From 0f22af9f3a0093e8db2ae2af40d3ea0f745dcd9b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 13 三月 2019 11:22:38 +0800
Subject: [PATCH] 6332 【后端】【2.0】主要是拍品相关规则调整及背包优化(是否绑定改为是否拍品)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 84 ++++++++++++++++++++++++++++++++++++++++-
1 files changed, 81 insertions(+), 3 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index cef9985..9383283 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -57,6 +57,7 @@
import ChPyNetSendPack
import NetPackCommon
import FamilyRobBoss
+import EquipZhuXian
import FBCommon
import ChNPC
@@ -1417,6 +1418,44 @@
return
+def ChangeSkillHurtPer(atkObj, defObj, curSkill, skillPer):
+ ## 改变技能伤害百分比
+
+ if not curSkill:
+ return skillPer
+
+ if atkObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return skillPer
+
+ skillTypeID = curSkill.GetSkillTypeID()
+
+ addPer = EquipZhuXian.GetZhuXianEquipSkillAddPer(atkObj.GetPlayerID(), skillTypeID)
+ reducePer = 0
+
+ if defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+ reducePer = EquipZhuXian.GetZhuXianEquipSkillReducePer(defObj.GetPlayerID(), skillTypeID)
+
+ #根据防守方职业 计算攻击方伤害加成
+ if defObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+ addPer += PlayerControl.GetJobAHurtAddPer(atkObj)
+ elif defObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+ addPer += PlayerControl.GetJobBHurtAddPer(atkObj)
+ elif defObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+ addPer += PlayerControl.GetJobCHurtAddPer(atkObj)
+
+ #根据攻击方职业 计算防守方伤害减免
+ if atkObj.GetJob() in [ShareDefine.PlayerJob_Warrior, ShareDefine.PlayerJob_Knight]:
+ reducePer += PlayerControl.GetJobAAtkReducePer(defObj)
+ elif atkObj.GetJob() in [ShareDefine.PlayerJob_Wizard, ShareDefine.PlayerJob_ForceUser]:
+ reducePer += PlayerControl.GetJobBAtkReducePer(defObj)
+ elif atkObj.GetJob() in [ShareDefine.PlayerJob_Assassin, ShareDefine.PlayerJob_BowMaster]:
+ reducePer += PlayerControl.GetJobCAtkReducePer(defObj)
+
+ if addPer or reducePer:
+ addSkillPer = (addPer - reducePer) / 10000.0
+ skillPer = max(0, skillPer + addSkillPer)
+
+ return skillPer
# 改变技能伤害(效果ID1010), 野外小怪1009替换1010伤害(2018-03-07增加精英怪)
def ChangeSkillHurt(curPlayer, defObj, curSkill, skillPer, skillValue):
@@ -1565,6 +1604,7 @@
atkObj = ElfChangeAttacker(attacker) # Elf灵为替身攻击,要取玩家的属性
resultHurtType = HurtType()
+ atkObjType = attacker.GetGameObjType()
defObjType = defObj.GetGameObjType()
dHP = GameObj.GetHP(defObj) # 防守方当前血量
dMaxHP = GameObj.GetMaxHP(defObj) # 防守方最大血量
@@ -1582,19 +1622,21 @@
# 理论伤害一致, 多加点预算伤害避免计算误差
#hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
#atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
- hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20 # 加入被动计算不准确改成估算
+ hurtValue = atkObj.GetMaxAtk()*atkSkillPer*40 # 加入被动计算不准确改成估算
clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
if clientValue <= hurtValue:
hurtValue = clientValue
else:
# 外挂最高伤害基本防范
- GameWorld.DebugAnswer(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
+ GameWorld.DebugLog(atkObj, "%s----客户端伤害 %s 服务端最高伤害 %s"%(atkObj.GetID(), [clientValue, hurtType], hurtValue))
hurtValue = int(hurtValue*0.8)
#GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue))
else:
hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker)
+
+ WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, "公式层")
# 优先处理神兵护盾
hurtValue = CalcAtkProDef(atkObj, defObj, hurtValue, curSkill, tick)
@@ -1712,7 +1754,9 @@
resultHurtType.LostHP = lostValue
if defObjType == IPY_GameWorld.gotPlayer:
FBLogic.OnFBLostHP(defObj, lostValue)
-
+
+ WriteHurtLog(attacker, defObj, curSkill, resultHurtType.LostHP, resultHurtType.HurtType, "最终扣血")
+
#攻击触发事件, 该代码应该放在DoAttack函数中处理逻辑比较清晰,也不会破坏GetHurtHP函数
#因为DoAttack修改点比较多,暂不迁移,相关攻击事件逻辑,就往此函数中添加
AttackEventTrigger(atkObj, defObj, curSkill, resultHurtType, tick)
@@ -1723,6 +1767,38 @@
return resultHurtType
+
+# GM 命令 HurtLog 查看战斗伤害日志
+def WriteHurtLog(attacker, defObj, curSkill, hurtValue, hurtType, msg):
+ logLevel = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HurtLog)
+ if not logLevel:
+ return
+
+ if logLevel == 1:
+ # 只看玩家伤害
+ if not attacker:
+ return
+
+ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return
+ msg = "玩家" + msg
+
+ attackerID = attacker.GetID() if attacker else 0
+ defenderID = defObj.GetID() if defObj else 0
+ skillID = curSkill.GetSkillID() if curSkill else 0
+ skillName = curSkill.GetSkillName() if curSkill else ""
+ attackerName = attacker.GetName() if attacker else ""
+ defenderName = defObj.GetName() if defObj else ""
+
+ if attacker and attacker.GetGameObjType() == IPY_GameWorld.gotPlayer:
+ attackerName = attackerName.decode("utf8").encode('gbk')
+
+ if defObj and defObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
+ defenderName = defenderName.decode("utf8").encode('gbk')
+
+ GameWorld.DebugLog("攻击伤害-%s:(%s %s)攻击(%s %s), 技能ID:(%s %s), 伤害值:%s, 伤害类型:%s "%(
+ msg, attackerID, attackerName, defenderID, defenderName,
+ skillID, skillName, hurtValue, hurtType))
# 血盾支持多个同时存在
def CalcBloodShield(atkObj, defObj, hurtValue):
@@ -1855,6 +1931,8 @@
# 改变技能伤害
atkSkillPer, atkSkillValue = ChangeSkillHurt(atkObj, defObj, curSkill, atkSkillPer, atkSkillValue)
+ atkSkillPer = ChangeSkillHurtPer(atkObj, defObj, curSkill, atkSkillPer)
+
# atkSkillPer 包含普攻,所以不是用技能增强处理
atkSkillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddSkillPer)
--
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