From 8305a5153495bed079462c629f9902174a0e5b6e Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期三, 10 七月 2019 15:21:02 +0800
Subject: [PATCH] 7940 【后端】【主干】骑宠觉醒功能
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 493 +++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 393 insertions(+), 100 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 5f69030..11f418e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -21,7 +21,6 @@
#导入
import IPY_GameWorld
-import ReadChConfig
import PassiveBuff
import GameWorld
import ChConfig
@@ -44,6 +43,14 @@
GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
+# 被动关联的技能模块
+# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID
+Def_ConnSkill_Template = {
+ ChConfig.Def_SkillFuncType_FbSkill:[1,2],
+ ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
+ }
+
+Def_PassiveSkillValueNoCD = [52000, 57000] # 特殊处理部分技能增强触发不受CD影响
# --------被动功法设置--------------------------------------------------------------------
@@ -122,7 +129,7 @@
# 刷被动效果和属性
page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive)
if clientData.Page == page:
- GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+ GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
EventShell.EventRespons_PassiveSet(curPlayer)
@@ -158,7 +165,7 @@
NetPackCommon.SendFakePack(curPlayer, sendPack)
# 刷被动效果和属性
- GetPassiveEffManager().RegistPassiveEffSet(curPlayer)
+ GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
return
@@ -173,6 +180,11 @@
ChConfig.Def_PDictType_GFPassive)
if findSkillID == 0:
continue
+
+ passiveEff = GetPassiveEffManager().GetPassiveEff(curPlayer)
+ if passiveEff:
+ findSkillID = passiveEff.ChangeSkillTypeID(findSkillID)
+
skills.append(findSkillID)
return skills
@@ -260,6 +272,8 @@
# 助战神兽技能
GetPassiveEffManager().RegistPassiveEffDogz(curPlayer)
+
+ GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
#-被动逻辑处理--------------------------------------------------------------------------------------------------
##离开地图处理
@@ -276,18 +290,21 @@
def GetTriggerTypeByEffectID(effectID):
# 临时配置
tdict = {
+ 1304:ChConfig.TriggerType_HitValue, # 命中记录 89
+
2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64
+ 2106:ChConfig.TriggerType_BeSuperHit, # 被暴击触发技能
4000:ChConfig.TriggerType_BuffState, # 进入4012的某个状态触发技能 2
4001:ChConfig.TriggerType_TagBuffState, # 目标进入4012的某个状态触发技能 2
- 4002:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
- 4003:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
+ 4002:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
+ 4003:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
4004:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
4005:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
- 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7,
+ 4007:ChConfig.TriggerType_SuperHitPer, # 暴击时 增加暴击值百分比,
4008:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
@@ -295,7 +312,7 @@
4013:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
4014:ChConfig.TriggerType_HappenState, #必定触发
4015:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
- 4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13
+ #4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13
4017:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14,
4018:ChConfig.TriggerType_BuffDisappear, # buff消失后触发技能15,
4019:ChConfig.TriggerType_BuffTime, # 延长BUFF时间16,
@@ -303,13 +320,13 @@
4021:ChConfig.TriggerType_AddSingleSkillPer, # 持续性攻击的单次攻击逐次增加技能伤害18,
4022:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
4023:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20
- 4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21
+ #4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21
4025:ChConfig.TriggerType_AddIceAtk, # 攻击附加真实伤害固定值 22
4026:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
4027:ChConfig.TriggerType_AttackKill, # 斩杀 24
4028:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25
4029:ChConfig.TriggerType_BuffBoom, # 中毒后爆炸 26
- 4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27
+ 4030:ChConfig.TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
4031:ChConfig.TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
4032:ChConfig.TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29
4033:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
@@ -330,7 +347,7 @@
4048:ChConfig.TriggerType_MissSkill, # 闪避后触发释放技能
4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升
4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点
- 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50
+ 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50
4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52
4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
@@ -345,10 +362,50 @@
4063:ChConfig.TriggerType_SummonDie, #自身召唤兽死亡触发技能 60
4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
4065:ChConfig.TriggerType_DamageReducePVP, # PVP减少伤害
- 4066:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3
+ 4066:ChConfig.TriggerType_AddPVPDamagePer, # 提高PVP增加伤害属性值,计算时 3
