From 2e1b0969fb141b9677230a56f9c29020362a5eab Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 03 九月 2018 15:08:01 +0800
Subject: [PATCH] Fix: 1819 玩家切地图,家族等级数据同步会异常(修复仙盟心法切图后无法升级的bug);
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 54 ++++++++++++++++++++++++++++++++++++++++++++++++++----
1 files changed, 50 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 aa5586e..28cfd70 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -714,6 +714,52 @@
return True
+# 按仙盟成员均摊伤害
+def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
+ skillPercent, skillEnhance, tick, isExSkill = False):
+ #清空伤血列表
+ global g_skillHurtList
+ g_skillHurtList.Clear()
+
+ #攻击方原有血量,用来通知反弹
+ attackerHP = GameObj.GetHP(attacker)
+ resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
+
+ #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
+ resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
+
+ # 计算仙盟成员数量, 按人头均摊伤害
+ resultDict = {}
+ for obj in resultList:
+ if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ continue
+
+ familyID = obj.GetFamilyID()
+ if familyID not in resultDict:
+ resultDict[familyID] = []
+
+ resultDict[familyID].append(obj)
+
+ skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
+ minSkillPer = 0.01 # 如果未配置默认最低值
+ if skillEffect:
+ minSkillPer = skillEffect.GetEffectValue(0)
+
+ attackList = []
+ for familyID in resultDict:
+ cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
+
+ skillPercent = max(skillPercent/cnt, minSkillPer)
+ attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
+ [], g_skillHurtList, tick))
+
+
+ __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
+
+ return True
+
+
+
# 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
# 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
# 返回真表示可以对每个伤害目标触发,返回假则为单体
@@ -789,7 +835,7 @@
powerList, g_skillHurtList, tick):
attackList = [] #被攻击对象列表
- checkComboOK = False
+ #checkComboOK = False
#执行攻击结果
for obj in resultList:
@@ -805,10 +851,10 @@
if powerList != []:
skillPercent, skillEnhance = powerList.pop(0)
- if not checkComboOK:
+ #if not checkComboOK:
#攻击前连击检查
- SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
- checkComboOK = True
+ # SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
+ # checkComboOK = True
callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
--
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