From b795c5a06e99e22d74e078e033254b01455194b1 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期二, 11 六月 2019 11:32:00 +0800 Subject: [PATCH] 7200 【开发】宗门试炼修改为正常的最终通关时间决定品级 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py | 82 +++++++++++++++++++++++++++++++++++++--- 1 files changed, 75 insertions(+), 7 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py index c779b70..c67d95b 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py @@ -15,6 +15,8 @@ import ShareDefine import ChConfig import IPY_GameWorld +import IpyGameDataPY +import SkillCommon # 关于血量的函数这里只包装最简单的超DWORD处理 @@ -43,10 +45,15 @@ return gameObj.GetHPEx()*ShareDefine.Def_PerPointValue + gameObj.GetHP() -def SetHP(gameObj, value, isNotify=True): +def SetHP(gameObj, value, isNotify=True, isByTime=False): if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: gameObj.SetHP(value, isNotify) else: + if gameObj.GetGameObjType() == IPY_GameWorld.gotNPC: + npcID = gameObj.GetNPCID() + if IpyGameDataPY.GetIpyGameDataNotLog("NPCTimeLostHP", npcID) and not isByTime and value not in [GetMaxHP(gameObj), 0]: + #GameWorld.DebugLog("不能设置按时间掉血的怪物血量! id=%s,npciD=%s,value=%s,isByTime=%s" % (gameObj.GetID(), gameObj.GetNPCID(), value, isByTime)) + return gameObj.SetHPEx(value/ShareDefine.Def_PerPointValue) gameObj.SetHP(value%ShareDefine.Def_PerPointValue) @@ -55,14 +62,18 @@ # @param pyState 状态 # @param isTrue 是否设置该状态 # @return None -def SetPyPlayerState(gameObj, pyState, isTrue): +def SetPyPlayerState(gameObj, pyState, isAdd): + if pyState == 0: + return if pyState not in ChConfig.Def_PlayerStateList: return curState = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_CurState) - if isTrue: + if isAdd: + # 增加 updState = curState | pow(2, pyState) else: + # 删除 if curState & pow(2, pyState) == 0: return else: @@ -70,7 +81,7 @@ #GameWorld.DebugLog("SetPyPlayerState (%s - %s), curState=%s,updState=%s" - # % (pyState, isTrue, curState, updState)) + # % (pyState, isAdd, curState, updState)) gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, updState) return @@ -78,11 +89,68 @@ # @param pyState 状态 # @return 是否该状态 # @remarks 该状态为buff对应的自定义状态效果 -# 目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态 -# 故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态) -def GetPyPlayerState(gameObj, pyState): + +#=============================================================================== +# 此问题在4012 消失时处理 +# # 目前当目标身上多个buff都有同一效果时(如定身),在一个buff消失时会解除该状态 +# # 故该状态标记仅为一个非精确的标记,应用中请注意!!!(当且仅当多个buff有同一个效果时会提前结束该状态) +#=============================================================================== +def GetPyPlayerState(gameObj, pyState, ownerID = 0, ownerType = 0): + if not gameObj: + return False + if pyState == 0: + # 0不需要判断 + return True curState = gameObj.GetDictByKey(ChConfig.Def_PlayerKey_CurState) state = curState & pow(2, pyState) + + if state and ownerID: + # 进一步判断是否释放者 + return True if IsInStateEffectByOwner(gameObj, ChConfig.Def_Skill_Effect_BuffState, pyState, ownerID, ownerType) else False return state +# 大于等于2个状态 则不清理状态 +def IsInStateEffectByOwner(curObj, effectID, stateType, ownerID, ownerType): + + for buffType in xrange(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax): + if buffType in ChConfig.Def_BuffType_OnlyPlayer: + continue + + buffTuple = SkillCommon.GetBuffManagerByBuffType(curObj, buffType) + #通过类型获取目标的buff管理器为空,则跳出 + if buffTuple == (): + continue + + buffManager = buffTuple[0] + + for i in range(buffManager.GetEffectCount()): + effect = buffManager.GetEffect(i) + if not effect: + continue + + if effect.GetEffectID() != effectID: + continue + + if effect.GetEffectValue(0) != stateType: + continue + + if buffManager.GetEffectOwnerID(i) != ownerID: + continue + + if buffManager.GetEffectOwnerType(i) != ownerType: + continue + + return True + return False + + +def ClearPyPlayerState(gameObj): + gameObj.SetDict(ChConfig.Def_PlayerKey_CurState, 0) + return + +def GetPetDamPer(gameObj): return gameObj.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) +def SetPetDamPer(gameObj, value): + gameObj.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value) + if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer: + gameObj.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False) -- Gitblit v1.8.0