4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
+ 4070:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23
+ 4071:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血
+ 4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+ 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
+ 4074:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
+ 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,
+ 4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73
+ 4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+ 4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
+ 4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能
+ 4085:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 加印记
+ 4086:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+ 4087:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+ 4088:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+ 4089:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用
+ 4090:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
+ 4091:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19,
+ 4092:ChConfig.TriggerType_SkillSuccessExpend, # 任何技能释放成功都可触发 76 减印记
+ 4093:ChConfig.TriggerType_NoControl, # 使关联技能不受控制 78
+ 4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
+ 4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
+ 4096:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+ 4098:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4099:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25
+ 4100:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4
+ 4101:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 4102:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
+ 4103:ChConfig.TriggerType_ThumpHitSuckBloodPer, # 攻击 百分比吸血
+ 4104:ChConfig.TriggerType_HitSuccess, # 命中成功率 83
+ 4106:ChConfig.TriggerType_AddHP, # 技能回血 84
+ 4107:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
+ 4108:ChConfig.TriggerType_SkillSuccess, # 使用技能成功后不触发技能 处理消耗等问题用 87
+ 4109:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
+ 4110:ChConfig.TriggerType_ChangeSkillEff, # 改变技能特效
}
return tdict.get(effectID, -1)
#===========================================================================
@@ -365,27 +422,48 @@
# 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
def GetBuffTriggerTypeByEffectID(effectID):
tdict = {
+ 1011:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
- 4503:ChConfig.TriggerType_AddDamagePer, # BUFF类: 攻击时提高增加伤害
+ 4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
4504:ChConfig.TriggerType_BounceHP, # BUFF类: 反弹伤害固定值
+ 4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 只刷新属性 不触发技能
4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
4508:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
- 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失
4509:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
4510:ChConfig.TriggerType_Buff_MustBeHit, # BUFF类: 无视闪避必中
4511:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害
4513:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11
- 4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比
+ 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失
+ #4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比
4516:ChConfig.TriggerType_ChangeHurtToHP, # BUFF类:buff中把受到伤害的xx%转化为生命值
4517:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53
4519:ChConfig.TriggerType_WillDead, # BUFF类: 进入濒死状态 25
4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52
4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65
+ 4522:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
+ 4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10
+ 4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67
+ 4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
+ 4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
+ 4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
+ 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类
+ 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失
+ 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77
+ 4532:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
+ 4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
+ 4534:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff
+ 4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
+ 4536:ChConfig.TriggerType_AddBuffOver,
+ 4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+ 4538:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
+ 4539:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82
+ 4540:ChConfig.TriggerType_SuperHitPer, # 暴击伤害百分比
+ 4541:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
803:ChConfig.TriggerType_BloodShield, # 血盾
806:ChConfig.TriggerType_BloodShield, # 血盾
@@ -407,9 +485,14 @@
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
+
+ self.ChangeSkill = {} # 改变释放的技能ID,方便处理特效动作表现等问题 {原SkillTypeID: 改变后的SkillTypeID}
+ self.IsChangeSkill = False # 当前是否刷新技能替换
#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):
