From 31a441bf2842217a4fb215ae25d6e836980f52d4 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 24 一月 2019 10:17:34 +0800
Subject: [PATCH] 5924 【后端】【1.5.100】诛仙Boss功能(杀人不红名)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 429 ++++++++++++++++++++++++++++++++++++++++++++---------
1 files changed, 354 insertions(+), 75 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index 3955c86..5f69030 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -276,6 +276,10 @@
def GetTriggerTypeByEffectID(effectID):
# 临时配置
tdict = {
+ 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
+ 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
+ 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
+
4000:ChConfig.TriggerType_BuffState, # 进入4012的某个状态触发技能 2
4001:ChConfig.TriggerType_TagBuffState, # 目标进入4012的某个状态触发技能 2
4002:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
@@ -328,8 +332,25 @@
4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点
4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
+ 4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
+ 4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4055:ChConfig.TriggerType_StormAttackReduceCD, # 类剑刃风暴攻击后触发效果
+ 4056:ChConfig.TriggerType_PassiveBuffValue, ## 被动buff值计算中二次获取被动值 54
+ 4057:ChConfig.TriggerType_AttackKillHappen, ## 对被动技能斩杀的概率增强 55
+ 4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56
+ 4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能 57
+ 4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能 57
+ 4061:ChConfig.TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因
+ 4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
+ 4063:ChConfig.TriggerType_SummonDie, #自身召唤兽死亡触发技能 60
+ 4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
+ 4065:ChConfig.TriggerType_DamageReducePVP, # PVP减少伤害
+ 4066:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
+ 4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
+ 4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
+ 4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
}
- return tdict.get(effectID, -1)
+ return tdict.get(effectID, -1)
#===========================================================================
# # 此表配置 影响类型
# ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID)
@@ -360,8 +381,15 @@
4513:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比
4516:ChConfig.TriggerType_ChangeHurtToHP, # BUFF类:buff中把受到伤害的xx%转化为生命值
+ 4517:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
+ 4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
+ 4519:ChConfig.TriggerType_WillDead, # BUFF类: 进入濒死状态 25
+ 4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
+ 4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
+
803:ChConfig.TriggerType_BloodShield, # 血盾
806:ChConfig.TriggerType_BloodShield, # 血盾
+ 807:ChConfig.TriggerType_BloodShield, # 血盾
808:ChConfig.TriggerType_BloodShield, # 血盾
}
return tdict.get(effectID, -1)
@@ -715,18 +743,20 @@
# #===========================================================================
# OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
-# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
-def CheckBattleRelationType(skillBattleType, battleRelationType):
- if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
- return True
-
- #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
- # return True
-
- if skillBattleType != battleRelationType:
- # PK模式的判定
- return False
- return True
+#===============================================================================
+# # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
+# def CheckBattleRelationType(skillBattleType, battleRelationType):
+# if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+# return True
+#
+# #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
+# # return True
+#
+# if skillBattleType != battleRelationType:
+# # PK模式的判定
+# return False
+# return True
+#===============================================================================
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
@@ -751,44 +781,53 @@
return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
-# 被动技能触发释放
-def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
+# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
+# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
+def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False):
attacker = FindRealAttacker(attacker)
if not attacker:
- return False
+ return 0, 0
+ stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
if connSkill:
if not connSkill.GetFuncType():
# 非功能类技能,避免死循环
- return False
+ return 0, 0
if SkillCommon.isPassiveSkill(connSkill):
- #GameWorld.DebugLog("被动技能不能再次触发被动技能")
- return False
+ stopPassiveSkill = True
if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
# 防范被动技能触发的 非被动技能
- GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
- return
+ stopPassiveSkill = True
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
- return False
-
+ return 0, 0
+
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
if not skills:
- return False
-
+ return 0, 0
+
defender = GetPassiveDefender(attacker, defender)
# 当前战斗关系 pvp pve
battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
- #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+ #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+
+ lockHPPerMax = 0 ## 取有效的最高血量
+ lockHPSkillID = 0
for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
continue
+ if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+ # 只有天赋才可以再次被触发
+ continue
+
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
if not effect:
continue
@@ -797,7 +836,158 @@
continue
skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
+ # PK模式的判定
+ continue
+
+ pyName = "PassiveSkill_%s" % effectID
+ callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
+ if not callFunc:
+ continue
