From 3ac8357d3566b50e1bbab71e9026ea3789b6ecda Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期五, 17 五月 2019 20:02:14 +0800 Subject: [PATCH] 6820 【2.0】【后端】普通炼丹定制产出数量 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py | 53 ++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 50 insertions(+), 3 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py index fcc507e..cddd6b8 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py @@ -16,6 +16,7 @@ import ChConfig import IPY_GameWorld import IpyGameDataPY +import SkillCommon # 关于血量的函数这里只包装最简单的超DWORD处理 @@ -86,14 +87,60 @@ # @param pyState 状态 # @return 是否该状态 # @remarks 该状态为buff对应的自定义状态效果 -# 目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态 -# 故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态) -def GetPyPlayerState(gameObj, pyState): + +#=============================================================================== +# 此问题在4012 消失时处理 +# # 目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态 +# # 故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态) +#=============================================================================== +def GetPyPlayerState(gameObj, pyState, ownerID = 0, ownerType = 0): curState = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_CurState) state = curState & pow(2, pyState) + + if state and ownerID: + # 进一步判断是否释放者 + return True if IsInStateEffectByOwner(gameObj, ChConfig.Def_Skill_Effect_BuffState, pyState, ownerID, ownerType) else False return state +# 大于等于2个状态 则不清理状态 +def IsInStateEffectByOwner(curObj, effectID, stateType, ownerID, ownerType): + + for buffType in xrange(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax): + if buffType in ChConfig.Def_BuffType_OnlyPlayer: + continue + + buffTuple = SkillCommon.GetBuffManagerByBuffType(curObj, buffType) + #通过类型获取目标的buff管理器为空,则跳出 + if buffTuple == (): + continue + + buffManager = buffTuple[0] + + for i in range(buffManager.GetEffectCount()): + effect = buffManager.GetEffect(i) + if not effect: + continue + + if effect.GetEffectID() != effectID: + continue + + if effect.GetEffectValue(0) != stateType: + continue + + if buffManager.GetEffectOwnerID() != ownerID: + continue + + if buffManager.GetEffectOwnerType() != ownerType: + continue + + return True + return False + + +def ClearPyPlayerState(gameObj): + gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, 0) + return def GetPetDamPer(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) def SetPetDamPer(gameObj, value): -- Gitblit v1.8.0