From b830b04b3de84fadca2f03e4d9625ecdfc4429a1 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 20 五月 2019 21:45:55 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py |   84 +++++++++++++++++++++++++++++-------------
 1 files changed, 58 insertions(+), 26 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
index cbb0acb..2484859 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -43,7 +43,12 @@
 
 GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff")
 
-
+# 被动关联的技能模块
+# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
+Def_ConnSkill_Template = {
+             ChConfig.Def_SkillFuncType_FbSkill:[1,2],
+             ChConfig.Def_SkillFuncType_NormalAttack:[1,3],
+             }
 
 # --------被动功法设置--------------------------------------------------------------------
 
@@ -284,12 +289,12 @@
              
              4000:ChConfig.TriggerType_BuffState,   # 进入4012的某个状态触发技能 2
              4001:ChConfig.TriggerType_TagBuffState,   # 目标进入4012的某个状态触发技能 2
-             4002:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
-             4003:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
+             4002:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4003:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              4004:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              4005:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
              4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6,
-             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7,
+             4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值百分比7,
              4008:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
              4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8,
              4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD
@@ -297,7 +302,7 @@
              4013:ChConfig.TriggerType_AttackAddFinalValue,   #攻击增加输出伤害11
              4014:ChConfig.TriggerType_HappenState,   #必定触发
              4015:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
-             4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
+             #4016:ChConfig.TriggerType_AbsorbShield,  # 提高麒麟佑身的减少伤害效果提升20% 13
              4017:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14,
              4018:ChConfig.TriggerType_BuffDisappear,   # buff消失后触发技能15,
              4019:ChConfig.TriggerType_BuffTime,   # 延长BUFF时间16,
@@ -311,7 +316,6 @@
              4027:ChConfig.TriggerType_AttackKill,   # 斩杀 24
              4028:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
              4029:ChConfig.TriggerType_BuffBoom,   # 中毒后爆炸 26
-             4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27
              4031:ChConfig.TriggerType_HurtObjAddBuff,   # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28
              4032:ChConfig.TriggerType_BeBoomSeed,   # 被动引爆视野内对象的buff种子 29
              4033:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
@@ -347,7 +351,7 @@
              4063:ChConfig.TriggerType_SummonDie,   #自身召唤兽死亡触发技能 60
              4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD
              4065:ChConfig.TriggerType_DamageReducePVP,   # PVP减少伤害
-             4066:ChConfig.TriggerType_AddDamagePer,   # 提高增加伤害属性值,计算时 3
+             4066:ChConfig.TriggerType_AddPVPDamagePer,   # 提高PVP增加伤害属性值,计算时 3
              4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62
              4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63
              4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64
@@ -355,8 +359,8 @@
              4071:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
              4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68
              4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69
-             4074:ChConfig.TriggerType_BounceHP,   # 反弹伤害固定值14, 记录值
-             4075:ChConfig.TriggerType_4074PerValue,   # 增加4074的反弹比例
+             4074:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比
              4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 
              4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59
              4078:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
@@ -374,6 +378,18 @@
              4090:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
              4091:ChConfig.TriggerType_SkillOverNoAttack,   # 技能释放后 与TriggerType_AttackOver相反19,
              4092:ChConfig.TriggerType_SkillSuccess,  # 任何技能释放成功都可触发 76  减印记
+             4093:ChConfig.TriggerType_NoControl,   # 使关联技能不受控制 78
+             4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
+             4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79
+             4096:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
+             4098:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4099:ChConfig.TriggerType_WillDead,   # 进入濒死状态时触发技能 25
+             4100:ChConfig.TriggerType_AttackOver,  # 攻击(对敌技能)后被动技能被触发 4
+             4101:ChConfig.TriggerType_AttackAddSkillPer,  # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5
+             4102:ChConfig.TriggerType_SkillValue,  # 增加技能伤害固定值 82
+             4103:ChConfig.TriggerType_Buff_SuckBloodPer,   # 攻击 百分比吸血
+             4104:ChConfig.TriggerType_HitSuccess,  # 命中成功率 83
              }
     return tdict.get(effectID, -1) 
     #===========================================================================
@@ -390,11 +406,13 @@
 # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补
 def GetBuffTriggerTypeByEffectID(effectID):
     tdict = {
+             1011:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
              4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
              4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
              4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能
-             4503:ChConfig.TriggerType_AddDamagePer,  # BUFF类: 攻击时提高增加伤害
+             4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能
              4504:ChConfig.TriggerType_BounceHP,  # BUFF类: 反弹伤害固定值
+             4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害
              4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能  只刷新属性 不触发技能
              4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率
              4508:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
@@ -419,6 +437,14 @@
              4527:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率
              4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75
              4529:ChConfig.TriggerType_Buff_SuckBloodPer,   # BUFF类: 百分比吸血, 此处非属性类
+             4530:ChConfig.TriggerType_Buff_AttackSubLayer,  # BUFF类:攻击减buff层,0消失
+             4531:ChConfig.TriggerType_BounceHPPerByAttacker,  # 反弹伤害百分比值, 由攻击方决定 77
+             4532:ChConfig.TriggerType_SuperHit,    # buff中对第一目标暴击触发技能
+             4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81
+             4534:ChConfig.TriggerType_DebuffOff,   # BUFF类: 抵消debuff
+             4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害
+             4536:ChConfig.TriggerType_AddBuffOver, 
+             4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80
              
