From a91b826dc1ed03b93d2dc98e72ca718f8d290d52 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 01 三月 2019 18:02:59 +0800
Subject: [PATCH] 6318 【后端】【2.0】召唤兽释放技能增加根据等级来
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py | 42 +++++++++++++++++++++++-------------------
1 files changed, 23 insertions(+), 19 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
index 7095fc6..09a4ecf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
@@ -333,18 +333,21 @@
useSkill = changeSkill
#GameWorld.DebugLog("----随机技能 %s"%useSkill.GetSkillID())
- if PetControl.IsPet(curNPC):
- petOwner = PetControl.GetPetOwner(curNPC)
-
- if petOwner == None:
- GameWorld.ErrLog("宠物(%s)找不到主人"%curNPC.GetRolePet().PetID)
- return False
-
- #血量条件判定
- effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
- if effect:
- if GameObj.GetHP(petOwner)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(petOwner) >= effect.GetEffectValue(0):
- return False
+ #===========================================================================
+ # 改成被动触发
+ # if PetControl.IsPet(curNPC):
+ # petOwner = PetControl.GetPetOwner(curNPC)
+ #
+ # if petOwner == None:
+ # GameWorld.ErrLog("宠物(%s)找不到主人"%curNPC.GetRolePet().PetID)
+ # return False
+ #
+ # #血量条件判定
+ # effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
+ # if effect:
+ # if GameObj.GetHP(petOwner)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(petOwner) >= effect.GetEffectValue(0):
+ # return False
+ #===========================================================================
skillTag = SkillShell.GetSkillAffectTag(useSkill)
skillAim = SkillShell.GetSkillFireAim(useSkill)
@@ -480,12 +483,13 @@
if SkillShell.GetSkillFireAim(useSkill) == ChConfig.Def_UseSkillAim_Obj:
# 主目标对象判定, 不能释放则不进入队列
curSkillUseTag = SkillShell.GetSkillAffectTag(useSkill)
- hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
- if not hurtTypeList:
- continue
-
- if tagObjType not in hurtTypeList:
- continue
+ if curSkillUseTag != ChConfig.Def_UseSkillTag_AppointNPC:
+ hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
+ if not hurtTypeList:
+ continue
+
+ if tagObjType not in hurtTypeList:
+ continue
if triggerDict != {}:
if not CheckSkillTrigger(curNPC, triggerDict, index, tick):
@@ -502,7 +506,7 @@
return False
useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
- #GameWorld.DebugLog('技能使用顺序 = useSkillList%s' % str(useSkillList), curNPC.GetID())
+ GameWorld.DebugLog('技能使用顺序 = useSkillList%s' % str(useSkillList), curNPC.GetID())
for useCnt, index, useSkill in useSkillList:
if DoNPCUseSkill(curNPC, curTag, useSkill, tagDist, tick):
--
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