From 89cd1373014cea5337624c82d25fa6f84c7fe7c7 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 25 四月 2019 17:38:48 +0800
Subject: [PATCH] 6607 【2.0】【后端】技能升级功能改版
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 381 +++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 304 insertions(+), 77 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 99e5fb4..3511579 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -27,16 +27,12 @@
import FBLogic
import ItemCommon
import OperControlManager
-import GameLogic_ManorWar
import PetControl
import ReadChConfig
import DataRecordPack
-import ChItem
-import PlayerActivity
+#import ChItem
import ShareDefine
-import PlayerGodWeapon
-import PlayerSuccess
-import PlayerMagicWeapon
+import PlayerGreatMaster
import PlayerHorse
import GameObj
import random
@@ -45,8 +41,12 @@
import GameMap
import collections
import PassiveBuffEffMng
+import EffGetSet
import SkillShell
import FBCommon
+import IpyGameDataPY
+import PyGameData
+#import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -167,6 +167,10 @@
if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer:
return False
+ if not curSkill:
+ # 玩家普通也是技能,正常是不会走到这边
+ return False
+
useSkillData = attacker.GetUseSkill()
if useSkillData and curSkill.GetSkillTypeID() != useSkillData.GetSkillTypeID():
# 默认群攻附加触发buff的对象与攻击对象一致
@@ -244,7 +248,8 @@
#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
@@ -344,6 +349,13 @@
# @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
@@ -360,6 +372,29 @@
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
@@ -508,6 +543,9 @@
# @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
@@ -851,6 +889,7 @@
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
@@ -928,10 +967,12 @@
#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:
@@ -1027,6 +1068,7 @@
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
#===============================================================================
@@ -1500,7 +1542,8 @@
if relation[0] == ChConfig.Type_Relation_Enemy :
return True
- AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
+ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
+ AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
return False
##玩家释放有目标技能, 检查目标对象是否符合要求, 可攻击怪物
@@ -1533,7 +1576,8 @@
if relation[0] == ChConfig.Type_Relation_Friend :
return True
- AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
+ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
+ AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
return False
#---------------------------------------------------------------------
@@ -1781,7 +1825,11 @@
if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill and SkillCommon.isPassiveAttr(curSkill):
PlayerHorse.RefreshHorseAttr(curPlayer)
else:
- PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
+ if SkillCommon.isPassiveAttr(curSkill):
+ curControl = PlayerControl.PlayerControl(curPlayer)
+ curControl.RefreshPlayerAttrState()
+ else:
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
#curControl = PlayerControl.PlayerControl(curPlayer)
#curControl.CalcPassiveBuffAttr()
#curControl.RefreshAllState()
@@ -1790,8 +1838,11 @@
#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()])
@@ -1805,27 +1856,7 @@
return True
#---------------------------------------------------------------------
-##技能升级消耗逻辑
-# @param curPlayer 玩家实例
-# @param curSkill 技能实例
-# @param curSkillID 技能ID
-# @return BOOL 是否扣除消耗成功
-def DoLogic_PlayerSkillLVUpCost(curPlayer, curSkill, curSkillID):
- #GameWorld.Log("尝试升级技能名 = %s, 当前等级 = %s"%(curSkill.GetSkillName(),curSkill.GetSkillLV()) , curPlayer.GetPlayerID())
-
- curSkillLV = curSkill.GetSkillLV()
-
- if curSkillLV == curSkill.GetSkillMaxLV():
- #已经是最高等级
- PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
- return False
-
- #--获得下一级技能---
- curSkillTypeID = curSkill.GetSkillTypeID()
-
- return DoLogic_PlayerSkillLvUpCost(curPlayer, curSkillTypeID, curSkillID, curSkillLV + 1, curSkill)
