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 | 181 +++++++++++++++++++++++++++++++++++++++------
1 files changed, 156 insertions(+), 25 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 f0142e9..11f418e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -50,6 +50,9 @@
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--------------------------------------------------------------------
#===============================================================================
@@ -177,6 +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
@@ -282,6 +290,8 @@
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
@@ -294,7 +304,7 @@
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 增加暴击值百分比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
@@ -316,6 +326,7 @@
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_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
@@ -371,13 +382,13 @@
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_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
- 4087:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
- 4088:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
- 4089:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+ 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_SkillSuccess, # 任何技能释放成功都可触发 76 减印记
+ 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
@@ -388,7 +399,13 @@
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_Buff_SuckBloodPer, # 攻击 百分比吸血
+ 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)
#===========================================================================
@@ -433,16 +450,20 @@
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
- 4527: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_SuperHit, # buff中对第一目标暴击触发技能
+ 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
@@ -466,6 +487,9 @@
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, onwerID, onwerType):
@@ -627,10 +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)
@@ -643,6 +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()
@@ -717,7 +780,7 @@
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):
+ if connSkill and SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill):
return skillList
if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault:
@@ -768,9 +831,20 @@
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
@@ -910,7 +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:
@@ -1156,7 +1230,8 @@
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:
@@ -1185,9 +1260,11 @@
# 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:
@@ -1209,8 +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
@@ -1338,11 +1416,8 @@
if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType):
return
- tagSkillID = tagSkill.GetSkillID() if tagSkill else 0
for skillID, effectList in buffDict.items():
- if tagSkillID == skillID:
- continue
curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
if not curSkill:
@@ -1382,7 +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
@@ -1459,16 +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)
@@ -1615,3 +1691,58 @@
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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