From 41306d3d2faeff9774d17abf820421b01c6f461e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 29 四月 2019 10:17:04 +0800
Subject: [PATCH] 6632 子 【开发】增加新的符印属性 / 【后端】增加新的符印属性
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 737 ++++++++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 632 insertions(+), 105 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 293d7c0..81787a1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -21,7 +21,6 @@
#导入
import IPY_GameWorld
-import ReadChConfig
import PassiveBuff
import GameWorld
import ChConfig
@@ -122,7 +121,7 @@
# 刷被动效果和属性
page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
if clientData.Page == page:
- GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+ GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
EventShell.EventRespons_PassiveSet(curPlayer)
@@ -158,7 +157,7 @@
NetPackCommon.SendFakePack(curPlayer, sendPack)
# 刷被动效果和属性
- GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+ GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
return
@@ -258,6 +257,10 @@
GetPassiveEffManager().RegistPassiveBuff(curPlayer)
+ # 助战神兽技能
+ GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
+
+ GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
#-被动逻辑处理--------------------------------------------------------------------------------------------------
##离开地图处理
@@ -274,6 +277,11 @@
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
+ 2106:ChConfig.TriggerType_BeSuperHit, # 被暴击触发技能
+
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
@@ -289,7 +297,7 @@
4013:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
4014:ChConfig.TriggerType_HappenState, #必定触发
4015:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
- 4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13
+ #4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13
4017:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14,
4018:ChConfig.TriggerType_BuffDisappear, # buff消失后触发技能15,
4019:ChConfig.TriggerType_BuffTime, # 延长BUFF时间16,
@@ -297,7 +305,7 @@
4021:ChConfig.TriggerType_AddSingleSkillPer, # 持续性攻击的单次攻击逐次增加技能伤害18,
4022:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
4023:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
- 4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21
+ #4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21
4025:ChConfig.TriggerType_AddIceAtk, # 攻击附加真实伤害固定值 22
4026:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
4027:ChConfig.TriggerType_AttackKill, # 斩杀 24
@@ -324,9 +332,53 @@
4048:ChConfig.TriggerType_MissSkill, # 闪避后触发释放技能
4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
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
+ 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 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
+ 4070:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
+ 4071:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
+ 4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+ 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
+ 4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71
+ 4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
+ 4078:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
+ 4079:ChConfig.TriggerType_IsDealy, # 是否触发致命一击 72
+ 4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17,
+ 4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
+ 4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+ 4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
+ 4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+ 4085:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 加印记
+ 4086:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4087:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4088:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4089:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4090:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
+ 4091:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
+ 4092:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 减印记
+ 4093:ChConfig.TriggerType_NoControl, # 使关联技能不受控制 78
+ 4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
+ 4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
+ 4096:ChConfig.TriggerType_SuperHitAddSkillPer, # 暴击增加技能伤害
+ 4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 81
}
- return tdict.get(effectID, -1)
+ return tdict.get(effectID, -1)
#===========================================================================
# # 此表配置 影响类型
# ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID)
@@ -349,15 +401,34 @@
4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 只刷新属性 不触发技能
4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