-
##学习技能消耗逻辑
# @param curPlayer 玩家实例
# @param curSkillTypeID 技能类型ID
@@ -1849,7 +1880,15 @@
if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
return False
-
+ #天赋技学习点数判断
+ 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()
@@ -1913,6 +1952,8 @@
#GeRen_jin_474794 <n color="255,255,0" BKCOLOR="0,0,0">您消耗了经验值:</n><n color="0,190,255" BKCOLOR="0,0,0">{%S1%}</n>
PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp])
+ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+ PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1)
return True
#---------------------------------------------------------------------
##检测学习技能需求条件
@@ -1932,56 +1973,219 @@
return False
skillManager = curPlayer.GetSkillManager()
- #姿态需求
- #hasStateSkillReq = False
+
#前置技能需求
hasLearnSkillReq = False
#分支点总和
numLearnSkillPoint = 0
- #当前技能姿态需求,姿态等级需求
- #curSkillStateReq = curSkill.GetStateSkillReq()
- #lvCurSkillStateReq = curSkill.GetStateSkillLV()
#当前技能前置技能需求,前置技能等级需求
curSkillLearnReq = curSkill.GetLearnSkillReq()
lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
-
+ #需要对应天赋系别点数
+ learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
+ needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
+ curSkillTypeID = curSkill.GetSkillTypeID()
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
+ curTalentType = ipyData.GetTalentType() if ipyData else 0
#获取玩家目前所有技能
- for i in range(0, skillManager.GetSkillCount()):
+ for i in xrange(skillManager.GetSkillCount()):
skill = skillManager.GetSkillByIndex(i)
if skill == None:
continue
skillTypeID = skill.GetSkillTypeID()
lvSkill = skill.GetSkillLV()
-
- #满足姿态ID需求
-# if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
-# hasStateSkillReq = True
+
#满足前置技能需求
if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
hasLearnSkillReq = True
-
- #投入分支点总和
- numLearnSkillPoint += skill.GetSkillLV()
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID)
+ if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries:
+ #投入分支点总和
+ numLearnSkillPoint += skill.GetSkillLV()
#有前置技能ID需要
if curSkillLearnReq != 0 and not hasLearnSkillReq:
PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
return False
-
-# #有姿态ID需求
-# if curSkillStateReq != 0 and not hasStateSkillReq:
-# PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
-# return False
-# #有分支点总和要求
-# if curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq():
-# PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] )
-# return False
+ #有分支点总和要求
+ if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
+ PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] )
+ return False
+
+ #玩家属性点要求
+ stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
+ needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
+ if needBaseAttrID and needBaseAttrValue:
+ baseAttrDict = {
+ ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
+ ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
+ ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
+ ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
+ ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
+ }
+ 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))
+ return False
+ curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
+ if curBaseAttrValue < needBaseAttrValue:
+ GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
+ return False
return True
+#// A5 16 选择技能五行专精 #tagCMSelectSkillElement
+#
+#struct tagCMSelectSkillElement
+#{
+# tagHead Head;
+# DWORD SkillTypeID; // 专精技能ID
+#};
+def OnSelectSkillElement(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ selectSkillID = clientData.SkillTypeID
+ ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
+ if not ipyData:
+ return
+ mainSkillID = ipyData.GetMainSkillID()
+
+ curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
+ if selectSkillID == curElementSkillID:
+ GameWorld.DebugLog('已经是该专精技能!')
