From 3a62560ad1f29d87134e19675a8b1a8dba57ecdd Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期五, 02 十一月 2018 22:08:17 +0800 Subject: [PATCH] 2683 子 天赋技能和新增双职业各两个技能 / 【后端】天赋技能 ----- 枪的攻和防 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 227 +++++++++++++++++++++++++++++++++++++++++--------------- 1 files changed, 166 insertions(+), 61 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 3b3543c..e4e37db 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -328,8 +328,16 @@ 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 } - return tdict.get(effectID, -1) + return tdict.get(effectID, -1) #=========================================================================== # # 此表配置 影响类型 # ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID) @@ -360,6 +368,10 @@ 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 52 803:ChConfig.TriggerType_BloodShield, # 血盾 806:ChConfig.TriggerType_BloodShield, # 血盾 808:ChConfig.TriggerType_BloodShield, # 血盾 @@ -715,18 +727,20 @@ # #=========================================================================== # 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): @@ -757,47 +771,58 @@ 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 + #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 + #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 CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -813,8 +838,9 @@ 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 @@ -853,9 +879,12 @@ 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 @@ -870,9 +899,15 @@ 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 @@ -881,11 +916,11 @@ 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 @@ -924,6 +959,8 @@ #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 @@ -934,7 +971,7 @@ if not effect: continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): continue pyName = "PassiveSkill_%s" % effectID @@ -969,6 +1006,8 @@ battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: continue @@ -979,7 +1018,7 @@ 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 @@ -997,42 +1036,30 @@ 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() @@ -1041,7 +1068,71 @@ 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")) @@ -1053,7 +1144,7 @@ continue skillBattleType = SkillCommon.GetSkillBattleType(skillData) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -1076,9 +1167,13 @@ 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: @@ -1090,14 +1185,25 @@ # 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() @@ -1105,17 +1211,16 @@ 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 -- Gitblit v1.8.0