From a55e88f46a8eea3e95f732b3dd4ddcc34435bcc5 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 13 十月 2018 10:25:37 +0800
Subject: [PATCH] 1 修复个推获取玩家appID调用报错;
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 74 +++++++++++++++----------------------
1 files changed, 30 insertions(+), 44 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 9275dd5..f8209d8 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 +32,11 @@
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 +47,7 @@
import PassiveBuffEffMng
import SkillShell
import FBCommon
+import IpyGameDataPY
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -930,7 +930,8 @@
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
@@ -1781,7 +1782,11 @@
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 +1810,7 @@
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 +1834,10 @@
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 +1901,8 @@
#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
@@ -1944,7 +1934,11 @@
#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()
+ needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkill.GetSkillTypeID())
+ curTalentType = ipyData.GetTalentType() if ipyData else 0
#获取玩家目前所有技能
for i in range(0, skillManager.GetSkillCount()):
skill = skillManager.GetSkillByIndex(i)
@@ -1961,9 +1955,10 @@
#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:
@@ -1975,10 +1970,10 @@
# 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
return True
@@ -2982,7 +2977,7 @@
# if attacker.GetGameObjType() == IPY_GameWorld.gotPlayer and useSkill.GetSkillTypeID() in ChConfig.Def_SkillID_Trig:
# attacker.GetSkillManager().SetTrigBuffSkillTick(tick)
- GameWorld.Log("当前技能 = %s,触发附加技能成功 = %s,触发几率 = %s"%(useSkill.GetSkillName(),exSkill.GetSkillName(),rate))
+ #GameWorld.Log("当前技能 = %s,触发附加技能成功 = %s,触发几率 = %s"%(useSkill.GetSkillName(),exSkill.GetSkillName(),rate))
#----------------------------处理附加技能
return DoLogic_UseSkill(attacker, defender, exSkill, tick, destX, destY, True)
@@ -2993,14 +2988,6 @@
# @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 +3111,6 @@
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 +3227,7 @@
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:
--
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