From 7addbe94218179036af49b5845e3635b9b3796cf Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期六, 10 十一月 2018 20:54:02 +0800 Subject: [PATCH] 4359 子 【1.2.0】背包物品排序修改 / 【后端】背包物品排序修改 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py | 53 +++++++++++++++++++++++++---------------------------- 1 files changed, 25 insertions(+), 28 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py index 4392192..b4089f6 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py @@ -1486,8 +1486,8 @@ # @param finalHurtPer 对最终计算出来的伤害影响效果(有正负,默认10000) # @return None or HurtType 伤害结构体类 # @remarks 函数详细说明. -def GetHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick): - atkObj = ElfChangeAttacker(atkObj) # Elf灵为替身攻击,要取玩家的属性 +def GetHurtHP(attacker, defObj, curSkill, atkSkillValue, atkSkillPer, tick): + atkObj = ElfChangeAttacker(attacker) # Elf灵为替身攻击,要取玩家的属性 resultHurtType = HurtType() defObjType = defObj.GetGameObjType() @@ -1507,7 +1507,7 @@ # 理论伤害一致, 多加点预算伤害避免计算误差 #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10) #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2)) - hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit() # 加入被动计算不准确改成估算 + hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20 # 加入被动计算不准确改成估算 clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType) if clientValue <= hurtValue: @@ -1519,7 +1519,7 @@ #GameWorld.DebugAnswer(atkObj, "客户端伤害 %s 服务端伤害 %s"%([defObj.GetID(), clientValue, hurtType], hurtValue)) else: - hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick) + hurtValue, hurtType = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, orgAtkObj=attacker) if defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldValue): # 麒麟护盾吸收伤害,将抵消的伤害存储 @@ -1531,15 +1531,16 @@ if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax): maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax)) defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue) # 记录护盾吸收的伤害用于爆炸 - + # buff减少伤害百分比 reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer) + # 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒 defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue) reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer) hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue) - + # 斩杀,濒死等情况的处理 if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill): # 斩杀 @@ -1562,7 +1563,6 @@ remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量 remainHP = int(remainHP) #防范 - if defObjType == IPY_GameWorld.gotPlayer: GameObj.SetHP(defObj, remainHP, False) @@ -1615,22 +1615,23 @@ # 计算攻击伤害 # maxHurt参数用于模拟计算最大伤害,防范客户端攻击伤害过高 -def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, maxHurt=False): +def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, tick, happenState=None, **atkwargs): # 翻滚闪避特殊处理 if tick - defObj.GetDictByKey(ChConfig.Def_PlayerKey_SomersaultTime) < 500: return 0, ChConfig.Def_HurtType_Miss summonAtkPer = 1 # 召唤继承提高基础攻击力,取表 - if atkObj.GetGameObjType() == IPY_GameWorld.gotNPC and atkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: - summonAtkPerValue = atkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner) + summonAtkObj = atkwargs.get('orgAtkObj', None) if atkwargs.get('orgAtkObj', None) else atkObj + if summonAtkObj.GetGameObjType() == IPY_GameWorld.gotNPC and summonAtkObj.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: + summonAtkPerValue = summonAtkObj.GetDictByKey(ChConfig.Def_GameObjKey_InheritOwner) if summonAtkPerValue > 0: # 暴风雪类召唤兽转化为主人计算伤害 - atkObj = NPCCommon.GetSummonOwnerDetel(atkObj) - if not atkObj: + ownerAtkObj = NPCCommon.GetSummonOwnerDetel(summonAtkObj) + if not ownerAtkObj: return 0, ChConfig.Def_HurtType_Miss summonAtkPer = summonAtkPerValue*1.0/ChConfig.Def_MaxRateValue - #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(atkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer)) + #GameWorld.DebugLog("召唤兽取主人---------%s-%s-%s-%s"%(ownerAtkObj.GetID(), atkSkillPer, atkSkillValue, summonAtkPer)) atkObjType = atkObj.GetGameObjType() defObjType = defObj.GetGameObjType() @@ -1680,8 +1681,8 @@ #命中公式 攻击方类型不同,公式不同 hitFormula = ReadChConfig.GetChConfig('CalcCanHit') - if not maxHurt and not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, - ChConfig.TriggerType_Buff_MustBeHit): # maxHurt用于模拟计算, 被动有必命中效果 + if not PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, + ChConfig.TriggerType_Buff_MustBeHit): # 技能对指定BOSS无效果的返回MISS if defObjType == IPY_GameWorld.gotNPC and defObj.GetIsBoss() not in ChConfig.Def_SkillAttack_NPCIsBoss \ and SkillCommon.GetSkillBattleType(curSkill) == ChConfig.Def_BattleRelationType_CommNoBoss: @@ -1697,18 +1698,12 @@ and eval(hitFormula) < 0: return 0, ChConfig.Def_HurtType_Miss - if maxHurt: # 用于模拟计算最大伤害 - rand = 1 - isLuckyHit, aLuckyHit, dLuckyHitReduce = True, atkObj.GetLuckyHitVal(), 0 - isSuperHit, aSuperHit, dSuperHitReduce = True, atkObj.GetSuperHit(), 0 - dDamChanceDef = 0 - hurtType = ChConfig.Def_HurtType_SuperHit - else: - hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState) - #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict)) - isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击 - isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击 - dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果 + + hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState) + #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict)) + isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击 + isSuperHit, aSuperHit, dSuperHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_SuperHit] # 暴击 + dDamChanceDef = hurtTypeResultDict[ChConfig.Def_HurtType_Parry][2] # 抵御, 大于0代表触发抵御效果 if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_OneDamage): return 1, hurtType @@ -1771,6 +1766,8 @@ aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(atkObj) # PVE伤害加成 aDamagePerPVP = PlayerControl.GetDamagePerPVP(atkObj) # 外层PVP伤害加成 aFinalHurtPer = PlayerControl.GetFinalHurtPer(atkObj) # 最外层伤害加成, 可能为负值 + aFinalHurtPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalPer) + aFinalHurt = PlayerControl.GetFinalHurt(atkObj) # 最终固定伤害 # 被动增加最终伤害 aFinalHurt += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackAddFinalValue) @@ -1898,7 +1895,7 @@ return 0, ChConfig.Def_HurtType_Miss hurtFormula = hurtDist[hurtFormulaKey] hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula))) - + if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000: # 存在压制 return hurtValue, ChConfig.Def_HurtType_RealmSupress -- Gitblit v1.8.0