From 38904391ac59bc51133e66b9b5150c6b5db46ec4 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 08 十月 2019 17:58:00 +0800 Subject: [PATCH] 8301 【恺英】【后端】仙缘币货币调整(改为给灵石,刷新召唤改为消耗灵石) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 369 ++++++++++++++++++++++++++++++++++------------------ 1 files changed, 238 insertions(+), 131 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 7f720e3..972f097 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -41,13 +41,12 @@ import GameMap import collections import PassiveBuffEffMng -import EffGetSet +import ChEquip import SkillShell import FBCommon import IpyGameDataPY import PyGameData import EventShell -#import EquipZhuXian #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -55,6 +54,7 @@ # 记录客户端伤害 {(objID, objType):[HurtHP, AttackType]} g_ClientHurtDict = collections.OrderedDict() +g_UseSkillPlayerID = 0 # 全服攻击为单线程 记录的是当前使用技能的玩家 用于判断g_ClientHurtDict的归属 #--------------------------------------------------------------------- ##C++调用函数, 重新读取所有技能 @@ -92,6 +92,10 @@ def GetSkillFireAim(curSkill): return curSkill.GetTag()%10 +# 当前释放主动技能的玩家 +def GetUseSkillPlayerID(): + global g_UseSkillPlayerID + return g_UseSkillPlayerID # 客户端伤血列表,修改了遍历对象和计算血量 def GetClientHurtDict(): @@ -100,10 +104,9 @@ def ClearClientHurtDict(curPlayer): global g_ClientHurtDict + global g_UseSkillPlayerID g_ClientHurtDict = collections.OrderedDict() - - # 缓存单次技能攻击的最大伤害, 减少计算量 - curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, 0) + g_UseSkillPlayerID = 0 def GetClientHurtByObj(objID, objType): @@ -125,6 +128,7 @@ # 技能开始初始化客户端伤血列表 def InitClientHurtDict(curPlayer, curSkill, hurtList): global g_ClientHurtDict + global g_UseSkillPlayerID ClearClientHurtDict(curPlayer) #技能攻击最大数量 @@ -160,7 +164,8 @@ return False g_ClientHurtDict[(hurobj.ObjID, hurobj.ObjType)] = [hurobj.HurtHP, hurobj.AttackType] - + + g_UseSkillPlayerID = curPlayer.GetID() return True #--------------------------------------------------------------------- # 非客户端玩家释放的技能 @@ -172,11 +177,16 @@ # 玩家普通也是技能,正常是不会走到这边 return False + if GetUseSkillPlayerID() != attacker.GetID(): + # 非释放者 + 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 if not SkillCommon.IsBuff(curSkill): return False + if not GetClientHurtDict(): return False @@ -720,9 +730,27 @@ continue npcObj.StopMove() npcObj.ChangePos(npcPos.PosX, npcPos.PosY) - + BeatBackMove(curPlayer, npcObj) return +# 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些 +def BeatBackMove(curPlayer, npcObj): + if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon: + return + if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning: + return + + posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex()) + #范围校验 + posMapX = posMap.GetPosX() + posMapY = posMap.GetPosY() + if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8: + # 单次位移不超过5米 + return + npcControl = NPCCommon.NPCControl(npcObj) + moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5) + npcObj.Move(moveDestX, moveDestY) + return #=============================================================================== # //B4 03 吸引NPC仇恨 #tagNPCAttention @@ -983,7 +1011,7 @@ #使用技能行为状态, 客户端限制 if not OperControlManager.IsObjCanDoAction(curPlayer, ChConfig.Def_Obj_ActState_ClientSkill, - curSkill.GetSkillOfSeries()): + curSkill.GetSkillOfSeries(), curSkill): AttackFailNotify(curPlayer, curSkill) return @@ -1342,6 +1370,10 @@ def __CheckPlayerUseSkill_ClientPack(curPlayer, posX, posY, curSkill): if curPlayer.GetHP() <= 0: return + + if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + #GameWorld.DebugLog("自定义场景中,不检查!") + return True #=========================================================================== # if curPlayer.IsMoving(): @@ -1839,20 +1871,16 @@ #升级技能CD直接冷却 curSkill.SetRemainTime(0) - learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {}) if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID]) - elif skillTypeID in learnSkillNotifyDict: - PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID]) else: #通知技能已升级成功 GeRen_admin_31379 PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()]) #获得技能等级 curSkillLV = curSkill.GetSkillLV() - DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV) - + EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV) GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID()) return True @@ -1885,10 +1913,6 @@ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer): return False - #诛仙技能学习判断 - #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian: - # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID): - # return False #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -2017,8 +2041,16 @@ return False #玩家属性点要求 - stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点 - needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000 + if not CheckLearnSkillNeedAttr(curPlayer, curSkill): + return False + + return True + +def CheckLearnSkillNeedAttr(curPlayer, curSkill): + #玩家属性点要求 + curSkillTypeID = curSkill.GetSkillTypeID() + stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点 + needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV) if needBaseAttrID and needBaseAttrValue: baseAttrDict = { ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), @@ -2028,14 +2060,18 @@ ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer), } if needBaseAttrID not in baseAttrDict: - GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID)) + GameWorld.ErrLog(' 技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID)) return False curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0) if curBaseAttrValue < needBaseAttrValue: - GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue)) + #GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue)) return False - return True + +## 获取技能升级属性需求 rutrun attrID, attrvalue +def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000 +## 获取技能专精类型 +def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000 #// A5 16 选择技能五行专精 #tagCMSelectSkillElement # @@ -2043,6 +2079,7 @@ #{ # tagHead Head; # DWORD SkillTypeID; // 专精技能ID +# BYTE DoType; // 0-激活升级 1-使用 #}; def OnSelectSkillElement(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) @@ -2051,37 +2088,74 @@ if not ipyData: return mainSkillID = ipyData.GetMainSkillID() - - curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID) - if selectSkillID == curElementSkillID: - GameWorld.DebugLog('已经是该专精技能!') + if curPlayer.GetLV() < ipyData.GetNeedLV(): + GameWorld.DebugLog('选择技能五行专精等级不足!') return + skillManager = curPlayer.GetSkillManager() mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID) if not mainSkill: GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID) return - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID) - if curElementSkillID: - #原技能删除 - skillManager.DeleteSkillBySkillTypeID(curElementSkillID) - else: - EventShell.EventRespons_ElementSkill(curPlayer) - #更新新技能 - RefreshElementSkill(curPlayer, selectSkillID) - # 重刷被动技能 - PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) - # 重刷技能战力 - PlayerControl.PlayerControl(curPlayer).RefreshAllSkill() + doType = clientData.DoType + curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID) + activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID) + isChangeSkill = False #是否变更生效的技能 + updSelectSkillLV = activeSkillLV + #先判断是否可升级 + if doType is 0: + nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1) + if not nextSkill: + return + + if not CheckLearnSkillNeedAttr(curPlayer, nextSkill): + return + updSelectSkillLV = activeSkillLV + 1 + skillElementType = GetSkillElementType(nextSkill) + + #可升级则激活升一级 + EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV) + if curElementSkillID == selectSkillID: + #正在使用的专精技能,则立即生效 + isChangeSkill = True + else: # 使用 + if not activeSkillLV: + #未激活不能使用 + return + if selectSkillID == curElementSkillID: + return + isChangeSkill = True - NotifyElementSkillInfo(curPlayer, mainSkillID) + if isChangeSkill: + #更换专精 + if not RefreshElementSkill(curPlayer, selectSkillID)[1]: + GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID) + return + + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID) + ChEquip.ChangeEquipfacadeByLingGen(curPlayer) + if curElementSkillID and curElementSkillID != selectSkillID: + #原技能删除 + skillManager.DeleteSkillBySkillTypeID(curElementSkillID) + + + # 重刷被动技能 + PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) + # 重刷技能战力 + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshAllSkill() + curControl.RefreshPlayerAttrState() + + NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0) return -def RefreshElementSkill(curPlayer, skillTypeID): +def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True): ##更新专精技能生效的等级 + isNotify, hasChangeLV = False, False __InitElementSkillInfo() if skillTypeID not in PyGameData.g_elemntSkillDict: - return + return isNotify, hasChangeLV baseAttrDict = { ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), @@ -2089,76 +2163,111 @@ ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer), ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer), } - + activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID) limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID] maxSkillLV = len(limitInfoList) updSkillLV = 0 for i, limitInfo in enumerate(limitInfoList): - needAttrID, needAttrValue = limitInfo /10000, limitInfo%10000 + needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo) curAttrValue = baseAttrDict.get(needAttrID, 0) if curAttrValue >= needAttrValue: updSkillLV = maxSkillLV - i break + if activeSkillLV > updSkillLV: + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV) + isNotify = True + updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级 skillManager = curPlayer.GetSkillManager() curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID) curSkillLV = curSkill.GetSkillLV() if curSkill else 0 - + #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV)) + if not isChangeLV: + return isNotify, hasChangeLV if updSkillLV == curSkillLV: - return + return isNotify, hasChangeLV elif updSkillLV < curSkillLV: skillManager.DeleteSkillBySkillTypeID(skillTypeID) for _ in xrange(updSkillLV): skillManager.LVUpSkillBySkillTypeID(skillTypeID) + if updSkillLV == 0:#重置为未选状态 + ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID) + mainSkillID = ipyData.GetMainSkillID() + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0) + ChEquip.ChangeEquipfacadeByLingGen(curPlayer) + isNotify = True else: for _ in xrange(updSkillLV-curSkillLV): skillManager.LVUpSkillBySkillTypeID(skillTypeID) - return True + return isNotify, True def RefreshElementSkillByAttr(curPlayer, attrIDList): #加点、丹药、境界、洗点 会影响灵根点 __InitElementSkillInfo() - isRefresh = False + + needRefreshSkillIDDict = {} #{skillid:是否变更技能等级} skillManager = curPlayer.GetSkillManager() for i in xrange(skillManager.GetSkillCount()): hasSkill = skillManager.GetSkillByIndex(i) - hasSkillID = hasSkill.GetSkillID() - ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False) - if not ipyData: + hasSkillID = hasSkill.GetSkillTypeID() + ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False) + if not ipyDataList: continue - curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID) - if not curElementSkillID: - continue - if curElementSkillID not in PyGameData.g_elemntSkillDict: - continue - if PyGameData.g_elemntSkillDict[curElementSkillID][0] /10000 not in attrIDList: - continue - if RefreshElementSkill(curPlayer, curElementSkillID): + curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID) + for ipyData in ipyDataList: + curElementSkillID = ipyData.GetElementSkillID() + if curElementSkillID not in PyGameData.g_elemntSkillDict: + continue + attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0] + if attrID not in attrIDList: + continue + needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID + + #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList)) + needNotify, isRefresh = False, False + for skillID, isChangeLV in needRefreshSkillIDDict.items(): + isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV) + if isNotify: + needNotify = True + if hasChangeLV: isRefresh = True if isRefresh: # 重刷被动技能 PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) # 重刷技能战力 - PlayerControl.PlayerControl(curPlayer).RefreshAllSkill() + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshAllSkill() + curControl.RefreshPlayerAttrState() + if needNotify: + NotifyElementSkillInfo(curPlayer) return -def GetElementSkillCnt(curPlayer): +def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0): ##获取已选择的专精技能数量 + # @param elementType: 专精类型,对应灵根ID + gameData = GameWorld.GetGameData() cnt = 0 skillManager = curPlayer.GetSkillManager() for i in xrange(skillManager.GetSkillCount()): hasSkill = skillManager.GetSkillByIndex(i) - hasSkillID = hasSkill.GetSkillID() - ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False) - if not ipyData: + hasSkillID = hasSkill.GetSkillTypeID() + if hasSkillID not in mainSkillIDList: continue - curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID) - if not curElementSkillID: + ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False) + if not ipyDataList: continue - cnt +=1 + for ipyData in ipyDataList: + elementSkillID = ipyData.GetElementSkillID() + if elementType: + elementSkillData = gameData.GetSkillBySkillID(elementSkillID) + if GetSkillElementType(elementSkillData) != elementType: + continue + curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID) + if curActiveLV >= activeLV: + cnt += 1 return cnt def __InitElementSkillInfo(): - #缓存技能专精信息{skillID:[attrID*10000+needValue,..]