From 84f9abc7067dde4e6b504a1ba2e9f0600a6de46b Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 12 三月 2019 20:58:56 +0800
Subject: [PATCH] 4042 【后端】【2.0】邮件包含附件时不能删除邮件 - 服务端添加防范
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 86 ++++++++++++++++++++++++------------------
1 files changed, 49 insertions(+), 37 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 319aa2a..e262780 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -279,6 +279,7 @@
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
@@ -348,6 +349,8 @@
4066:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,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
}
return tdict.get(effectID, -1)
#===========================================================================
@@ -385,6 +388,7 @@
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
803:ChConfig.TriggerType_BloodShield, # 血盾
806:ChConfig.TriggerType_BloodShield, # 血盾
@@ -727,36 +731,6 @@
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):
# 寻找被击者,1.目标排除是自己(后面逻辑会更换) 2. 查客户端伤害队列,3.查服务端伤害队列
@@ -778,7 +752,15 @@
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
@@ -823,6 +805,9 @@
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
@@ -973,6 +958,9 @@
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
@@ -1068,6 +1056,10 @@
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
@@ -1131,6 +1123,9 @@
if not curSkill:
continue
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
if not effect:
continue
@@ -1174,6 +1169,9 @@
continue
curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID)
if not curSkill:
+ continue
+
+ if not IsValidPassiveSkill(curSkill):
continue
effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID)
@@ -1223,6 +1221,13 @@
for skillID, effectList in buffDict.items():
if tagSkillID == skillID:
+ continue
+
+ curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+ if not curSkill:
+ continue
+
+ if not IsValidPassiveSkill(curSkill):
continue
for passiveEffect in effectList:
# 被动触发的技能
@@ -1283,15 +1288,19 @@
for skillID, effectList in buffDict.items():
if skillID == useSkillID:
continue
+ 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 passiveEffect in effectList:
# 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
@@ -1363,6 +1372,9 @@
if not curSkill:
continue
+ if not IsValidPassiveSkill(curSkill):
+ continue
+
for passiveEffect in effectList:
if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
# 只有天赋才可以再次被触发
--
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