From 4afde331caca5a3da568977b5517c6a5d564be2b Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 27 十一月 2018 11:17:21 +0800
Subject: [PATCH] 4923 【后端】【1.3】神兵技能
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 256 +++++++++++++++++++++++++++++++++++++-------------
1 files changed, 189 insertions(+), 67 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 845061b..a2c7478 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 +328,23 @@
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
}
- 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 +375,13 @@
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
+ 807:ChConfig.TriggerType_BloodShield, # 血盾
808:ChConfig.TriggerType_BloodShield, # 血盾
}
return tdict.get(effectID, -1)
@@ -715,18 +735,20 @@
# #===========================================================================
# 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 +779,58 @@
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 +846,14 @@
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 +864,7 @@
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 +873,7 @@
# --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 +887,12 @@
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 +907,15 @@
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 +924,11 @@
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 +967,8 @@
#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 +979,7 @@
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 +1014,8 @@
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 +1026,7 @@
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 +1044,30 @@
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 +1076,71 @@
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 +1152,7 @@
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 +1175,13 @@
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 +1193,25 @@
# 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 +1219,16 @@
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 +1253,25 @@
if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz:
continue
skillID = curSkill.GetSkillID()
- if skillID in dogzSkills:
- dogzSkills.pop(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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