From 7c15bb769871bfb49ad01df51a12efcca96913ae Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期三, 17 四月 2019 10:50:56 +0800 Subject: [PATCH] 6457 缥缈妖王回血功能 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 125 +++++++++++++++++++++++++++++++---------- 1 files changed, 94 insertions(+), 31 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py index 1fbe500..890dc9a 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -27,12 +27,10 @@ import FBLogic import ItemCommon import OperControlManager -import GameLogic_ManorWar import PetControl import ReadChConfig import DataRecordPack -import ChItem -import PlayerActivity +#import ChItem import ShareDefine import PlayerGreatMaster import PlayerHorse @@ -46,6 +44,7 @@ import SkillShell import FBCommon import IpyGameDataPY +#import EquipZhuXian #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -247,7 +246,8 @@ #还在冷却时间内无法释放 if SkillCommon.RefreshSkillRemainTime(playerSkill, tick) != 0: PlayerControl.NotifyCode(curPlayer, "UseSkillCDLimit") - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) + #AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_CD) + playerSkill.Sync_Skill() return False #5:检查玩家的魔法值是否够用这个技能 @@ -347,6 +347,13 @@ # @return 返回值真, 检查通过 # @remarks 自定义函数, NPC使用有对象技能 def NPCUseSkillTag(curNPC, curTag, curSkill, tick): + skillTag = GetSkillAffectTag(curSkill) + if skillTag == ChConfig.Def_UseSkillTag_AppointNPC: + # 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用 + curTag = GetAppointNPCBySkillEffect(curSkill) + if not curTag: + return False + if not NPCCanUseSkillTag(curNPC, curTag, curSkill, tick): return False @@ -363,6 +370,29 @@ curNPC.SetDict(ChConfig.Def_NPC_Dict_AtkMovePosY, 0) return result + +# 指定释放的NPCID 和 Def_UseSkillTag_AppointNPC 搭配使用 +def GetAppointNPCBySkillEffect(curSkill): + npcID = 0 + effectID = ChConfig.Def_Skill_Effect_AppointNPC + for i in xrange(0, curSkill.GetEffectCount()): + curEffect = curSkill.GetEffect(i) + curEffectID = curEffect.GetEffectID() + + if not curEffectID: + #策划有可能中途删除,不用return + continue + + #不是需要的效果 + if curEffectID != effectID: + continue + + npcID = curEffect.GetEffectValue(0) + break + + if not npcID: + return None + return GameWorld.FindNPCByNPCID(npcID) # 计算NPC技能位移坐标,预警和非预警都可以用 @@ -511,6 +541,9 @@ # @return 返回值真, 检查通过 def NPCCanUseSkillTag(curNPC, curTag, curSkill, tick): skillTag = GetSkillAffectTag(curSkill) + if skillTag == ChConfig.Def_UseSkillTag_AppointNPC: + return True + #---对象判定--- if IsToPetOwnerSkill(curNPC, skillTag): return True @@ -854,6 +887,7 @@ Def_Attack_DelayTick = 5000 # tick 误差过大则过滤 if abs(clientTick - tick) > Def_Attack_DelayTick: + curPlayer.Sync_ClientTick() GameWorld.DebugLog("tick 误差过大则过滤 > 5000") return False @@ -931,10 +965,12 @@ #GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID) return - if not CheckClientAttackTick(curPlayer, clientTick, tick): - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) - curPlayer.Sync_ClientTick() - return + if pack_SkillID != ChConfig.Def_SkillID_Somersault: + # 翻滚特殊处理,实时响应, 由CD 总控制 + if not CheckClientAttackTick(curPlayer, clientTick, tick): + AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) + curPlayer.Sync_ClientTick() + return #已经在攻击中 if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack: @@ -1030,6 +1066,7 @@ def AttackFailNotify(curPlayer, curSkill, reason=0): sendPack = ChPyNetSendPack.tagMCAttackFail() sendPack.SkillID = curSkill.GetSkillID() + sendPack.Reason = reason NetPackCommon.SendFakePack(curPlayer, sendPack) #--------------------------玩家使用技能 #=============================================================================== @@ -1799,8 +1836,11 @@ #升级技能CD直接冷却 curSkill.SetRemainTime(0) + learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {}) if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill: PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID]) + elif skillTypeID in learnSkillNotifyDict: + PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID]) else: #通知技能已升级成功 GeRen_admin_31379 PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()]) @@ -1842,6 +1882,11 @@ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer): return False + #诛仙技能学习判断 + #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian: + # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID): + # return False + #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -1973,10 +2018,11 @@ needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000 if needBaseAttrID and needBaseAttrValue: baseAttrDict = { - ShareDefine.Def_Effect_STR:curPlayer.GetSTR(), - ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(), - ShareDefine.Def_Effect_CON:curPlayer.GetCON(), - ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(), + ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(), + ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(), + ShareDefine.Def_Effect_Water:PlayerControl.GetWater(), + ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(), + ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(), } if needBaseAttrID not in baseAttrDict: GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID)) @@ -2207,14 +2253,6 @@ #GameWorld.Log("删除场景Buff %d"%skillID) processResult = True continue - else: - # 非领地战期间, 该区域有领地旗buff, 删除区域buff - if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk(): - mapBuffManager.DeleteBuffByIndex(index) - ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType) - processResult = True - #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff") - continue index += 1 @@ -2240,10 +2278,7 @@ continue if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV(): continue - - if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk(): - #GameWorld.DebugLog(" i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID)) - continue + #添加场景buff isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick) processResult = processResult or isOK @@ -2348,6 +2383,9 @@ #骑马触发技能 houseSkill = ChConfig.Def_Skill_TypeID_Speed curSkillType = curSkill.GetSkillTypeID() + + if not SkillCommon.IsBuff(curSkill): + continue if curSkillType in houseSkill: #不使用,不添加buff @@ -2587,7 +2625,7 @@ buffState.DeleteEffectByIndex(i) -# 通过技能ID列表删除buff对应的效果ID +# 通过技能ID列表删除buff对应的效果ID, 死亡调用 def ClearBuffEffectBySkillIDList(curObj, buffState, skillIDList): effectIndexList = [] @@ -2597,11 +2635,17 @@ if curEffectID == 0: continue - # [技能ID, 来源对象ID,对象类型] - if [buffState.GetEffectFromSkillID(i), - buffState.GetEffectOwnerID(i), - buffState.GetEffectOwnerType(i)] not in skillIDList: + #======================================================================= + # # [技能ID, 来源对象ID,对象类型] + # if [buffState.GetEffectFromSkillID(i), + # buffState.GetEffectOwnerID(i), + # buffState.GetEffectOwnerType(i)] not in skillIDList: + # continue + #======================================================================= + # 改成只判断技能ID + if buffState.GetEffectFromSkillID(i) not in skillIDList: continue + effectIndexList.append(i) # 倒序删除 @@ -2648,6 +2692,20 @@ OperControlManager.SetObjActState(curObj, buffSkill) +# 非属性技能算属性 特殊处理 +# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果 +def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList): + if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill: + return + + value = GetMaxHPAttrValue(curPlayerSkill) + if value == 0: + return + + PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList) + return + + # 计算属性类技能的属性,同buff层不算战力 def CalcPassiveAttr_Effect(curPlayer, allAttrList): skillManager = curPlayer.GetSkillManager() @@ -2656,13 +2714,15 @@ if curPlayerSkill == None: continue + CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList) if not SkillCommon.isPassiveAttr(curPlayerSkill): continue if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_FbSPSkill, ChConfig.Def_SkillFuncType_GiftSkill, - ChConfig.Def_SkillFuncType_GWSkill]: + ChConfig.Def_SkillFuncType_GWSkill, + ChConfig.Def_SkillFuncType_ZhuXian]: # 根据技能情况调整 continue @@ -3371,7 +3431,7 @@ return curSkill.GetExAttr2() -# 只有在指定地图才能生效的buff效果 +# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发 def GetAttrMapID(curSkill): return curSkill.GetExAttr3() @@ -3388,6 +3448,9 @@ def GetUpLVCostItemNum(curSkill): return curSkill.GetExAttr5() +# 技能特殊增加属性配置,目前只支持生命,潜力技能专用 +def GetMaxHPAttrValue(curSkill): + return curSkill.GetMP() ##获得当前技能升级消耗的真气值 # @param curSkill 当前技能技能 -- Gitblit v1.8.0