From c3ccb86306795837a0b61db13c864c89ffbeded9 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期三, 27 二月 2019 10:52:17 +0800 Subject: [PATCH] 6256 【后端】【2.0】神秘商店 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 72 ++++++++++++++++++++++++++++++++++-- 1 files changed, 68 insertions(+), 4 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py index aee225f..4edf89d 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -214,6 +214,41 @@ return None + + +# 触发型技能根据伤血类型触发被动技能,群攻只触发一次,放在伤血列表被清之前 +# 只处理 isEnhanceSkill的情况,对应 OnHurtTypeTriggerSkill +def OnHurtTypeTriggerPassiveSkill(attacker, target, curSkill, tick): + + skillHurtLists = [] # 内部触发清除g_skillHurtList + for i in xrange(g_skillHurtList.GetHurtCount()): + hurtObj = g_skillHurtList.GetHurtAt(i) + if not hurtObj: + continue + + skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + + for hurtList in skillHurtLists: + defender = GameWorld.GetObj(hurtList[0], hurtList[1]) + if not defender: + continue + + if GameObj.GetHP(defender) > 0: + continue + + if hurtList[1] == IPY_GameWorld.gotPlayer: + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) + elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2) + + # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常 + PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) + + #--------------------------------------------------------------------- ## 攻击通用函数 # @param attacker 攻击Obj @@ -291,6 +326,8 @@ __AttackSuccess(attacker, attackerHP, defender, useSkill, tick) #调用触发附加技能 SkillShell.DoLogic_UseEnhanceSkill(attacker, defender, useSkill, tick, destX, destY) + else: + OnHurtTypeTriggerPassiveSkill(attacker, defender, useSkill, tick) #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult if AttackCommon.GetIsDead(defender): @@ -616,7 +653,7 @@ # 防守者自己通知 __Sync_AttackResult(defender, defender, curSkill) - + OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) DoLogic_AttackResult(attacker, defender, curSkill, tick) return True @@ -818,7 +855,9 @@ SkillShell.SkillTrigSkill(attacker, defObj, curSkill, enhanceSkillID, tick) else: SkillShell.SkillTrigSkill(attacker, defender, curSkill, enhanceSkillID, tick) - + else: + OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) + for defObj in attackList: #因攻击结束动作中,法宝攻击将导致目标死亡。要判定后在次调用,避免2次->AttackResult @@ -1380,6 +1419,21 @@ PYView_UseSkillPos(attacker, skillID, battleType, useSkillPosX, useSkillPosY, g_skillHurtList, False) return + +# 通知客户端表现封包 无其他作用 +def Sync_AttackResult(attacker, curSkill): + global g_skillHurtList + g_skillHurtList.Clear() + + defender = None + if SkillShell.GetSkillFireAim(curSkill) == ChConfig.Def_UseSkillAim_Obj: + useSkillTagID = attacker.GetUseSkillTagID() + useSkillTagType = attacker.GetUseSkillTagType() + defender = GameWorld.GetObj(useSkillTagID, useSkillTagType) + + __Sync_AttackResult(attacker, defender, curSkill) + + ##############################主动攻击成功############################# ## 玩家攻击成功 # @param curPlayer 攻击Obj @@ -1408,6 +1462,8 @@ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill: UseSkillOver(curPlayer, target, curSkill, tick) + else: + OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick) return True #玩家进入战斗状态 @@ -1475,7 +1531,6 @@ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) - skillIDSet = set() for hurtList in skillHurtLists: if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: @@ -1489,9 +1544,15 @@ if GameObj.GetHP(defender) <= 0: if hurtList[1] == IPY_GameWorld.gotPlayer: + if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) + elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 2) # 濒死状态触发技能, 不能在GetHurtHP内部触发技能,否则会导致原技能的伤血列表异常 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_WillDead, tick) + if hurtList[2] in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: + defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) continue if usePassiveSkillResult: @@ -1505,6 +1566,7 @@ if hurtList[2] == ChConfig.Def_HurtType_SuperHit: #被暴击触发技能 PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) + PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeSuperHit, tick) elif hurtList[2] == ChConfig.Def_HurtType_Miss: PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick) elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit: @@ -1580,7 +1642,8 @@ tagFaintRate = PlayerControl.GetFaintDefRate(defender) if defender.GetGameObjType() == IPY_GameWorld.gotPlayer else 0 - rate = max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0) + # 添加最高60%击晕效果 + rate = min(max(PlayerControl.GetFaintRate(attacker) - tagFaintRate, 0), 6000) if not GameWorld.CanHappen(rate): return @@ -2285,6 +2348,7 @@ #=========================================================================== Sync_SkillHurtList(attacker, curSkill.GetSkillID(), srcPosX, srcPosY, g_skillHurtList) + OnHurtTypeTriggerPassiveSkill(attacker, None, curSkill, tick) skillIDSet = set() #攻击结果 不处理触发逻辑 for defObj in attackList: -- Gitblit v1.8.0