From 06af11e5d1bb4c8462ead020ccdb7431f9647754 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 07 三月 2019 14:45:30 +0800
Subject: [PATCH] 6332 【后端】【2.0】主要是拍品相关规则调整及背包优化(GivePlayerItem 默认都给非拍品)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 66 +++++++++++++++++++++++++++++++--
1 files changed, 62 insertions(+), 4 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index 926174b..4edf89d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -214,6 +214,41 @@
return None
+
+
+# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前
+# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill
+def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick):
+
+ skillHurtLists = [] # 内部触发清除g_skillHurtList
+ for i in xrange(g_skillHurtList.GetHurtCount()):
+ hurtObj = g_skillHurtList.GetHurtAt(i)
+ if not hurtObj:
+ continue
+
+ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
+
+ for hurtList in skillHurtLists:
+ defender = GameWorld.GetObj(hurtList[0], hurtList[1])
+ if not defender:
+ continue
+
+ if GameObj.GetHP(defender) > 0:
+ continue
+
+ if hurtList[1] == IPY_GameWorld.gotPlayer:
+ if hurtList[2] == ChConfig.Def_HurtType_Zhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1)
+ elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2)
+
+ # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
+ PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+ PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+ if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]:
+ defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0)
+
+
#---------------------------------------------------------------------
## 攻击通用函数
# @param attacker 攻击Obj
@@ -291,6 +326,8 @@
__AttackSuccess(attacker, attackerHP, defender, useSkill, tick)
#调用触发附加技能
SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY)
+ else:
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick)
#因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
if AttackCommon.GetIsDead(defender):
@@ -616,7 +653,7 @@
# 防守者自己通知
__Sync_AttackResult(defender, defender, curSkill)
-
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
DoLogic_AttackResult(attacker, defender, curSkill, tick)
return True
@@ -818,7 +855,9 @@
SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick)
else:
SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick)
-
+ else:
+ OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
+
for defObj in attackList:
#因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult
@@ -1380,6 +1419,21 @@
PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False)
return
+
+# 通知客户端表现封包 无其他作用
+def Sync_AttackResult(attacker, curSkill):
+ global g_skillHurtList
+ g_skillHurtList.Clear()
+
+ defender = None
+ if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj:
+ useSkillTagID = attacker.GetUseSkillTagID()
+ useSkillTagType = attacker.GetUseSkillTagType()
+ defender = GameWorld.GetObj(useSkillTagID, useSkillTagType)
+
+ __Sync_AttackResult(attacker, defender, curSkill)
+
+
##############################主动攻击成功#############################
## 玩家攻击成功
# @param curPlayer 攻击Obj
@@ -1408,6 +1462,8 @@
if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
UseSkillOver(curPlayer, target, curSkill, tick)
+ else:
+ OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick)
return True
#玩家进入战斗状态
@@ -1475,7 +1531,6 @@
skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()])
-
skillIDSet = set()
for hurtList in skillHurtLists:
if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit:
@@ -1511,6 +1566,7 @@
if hurtList[2] == ChConfig.Def_HurtType_SuperHit:
#被暴击触发技能
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
+ PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick)
elif hurtList[2] == ChConfig.Def_HurtType_Miss:
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick)
elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit:
@@ -1586,7 +1642,8 @@
tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0
- rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0)
+ # 添加最高60%击晕效果
+ rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000)
if not GameWorld.CanHappen(rate):
return
@@ -2291,6 +2348,7 @@
#===========================================================================
Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList)
+ OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick)
skillIDSet = set()
#攻击结果 不处理触发逻辑
for defObj in attackList:
--
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