              803:ChConfig.TriggerType_BloodShield,  # 血盾
              806:ChConfig.TriggerType_BloodShield,  # 血盾
@@ -444,7 +470,7 @@
         self.AffectSuperEquipEffectCntDict = {}  # 特殊装备技能效果对应的已计算后的数值,直接调用
     
     #记录会影响其他技能或者被动触发释放技能的BUFF
-    def AddBuffInfoByEffect(self, effect, skillID):
+    def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType):
         effectID = effect.GetEffectID()
         
         #{(触发方式/点, 关联技能):{BUFFID:【效果】}}
@@ -459,7 +485,7 @@
             
         if skillID not in self.AffectBuffDict[keyTuple]:
             self.AffectBuffDict[keyTuple][skillID] = []
-        self.AffectBuffDict[keyTuple][skillID].append(effect)  # 存储受影响的信息
+        self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType])  # 存储受影响的信息
         return
         
 
@@ -683,12 +709,14 @@
         skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), []))
         
         # 指定特殊类型可触发
+        # 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
         if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]:
-            funcType = connSkill.GetFuncType()
-            skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
-            skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
-            skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
-            skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
+            funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), [])
+            for funcType in funcTypeList:
+                skillList.extend(self.AffectSkillDict.get((triggerType, funcType), []))
+                skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), []))
+                skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), []))
+                skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), []))
         
         # 被动再触发被动限制为指定
         if connSkill and SkillCommon.isPassiveSkill(connSkill):
@@ -812,6 +840,8 @@
                 buffSkill = curBuff.GetSkill()
                 if not buffSkill:
                     continue
+                
+                onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType()
                 for effectIndex in range(0, buffSkill.GetEffectCount()):
                     curEffect = buffSkill.GetEffect(effectIndex)
                     effectID = curEffect.GetEffectID()
@@ -822,7 +852,7 @@
                     if triggerType == -1:
                         continue
                     passiveEff = self.InitObjPassiveEff(gameObj)
-                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID())
+                    passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType)
         
         return
     
@@ -1322,7 +1352,8 @@
         
         if not IsValidPassiveSkill(curSkill):
             continue
-        for passiveEffect in effectList:
+        for effectInfo in effectList:
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1330,7 +1361,7 @@
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, tagSkill):
+            if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic"))
@@ -1391,14 +1422,15 @@
         
         if not IsValidPassiveSkill(curSkill):
             continue
-        for passiveEffect in effectList:
+        for effectInfo in effectList:
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
             if not callFunc:
                 continue
             
-            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData"))
@@ -1468,11 +1500,11 @@
         if not IsValidPassiveSkill(curSkill):
             continue
         
-        for passiveEffect in effectList:
+        for effectInfo in effectList:
             if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
                 # 只有天赋才可以再次被触发
                 continue 
-            
+            passiveEffect = effectInfo[0]
             # 被动触发的技能
             pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
             
@@ -1481,7 +1513,7 @@
                 continue
             
             # 条件不满足
-            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill):
+            if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
                 continue
             
             callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
@@ -1489,7 +1521,7 @@
                 continue
             
             # 如被动技能:千幻冥炎真实伤害从2变4倍
-            curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
+            #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
             curValue += callFunc(attacker, defender, passiveEffect)
             
     return curValue

--
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