+ def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
effectID = effect.GetEffectID()
#{(触发方式/点, 关联技能):{BUFFID:【效果】}}
@@ -424,7 +507,7 @@
if skillID not in self.AffectBuffDict[keyTuple]:
self.AffectBuffDict[keyTuple][skillID] = []
- self.AffectBuffDict[keyTuple][skillID].append(effect) # 存储受影响的信息
+ self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType]) # 存储受影响的信息
return
@@ -492,16 +575,61 @@
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
- def RefreshPassiveSkillSet(self):
+ def RefreshPassiveSkillSet(self, isCD=False):
self.AffectPassiveSkillSetDict = {}
skillManager = self.gameObj.GetSkillManager()
skills = FindUsePassiveSkills(self.gameObj)
+
+ tick = GameWorld.GetGameWorld().GetTick()
for skillID in skills:
curSkill = skillManager.FindSkillBySkillID(skillID)
if not curSkill:
continue
+
+ if isCD:
+ # 重切需进入CD
+ SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj)
skillTypeID = curSkill.GetSkillTypeID()
connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能
@@ -523,10 +651,45 @@
return self.AffectPassiveSkillSetDict
+ # 改变技能ID的处理, 先存储释放的时候替换, 并且不登记到被动触发
+ def ChangeSkillTypeIDDict(self, curSkill):
+ hasEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ChangeSkillTypeID)
+ if not hasEffect:
+ return
+ changeSkillID = 0
+
+ #找到对应法宝技能
+ upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', hasEffect.GetEffectValue(0), 1)
+ if not upIpyData:
+ return
+ skillIDList = upIpyData.GetUnLockSkill()
+ for skillID in skillIDList:
+ skillData = GameWorld.GetGameData().FindSkillByType(skillID, 1)
+ if not skillData:
+ continue
+ if not SkillCommon.CheckSkillJob(self.gameObj, skillData):
+ continue
+ changeSkillID = skillID
+ break
+
+ if changeSkillID == 0:
+ return
+
+ self.ChangeSkill[changeSkillID] = curSkill.GetSkillTypeID()
+
+ self.IsChangeSkill = True
+ GameWorld.DebugLog("self.ChangeSkill --- %s"%self.ChangeSkill)
+ return True
+
+ # 真实替换技能ID
+ def ChangeSkillTypeID(self, skillID):
+ return self.ChangeSkill.get(skillID, skillID)
+
# 重刷被动型技能(含sp,天赋,不含被动技能功能)存储
def RefreshPassiveSkill(self):
self.AffectSkillDict = {}
+ self.ChangeSkill = {}
skillManager = self.gameObj.GetSkillManager()
for i in range(0 , skillManager.GetSkillCount()):
curSkill = skillManager.GetSkillByIndex(i)
@@ -539,6 +702,10 @@
if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill,
ChConfig.Def_SkillFuncType_Dogz]:
# 被动技能和神兽需设置才有效
+ continue
+
+ # 改变技能ID的处理
+ if self.ChangeSkillTypeIDDict(curSkill):
continue
skillTypeID = curSkill.GetSkillTypeID()
@@ -592,17 +759,35 @@
return self.AffectSkillDict
- def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0):
+ def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None):
+ connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
skillList = []
## bug:2018-03-15
## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长
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), []))
+
+ # 指定特殊类型可触发
+ # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻 其他技能ID
+ if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
+ funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), [])
+ for funcType in funcTypeList:
+ skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
+ skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
+ skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
+ skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
+
+ # 被动再触发被动限制为指定
+ if connSkill and SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
+ return skillList
+
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
@@ -646,22 +831,33 @@
return
self.AddPassiveEff(gameObj, passiveEff)
elif skillID:
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if curSkill and passiveEff.ChangeSkillTypeIDDict(curSkill):
+ # 替换技能不添加
+ return
+
# 单个添加被动技能
passiveEff.AddPassiveSkill(skillID)
-
+
+ if passiveEff.IsChangeSkill:
+ GameWorld.DebugLog("刷被动----")
+ # 存在替换技能 目前需要刷新镶嵌的被动技能,存在多刷现象
+ self.RegistPassiveEffSet(gameObj)
+ passiveEff.IsChangeSkill = False
+ return True
return
# 人物需同步注册被动技能
- def RegistPassiveEffSet(self, gameObj):
+ def RegistPassiveEffSet(self, gameObj, isCD=False):
passiveEff = self.GetPassiveEff(gameObj)
if not passiveEff:
# 强制刷新所有被动技能
passiveEff = PassiveEff(gameObj)
- if not passiveEff.RefreshPassiveSkillSet():
+ if not passiveEff.RefreshPassiveSkillSet(isCD):
return
self.AddPassiveEff(gameObj, passiveEff)
else:
- passiveEff.RefreshPassiveSkillSet()
+ passiveEff.RefreshPassiveSkillSet(isCD)
return
@@ -676,6 +872,21 @@
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
@@ -701,6 +912,8 @@
buffSkill = curBuff.GetSkill()
if not buffSkill:
continue
+
+ onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
for effectIndex in range(0, buffSkill.GetEffectCount()):
curEffect = buffSkill.GetEffect(effectIndex)
effectID = curEffect.GetEffectID()
@@ -711,7 +924,7 @@
if triggerType == -1:
continue
passiveEff = self.InitObjPassiveEff(gameObj)
- passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
+ passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
