From 623442b524137821ea6abb1b429660a9a107b364 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 31 一月 2019 19:27:01 +0800
Subject: [PATCH] 6118 【后端】【1.5.200】新增技能效果-- 宠物技能-宠物主人受到暴击伤害时触发技能 - 效果填写错误
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py | 30 ++++++++++++++++++++++--------
1 files changed, 22 insertions(+), 8 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index fc75233..a0864c9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -52,6 +52,7 @@
import PlayerTJG
import AICommon
import PlayerSuccess
+import CrossPlayerData
import PassiveBuffEffMng
import PlayerFamilyRedPacket
import FormulaControl
@@ -593,16 +594,20 @@
if tagObj.GetGameObjType() != IPY_GameWorld.gotNPC:
return
curNPC = GameWorld.GetNPCManager().GetNPCByIndex(tagObj.GetIndex())
- DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, False)
+ if not curNPC:
+ return
FBLogic.OnCollecting(curPlayer, tick)
+ npcID = curNPC.GetNPCID()
+ collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+ if collectNPCIpyData:
+ DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, False)
return
-def DoCollectingLostHP(curPlayer, npcID, tick, isEnd):
+def DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, isEnd):
## 执行采集掉血
- CollectNPCLostHPCfg = ReadChConfig.GetEvalChConfig("CollectNPCLostHP")
- if npcID not in CollectNPCLostHPCfg:
+ if not collectNPCIpyData.GetLostHPPer():
return
- lostSecond, lostHPPer = CollectNPCLostHPCfg[npcID]
+ lostSecond, lostHPPer = collectNPCIpyData.GetLostHPPer()
lastTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CollectLostHPTick)
lostTime = (tick - lastTick) / (lostSecond * 1000.0) # 掉血次数
if isEnd:
@@ -616,6 +621,7 @@
lostValue = int(GameObj.GetMaxHP(curPlayer) * lostHPPer / 100.0) * lostTime
skillTypeID, buffOwner = 0, None
SkillCommon.SkillLostHP(curPlayer, skillTypeID, buffOwner, lostValue, tick)
+ GameWorld.DebugLog("采集掉血: npcID=%s,lostHPPer=%s,lostTime=%s,lostValue=%s" % (collectNPCIpyData.GetNPCID(), lostHPPer, lostTime, lostValue))
return
@@ -656,8 +662,6 @@
if not curNPC:
return
-
- DoCollectingLostHP(curPlayer, curNPC.GetNPCID(), tick, True)
result = FBLogic.OnCanCollect(curPlayer, curNPC, tick)
@@ -1265,11 +1269,13 @@
#成就
PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick, False)
#开服红包处理
- PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
+ #PlayerFamilyRedPacket.ProcessOSRedPacket(curPlayer, tick)
#限时抢购
PlayerFlashSale.ProcessFlashSaleMail(curPlayer, tick)
#地图经验
ProcessAreaExp(curPlayer, tick)
+ #跨服数据同步,放最后
+ CrossPlayerData.ProcessCrossPlayer(curPlayer, tick)
return
@@ -1487,6 +1493,14 @@
ProcessProDef(curPlayer, tick)
return
+def Sync_PKBossState(curPlayer):
+ psState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_PKStateTick) else 0
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PKState, psState, False)
+
+ bossState = 1 if curPlayer.GetDictByKey(ChConfig.Def_PDict_BossStateTick) else 0
+ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BossState, bossState, False)
+ return
+
# 脱离PK战斗 X秒后按比例恢复
def ProcessProDef(curPlayer, tick):
if PlayerControl.GetProDefHPPer(curPlayer) == 0:
--
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