4508:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
- 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失
4509:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
4510:ChConfig.TriggerType_Buff_MustBeHit, # BUFF类: 无视闪避必中
4511:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害
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
+ 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失
+ #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
+ 4522:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
+ 4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
+ 4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
+ 4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+ 4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+ 4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+ 4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
+ 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
+ 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
+ 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77
+ 4532:ChConfig.TriggerType_SuperHit, # buff中对第一目标暴击触发技能
+
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)
@@ -374,7 +445,9 @@
self.AffectBuffDict = {} # 当前正受影响的效果buff, key为触发点
self.AffectSkillDict = {} # 被动技能 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
self.AffectPassiveSkillSetDict = {} # 被动技能装备 {(触发模式, 被影响的技能ID):[被动技能ID,效果]
-
+ self.AffectDogzSkillDict = {} # 神兽助战技能
+ self.AffectSuperEquipSkillDict = {} # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用
+ self.AffectSuperEquipEffectCntDict = {} # 特殊装备技能效果对应的已计算后的数值,直接调用
#记录会影响其他技能或者被动触发释放技能的BUFF
def AddBuffInfoByEffect(self, effect, skillID):
@@ -429,16 +502,92 @@
return self.AffectBuffDict.get((triggerType, 0), {})
+ # 重刷神兽助战技能
+ def RefreshDogzBattleSkill(self):
+ self.AffectDogzSkillDict = {}
+ skills = FindDogzBattleSkills(self.gameObj)
+
+ for curSkill in skills:
+ if not SkillCommon.isPassiveTriggerSkill(curSkill):
+ continue
+
+ skillTypeID = curSkill.GetSkillTypeID()
+
+ connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
+ for i in xrange(curSkill.GetEffectCount()):
+ curEffect = curSkill.GetEffect(i)
+ effectID = curEffect.GetEffectID()
+ if effectID == 0:
+ continue
+
+ triggerType = GetTriggerTypeByEffectID(effectID)
+ if triggerType == -1:
+ continue
+
+ key = (triggerType,connSkillID)
+ if key not in self.AffectDogzSkillDict:
+ self.AffectDogzSkillDict[key] = []
+
+ self.AffectDogzSkillDict[key].append((skillTypeID, effectID))
+
+ return self.AffectDogzSkillDict
+
+
+ # 重刷特殊装备技能
+ def RefreshSuperEquipSkillDict(self):
+ self.AffectSuperEquipSkillDict = {}
+ self.AffectSuperEquipEffectCntDict = {}
+ skillsDict = FindSuperEquipSkills(self.gameObj)
+
+ for skillID, value in skillsDict.items():
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
+ continue
+ if not SkillCommon.isPassiveTriggerSkill(curSkill):
+ continue
+
+ skillTypeID = curSkill.GetSkillTypeID()
+
+ connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
+ for i in xrange(curSkill.GetEffectCount()):
+ curEffect = curSkill.GetEffect(i)
+ effectID = curEffect.GetEffectID()
+ if effectID == 0:
+ continue
+
+ triggerType = GetTriggerTypeByEffectID(effectID)
+ if triggerType == -1:
+ continue
+
+ key = (triggerType,connSkillID)
+ if key not in self.AffectSuperEquipSkillDict:
+ self.AffectSuperEquipSkillDict[key] = []
+
+ self.AffectSuperEquipSkillDict[key].append((skillTypeID, effectID))
+ # 效果叠加根据技能个数会衰减 = 1-pow((1-初始值),相同技能个数)
+ self.AffectSuperEquipEffectCntDict[effectID] = 1 - pow((1 - curEffect.GetEffectValue(0)),value)
+
+ GameWorld.DebugLog("RefreshSuperEquipSkillDict %s-%s"%(self.AffectSuperEquipSkillDict, self.AffectSuperEquipEffectCntDict))
+
+ return self.AffectSuperEquipSkillDict
+
+
# 重刷可装备的被动技能
- def RefreshPassiveSkillSet(self):
+ def RefreshPassiveSkillSet(self, isCD=False):
self.AffectPassiveSkillSetDict = {}
skillManager = self.gameObj.GetSkillManager()
skills = FindUsePassiveSkills(self.gameObj)
+
+ tick = GameWorld.GetGameWorld().GetTick()
for skillID in skills:
curSkill = skillManager.FindSkillBySkillID(skillID)
if not curSkill:
continue
+
+ if isCD:
+ # 重切需进入CD
+ SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
skillTypeID = curSkill.GetSkillTypeID()
connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
@@ -473,8 +622,9 @@
if not SkillCommon.isPassiveTriggerSkill(curSkill):
continue
- if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbPassiveSkill:
- # 被动技能需装备
+ if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill,
+ ChConfig.Def_SkillFuncType_Dogz]:
+ # 被动技能和神兽需设置才有效
continue
skillTypeID = curSkill.GetSkillTypeID()
@@ -528,16 +678,33 @@
return self.AffectSkillDict
