From 1ea73e1885835466265ce788d93556b7030ee0e8 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期日, 30 十二月 2018 18:42:00 +0800 Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(GM工具增加子服服务器维护,文字翻译版) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 75 ++++++++++++++++++++++++++++++++++--- 1 files changed, 69 insertions(+), 6 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 0e6f4cb..bd403bc 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -166,6 +166,10 @@ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: return False + if not curSkill: + # 玩家普通也是技能,正常是不会走到这边 + return False + useSkillData = attacker.GetUseSkill() if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID(): # 默认群攻附加触发buff的对象与攻击对象一致 @@ -243,7 +247,8 @@ #还在冷却时间内无法释放 if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0: PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit") - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) + #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) + playerSkill.Sync_Skill() return False #5:检查玩家的魔法值是否够用这个技能 @@ -343,6 +348,13 @@ # @return 返回值真, 检查通过 # @remarks 自定义函数, NPC使用有对象技能 def NPCUseSkillTag(curNPC, curTag, curSkill, tick): + skillTag = GetSkillAffectTag(curSkill) + if skillTag == ChConfig.Def_UseSkillTag_AppointNPC: + # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用 + curTag = GetAppointNPCBySkillEffect(curSkill) + if not curTag: + return False + if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick): return False @@ -359,6 +371,29 @@ curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0) return result + +# 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用 +def GetAppointNPCBySkillEffect(curSkill): + npcID = 0 + effectID = ChConfig.Def_Skill_Effect_AppointNPC + for i in xrange(0, curSkill.GetEffectCount()): + curEffect = curSkill.GetEffect(i) + curEffectID = curEffect.GetEffectID() + + if not curEffectID: + #策划有可能中途删除,不用return + continue + + #不是需要的效果 + if curEffectID != effectID: + continue + + npcID = curEffect.GetEffectValue(0) + break + + if not npcID: + return None + return GameWorld.FindNPCByNPCID(npcID) # 计算NPC技能位移坐标,预警和非预警都可以用 @@ -507,6 +542,9 @@ # @return 返回值真, 检查通过 def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick): skillTag = GetSkillAffectTag(curSkill) + if skillTag == ChConfig.Def_UseSkillTag_AppointNPC: + return True + #---对象判定--- if IsToPetOwnerSkill(curNPC, skillTag): return True @@ -1026,6 +1064,7 @@ def AttackFailNotify(curPlayer, curSkill, reason=0): sendPack = ChPyNetSendPack.tagMCAttackFail() sendPack.SkillID = curSkill.GetSkillID() + sendPack.Reason = reason NetPackCommon.SendFakePack(curPlayer, sendPack) #--------------------------玩家使用技能 #=============================================================================== @@ -2583,7 +2622,7 @@ buffState.DeleteEffectByIndex(i) -# 通过技能ID列表删除buff对应的效果ID +# 通过技能ID列表删除buff对应的效果ID, 死亡调用 def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList): effectIndexList = [] @@ -2593,11 +2632,17 @@ if curEffectID == 0: continue - # [技能ID, 来源对象ID,对象类型] - if [buffState.GetEffectFromSkillID(i), - buffState.GetEffectOwnerID(i), - buffState.GetEffectOwnerType(i)] not in skillIDList: + #======================================================================= + # # [技能ID, 来源对象ID,对象类型] + # if [buffState.GetEffectFromSkillID(i), + # buffState.GetEffectOwnerID(i), + # buffState.GetEffectOwnerType(i)] not in skillIDList: + # continue + #======================================================================= + # 改成只判断技能ID + if buffState.GetEffectFromSkillID(i) not in skillIDList: continue + effectIndexList.append(i) # 倒序删除 @@ -2644,6 +2689,20 @@ OperControlManager.SetObjActState(curObj, buffSkill) +# 非属性技能算属性 特殊处理 +# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果 +def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList): + if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill: + return + + value = GetMaxHPAttrValue(curPlayerSkill) + if value == 0: + return + + PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList) + return + + # 计算属性类技能的属性,同buff层不算战力 def CalcPassiveAttr_Effect(curPlayer, allAttrList): skillManager = curPlayer.GetSkillManager() @@ -2652,6 +2711,7 @@ if curPlayerSkill == None: continue + CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList) if not SkillCommon.isPassiveAttr(curPlayerSkill): continue @@ -3384,6 +3444,9 @@ def GetUpLVCostItemNum(curSkill): return curSkill.GetExAttr5() +# 技能特殊增加属性配置,目前只支持生命,潜力技能专用 +def GetMaxHPAttrValue(curSkill): + return curSkill.GetMP() ##获得当前技能升级消耗的真气值 # @param curSkill 当前技能技能 -- Gitblit v1.8.0