From d234a98ab0ad9f728165c766fa6d098a4fb0c537 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期二, 18 六月 2019 17:24:16 +0800 Subject: [PATCH] 7354 【后端】【2.0】仙盟boss每个人可鼓舞次数从1次修改为3次 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 87 ++++++++++++++++++++++++++++++------------- 1 files changed, 61 insertions(+), 26 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py index 9db66f8..c645db3 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py @@ -1358,6 +1358,10 @@ if curPlayer.GetHP() <= 0: return + if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + #GameWorld.DebugLog("自定义场景中,不检查!") + return True + #=========================================================================== # if curPlayer.IsMoving(): # GameWorld.DebugLog("移动中不可使用技能") @@ -2060,6 +2064,8 @@ ## 获取技能升级属性需求 rutrun attrID, attrvalue def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000 +## 获取技能专精类型 +def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000 #// A5 16 选择技能五行专精 #tagCMSelectSkillElement # @@ -2067,6 +2073,7 @@ #{ # tagHead Head; # DWORD SkillTypeID; // 专精技能ID +# BYTE DoType; // 0-激活升级 1-使用 #}; def OnSelectSkillElement(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) @@ -2084,51 +2091,64 @@ if not mainSkill: GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID) return + doType = clientData.DoType curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID) activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID) - #先判断是否可升级 - updSelectSkillLV = activeSkillLV - nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1) - if nextSkill: - if CheckLearnSkillNeedAttr(curPlayer, nextSkill): - updSelectSkillLV = activeSkillLV + 1 isChangeSkill = False #是否变更生效的技能 - if updSelectSkillLV != activeSkillLV: + updSelectSkillLV = activeSkillLV + #先判断是否可升级 + if doType is 0: + nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1) + if not nextSkill: + return + + if not CheckLearnSkillNeedAttr(curPlayer, nextSkill): + return + updSelectSkillLV = activeSkillLV + 1 + skillElementType = GetSkillElementType(nextSkill) + #可升级则激活升一级 - EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, updSelectSkillLV) + EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV) PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV) if curElementSkillID == selectSkillID: #正在使用的专精技能,则立即生效 isChangeSkill = True - elif selectSkillID != curElementSkillID: + else: # 使用 + if not activeSkillLV: + #未激活不能使用 + return + if selectSkillID == curElementSkillID: + return isChangeSkill = True - + if isChangeSkill: #更换专精 - if not RefreshElementSkill(curPlayer, selectSkillID): + if not RefreshElementSkill(curPlayer, selectSkillID)[1]: GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID) return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID) - if curElementSkillID: - if curElementSkillID != selectSkillID: - #原技能删除 - skillManager.DeleteSkillBySkillTypeID(curElementSkillID) + if curElementSkillID and curElementSkillID != selectSkillID: + #原技能删除 + skillManager.DeleteSkillBySkillTypeID(curElementSkillID) # 重刷被动技能 PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) # 重刷技能战力 - PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshAllSkill() + curControl.RefreshPlayerAttrState() NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0) return def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True): ##更新专精技能生效的等级 + isNotify, hasChangeLV = False, False __InitElementSkillInfo() if skillTypeID not in PyGameData.g_elemntSkillDict: - return + return isNotify, hasChangeLV baseAttrDict = { ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer), ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer), @@ -2148,15 +2168,16 @@ break if activeSkillLV > updSkillLV: PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV) + isNotify = True updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级 skillManager = curPlayer.GetSkillManager() curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID) curSkillLV = curSkill.GetSkillLV() if curSkill else 0 #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV)) if not isChangeLV: - return + return isNotify, hasChangeLV if updSkillLV == curSkillLV: - return + return isNotify, hasChangeLV elif updSkillLV < curSkillLV: skillManager.DeleteSkillBySkillTypeID(skillTypeID) for _ in xrange(updSkillLV): @@ -2165,10 +2186,11 @@ ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID) mainSkillID = ipyData.GetMainSkillID() PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0) + isNotify = True else: for _ in xrange(updSkillLV-curSkillLV): skillManager.LVUpSkillBySkillTypeID(skillTypeID) - return True + return isNotify, True def RefreshElementSkillByAttr(curPlayer, attrIDList): #加点、丹药、境界、洗点 会影响灵根点 @@ -2193,20 +2215,28 @@ needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList)) - isRefresh = False + needNotify, isRefresh = False, False for skillID, isChangeLV in needRefreshSkillIDDict.items(): - if RefreshElementSkill(curPlayer, skillID, isChangeLV): + isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV) + if isNotify: + needNotify = True + if hasChangeLV: isRefresh = True if isRefresh: # 重刷被动技能 PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer) # 重刷技能战力 - PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() - NotifyElementSkillInfo(curPlayer) + curControl = PlayerControl.PlayerControl(curPlayer) + curControl.RefreshAllSkill() + curControl.RefreshPlayerAttrState() + if needNotify: + NotifyElementSkillInfo(curPlayer) return -def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV): +def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0): ##获取已选择的专精技能数量 + # @param elementType: 专精类型,对应灵根ID + gameData = GameWorld.GetGameData() cnt = 0 skillManager = curPlayer.GetSkillManager() for i in xrange(skillManager.GetSkillCount()): @@ -2219,6 +2249,10 @@ continue for ipyData in ipyDataList: elementSkillID = ipyData.GetElementSkillID() + if elementType: + elementSkillData = gameData.GetSkillBySkillID(elementSkillID) + if GetSkillElementType(elementSkillData) != elementType: + continue curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID) if curActiveLV >= activeLV: cnt += 1 @@ -3506,6 +3540,7 @@ # return True if isEnhanceSkill: + BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick) return True #在这边调用避免群攻时多次扣除消耗 @@ -3638,7 +3673,7 @@ return #--------------------------------------------------------------------- -# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 其他技能ID +# 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 GetConnectSkillID(curSkill): return curSkill.GetExAttr1() -- Gitblit v1.8.0