From c64bb9ef583f2d456c56b0593901da573e9adab1 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 16 一月 2019 20:11:22 +0800 Subject: [PATCH] 5722 【后端】【1.5】跨服BOSS开发(跨服状态下断线重连设置视野逻辑优化) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 428 ++++++++++++++++++++++++++++++++++++++++++++--------- 1 files changed, 353 insertions(+), 75 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 845061b..319aa2a 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -276,6 +276,10 @@ def GetTriggerTypeByEffectID(effectID): # 临时配置 tdict = { + 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20 + 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63 + 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64 + 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 @@ -328,8 +332,24 @@ 4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50 4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血 + 4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52 + 4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4055:ChConfig.TriggerType_StormAttackReduceCD, # 类剑刃风暴攻击后触发效果 + 4056:ChConfig.TriggerType_PassiveBuffValue, ## 被动buff值计算中二次获取被动值 54 + 4057:ChConfig.TriggerType_AttackKillHappen, ## 对被动技能斩杀的概率增强 55 + 4058:ChConfig.TriggerType_AddBuffOver, # 添加buff之后触发技能 56 + 4059:ChConfig.TriggerType_StormAttackOneByOne, # 类剑刃风暴攻击1对1触发技能 57 + 4060:ChConfig.TriggerType_StormAttackOver, # 类剑刃风暴攻击后触发技能 57 + 4061:ChConfig.TriggerType_AttackOverPassive, # 攻击(对敌技能)后被动技能被触发在其他被动效果处理后调用,触发顺序原因 + 4062:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59 + 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 + 4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62 + 4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63 } - return tdict.get(effectID, -1) + return tdict.get(effectID, -1) #=========================================================================== # # 此表配置 影响类型 # ipyData = IpyGameDataPY.GetIpyGameData('SkillEffect', effectID) @@ -360,8 +380,15 @@ 4513:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11 4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比 4516:ChConfig.TriggerType_ChangeHurtToHP, # BUFF类:buff中把受到伤害的xx%转化为生命值 + 4517:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff + 4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53 + 4519:ChConfig.TriggerType_WillDead, # BUFF类: 进入濒死状态 25 + 4520:ChConfig.TriggerType_AddLayer, # BUFF类: 目标BUFF层级增加时 52 + 4521:ChConfig.TriggerType_BeLuckyHitSubPer, # 减少受到的会心伤害 65 + 803:ChConfig.TriggerType_BloodShield, # 血盾 806:ChConfig.TriggerType_BloodShield, # 血盾 + 807:ChConfig.TriggerType_BloodShield, # 血盾 808:ChConfig.TriggerType_BloodShield, # 血盾 } return tdict.get(effectID, -1) @@ -715,18 +742,20 @@ # #=========================================================================== # OnPassiveSkillTrigger(attacker, target, ChConfig.TriggerType_AttackOver, tick) -# 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果 -def CheckBattleRelationType(skillBattleType, battleRelationType): - if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]: - return True - - #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]: - # return True - - if skillBattleType != battleRelationType: - # PK模式的判定 - return False - return True +#=============================================================================== +# # 判断PK关系是否可攻击 Def_BattleRelationType_CommNoBoss也可攻击 只是攻击无效果 +# def CheckBattleRelationType(skillBattleType, battleRelationType): +# if skillBattleType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]: +# return True +# +# #if battleRelationType in [ChConfig.Def_BattleRelationType_Comm, ChConfig.Def_BattleRelationType_CommNoBoss]: +# # return True +# +# if skillBattleType != battleRelationType: +# # PK模式的判定 +# return False +# return True +#=============================================================================== # 查找被动技能时的对象 def GetPassiveDefender(attacker, defender): @@ -751,44 +780,53 @@ return GameWorld.GetObj(curHurt.GetObjID(), curHurt.GetObjType()) -# 被动技能触发释放 -def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None): +# 多种被动技能优先触发释放一个,如被动 血量40%触发无敌技能,血量一定是停留在40% +# 先锁血,后触发技能 同 DelayUsePassiveTriggerSkill 使用 +def OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False): attacker = FindRealAttacker(attacker) if not attacker: - return False + return 0, 0 + stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能 if connSkill: if not connSkill.GetFuncType(): # 非功能类技能,避免死循环 - return False + return 0, 0 if SkillCommon.isPassiveSkill(connSkill): - #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return