} + #缓存技能专精信息{skillID:[attrID*100000+needValue,..]} if not PyGameData.g_elemntSkillDict: ipyMgr = IpyGameDataPY.IPY_Data() for i in xrange(ipyMgr.GetSkillElementCount()): @@ -2177,30 +2286,37 @@ PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV()) return -def NotifyElementSkillInfo(curPlayer, mainSkillID=0): +def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0): ##通知五行专精信息 if not mainSkillID: - syncMainSkillList = [] + syncMainSkillDict = {} skillManager = curPlayer.GetSkillManager() for i in xrange(skillManager.GetSkillCount()): hasSkill = skillManager.GetSkillByIndex(i) - hasSkillID = hasSkill.GetSkillID() - ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False) - if not ipyData: + hasSkillID = hasSkill.GetSkillTypeID() + ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False) + if not ipyDataList: continue - syncMainSkillList.append(hasSkillID) - + syncMainSkillDict[hasSkillID] = [] + for ipyData in ipyDataList: + syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID()) + else: - syncMainSkillList = [mainSkillID] + syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]} sendPack = ChPyNetSendPack.tagMCSkillElementInfo() sendPack.InfoList = [] - for mSkillID in syncMainSkillList: + for mSkillID, elementList in syncMainSkillDict.items(): curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID) - if not curElementSkillID: - continue elementData = ChPyNetSendPack.tagMCSkillElementData() elementData.MainSkillID = mSkillID elementData.ElementSkillID = curElementSkillID + elementData.ActiveSkill = [] + for elementSkillID in elementList: + activeData = ChPyNetSendPack.tagMCSkillElementActiveData() + activeData.SkillID = elementSkillID + activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID) + elementData.ActiveSkill.append(activeData) + elementData.SkillCnt = len(elementData.ActiveSkill) sendPack.InfoList.append(elementData) sendPack.Cnt = len(sendPack.InfoList) NetPackCommon.SendFakePack(curPlayer, sendPack) @@ -2669,6 +2785,13 @@ callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx")) if callFunc: callFunc(objDetel, curEffect, allAttrList[index], curBuff) + + #是否持续性技能 + if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List: + # 持续性属性变化的buff,目前只有持续减益 + callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx")) + if callFunc: + callFunc(objDetel, curEffect, allAttrList[index], curBuff) return ## 获得buff效果的计算模块文件后缀 @@ -2864,19 +2987,6 @@ 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): @@ -2886,7 +2996,6 @@ if curPlayerSkill == None: continue - CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList) if not SkillCommon.isPassiveAttr(curPlayerSkill): continue @@ -2930,15 +3039,15 @@ def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]): for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax): + #这些类型不影响玩家计算属性 + if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff, + IPY_GameWorld.bfMapBuff, + IPY_GameWorld.bfEquipBuff]: + continue + buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType) #通过类型获取目标的buff管理器为空,则跳出 if buffTuple == (): - continue - - #这些类型不影响玩家计算属性 - if buffType in [IPY_GameWorld.bfProcessBuff, - IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff, - IPY_GameWorld.bfEquipBuff]: continue buffManager = buffTuple[0] @@ -3161,7 +3270,8 @@ #--- 1. 