return
@@ -727,36 +940,6 @@
PyGameData.g_PassiveEffManager = PassiveEffManager()
return PyGameData.g_PassiveEffManager
-
-## 当前释放技能 skillData
-#def CalcBuffTriggerSkill(attacker, skillData, target, tick):
-# #===========================================================================
-# # passiveEff = GetPassiveEffManager().GetPassiveEff(attacker, False)
-# # if not passiveEff:
-# # return
-# # #影响技能的BUFF
-# # buffTriggerSkillDict = passiveEff.GetBuffTriggerSkill(skillData.GetSkillID())
-# # if not buffTriggerSkillDict:
-# # return
-# #
-# # passiveEff.CalcBuffTriggerSkill(attacker, target, skillData, buffTriggerSkillDict, tick)
-# #===========================================================================
-# OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick)
-
-#===============================================================================
-# # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果
-# def CheckBattleRelationType(skillBattleType, battleRelationType):
-# if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
-# return True
-#
-# #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]:
-# # return True
-#
-# if skillBattleType != battleRelationType:
-# # PK模式的判定
-# return False
-# return True
-#===============================================================================
# 查找被动技能时的对象
def GetPassiveDefender(attacker, defender):
@@ -779,7 +962,15 @@
return
return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType())
-
+
+# 当前有效被动触发技能, 可用于基础使用判定
+def IsValidPassiveSkill(curSkill):
+ validMap = SkillShell.GetAttrMapID(curSkill)
+ if validMap and validMap != GameWorld.GetMap().GetMapID():
+ # 有效地图可触发
+ return False
+
+ return True
# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40%
# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用
@@ -793,7 +984,7 @@
if not connSkill.GetFuncType():
# 非功能类技能,避免死循环
return 0, 0
- if SkillCommon.isPassiveSkill(connSkill):
+ if SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
stopPassiveSkill = True
if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
@@ -805,7 +996,7 @@
return 0, 0
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return 0, 0
@@ -824,6 +1015,9 @@
if not curSkill:
continue
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
# 只有天赋才可以再次被触发
continue
@@ -936,28 +1130,17 @@
if not attacker:
return False
- stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
if connSkill:
if not connSkill.GetFuncType():
# 非功能类技能,避免死循环
return False
- if SkillCommon.isPassiveSkill(connSkill):
- #GameWorld.DebugLog("被动技能不能再次触发被动技能")
- #return False
- stopPassiveSkill = True
- if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState:
- # 防范被动技能触发的 非被动技能
- #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType)
- #return
- stopPassiveSkill = True
-
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
return False
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return False
@@ -974,9 +1157,8 @@
if not curSkill:
continue
- if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
- # 只有天赋才可以再次被触发
- continue
+ if not IsValidPassiveSkill(curSkill):
+ continue
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
if not effect:
@@ -1048,13 +1230,14 @@
if connSkill and SkillCommon.isPassiveSkill(connSkill):
#GameWorld.DebugLog("被动技能不能再次触发被动技能")
#return 0
- stopPassiveSkill = True
+ if not PassPassiveLimit(connSkill):
+ stopPassiveSkill = True
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
if not passiveEff:
return 0
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return 0
@@ -1069,13 +1252,19 @@
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
continue
+
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
# 只有天赋才可以再次被触发
continue
- if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
- #有配置CD的才判断
- continue
+ if skillTypeID not in Def_PassiveSkillValueNoCD:
+ # 特殊技能不走CD处理
+ if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick):
+ #有配置CD的才判断
+ continue
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
if not effect:
@@ -1097,8 +1286,9 @@
continue
curValue += callFunc(attacker, defender, effect)
- if curSkill.GetCoolDownTime():
- SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
+ if skillTypeID not in Def_PassiveSkillValueNoCD:
+ if curSkill.GetCoolDownTime():
+ SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
return curValue
@@ -1115,7 +1305,7 @@
if not passiveEff:
return []
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return []
@@ -1132,6 +1322,9 @@
if not curSkill:
continue
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
if not effect:
continue
@@ -1161,7 +1354,7 @@
if not passiveEff:
return
connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
- skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID)
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
if not skills:
return
@@ -1175,6 +1368,9 @@
continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
+ continue
+
+ if not IsValidPassiveSkill(curSkill):
continue
