From 999d67cffaf12233b98103b513309d5a3a8b6311 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期四, 15 十一月 2018 16:17:48 +0800 Subject: [PATCH] 2357 【主干】仙盟boss被击杀后,其他玩家进入副本,评级显示错误 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 143 +++++++++++++++++++++++++---------------------- 1 files changed, 76 insertions(+), 67 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 5dc1f5b..775ab34 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -32,12 +32,9 @@ import ReadChConfig import DataRecordPack import ChItem -import SkillDataBoost import PlayerActivity import ShareDefine -import PlayerGodWeapon -import PlayerSuccess -import PlayerMagicWeapon +import PlayerGreatMaster import PlayerHorse import GameObj import random @@ -48,6 +45,7 @@ import PassiveBuffEffMng import SkillShell import FBCommon +import IpyGameDataPY #--------------------------------------------------------------------- GameWorld.ImportAll("Script\\Skill\\" , "GameSkills") GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs") @@ -166,6 +164,10 @@ # 非客户端玩家释放的技能 def IsPlayerUseSkill(attacker, curSkill): 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() @@ -930,7 +932,8 @@ return if not CheckClientAttackTick(curPlayer, clientTick, tick): - AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) + AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval) + curPlayer.Sync_ClientTick() return #已经在攻击中 @@ -1500,7 +1503,8 @@ 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 +1537,8 @@ 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 +1786,11 @@ 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() @@ -1805,27 +1814,7 @@ 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 +1838,10 @@ 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 #经验检测 skillLvUpNeedExp = upSkill.GetLVUpCostExp() @@ -1913,6 +1905,8 @@ #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 @@ -1932,53 +1926,65 @@ 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_STR:curPlayer.GetSTR(), + ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(), + ShareDefine.Def_Effect_CON:curPlayer.GetCON(), + ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(), + } + 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 @@ -2581,7 +2587,7 @@ 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 +2597,17 @@ 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 @@ -2993,14 +3005,6 @@ # @return 概率 def GetSkillOfSeriesHitRate(attacker, defender, exSkill): baseRate = exSkill.GetHappenRate() - #=========================================================================== - # addRate = SkillDataBoost.GetSkillBoostValeByType(attacker, exSkill, ChConfig.BoostType_HappenRate) - # weakRate = 0 - # if defender: - # weakRate = SkillDataBoost.GetSkillWeakenValeByType(defender, exSkill, ChConfig.WeakenType_HappenRate) - # hitRate = max(0, baseRate + addRate - weakRate) - #=========================================================================== - #GameWorld.DebugLog("触发几率: base=%s,add=%s,weak=%s, hitRate=%s" % (baseRate, addRate, weakRate, hitRate)) return baseRate ##检查触发技能的使用条件 @@ -3124,7 +3128,6 @@ tagRoundPosX = attacker.GetPosX() tagRoundPosY = attacker.GetPosY() - #curSkill = SkillDataBoost.ChangeSkillData(attacker, defender, curSkill, isEnhanceSkill) #这个技能是Buff if SkillCommon.IsBuff(curSkill): @@ -3241,7 +3244,7 @@ moduleSuffix = GetBuffModuleSuffix(curEffect) - changeBuffValueDict = {}#SkillDataBoost.GetBuffValueDict(curSkill, effectID) + changeBuffValueDict = {} #是否是持续性技能 if curSkill.GetSkillType() in ChConfig.Def_LstBuff_List: @@ -3438,6 +3441,12 @@ 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) -- Gitblit v1.8.0