From 4f48659ed51c0e087e55da91ec76cbcdd7a87486 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 15 十一月 2018 17:40:58 +0800
Subject: [PATCH] 4788 【后端】【1.3】洗炼必增由消耗仙玉改为消耗道具
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 70 +++++++++++++++++++++++++++++++----
1 files changed, 62 insertions(+), 8 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
index aa5586e..21abbde 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py
@@ -714,6 +714,52 @@
return True
+# 按仙盟成员均摊伤害
+def AttackerSkillAttackAreaByFamily(attacker, defender, srcPosX, srcPosY, curSkill,
+ skillPercent, skillEnhance, tick, isExSkill = False):
+ #清空伤血列表
+ global g_skillHurtList
+ g_skillHurtList.Clear()
+
+ #攻击方原有血量,用来通知反弹
+ attackerHP = GameObj.GetHP(attacker)
+ resultList = __GetAreaAtackObj(attacker, curSkill, srcPosX, srcPosY, tick, __CheckCanAttack)
+
+ #有目标类技能,查找指定的攻击目标是否在列表中,不在添加
+ resultList = __AddObj_In_resultList(resultList, attacker, defender, curSkill, tick)
+
+ # 计算仙盟成员数量, 按人头均摊伤害
+ resultDict = {}
+ for obj in resultList:
+ if obj.GetGameObjType() != IPY_GameWorld.gotPlayer:
+ continue
+
+ familyID = obj.GetFamilyID()
+ if familyID not in resultDict:
+ resultDict[familyID] = []
+
+ resultDict[familyID].append(obj)
+
+ skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_AvgHurtFMCnt)
+ minSkillPer = 0.01 # 如果未配置默认最低值
+ if skillEffect:
+ minSkillPer = skillEffect.GetEffectValue(0)
+
+ attackList = []
+ for familyID in resultDict:
+ cnt = len(resultDict[familyID]) if familyID != 0 else 1 # 无仙盟承受100%伤害
+
+ skillPercent = max(skillPercent/cnt, minSkillPer)
+ attackList.extend(__DoAreaAttack(attacker, curSkill, skillEnhance/cnt, skillPercent, resultDict[familyID],
+ [], g_skillHurtList, tick))
+
+
+ __DoAreaAttackResult(attacker, defender, curSkill, attackList, attackerHP, tick, isExSkill)
+
+ return True
+
+
+
# 触发技能的类型为 单体攻击,或者单体buff并且非对自己释放的技能,可以对伤害目标一一执行触发技能逻辑
# 否则只触发一次技能 # 群体BUFF的请参考IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
# 返回真表示可以对每个伤害目标触发,返回假则为单体
@@ -789,7 +835,7 @@
powerList, g_skillHurtList, tick):
attackList = [] #被攻击对象列表
- checkComboOK = False
+ #checkComboOK = False
#执行攻击结果
for obj in resultList:
@@ -805,10 +851,10 @@
if powerList != []:
skillPercent, skillEnhance = powerList.pop(0)
- if not checkComboOK:
+ #if not checkComboOK:
#攻击前连击检查
- SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
- checkComboOK = True
+ # SkillCommon.UpdateSkillCombo(attacker, curSkill, tick)
+ # checkComboOK = True
callFunc(attacker, obj, curSkill, skillEnhance, skillPercent, g_skillHurtList, tick)
@@ -1272,6 +1318,9 @@
if curPlayerSkill:
SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer)
+
+ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+ UseSkillOver(curPlayer, target, curSkill, tick)
return True
#玩家进入战斗状态
@@ -1327,7 +1376,6 @@
# 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick):
-
isSuperHit = False
usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环
usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环
@@ -1356,6 +1404,7 @@
if hurtList[1] == IPY_GameWorld.gotPlayer:
# 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常
PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
+ PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick)
continue
if usePassiveSkillResult:
@@ -1388,6 +1437,7 @@
# 灵为玩家的替身需要走此逻辑
# 技能使用结束,在处理技能逻辑和通知封包之后调用
def UseSkillOver(attacker, defender, curSkill, tick):
+
# 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前
OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick)
@@ -1398,10 +1448,9 @@
ChConfig.Def_SkillFuncType_NormalAttack]):
# 攻击减层级 优先处理,因为同个技能触发buff后,会再处理层级,导致立即减层级
PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_Buff_AttackSubLayer, tick)
-
+
# 普攻和对敌技能
if not curSkill or curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
-
PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_AttackOver, tick)
@@ -2150,7 +2199,7 @@
continue
#放在函数中可多次触发 如SP 触发减速或者伤害,但不能放在攻击计算中,因为伤害型技能会影响伤血列表
- PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_AttackPlayer, tick,
+ PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defObj, curSkill, ChConfig.TriggerType_StormAttackOneByOne, tick,
isEnhanceSkill=False, skillIDSet=skillIDSet)
DoLogic_AttackResult(attacker, defObj, curSkill, tick)
@@ -2170,6 +2219,11 @@
continue
SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
+ if attackList:
+ PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackReduceCD)
+ PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, attackList[0], curSkill, ChConfig.TriggerType_StormAttackOver, tick)
+
+
## 清空伤血列表
# @param 无
# @return 无
--
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