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1220,12 +1416,17 @@
if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
return
- tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
for skillID, effectList in buffDict.items():
- if tagSkillID == skillID:
+
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
continue
- for passiveEffect in effectList:
+
+ if not IsValidPassiveSkill(curSkill):
+ continue
+ for effectInfo in effectList:
+ passiveEffect = effectInfo[0]
# 被动触发的技能
pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -1233,7 +1434,7 @@
if not callFunc:
continue
- if not callFunc(attacker, defender, passiveEffect, tagSkill):
+ if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
continue
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
@@ -1256,7 +1457,7 @@
if not useSkill.GetFuncType():
# 非功能类技能,避免死循环
return
- if SkillCommon.isPassiveSkill(useSkill):
+ if SkillCommon.isPassiveSkill(useSkill) and not PassPassiveLimit(useSkill):
#GameWorld.DebugLog("被动技能不能再次触发被动技能")
#return
stopPassiveSkill = True
@@ -1284,20 +1485,25 @@
for skillID, effectList in buffDict.items():
if skillID == useSkillID:
continue
- for passiveEffect in effectList:
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
+ continue
+
+ if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
+ # 只有天赋才可以再次被触发
+ continue
+
+ if not IsValidPassiveSkill(curSkill):
+ continue
+ for effectInfo in effectList:
+ passiveEffect = effectInfo[0]
# 被动触发的技能
pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
- curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
- if not curSkill:
- continue
- if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
- # 只有天赋才可以再次被触发
- continue
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
if not callFunc:
continue
- if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+ if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
continue
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1328,16 +1534,17 @@
# buff 影响的(攻击)行为值
# 返回数值
-def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType):
+def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType, isStopPassiveSkill=True):
attacker = FindRealAttacker(attacker)
if not attacker:
return 0
stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
- if useSkill and SkillCommon.isPassiveSkill(useSkill):
+ if useSkill and SkillCommon.isPassiveSkill(useSkill) and isStopPassiveSkill:
#GameWorld.DebugLog("被动技能不能再次触发被动技能")
#return 0
- stopPassiveSkill = True
+ if not PassPassiveLimit(useSkill):
+ stopPassiveSkill = True
passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
@@ -1364,11 +1571,14 @@
if not curSkill:
continue
- for passiveEffect in effectList:
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
+ for effectInfo in effectList:
if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
# 只有天赋才可以再次被触发
continue
-
+ passiveEffect = effectInfo[0]
# 被动触发的技能
pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
@@ -1377,7 +1587,7 @@
continue
# 条件不满足
- if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+ if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
continue
callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
@@ -1385,7 +1595,7 @@
continue
# 如被动技能:千幻冥炎真实伤害从2变4倍
- curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
+ #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
curValue += callFunc(attacker, defender, passiveEffect)
return curValue
@@ -1453,3 +1663,86 @@
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
+
+# 默认情况下 被动不应该再触发(或加强)被动技能,会造成额外触发或者死循环
+# 但也有一些特殊情况 放在此处过滤
+def PassPassiveLimit(useSkill):
+ # 如灼烧是被动技能 但可以被不断的强化
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_PassiveLstDepBuff:
+ return True
+
+ if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PassiveSkillWithSP:
+ # 有专精的被动技能,可以再次触发被动效果
+ return True
+ return False
+
+
+# 被动技能改变值 无条件限制 纯取值
+def GetPassiveSkillValueByTriggerTypeEx(attacker, defender, connSkill, triggerType):
+ attacker = FindRealAttacker(attacker)
+ if not attacker:
+ return 0
+
+ passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
+ if not passiveEff:
+ return 0
+ connSkillID = connSkill.GetSkillTypeID() if connSkill else 0
+ skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill)
+ if not skills:
+ return 0
+
+ curValue = 0
+
+ for skillTypeID, effectID in skills:
+ if connSkillID == skillTypeID:
+ continue
+ curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
+ if not curSkill:
+ continue
+
+ effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
+ if not effect:
+ continue
+ pyName = "PassiveSkill_%s" % effectID
+
+ callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
+
+ # 条件不满足
+ if callFunc and not callFunc(attacker, defender, effect, curSkill):
+ continue
+
+ callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
+ if callFunc is None:
+ continue
+
+ curValue += callFunc(attacker, defender, effect, skillTypeID)
+
+ return curValue
--
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