+ if not callFunc(attacker, defender, effect, curSkill):
+ continue
+
+ # 最终取最高值来决定当前生命值,卡血设定
+ if effect.GetEffectValue(0) > lockHPPerMax:
+ lockHPPerMax = effect.GetEffectValue(0)
+ lockHPSkillID = skillTypeID
+
+ return lockHPSkillID, lockHPPerMax
+
+
+# 锁血功能的技能 含人物和宠物
+def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,):
+ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return 0
+
+ lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick)
+ rolePet = attacker.GetPetMgr().GetFightPet()
+ if rolePet:
+ lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick)
+
+ if lockHPPerMax + lockHPPerMaxPet == 0:
+ # 无触发
+ return 0
+
+ # 触发宠物技能标志
+ if lockHPPerMaxPet > lockHPPerMax:
+ rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet)
+ return lockHPPerMaxPet
+
+ if lockHPPerMax == 0:
+ return 0
+
+ # 触发人物技能标志
+ attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID)
+ return lockHPPerMax
+
+
+# 从伤血延后到技能结束触发被动技能
+def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return
+
+ # 检查是宠物还是人物技能
+ skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+ if not skillTypeID:
+ rolePet = attacker.GetPetMgr().GetFightPet()
+ if not rolePet:
+ return
+ skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID)
+ if not skillTypeID:
+ return
+ attacker = rolePet
+ GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet")
+
+ # 一定要清标志
+ attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0)
+
+ curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+ if not curSkill:
+ return
+
+ GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID)
+ # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽
+ SkillCommon.SetUsingPassiveSkill(attacker, 1)
+ if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick):
+ # 不管技能是否是否成功都必须进入CD
+ SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker)
+
+ SkillCommon.SetUsingPassiveSkill(attacker, 0)
+ return
+
+
+# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger
+def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick):
+ if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return
+
+ rolePet = attacker.GetPetMgr().GetFightPet()
+ #无出战宠物
+ if rolePet == None:
+ return
+
+ OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick)
+
+
+# 被动技能触发释放
+def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None):
+ attacker = FindRealAttacker(attacker)
+ if not attacker:
+ return False
+
+ stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
+ if connSkill:
+ if not connSkill.GetFuncType():
+ # 非功能类技能,避免死循环
+ return False
+ if SkillCommon.isPassiveSkill(connSkill):
+ #GameWorld.DebugLog("被动技能不能再次触发被动技能")
+ #return False
+ stopPassiveSkill = True
+
+ if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
+ # 防范被动技能触发的 非被动技能
+ #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
+ #return
+ stopPassiveSkill = True
+
+ passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+ if not passiveEff:
+ return False
+
+ connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ if not skills:
+ return False
+
+ defender = GetPassiveDefender(attacker, defender)
+
+ result = False
+ # 当前战斗关系 pvp pve
+ battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+ #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType))
+ for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
+ curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+ if not curSkill:
+ continue
+
+ if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+ # 只有天赋才可以再次被触发
+ continue
+
+ effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
+ if not effect:
+ continue
+
+ if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
+ continue
+ result = True # 代表有效触发,但不关系触发结果
+
+ skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
# PK模式的判定
continue
@@ -813,8 +1003,14 @@
curSkill.SetRemainTime(0) # 一次攻击多次调用 ,在外层统一调用CD
skillIDSet.add(skillTypeID)
SkillCommon.SetUsingPassiveSkill(attacker, 0)
-
- return True
+
+ # 代表有效触发,但不关系触发结果, 外层根据需求使用,如减少循环判断
+ return result
+
+
+#ntSummon:(3)普通召唤兽,可继承主人基础属性如攻击
+#ntElf:(4)玩家替身,完全拥有玩家属性和被动功能
+#ntFairy :(7)同ntSummon,但技能可触发被动功能
# ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
# 那么ntElf执行人物的伤害计算和被动触发效果
@@ -825,7 +1021,7 @@
return attacker
npcType = attacker.GetType()
- if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf]:
+ if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf, IPY_GameWorld.ntFairy]:
if attacker.GetIsBoss():
return attacker
return
@@ -834,7 +1030,7 @@
# --宠物
return attacker
- if npcType == IPY_GameWorld.ntElf:
+ else:
# ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
# 那么ntElf执行人物的伤害计算和被动触发效果
attacker = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
@@ -848,9 +1044,12 @@
if not attacker:
return 0
+ stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
if connSkill and SkillCommon.isPassiveSkill(connSkill):
#GameWorld.DebugLog("被动技能不能再次触发被动技能")
- return 0
+ #return 0
+ stopPassiveSkill = True
+
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
return 0
@@ -865,9 +1064,15 @@
curValue = 0
for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
continue
+ if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+ # 只有天赋才可以再次被触发
+ continue
+
if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
#有配置CD的才判断
continue
@@ -876,11 +1081,11 @@
if not effect:
continue
skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
continue
pyName = "PassiveSkill_%s" % effectID
-
+
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
# 条件不满足
@@ -919,6 +1124,8 @@
#tick = GameWorld.GetGameWorld().GetTick()
skillList = []
for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
#if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
# continue
@@ -929,7 +1136,7 @@
if not effect:
continue
skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
continue
pyName = "PassiveSkill_%s" % effectID
@@ -964,6 +1171,8 @@
battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
