From 1dbff913370634e8aea37f2940f2a0d261d4dcb3 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 27 五月 2019 20:05:10 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py | 34 ++++++++++++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py | 12 +++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py | 17 ++++++--
3 files changed, 47 insertions(+), 16 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
index 763e3db..162dabd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/BuffSkill.py
@@ -232,14 +232,13 @@
changeLayer = True
# Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
- __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
- # 此处考虑下plusValue变强是否刷属性
- #DoAddBuffOver(curObj, curSkill, addBuff, tick)
+ __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
+
return changeLayer
else:
if buffReplaceType == ChConfig.Def_Buff_Recharge:
# 充能型
- __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
+ __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
return
processInterval = curBuff.GetProcessInterval()
@@ -545,14 +544,15 @@
# @param tick 当前时间
# @return None
# @remarks 函数详细说明.
-def __BuffCanRemain(buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
+def __BuffCanRemain(curObj, buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
if resultTime != -1:
curBuff.SetRemainTime(resultTime)
#重置buff总值
__SetBuffValue(curBuff , plusValueList , buffOwner)
buffState.Sync_RefreshBuff(buffIndex, curBuff.GetRemainTime())
-
+
+ DoAddBuffOver(curObj, curBuff.GetSkill(), curBuff, buffOwner, GameWorld.GetGameWorld().GetTick())
return
#---------------------------------------------------------------------
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py
index d22dcbc..b1f9b17 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1033.py
@@ -67,12 +67,19 @@
hurtValue, hurtType = AttackCommon.CalcHurtHP(attacker, defender, curSkill,
skillEnhance, skillPer, GameWorld.GetGameWorld().GetTick(),
ChConfig.Def_Skill_HappenState_HitOn)
- addTime = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, None, curSkill, ChConfig.TriggerType_BuffTime)
- buffTick = SkillShell.GetProcessBuffTick(curSkill, attacker)
-
- # 单次伤害值,伤害类型,次数(配合效果ID9999的间隔)
- return [hurtValue, hurtType, int(addTime/buffTick + curEffect.GetEffectValue(2))]
+
+ # 单次伤害值,伤害类型
+ return [hurtValue, hurtType]
+
+# 次数(配合效果ID9999的间隔)
+def DoAddBuffOver(curObj, curBuff, curEffect, tick, buffOwner):
+ if not buffOwner:
+ return
+ buffTick = SkillShell.GetProcessBuffTick(curBuff.GetSkill(), buffOwner)
+
+ curBuff.SetValue2(curBuff.GetRemainTime()/buffTick)
+ return
# 消失前如有未执行次数则补上
# @param defender 承受者
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
index 3c8ae66..01b5b47 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameBuffs/BuffProcess_1034.py
@@ -3,9 +3,7 @@
#
##@package
#
-# @todo: 灼烧(流派专用,额外公式), 持续过程中可能会被改变伤害或者持续时长,无法用次数控制,无层级概念
-# 若同类型buff存在不管等级高低,只给原buff充能只改变值或时间
-# 不同释放者可共存多个灼烧
+# @todo: 灼烧(流派专用,额外公式)
# @author: Alee
# @date 2019-4-28 下午04:12:17
# @version 1.0
@@ -23,6 +21,7 @@
import PassiveBuffEffMng
import GameObj
import BuffSkill
+import SkillShell
#---------------------------------------------------------------------
#全局变量
#---------------------------------------------------------------------
@@ -37,14 +36,19 @@
# @return None
# @remarks 函数详细说明.
def ProcessBuff(defender, curBuff, curEffect, processBuffTick, tick):
+ if curBuff.GetValue2() == 0:
+ return
+
#单次伤害
singleDecHP = curBuff.GetValue()
buffOwner = SkillCommon.GetBuffOwner(curBuff)
curBuffSkillID = curBuff.GetSkill().GetSkillTypeID()
- SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Burn)
+ # SkillLostHP前调用 死亡或者其他情况会取消curBuff
+ curBuff.SetValue2(max(curBuff.GetValue2() - 1, 0))
+ SkillCommon.SkillLostHP(defender, curBuffSkillID, buffOwner, singleDecHP, tick, hurtType=ChConfig.Def_HurtType_Burn)
if buffOwner and GameObj.GetHP(buffOwner) > 0:
# 此处暂无法用被动效果实现
buffManager = defender.GetProcessDeBuffState()
@@ -55,7 +59,7 @@
SkillCommon.SkillAddHP(buffOwner, curBuffSkillID, buffOwner, addHP, tick, hurtType=ChConfig.Def_HurtTYpe_Recovery)
return
-# 灼烧的特征为延长buff时间,重算伤害
+
def CalcBuffValue(attacker, defender, curSkill, changeBuffValueDict):
curEffect = curSkill.GetEffect(0)
skillPer = curEffect.GetEffectValue(0)
@@ -71,11 +75,31 @@
return [hurtValue]
+
+# 次数(配合效果ID9999的间隔)
+def DoAddBuffOver(curObj, curBuff, curEffect, tick, buffOwner):
+ if not buffOwner:
+ return
+ buffTick = SkillShell.GetProcessBuffTick(curBuff.GetSkill(), buffOwner)
+
+ curBuff.SetValue2(curBuff.GetRemainTime()/buffTick)
+ return
+
+
def OnBuffDisappear(defender, curSkill, curBuff, curEffect, tick):
#已经死亡不触发
if GameObj.GetHP(defender) <= 0:
return
+ count = curBuff.GetValue2()
+ #无剩余
+ if count > 0:
+ SkillCommon.SkillLostHP(defender, curSkill.GetSkillTypeID(), SkillCommon.GetBuffOwner(curBuff),
+ curBuff.GetValue()*count, tick, hurtType=ChConfig.Def_HurtType_Burn)
+
+ if GameObj.GetHP(defender) <= 0:
+ return
+
# 在防御者身上同时取消同一个释放者的相关buff
defender.SetDict(ChConfig.Def_PlayerKey_BurnOwnerID, curBuff.GetOwnerID())
--
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