From 8748bbbb0bcf027f0e77cc203aa60b2d68ddcebc Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期四, 06 六月 2019 10:26:29 +0800 Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 55 ++++++++++++++++++++++++++++++++----------------------- 1 files changed, 32 insertions(+), 23 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py index b8fe78a..b7ce734 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -264,7 +264,7 @@ # @param isEnhanceSkill 是否为附加技能 # @return True 攻击成功 None 不可攻击 # @remarks 通过调用 Obj_Attack_Obj.GetTagRelation 获取返回值 -def Attack(attacker, defender, useSkill, tick, skillPercent=1, skillEnhance=0, attackTime=1, isEnhanceSkill=False): +def Attack(attacker, defender, useSkill, tick, skillPercent=10000, skillEnhance=0, attackTime=1, isEnhanceSkill=False): global g_skillHurtList if attacker.GetGameObjType() == IPY_GameWorld.gotNPC: @@ -922,8 +922,8 @@ curTag = None if attacker.GetAttackMode() == IPY_GameWorld.amContest: # 单一目标锁定模式 - curTag = GameWorld.GetObj(attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjID), - attacker.SetDict(ChConfig.Def_PlayerKey_SelectObjType)) + curTag = GameWorld.GetObj(attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjID), + attacker.GetDictByKey(ChConfig.Def_PlayerKey_SelectObjType)) if not curTag: useSkillTagID = attacker.GetUseSkillTagID() @@ -974,20 +974,22 @@ if not curTag: continue - if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: - if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): - #npc主人是玩家不能攻击 + #非自定义场景才需要判断 + if not attacker.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + if curSkillUseTag == ChConfig.Def_UseSkillTag_CanAttackNPC: + if NPCCommon.GetNpcObjOwnerIsPlayer(curTag): + #npc主人是玩家不能攻击 + continue + + if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight(): + # 最远距离防范 + GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) continue - - if GameWorld.GetDist(curTag.GetPosX(), curTag.GetPosY(), attacker.GetPosX(), attacker.GetPosY()) > attacker.GetSight(): - # 最远距离防范 - GameWorld.DebugLog("#--- 最远距离防范[%s-%s]"%(attacker.GetID(), curTag.GetID())) - continue - - if CheckFunc != None: - #检查是否受影响 - if not CheckFunc(attacker, curTag, curSkill, tick): - continue + + if CheckFunc != None: + #检查是否受影响 + if not CheckFunc(attacker, curTag, curSkill, tick): + continue resultList.append(curTag) @@ -1093,6 +1095,9 @@ #不在影响对象列表中 if curObjType not in hurtTypeList: + return None, None + + if attacker.GetSightLevel() != curObj.GetSightLevel(): return None, None #攻击对象 @@ -1470,7 +1475,7 @@ if curPlayerSkill: SkillCommon.SetSkillRemainTime(curPlayerSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer) - if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: + if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_GiftSkill, ChConfig.Def_SkillFuncType_FbSPSkill]: UseSkillOver(curPlayer, target, curSkill, tick) else: OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick) @@ -1550,7 +1555,7 @@ return True return False - +### 不管什么技能都会到此处 #只对第一目标造成某伤害类型时触发技能 def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick): if g_skillHurtList.GetHurtCount() == 0: @@ -1567,10 +1572,12 @@ return if hurtType == ChConfig.Def_HurtType_SuperHit: PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) + PassiveBuffEffMng.OnPassiveBuffTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) elif hurtType == ChConfig.Def_HurtType_ThumpHit: PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick) return - + + # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick): usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环 @@ -1642,8 +1649,6 @@ # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前 OnHurtTypeTriggerSkill(attacker, defender, curSkill, tick) - #释放技能即可处理的 不区分攻击和非攻击 - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick) # 普通或者可以主动释放的攻击性技能 if not curSkill or (curSkill.GetSkillType() == ChConfig.Def_SkillType_Atk and\ @@ -1664,6 +1669,10 @@ AttackFaintRate(attacker, defender, curSkill, tick) else: PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillOverNoAttack, tick) + + #释放技能即可处理的 不区分攻击和非攻击 + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccess, tick) + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SkillSuccessExpend, tick) return @@ -2255,7 +2264,7 @@ dist = GameWorld.GetDist(tagObj.GetPosX(), tagObj.GetPosY(), defender.GetPosX(), defender.GetPosY()) - skillPer = (skillPercent - dist * changePer) / float(ChConfig.Def_MaxRateValue) + skillPer = (skillPercent - dist * changePer) #GameWorld.Log("skillPer :%s"%skillPer) #执行群攻 并取得被攻击对象列表 @@ -2621,7 +2630,7 @@ if not hurtEffect: continue - hurtPer = hurtEffect.GetEffectValue(0)*1.0/ChConfig.Def_MaxRateValue # 单层伤害 + hurtPer = hurtEffect.GetEffectValue(0) # 单层伤害 # 伤害乘以层 skillPercent = hurtPer * max(buff.GetLayer(), 1) -- Gitblit v1.8.0