From 6756646e51ad28afa1abf296a28330b34e159e69 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期四, 11 四月 2019 18:14:23 +0800 Subject: [PATCH] 6442 子 【2.0】装备莲台 / 【后端】【2.0】装备莲台 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 94 +++++++++++++++++++++++++++++++++++++++++++++++ 1 files changed, 94 insertions(+), 0 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 6362eda..b38ce07 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -259,6 +259,8 @@ # 助战神兽技能 GetPassiveEffManager().RegistPassiveEffDogz(curPlayer) + + GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer) #-被动逻辑处理-------------------------------------------------------------------------------------------------- ##离开地图处理 @@ -355,6 +357,11 @@ 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69 4074:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14, 记录值 4075:ChConfig.TriggerType_4074PerValue, # 增加4074的反弹比例 + 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, } return tdict.get(effectID, -1) #=========================================================================== @@ -417,6 +424,8 @@ 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): @@ -500,6 +509,45 @@ 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 @@ -609,10 +657,13 @@ 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), [])) + 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 @@ -686,6 +737,21 @@ 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 @@ -1471,3 +1537,31 @@ 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 -- Gitblit v1.8.0