+ return
+ skillManager = curPlayer.GetSkillManager()
+ mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
+ if not mainSkill:
+ GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
+ return
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
+ #原技能删除
+ skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
+ #更新新技能
+ RefreshElementSkill(curPlayer, selectSkillID)
+ # 重刷被动技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
+ # 重刷技能战力
+ PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
+
+ NotifyElementSkillInfo(curPlayer, mainSkillID)
+ return
+
+def RefreshElementSkill(curPlayer, skillTypeID):
+ ##更新专精技能生效的等级
+ __InitElementSkillInfo()
+ if skillTypeID not in PyGameData.g_elemntSkillDict:
+ return
+ baseAttrDict = {
+ ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
+ ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
+ ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
+ ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
+ ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
+ }
+
+ limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
+ maxSkillLV = len(limitInfoList)
+ updSkillLV = 0
+ for i, limitInfo in enumerate(limitInfoList):
+ needAttrID, needAttrValue = limitInfo /10000, limitInfo%10000
+ curAttrValue = baseAttrDict.get(needAttrID, 0)
+ if curAttrValue >= needAttrValue:
+ updSkillLV = maxSkillLV - i
+ break
+ skillManager = curPlayer.GetSkillManager()
+ curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
+ curSkillLV = curSkill.GetSkillLV() if curSkill else 0
+
+ if updSkillLV == curSkillLV:
+ return
+ elif updSkillLV < curSkillLV:
+ skillManager.DeleteSkillBySkillTypeID(skillTypeID)
+ for _ in xrange(updSkillLV):
+ skillManager.LVUpSkillBySkillTypeID(skillTypeID)
+ else:
+ for _ in xrange(updSkillLV-curSkillLV):
+ skillManager.LVUpSkillBySkillTypeID(skillTypeID)
+ return True
+
+def RefreshElementSkillByAttr(curPlayer, attrIDList):
+ #加点、丹药、境界、洗点 会影响灵根点
+ __InitElementSkillInfo()
+ isRefresh = False
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ hasSkill = skillManager.GetSkillByIndex(i)
+ hasSkillID = hasSkill.GetSkillID()
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
+ if not ipyData:
+ continue
+ curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
+ if not curElementSkillID:
+ continue
+ if curElementSkillID not in PyGameData.g_elemntSkillDict:
+ continue
+ if PyGameData.g_elemntSkillDict[curElementSkillID][0] /10000 not in attrIDList:
+ continue
+ if RefreshElementSkill(curPlayer, curElementSkillID):
+ isRefresh = True
+ if isRefresh:
+ # 重刷被动技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
+ # 重刷技能战力
+ PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
+ return
+
+def __InitElementSkillInfo():
+ #缓存技能专精信息{skillID:[attrID*10000+needValue,..]}
+ if not PyGameData.g_elemntSkillDict:
+ ipyMgr = IpyGameDataPY.IPY_Data()
+ for i in xrange(ipyMgr.GetSkillElementCount()):
+ ipyData = ipyMgr.GetSkillElementByIndex(i)
+ elementSkillID = ipyData.GetElementSkillID()
+ skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
+ if not skill:
+ continue
+ skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
+ for skillLV in xrange(skillMaxLV, 0, -1):
+ curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
+ if not curSkill:
+ continue
+ if elementSkillID not in PyGameData.g_elemntSkillDict:
+ PyGameData.g_elemntSkillDict[elementSkillID] = []
+ PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
+ return
+
+def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
+ ##通知五行专精信息
+ if not mainSkillID:
+ syncMainSkillList = []
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ hasSkill = skillManager.GetSkillByIndex(i)
+ hasSkillID = hasSkill.GetSkillID()
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
+ if not ipyData:
+ continue
+ syncMainSkillList.append(hasSkillID)
+
+ else:
+ syncMainSkillList = [mainSkillID]
+ sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
+ sendPack.InfoList = []
+ for mSkillID in syncMainSkillList:
+ curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
+ if not curElementSkillID:
+ continue
+ elementData = ChPyNetSendPack.tagMCSkillElementData()
+ elementData.MainSkillID = mSkillID
+ elementData.ElementSkillID = curElementSkillID
+ sendPack.InfoList.append(elementData)
+ sendPack.Cnt = len(sendPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, sendPack)
+ return
+
#---------------------------------------------------------------------
##当前buff是否能够触发BuffProcess_%d 的脚本
# @param curObj 对象
@@ -2201,14 +2405,6 @@
#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
@@ -2234,10 +2430,7 @@
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
@@ -2342,6 +2535,9 @@
#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
@@ -2581,7 +2777,7 @@
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 = []
@@ -2591,11 +2787,17 @@
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
@@ -2642,6 +2844,20 @@
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()
@@ -2650,13 +2866,15 @@
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
@@ -3365,7 +3583,7 @@
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()
@@ -3382,6 +3600,9 @@
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
@@ -3429,6 +3650,12 @@
if skillAim == ChConfig.Def_UseSkillAim_None:
if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
+ if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+ owner = NPCCommon.GetNpcObjOwnerDetail(target)
+ if owner and owner.GetID() == attacker.GetID():
+ # 有害技能特殊处理,不能对自己的召唤物释放
+ target = None
+
result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
else:
result = DoLogic_UseSkill(attacker, attacker, curSkill, tick, isEnhanceSkill=isEnhanceSkill)
--
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