先取得触发技能--- #先检查数据库有没该类技能,如果最高等级不一样会找不到 - exSkill = GameWorld.GetGameData().FindSkillByType(skillEnhanceID, skillLV) + #exSkill = GameWorld.GetGameData().FindSkillByType(skillEnhanceID, skillLV) + exSkill = GameWorld.GetGameData().GetSkillBySkillID(skillEnhanceID) #异常 if not exSkill: GameWorld.ErrLog("对象 = %s, 找不到附加技能ID = %s, skillLv = %s"%(attacker.GetID() , skillEnhanceID , useSkill.GetSkillLV())) @@ -3357,7 +3467,7 @@ #这个技能是Buff if SkillCommon.IsBuff(curSkill): - if ChConfig.Def_SkillType_LstPlsBuffAtk == curSkill.GetSkillType(): + if curSkill.GetSkillType() in [ChConfig.Def_SkillType_LstPlsBuffAtk, ChConfig.Def_SkillType_PassiveLstPlsBuffAtk]: defender = attacker return __DoLogic_AddBuff(attacker, defender, curSkill, isEnhanceSkill, tick, tagRoundPosX, tagRoundPosY) @@ -3367,7 +3477,6 @@ # 不受限制和影响的技能 def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False): - #这个技能是Buff if SkillCommon.IsBuff(curSkill): @@ -3440,6 +3549,7 @@ # return True if isEnhanceSkill: + BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) return True #在这边调用避免群攻时多次扣除消耗 @@ -3447,16 +3557,6 @@ BaseAttack.DoAttackSuccessEx(attacker, GameObj.GetHP(attacker), defender, curSkill, tick) return True - -#=============================================================================== -# Def_Effect_GoddessAddHP = 1300 # 加血 (压总值血量百分比) -# Def_Effect_AddHPValue_All = 1027 # 持续加血(压总值攻击) -# Def_Effect_LostHPValue_All = 1033 # 持续减血(压总值攻击) -# Def_Effect_LostAndAddHPValue_All = 1050 # 持续吸血(压总值攻击) -# Def_Effect_LostHPValue_Single = 1201 # 持续单次减血计算 攻击 -# Def_Effect_AddHPValue_Single = 1202 # 持续单次加血计算 攻击 -# Def_Effect_LostHP_MaxHP = 1089 # 持续减血(压总值, 血量百分比) -#=============================================================================== #waring: 此值影响了BUFF的替换规则,值大替换小的 ##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff @@ -3466,7 +3566,6 @@ def GetAddBuffValue(attacker, curSkill, defender): #验证该技能效果1的ID,提取公式 curEffect = curSkill.GetEffect(0) - effectID = curEffect.GetEffectID() moduleSuffix = GetBuffModuleSuffix(curEffect) @@ -3583,7 +3682,7 @@ return #--------------------------------------------------------------------- -# 获得关联技能 +# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID def GetConnectSkillID(curSkill): return curSkill.GetExAttr1() @@ -3620,9 +3719,7 @@ 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 @@ -3654,11 +3751,11 @@ # 当技能类型为被动技能并且tag字段为0,则此技能为媒介用于触发技能 SkillEnhance1 SkillEnhance2 skill1 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance1()) - if skill1: + if skill1 and GameWorld.CanHappen(skill1.GetHappenRate(), ChConfig.Def_MaxRateValue): result = True if UsePassiveTriggerSkill(attacker, skill1, target, tick, True) else result skill2 = GameWorld.GetGameData().GetSkillBySkillID(curSkill.GetSkillEnhance2()) - if skill2: + if skill2 and GameWorld.CanHappen(skill2.GetHappenRate(), ChConfig.Def_MaxRateValue): result = True if UsePassiveTriggerSkill(attacker, skill2, target, tick, True) else result SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker) @@ -3669,7 +3766,7 @@ GameWorld.DebugLog("释放被动触发技能 : %s- %s"%(skillAim, curSkill.GetSkillID())) if skillAim == ChConfig.Def_UseSkillAim_None: - if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List: + if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List and affectTag != ChConfig.Def_UseSkillTag_Self: if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: owner = NPCCommon.GetNpcObjOwnerDetail(target) if owner and owner.GetID() == attacker.GetID(): @@ -3724,25 +3821,35 @@ -## 获取技能总等级 +## 获取某类型技能达到X等级的个数 # @param curPlayer -# @return allSkillLV:总技能等级 -def GetAllSkillLV(curPlayer): - successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList") - allSkillLV = 0 +# @return +def GetSkillCntByFunc(curPlayer, funcType, skilllv=0): + allSkillCnt = 0 skillManager = curPlayer.GetSkillManager() - for i in range(0 , skillManager.GetSkillCount()): + for i in xrange(skillManager.GetSkillCount()): curPlayerSkill = skillManager.GetSkillByIndex(i) if curPlayerSkill == None: continue - - skillTypeID = curPlayerSkill.GetSkillTypeID() - if skillTypeID not in successSkillIDList: + if curPlayerSkill.GetFuncType() != funcType: continue + if curPlayerSkill.GetSkillLV() >= skilllv: + allSkillCnt += 1 + return allSkillCnt + +## 获取技能总等级 +# @param curPlayer +# @return allSkillLV:总技能等级 +def GetAllSkillLV(curPlayer, funcType): + allSkillLV = 0 + skillManager = curPlayer.GetSkillManager() + for i in xrange(skillManager.GetSkillCount()): + curPlayerSkill = skillManager.GetSkillByIndex(i) + if curPlayerSkill == None: + continue + if curPlayerSkill.GetFuncType() != funcType: + continue skillLV = curPlayerSkill.GetSkillLV() allSkillLV += skillLV - return allSkillLV - - -- Gitblit v1.8.0