continue
@@ -974,7 +1183,7 @@
if SkillCommon.RefreshSkillRemainTime(curSkill, tick):
continue
skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
# PK模式的判定
continue
@@ -992,42 +1201,30 @@
return False
-
-#------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
-
-#buff类触发释放技能,无CD验证
-def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
+# 被动技能触发但无需释放,如抵消debuff,只需走CD即可
+def OnPassiveBuffHappen(attacker, defender, tagSkill, triggerType, tick):
attacker = FindRealAttacker(attacker)
if not attacker:
- return
- if useSkill:
- if not useSkill.GetFuncType():
- # 非功能类技能,避免死循环
- return
- if SkillCommon.isPassiveSkill(useSkill):
- #GameWorld.DebugLog("被动技能不能再次触发被动技能")
- return
-
- if SkillCommon.GetUsingPassiveSkill(attacker):
- # 防范被动技能触发的 非被动技能
- GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
- return
-
-
+ return False
+
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
- return
-
+ return False
buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
if not buffDict:
- return
+ return False
- defender = GetPassiveDefender(attacker, defender)
-
# 当前战斗关系 pvp pve
battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+ skillBattleType = SkillCommon.GetSkillBattleType(tagSkill)
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
+ return
+
+ tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
for skillID, effectList in buffDict.items():
+ if tagSkillID == skillID:
+ continue
for passiveEffect in effectList:
# 被动触发的技能
pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -1036,7 +1233,71 @@
if not callFunc:
continue
- if not callFunc(attacker, defender, passiveEffect, skillID):
+ if not callFunc(attacker, defender, passiveEffect, tagSkill):
+ continue
+
+ callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
+ if callFunc:
+ callFunc(attacker, defender, passiveEffect, tagSkill, skillID)
+
+ return True
+
+ return False
+#------------------------Buff类 被动触发, 并非全是被动技能-----------------------------------------------
+
+#buff类触发释放技能,无CD验证
+def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick):
+ attacker = FindRealAttacker(attacker)
+ if not attacker:
+ return
+
+ stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
+ if useSkill:
+ if not useSkill.GetFuncType():
+ # 非功能类技能,避免死循环
+ return
+ if SkillCommon.isPassiveSkill(useSkill):
+ #GameWorld.DebugLog("被动技能不能再次触发被动技能")
+ #return
+ stopPassiveSkill = True
+
+ if SkillCommon.GetUsingPassiveSkill(attacker):
+ # 防范被动技能触发的 非被动技能
+ #GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType)
+ #return
+ stopPassiveSkill = True
+
+ passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+ if not passiveEff:
+ return
+
+ buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
+ if not buffDict:
+ return
+
+ defender = GetPassiveDefender(attacker, defender)
+
+ # 当前战斗关系 pvp pve
+ battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+ useSkillID = useSkill.GetSkillID() if useSkill else 0
+
+ for skillID, effectList in buffDict.items():
+ if skillID == useSkillID:
+ continue
+ for passiveEffect in effectList:
+ # 被动触发的技能
+ pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
+ continue
+ if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+ # 只有天赋才可以再次被触发
+ continue
+ callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
+ if not callFunc:
+ continue
+
+ if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
continue
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1048,7 +1309,7 @@
continue
skillBattleType = SkillCommon.GetSkillBattleType(skillData)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
# PK模式的判定
continue
@@ -1071,9 +1332,13 @@
attacker = FindRealAttacker(attacker)
if not attacker:
return 0
+
+ stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
if useSkill and SkillCommon.isPassiveSkill(useSkill):
#GameWorld.DebugLog("被动技能不能再次触发被动技能")
- return 0
+ #return 0
+ stopPassiveSkill = True
+
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
@@ -1085,14 +1350,25 @@
# 当前战斗关系 pvp pve
battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
skillBattleType = SkillCommon.GetSkillBattleType(useSkill)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
return 0
-
+
+ useSkillID = useSkill.GetSkillID() if useSkill else 0
#tick = GameWorld.GetGameWorld().GetTick()
curValue = 0
-
+
for skillID, effectList in buffDict.items():
+ if skillID == useSkillID:
+ continue
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
+ continue
+
for passiveEffect in effectList:
+ if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+ # 只有天赋才可以再次被触发
+ continue
+
# 被动触发的技能
pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -1100,17 +1376,16 @@
if not callFunc:
continue
- if not callFunc:
- continue
-
# 条件不满足
- if not callFunc(attacker, defender, passiveEffect, skillID):
+ if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
continue
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
if callFunc is None:
continue
+ # 如被动技能:千幻冥炎真实伤害从2变4倍
+ curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
curValue += callFunc(attacker, defender, passiveEffect)
return curValue
@@ -1135,21 +1410,25 @@
if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
continue
skillID = curSkill.GetSkillID()
- if skillID in dogzSkills:
- dogzSkills.remove(skillID)
- continue
delDogzSkills.append(skillID)
GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills))
- # 删除非助战技能
+ # 删除神兽技能
for skillID in delDogzSkills:
skillManager.DeleteSkillBySkillID(skillID, False)
# 添加助战技能,同类技能取最高
dogzSkills.sort()
for skillID in dogzSkills:
+ skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not skillData:
+ continue
+ if skillData.GetSkillType() == ChConfig.Def_SkillType_AttrSkillNoLearn:
+ # 同技能可多个叠加的技能不能学,算属性时直接取表
+ continue
+
skillManager.LearnSkillByID(skillID, False)
# 刷被动效果
--
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