- def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
+ def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
+ connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
skillList = []
## bug:2018-03-15
## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
skillList.extend(self.AffectSkillDict.get((triggerType, connSkillID), []))
skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), []))
+ skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), []))
+ skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
+
+ # 指定特殊类型可触发
+ if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
+ funcType = connSkill.GetFuncType()
+ skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
+ skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
+ skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
+ skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
+
+ # 被动再触发被动限制为指定
+ if connSkill and SkillCommon.isPassiveSkill(connSkill):
+ return skillList
+
if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
skillList.extend(self.AffectSkillDict.get((triggerType, 0), []))
skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, 0), []))
-
+ skillList.extend(self.AffectDogzSkillDict.get((triggerType, 0), []))
+ skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, 0), []))
return skillList
#所有obj的被动效果管理
@@ -587,16 +754,45 @@
return
# 人物需同步注册被动技能
- def RegistPassiveEffSet(self, gameObj):
+ def RegistPassiveEffSet(self, gameObj, isCD=False):
passiveEff = self.GetPassiveEff(gameObj)
if not passiveEff:
# 强制刷新所有被动技能
passiveEff = PassiveEff(gameObj)
- if not passiveEff.RefreshPassiveSkillSet():
+ if not passiveEff.RefreshPassiveSkillSet(isCD):
return
self.AddPassiveEff(gameObj, passiveEff)
else:
- passiveEff.RefreshPassiveSkillSet()
+ passiveEff.RefreshPassiveSkillSet(isCD)
+ return
+
+
+ # 人物需同步注册神兽技能
+ def RegistPassiveEffDogz(self, gameObj):
+ passiveEff = self.GetPassiveEff(gameObj)
+ if not passiveEff:
+ # 强制刷新所有被动技能
+ passiveEff = PassiveEff(gameObj)
+ if not passiveEff.RefreshDogzBattleSkill():
+ return
+ self.AddPassiveEff(gameObj, passiveEff)
+ else:
+ passiveEff.RefreshDogzBattleSkill()
+ return
+
+
+
+ # 人物需同步注册装备技能,技能目前为可触发的被动类,若有定义冲突则可用功能类型划分
+ def RegistSuperEquipSkillDict(self, gameObj):
+ passiveEff = self.GetPassiveEff(gameObj)
+ if not passiveEff:
+ # 强制刷新所有被动技能
+ passiveEff = PassiveEff(gameObj)
+ if not passiveEff.RefreshSuperEquipSkillDict():
+ return
+ self.AddPassiveEff(gameObj, passiveEff)
+ else:
+ passiveEff.RefreshSuperEquipSkillDict()
return
@@ -649,34 +845,6 @@
return PyGameData.g_PassiveEffManager
-## 当前释放技能 skillData
-#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
-# #===========================================================================
-# # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
-# # if not passiveEff:
-# # return
-# # #影响技能的BUFF
-# # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
-# # if not buffTriggerSkillDict:
-# # return
-# #
-# # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
-# #===========================================================================
-# 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
-
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
# 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列
@@ -698,7 +866,167 @@
return
return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
+
+# 当前有效被动触发技能, 可用于基础使用判定
+def IsValidPassiveSkill(curSkill):
+ validMap = SkillShell.GetAttrMapID(curSkill)
+ if validMap and validMap != GameWorld.GetMap().GetMapID():
+ # 有效地图可触发
+ return False
+
+ return True
+
+# 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 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 0, 0
+ if SkillCommon.isPassiveSkill(connSkill):
+ 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
+ stopPassiveSkill = True
+
+ passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+ if not passiveEff:
+ return 0, 0
+
+ connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
+ if not skills:
+ return 0, 0
+
+ defender = GetPassiveDefender(attacker, defender)
+
+ # 当前战斗关系 pvp pve
+ battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
+ #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 not IsValidPassiveSkill(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
+
+ skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
+ 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):
@@ -710,43 +1038,42 @@
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
- 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
-
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
return False
-
+
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
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 not IsValidPassiveSkill(curSkill):