False + stopPassiveSkill = True if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState: # 防范被动技能触发的 非被动技能 - GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType) - return + stopPassiveSkill = True passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: - return False - + return 0, 0 + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) if not skills: - return False - + return 0, 0 + defender = GetPassiveDefender(attacker, defender) # 当前战斗关系 pvp pve battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) - #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType)) + #GameWorld.DebugLog("OnPriorityPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType)) + + lockHPPerMax = 0 ## 取有效的最高血量 + lockHPSkillID = 0 for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: continue + if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: + # 只有天赋才可以再次被触发 + continue + effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) if not effect: continue @@ -797,7 +835,158 @@ continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): + # PK模式的判定 + continue + + pyName = "PassiveSkill_%s" % effectID + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen")) + if not callFunc: + continue + if not callFunc(attacker, defender, effect, curSkill): + continue + + # 最终取最高值来决定当前生命值,卡血设定 + if effect.GetEffectValue(0) > lockHPPerMax: + lockHPPerMax = effect.GetEffectValue(0) + lockHPSkillID = skillTypeID + + return lockHPSkillID, lockHPPerMax + + +# 锁血功能的技能 含人物和宠物 +def OnObjsPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick,): + if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: + return 0 + + lockHPSkillID, lockHPPerMax = OnPassiveSkillLockHP(attacker, defender, connSkill, triggerType, tick) + rolePet = attacker.GetPetMgr().GetFightPet() + if rolePet: + lockHPSkillIDPet, lockHPPerMaxPet = OnPassiveSkillLockHP(rolePet, defender, connSkill, triggerType, tick) + + if lockHPPerMax + lockHPPerMaxPet == 0: + # 无触发 + return 0 + + # 触发宠物技能标志 + if lockHPPerMaxPet > lockHPPerMax: + rolePet.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillIDPet) + return lockHPPerMaxPet + + if lockHPPerMax == 0: + return 0 + + # 触发人物技能标志 + attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, lockHPSkillID) + return lockHPPerMax + + +# 从伤血延后到技能结束触发被动技能 +def DelayUsePassiveTriggerSkill(attacker, curSkill, defender, tick): + if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: + return + + # 检查是宠物还是人物技能 + skillTypeID = attacker.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID) + if not skillTypeID: + rolePet = attacker.GetPetMgr().GetFightPet() + if not rolePet: + return + skillTypeID = rolePet.GetDictByKey(ChConfig.Def_PlayerKey_LockHPSkillID) + if not skillTypeID: + return + attacker = rolePet + GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----pet") + + # 一定要清标志 + attacker.SetDict(ChConfig.Def_PlayerKey_LockHPSkillID, 0) + + curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) + if not curSkill: + return + + GameWorld.DebugLog("DelayUsePassiveTriggerSkill-----skillTypeID-%s"%skillTypeID) + # 设置标志避免被动技能触发被动技能, 被动当中可能会触发多种类型技能,故不用isPassiveSkill做屏蔽 + SkillCommon.SetUsingPassiveSkill(attacker, 1) + if not SkillShell.UsePassiveTriggerSkill(attacker, curSkill, defender, tick): + # 不管技能是否是否成功都必须进入CD + SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(attacker), tick, attacker) + + SkillCommon.SetUsingPassiveSkill(attacker, 0) + return + + +# 灵宠部分技能需要通过主人触发,灵宠自己触发的逻辑依然走 OnPassiveSkillTrigger +def OnPetPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick): + if attacker.GetGameObjType() != IPY_GameWorld.gotPlayer: + return + + rolePet = attacker.GetPetMgr().GetFightPet() + #无出战宠物 + if rolePet == None: + return + + OnPassiveSkillTrigger(rolePet, defender, connSkill, triggerType, tick) + + +# 被动技能触发释放 +def OnPassiveSkillTrigger(attacker, defender, connSkill, triggerType, tick, isEnhanceSkill=False, skillIDSet=None): + attacker = FindRealAttacker(attacker) + if not attacker: + return False + + stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能 + if connSkill: + if not connSkill.GetFuncType(): + # 非功能类技能,避免死循环 + return False + if SkillCommon.isPassiveSkill(connSkill): + #GameWorld.DebugLog("被动技能不能再次触发被动技能") + #return False + stopPassiveSkill = True + + if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState: + # 防范被动技能触发的 非被动技能 + #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType) + #return + stopPassiveSkill = True + + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) + if not passiveEff: + return False + + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + if not skills: + return False + + defender = GetPassiveDefender(attacker, defender) + + result = False + # 当前战斗关系 pvp pve + battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + #GameWorld.DebugLog("OnPassiveSkillTrigger-----------%s-%s"%(skills, battleRelationType)) + for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue + curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) + if not curSkill: + continue + + if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: + # 只有天赋才可以再次被触发 + continue + + effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) + if not effect: + continue + + if SkillCommon.RefreshSkillRemainTime(curSkill, tick): + continue + result = True # 代表有效触发,但不关系触发结果 + + skillBattleType = SkillCommon.GetSkillBattleType(curSkill) + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -813,8 +1002,14 @@ curSkill.SetRemainTime(0) # 一次攻击多次调用 ,在外层统一调用CD skillIDSet.add(skillTypeID) SkillCommon.SetUsingPassiveSkill(attacker, 0) - - return True + + # 代表有效触发,但不关系触发结果, 外层根据需求使用,如减少循环判断 + return result + + +#ntSummon:(3)普通召唤兽,可继承主人基础属性如攻击 +#ntElf:(4)玩家替身,完全拥有玩家属性和被动功能 +#ntFairy :(7)同ntSummon,但技能可触发被动功能 # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况 # 那么ntElf执行人物的伤害计算和被动触发效果 @@ -825,7 +1020,7 @@ return attacker npcType = attacker.GetType() - if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf]: + if npcType not in [IPY_GameWorld.ntPet, IPY_GameWorld.ntElf, IPY_GameWorld.ntFairy]: if attacker.GetIsBoss(): return attacker return @@ -834,7 +1029,7 @@ # --宠物 return attacker - if npcType == IPY_GameWorld.ntElf: + else: # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况 # 那么ntElf执行人物的伤害计算和被动触发效果 attacker = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker) @@ -848,9 +1043,12 @@ if not attacker: return 0 + stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能 if connSkill and SkillCommon.isPassiveSkill(connSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return 0 + #return 0 + stopPassiveSkill = True + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: return 0 @@ -865,9 +1063,15 @@ curValue = 0 for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: continue + if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: + # 只有天赋才可以再次被触发 + continue + if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick): #有配置CD的才判断 continue @@ -876,11 +1080,11 @@ if not effect: continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): continue pyName = "PassiveSkill_%s" % effectID - + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen")) # 条件不满足 @@ -919,6 +1123,8 @@ #tick = GameWorld.GetGameWorld().GetTick() skillList = [] for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) #if SkillCommon.RefreshSkillRemainTime(curSkill, tick): # continue @@ -929,7 +1135,7 @@ if not effect: continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): continue pyName = "PassiveSkill_%s" % effectID @@ -964,6 +1170,8 @@ battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) if not curSkill: continue @@ -974,7 +1182,7 @@ if SkillCommon.RefreshSkillRemainTime(curSkill, tick): continue skillBattleType = SkillCommon.GetSkillBattleType(curSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -992,42 +1200,30 @@ return False - -#------------------------Buff类 被动触发, 并非全是被动技能----------------------------------------------- - -#buff类触发释放技能,无CD验证 -def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick): +# 被动技能触发但无需释放,如抵消debuff,只需走CD即可 +def OnPassiveBuffHappen(attacker, defender, tagSkill, triggerType, tick): attacker = FindRealAttacker(attacker) if not attacker: - return - if useSkill: - if not useSkill.GetFuncType(): - # 非功能类技能,避免死循环 - return - if SkillCommon.isPassiveSkill(useSkill): - #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return - - if SkillCommon.GetUsingPassiveSkill(attacker): - # 防范被动技能触发的 非被动技能 - GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType) - return - - + return False + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: - return - + return False buffDict = passiveEff.GetBuffsByTriggerType(triggerType) if not buffDict: - return + return False - defender = GetPassiveDefender(attacker, defender) - # 当前战斗关系 pvp pve battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + skillBattleType = SkillCommon.GetSkillBattleType(tagSkill) + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): + return + + tagSkillID = tagSkill.GetSkillID() if tagSkill else 0 for skillID, effectList in buffDict.items(): + if tagSkillID == skillID: + continue for passiveEffect in effectList: # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1036,7 +1232,71 @@ if not callFunc: continue - if not callFunc(attacker, defender, passiveEffect, skillID): + if not callFunc(attacker, defender, passiveEffect, tagSkill): + continue + + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic")) + if callFunc: + callFunc(attacker, defender, passiveEffect, tagSkill, skillID) + + return True + + return False +#------------------------Buff类 被动触发, 并非全是被动技能----------------------------------------------- + +#buff类触发释放技能,无CD验证 +def OnPassiveBuffTrigger(attacker, defender, useSkill, triggerType, tick): + attacker = FindRealAttacker(attacker) + if not attacker: + return + + stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能 + if useSkill: + if not useSkill.GetFuncType(): + # 非功能类技能,避免死循环 + return + if SkillCommon.isPassiveSkill(useSkill): + #GameWorld.DebugLog("被动技能不能再次触发被动技能") + #return + stopPassiveSkill = True + + if SkillCommon.GetUsingPassiveSkill(attacker): + # 防范被动技能触发的 非被动技能 + #GameWorld.DebugLog("被动技能不能再次触发被动技能---%s"%triggerType) + #return + stopPassiveSkill = True + + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) + if not passiveEff: + return + + buffDict = passiveEff.GetBuffsByTriggerType(triggerType) + if not buffDict: + return + + defender = GetPassiveDefender(attacker, defender) + + # 当前战斗关系 pvp pve + battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) + useSkillID = useSkill.GetSkillID() if useSkill else 0 + + for skillID, effectList in buffDict.items(): + if skillID == useSkillID: + continue + for passiveEffect in effectList: + # 被动触发的技能 + pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() + curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not curSkill: + continue + if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: + # 只有天赋才可以再次被触发 + continue + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen")) + if not callFunc: + continue + + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData")) @@ -1048,7 +1308,7 @@ continue skillBattleType = SkillCommon.GetSkillBattleType(skillData) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): # PK模式的判定 continue @@ -1071,9 +1331,13 @@ attacker = FindRealAttacker(attacker) if not attacker: return 0 + + stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能 if useSkill and SkillCommon.isPassiveSkill(useSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") - return 0 + #return 0 + stopPassiveSkill = True + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: @@ -1085,14 +1349,25 @@ # 当前战斗关系 pvp pve battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender) skillBattleType = SkillCommon.GetSkillBattleType(useSkill) - if not CheckBattleRelationType(skillBattleType, battleRelationType): + if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): return 0 - + + useSkillID = useSkill.GetSkillID() if useSkill else 0 #tick = GameWorld.GetGameWorld().GetTick() curValue = 0 - + for skillID, effectList in buffDict.items(): + if skillID == useSkillID: + continue + curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not curSkill: + continue + for passiveEffect in effectList: + if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: + # 只有天赋才可以再次被触发 + continue + # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1100,17 +1375,16 @@ if not callFunc: continue - if not callFunc: - continue - # 条件不满足 - if not callFunc(attacker, defender, passiveEffect, skillID): + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue")) if callFunc is None: 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 += callFunc(attacker, defender, passiveEffect) return curValue @@ -1135,21 +1409,25 @@ if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_Dogz: continue skillID = curSkill.GetSkillID() - if skillID in dogzSkills: - dogzSkills.pop(skillID) - continue delDogzSkills.append(skillID) GameWorld.DebugLog("PlayerDogzSkill:%s - 删除%s"%(dogzSkills, delDogzSkills)) - # 删除非助战技能 + # 删除神兽技能 for skillID in delDogzSkills: skillManager.DeleteSkillBySkillID(skillID, False) # 添加助战技能,同类技能取最高 dogzSkills.sort() for skillID in dogzSkills: + skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if not skillData: + continue + if skillData.GetSkillType() == ChConfig.Def_SkillType_AttrSkillNoLearn: + # 同技能可多个叠加的技能不能学,算属性时直接取表 + continue + skillManager.LearnSkillByID(skillID, False) # 刷被动效果 -- Gitblit v1.8.0