From cd1c6abe4db4c87fbd7dcd827d2af58a36496cb0 Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期五, 26 四月 2019 22:58:25 +0800 Subject: [PATCH] 6613 子 【开发】【2.0】增加重击字体战斗飘字 / 【后端】【2.0】增加重击属性 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py | 76 ++++++++++++++++++++++++++------------ 1 files changed, 52 insertions(+), 24 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 fc48a11..907b37a 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BaseAttack.py @@ -217,6 +217,7 @@ # 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): + AttackCommon.ClearFirstDefender(attacker) skillHurtLists = [] # 内部触发清除g_skillHurtList for i in xrange(g_skillHurtList.GetHurtCount()): @@ -225,6 +226,10 @@ continue skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) + for hurtList in skillHurtLists: defender = GameWorld.GetObj(hurtList[0], hurtList[1]) @@ -1471,6 +1476,8 @@ OnHurtTypeTriggerPassiveSkill(curPlayer, target, curSkill, tick) return True + AttackCommon.ClearFirstDefender(curPlayer) + #玩家进入战斗状态 #技能是光环, 不进入战斗状态 ,无对象,不进入战斗状态 if (curSkill == None \ @@ -1543,10 +1550,29 @@ return True return False + +#只对第一目标造成某伤害类型时触发技能 +def OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick): + if g_skillHurtList.GetHurtCount() == 0: + return + + hurtObj = g_skillHurtList.GetHurtAt(0) + if not hurtObj: + return + + objID, objType, hurtType = hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType() + + defender = GameWorld.GetObj(objID, objType) + if not defender: + return + if hurtType == ChConfig.Def_HurtType_SuperHit: + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHit, tick) + elif hurtType == ChConfig.Def_HurtType_ThumpHit: + PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_ThumpHit, tick) + return # 根据伤血类型触发技能,群攻只触发一次,放在伤血列表被清之前 def OnHurtTypeTriggerSkill(attacker, target, curSkill, tick): - isSuperHit = False usePassiveSkillResult = True # 第一次判断不能调用,即代表都不可用无需循环 usePassiveSkillResultOnSuperHit = True # 暴击对象1V1触发,第一次判断不能调用,即代表都不可用无需循环 @@ -1558,27 +1584,26 @@ skillHurtLists.append([hurtObj.GetObjID(), hurtObj.GetObjType(), hurtObj.GetAttackType()]) + #只对第一目标造成某伤害类型时触发技能, 需先存储 skillHurtLists + OnHurtTypeTriggerSkillFirstObj(attacker, curSkill, tick) + skillIDSet = set() for hurtList in skillHurtLists: - if not isSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: - # 暴击只对主目标做处理 - PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, target, curSkill, ChConfig.TriggerType_SuperHit, tick) - isSuperHit = True - - defender = GameWorld.GetObj(hurtList[0], hurtList[1]) + objID, objType, hurtType = hurtList + defender = GameWorld.GetObj(objID, objType) if not defender: continue if GameObj.GetHP(defender) <= 0: - if hurtList[1] == IPY_GameWorld.gotPlayer: - if hurtList[2] == ChConfig.Def_HurtType_Zhansha: + if objType == IPY_GameWorld.gotPlayer: + if hurtType == ChConfig.Def_HurtType_Zhansha: defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 1) - elif hurtList[2] == ChConfig.Def_HurtType_ZhognjiZhansha: + elif hurtType == 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]: + if hurtType in [ChConfig.Def_HurtType_Zhansha, ChConfig.Def_HurtType_ZhognjiZhansha]: defender.SetDict(ChConfig.Def_PlayerKey_Zhansha, 0) continue @@ -1586,20 +1611,20 @@ usePassiveSkillResult = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_HurtObjAddBuff, tick, skillIDSet=skillIDSet) - if usePassiveSkillResultOnSuperHit and hurtList[2] == ChConfig.Def_HurtType_SuperHit: + if usePassiveSkillResultOnSuperHit and hurtType == ChConfig.Def_HurtType_SuperHit: # 暴击对目标一一触发被动 usePassiveSkillResultOnSuperHit = PassiveBuffEffMng.OnPassiveSkillTrigger(attacker, defender, curSkill, ChConfig.TriggerType_SuperHitOneByOne, tick, skillIDSet=skillIDSet) - if hurtList[2] == ChConfig.Def_HurtType_SuperHit: + if hurtType == 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: + elif hurtType == ChConfig.Def_HurtType_Miss: PassiveBuffEffMng.OnPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_MissSkill, tick) - elif hurtList[2] == ChConfig.Def_HurtType_LuckyHit: + elif hurtType == ChConfig.Def_HurtType_LuckyHit: PassiveBuffEffMng.OnPetPassiveSkillTrigger(defender, attacker, None, ChConfig.TriggerType_BeLuckyHit, tick) - if hurtList[2] in ChConfig.Def_RealAttack_Type: + if hurtType in ChConfig.Def_RealAttack_Type: # 被攻击处理层级 PassiveBuffEffMng.OnPassiveBuffTrigger(defender, attacker, None, ChConfig.TriggerType_Buff_BeAttackSubLayer, tick) @@ -2389,14 +2414,17 @@ isEnhanceSkill=False, skillIDSet=skillIDSet) DoLogic_AttackResult(attacker, defObj, curSkill, tick) - skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack) - if skillEffect: - skillID = skillEffect.GetEffectValue(2) - if skillID != 0: - triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) - if not triggerSkill: - continue - SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick) + #======================================================================= + # #受攻击对象1V1触发技能,本技能效果自身附带,非被动,非触发技能 + # skillEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ProcessAttack) + # if skillEffect: + # skillID = skillEffect.GetEffectValue(2) + # if skillID != 0: + # triggerSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + # if not triggerSkill: + # continue + # SkillShell.UsePassiveTriggerSkill(attacker, triggerSkill, defObj, tick) + #======================================================================= # 一一触发技能需要在最后设置CD for skillTypeID in skillIDSet: -- Gitblit v1.8.0