+ 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
@@ -762,8 +1089,14 @@
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
@@ -774,7 +1107,7 @@
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
@@ -783,7 +1116,7 @@
# --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)
@@ -797,14 +1130,17 @@
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
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return 0
@@ -814,9 +1150,19 @@
curValue = 0
for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
continue
+
+ if not IsValidPassiveSkill(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
@@ -825,11 +1171,11 @@
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
@@ -859,7 +1205,7 @@
if not passiveEff:
return []
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return []
@@ -868,17 +1214,22 @@
#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
if not curSkill:
continue
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
if not effect:
continue
skillBattleType = SkillCommon.GetSkillBattleType(curSkill)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
continue
pyName = "PassiveSkill_%s" % effectID
@@ -903,7 +1254,7 @@
if not passiveEff:
return
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return
@@ -913,8 +1264,13 @@
battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
+ continue
+
+ if not IsValidPassiveSkill(curSkill):
continue
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -923,7 +1279,7 @@
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
@@ -941,42 +1297,37 @@
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
+
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
+ continue
+
+ if not IsValidPassiveSkill(curSkill):
+ continue
for passiveEffect in effectList:
# 被动触发的技能
pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -985,7 +1336,75 @@
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
+ 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
+
+ if not IsValidPassiveSkill(curSkill):
+ continue
+ for passiveEffect in effectList:
+ # 被动触发的技能
+ pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
+ 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"))
@@ -997,7 +1416,7 @@
continue
skillBattleType = SkillCommon.GetSkillBattleType(skillData)
- if not CheckBattleRelationType(skillBattleType, battleRelationType):
+ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
# PK模式的判定
continue
@@ -1020,9 +1439,13 @@
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:
@@ -1034,14 +1457,28 @@
# 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
+
+ if not IsValidPassiveSkill(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()
@@ -1049,18 +1486,108 @@
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
+
+# 因为要兼容低等级技能,所以技能只能是在助战的时候,先删除神兽技能再学习新的助战神兽技能
+def PlayerDogzSkill(curPlayer):
+
+ dogzSkills = [] # 需要学习的技能
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for i in xrange(ipyDataMgr.GetDogzCount()):
+ ipyData = ipyDataMgr.GetDogzByIndex(i)
+ if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
+ continue
+
+ dogzSkills.extend(ipyData.GetHelpBattleSkills())
+
+ delDogzSkills = [] # 删除不在助战神兽队列的技能
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(i)
+ if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
+ continue
+ skillID = curSkill.GetSkillID()
+
+ delDogzSkills.append(skillID)
+
+ GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills))
+
+ # 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
+ GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
+ return
+
+
+# 获取助战神兽的技能列表
+def FindDogzBattleSkills(gameObj):
+ skills = []
+ if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return skills
+
+ skillManager = gameObj.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(i)
+ if not curSkill:
+ continue
+
+ if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
+ continue
+ skills.append(curSkill)
+
+ return skills
+
+
+# 遍历身上装备技能以及各自个数,装备技能不需要学习
+# 保证不同的装备技能不会有相同的效果, 效果数值的衰减是根据相同技能个数计算而不是效果个数 1-pow((1-初始值),相同技能个数)
+def FindSuperEquipSkills(gameObj):
+ skillsDict = {}
+ if gameObj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ return skillsDict
+
+ equipPack = gameObj.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ for i in xrange(equipPack.GetCount()):
+ curEquip = equipPack.GetAt(i)
+
+ if not curEquip or curEquip.IsEmpty():
+ continue
+
+ if curEquip.GetAddSkill(0) == 0:
+ #无技能
+ continue
+
+ for j in xrange(curEquip.GetAddSkillCount()):
+ skillID = curEquip.GetAddSkill(j)
+ if skillID == 0:
+ break
+
+ skillsDict[skillID] = skillsDict.get(skillID, 0) + 1
+
+ return skillsDict
--
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