorld.prsRun :
-                continue
-            
-        #添加Buff
-        BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfEquipBuff, curSkill, 0, [], buffOwner = curPlayer)
-        
-    return
-#---------------------------------------------------------------------
-##刷新buff的效果
-# @param buffState Buff管理器
-# @param sameEffectCanWork 是否可以叠加相同效果, <sameEffectCanWork> : 效果是否可以叠加, 默认为否
-# @return 返回值无意义
-# @remarks 刷新buff的效果 (参数 -> buff管理器,是否叠加)
-def __RefreshSkillBuffEffect(buffState, sameEffectCanWork = False):
-    return
-    #===========================================================================
-    # buffState.ClearEffects()
-    # for buffIndex in range(0, buffState.GetBuffCount()):
-    #    curBuff = buffState.GetBuff(buffIndex)
-    #    buffValue = curBuff.GetValue()
-    #    curSkill = curBuff.GetSkill()
-    #    skillID = curSkill.GetSkillID()
-    #    if skillID == 0:
-    #        continue
-    #    
-    #    for effectIndex in range(0, curSkill.GetEffectCount()):
-    #        curEffect = curSkill.GetEffect(effectIndex)
-    #        effectID = curEffect.GetEffectID()
-    #        if effectID == 0:
-    #            continue
-    #        
-    #        buffState.AddEffect(curEffect, buffValue, skillID, curBuff.GetOwnerID(), curBuff.GetOwnerType())
-    #===========================================================================
 
 #---------------------------------------------------------------------
 ##计算效果值
@@ -2807,35 +2724,6 @@
     
     return ChConfig.Def_CalcAttrIndexDict[(isBaseEff, calcType)]
 
-
-##刷新玩家所有影响属性的Buff,添加时只重计算同类型BUFF,删除时刷新所有类型BUFF
-# @param curPlayer 玩家实例
-# @param buffType buff类型 -1代表全部刷性
-# @return 返回值无意义
-def RefreshPlayerBuffOnAttrAddEffect(curPlayer, buffType=-1):
-    return
-#===============================================================================
-#    GameWorld.DebugLog("Start RefreshPlayerBuffOnAttrAddEffect!!!")
-#    
-#    #[[BuffState, CanPileup]]
-#    if buffType == -1:
-#        buffRefreshList = [
-#            [curPlayer.GetBuffState(), False], [curPlayer.GetDeBuffState(), False],
-#            [curPlayer.GetAura(), False], [curPlayer.GetIncBuff(), True],
-#            [curPlayer.GetPassiveBuf(), True], [curPlayer.GetEquipBuff(), True],
-#                       ]
-#    else:    
-#        #只重计算改变的BUFF, 这里不防范非属性类型BUFF外层过滤
-#        buffManagerInfo = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
-#        buffRefreshList = [[buffManagerInfo[0],  buffManagerInfo[2]]]
-#        
-#    #执行刷新逻辑
-#    __DoRefreshBuff(buffRefreshList)
-# 
-#    return
-#===============================================================================
-
-
 # 通过技能ID删除buff对应的效果ID
 def ClearBuffEffectBySkillID(curObj, skillID, ownerID, ownerType):
     curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
@@ -2936,18 +2824,6 @@
     for i in effectIndexList:
         buffState.DeleteEffectByIndex(i)
         
-       
-
-##刷新管理器中的Buff
-# @param buffRefreshList Buff刷新列表[[BuffState, CanPileup]]
-# @return 返回值无意义
-# @remarks 按照叠加规则, 刷新指定管理中的Buff
-def __DoRefreshBuff(buffRefreshList):
-    for buffState, canPileUp in buffRefreshList:
-        __RefreshSkillBuffEffect(buffState, canPileUp)
-
-    return
-    
 
 ##计算行为BUFF对人物行为状态的改变
 # @param curPlayer 玩家实例

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