From d8a8aa5c0df74e9c2b9a485695543d293cf9eb5a Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 21 五月 2019 11:36:14 +0800
Subject: [PATCH] 6844 【2.0】【后端】缥缈仙域优化(奇遇掉落)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 449 ++++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 357 insertions(+), 92 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 1f5de80..d5d041e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -27,12 +27,10 @@
import FBLogic
import ItemCommon
import OperControlManager
-import GameLogic_ManorWar
import PetControl
import ReadChConfig
import DataRecordPack
-import ChItem
-import PlayerActivity
+#import ChItem
import ShareDefine
import PlayerGreatMaster
import PlayerHorse
@@ -43,10 +41,13 @@
import GameMap
import collections
import PassiveBuffEffMng
+import EffGetSet
import SkillShell
import FBCommon
import IpyGameDataPY
-import EquipZhuXian
+import PyGameData
+import EventShell
+#import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -101,9 +102,6 @@
global g_ClientHurtDict
g_ClientHurtDict = collections.OrderedDict()
- # 缓存单次技能攻击的最大伤害, 减少计算量
- curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, 0)
-
def GetClientHurtByObj(objID, objType):
global g_ClientHurtDict
@@ -128,9 +126,11 @@
#技能攻击最大数量
hurtCount = SkillCommon.GetSkillArea_Atk_Count(curPlayer, curSkill)
- if len(hurtList) > hurtCount:
- # 客户端目标过多
- return False
+ #===========================================================================
+ # if len(hurtList) > hurtCount:
+ # # 客户端目标过多
+ # return False
+ #===========================================================================
# mapType = GameWorld.GetMap().GetMapFBType()
# 野外小怪或者其他指定的怪为了更及时的打击感,由客户端计算
@@ -719,9 +719,27 @@
continue
npcObj.StopMove()
npcObj.ChangePos(npcPos.PosX, npcPos.PosY)
-
+ BeatBackMove(curPlayer, npcObj)
return
+# 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些
+def BeatBackMove(curPlayer, npcObj):
+ if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon:
+ return
+ if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
+ return
+
+ posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex())
+ #范围校验
+ posMapX = posMap.GetPosX()
+ posMapY = posMap.GetPosY()
+ if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8:
+ # 单次位移不超过5米
+ return
+ npcControl = NPCCommon.NPCControl(npcObj)
+ moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5)
+ npcObj.Move(moveDestX, moveDestY)
+ return
#===============================================================================
# //B4 03 吸引NPC仇恨 #tagNPCAttention
@@ -967,10 +985,12 @@
#GameWorld.ErrLog('UseSkill findSkillErr = %s'%(pack_SkillID), curPlayerID)
return
- if not CheckClientAttackTick(curPlayer, clientTick, tick):
- AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
- curPlayer.Sync_ClientTick()
- return
+ if pack_SkillID != ChConfig.Def_SkillID_Somersault:
+ # 翻滚特殊处理,实时响应, 由CD 总控制
+ if not CheckClientAttackTick(curPlayer, clientTick, tick):
+ AttackFailNotify(curPlayer, curSkill, ChConfig.SkillFail_AtkInterval)
+ curPlayer.Sync_ClientTick()
+ return
#已经在攻击中
if curPlayer.GetPlayerAction() == IPY_GameWorld.paAttack:
@@ -980,7 +1000,7 @@
#使用技能行为状态, 客户端限制
if not OperControlManager.IsObjCanDoAction(curPlayer,
ChConfig.Def_Obj_ActState_ClientSkill,
- curSkill.GetSkillOfSeries()):
+ curSkill.GetSkillOfSeries(), curSkill):
AttackFailNotify(curPlayer, curSkill)
return
@@ -1836,17 +1856,19 @@
#升级技能CD直接冷却
curSkill.SetRemainTime(0)
+ learnSkillNotifyDict = IpyGameDataPY.GetFuncEvalCfg("SPSkillType", 3, {})
if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
PlayerControl.WorldNotify(0, 'GetMountSkill', [curPlayer.GetName(), curSkillID])
+ elif skillTypeID in learnSkillNotifyDict:
+ PlayerControl.WorldNotify(0, learnSkillNotifyDict[skillTypeID], [curPlayer.GetName(), curSkillID])
else:
#通知技能已升级成功 GeRen_admin_31379
PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [curSkillID, curSkill.GetSkillLV()])
#获得技能等级
curSkillLV = curSkill.GetSkillLV()
-
DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
-
+ EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV)
GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
return True
@@ -1880,9 +1902,9 @@
if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
return False
#诛仙技能学习判断
- if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
- if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
- return False
+ #if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_ZhuXian:
+ # if not EquipZhuXian.CheckLearnZhuXianSkill(curPlayer, curSkillTypeID):
+ # return False
#经验检测
skillLvUpNeedExp = upSkill.GetLVUpCostExp()
@@ -2011,25 +2033,285 @@
return False
#玩家属性点要求
- stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*10000+需要属性点
- needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
+ if not CheckLearnSkillNeedAttr(curPlayer, curSkill):
+ return False
+
+ return True
+
+def CheckLearnSkillNeedAttr(curPlayer, curSkill):
+ #玩家属性点要求
+ curSkillTypeID = curSkill.GetSkillTypeID()
+ stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
+ needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
if needBaseAttrID and needBaseAttrValue:
baseAttrDict = {
- ShareDefine.Def_Effect_STR:curPlayer.GetSTR(),
- ShareDefine.Def_Effect_PHY:curPlayer.GetPHY(),
- ShareDefine.Def_Effect_CON:curPlayer.GetCON(),
- ShareDefine.Def_Effect_PNE:curPlayer.GetPNE(),
+ ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
+ ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
+ ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
+ ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
+ ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
}
if needBaseAttrID not in baseAttrDict:
- GameWorld.ErrLog(' 天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
+ GameWorld.ErrLog(' 技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
return False
curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
if curBaseAttrValue < needBaseAttrValue:
- GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
+ #GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
return False
-
return True
+## 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
+#
+#struct tagCMSelectSkillElement
+#{
+# 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)
+ selectSkillID = clientData.SkillTypeID
+ ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
+ if not ipyData:
+ return
+ mainSkillID = ipyData.GetMainSkillID()
+ if curPlayer.GetLV() < ipyData.GetNeedLV():
+ GameWorld.DebugLog('选择技能五行专精等级不足!')
+ return
+
+ skillManager = curPlayer.GetSkillManager()
+ mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
+ 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)
+ isChangeSkill = False #是否变更生效的技能
+ 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, skillElementType, updSelectSkillLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
+ if not curElementSkillID or curElementSkillID == selectSkillID:
+ #正在使用的专精技能,则立即生效
+ isChangeSkill = True
+ 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)[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 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
+ 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 isNotify, hasChangeLV
+ baseAttrDict = {
+ ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
+ ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
+ ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
+ ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
+ ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
+ }
+ activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID)
+ limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
+ maxSkillLV = len(limitInfoList)
+ updSkillLV = 0
+ for i, limitInfo in enumerate(limitInfoList):
+ needAttrID, needAttrValue = GetSkillUpNeedAttr(limitInfo)
+ curAttrValue = baseAttrDict.get(needAttrID, 0)
+ if curAttrValue >= needAttrValue:
+ updSkillLV = maxSkillLV - i
+ 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 isNotify, hasChangeLV
+ if updSkillLV == curSkillLV:
+ return isNotify, hasChangeLV
+ elif updSkillLV < curSkillLV:
+ skillManager.DeleteSkillBySkillTypeID(skillTypeID)
+ for _ in xrange(updSkillLV):
+ skillManager.LVUpSkillBySkillTypeID(skillTypeID)
+ if updSkillLV == 0:#重置为未选状态
+ 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 isNotify, True
+
+def RefreshElementSkillByAttr(curPlayer, attrIDList):
+ #加点、丹药、境界、洗点 会影响灵根点
+ __InitElementSkillInfo()
+
+ needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ hasSkill = skillManager.GetSkillByIndex(i)
+ hasSkillID = hasSkill.GetSkillTypeID()
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+ if not ipyDataList:
+ continue
+ curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
+ for ipyData in ipyDataList:
+ curElementSkillID = ipyData.GetElementSkillID()
+ if curElementSkillID not in PyGameData.g_elemntSkillDict:
+ continue
+ attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
+ if attrID not in attrIDList:
+ continue
+ needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
+
+ #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
+ needNotify, isRefresh = False, False
+ for skillID, isChangeLV in needRefreshSkillIDDict.items():
+ 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
+ curControl = PlayerControl.PlayerControl(curPlayer)
+ curControl.RefreshAllSkill()
+ curControl.RefreshPlayerAttrState()
+ if needNotify:
+ NotifyElementSkillInfo(curPlayer)
+ return
+
+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()):
+ hasSkill = skillManager.GetSkillByIndex(i)
+ hasSkillID = hasSkill.GetSkillTypeID()
+ if hasSkillID not in mainSkillIDList:
+ continue
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+ if not ipyDataList:
+ 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
+ return cnt
+
+def __InitElementSkillInfo():
+ #缓存技能专精信息{skillID:[attrID*100000+needValue,..]}
+ if not PyGameData.g_elemntSkillDict:
+ ipyMgr = IpyGameDataPY.IPY_Data()
+ for i in xrange(ipyMgr.GetSkillElementCount()):
+ ipyData = ipyMgr.GetSkillElementByIndex(i)
+ elementSkillID = ipyData.GetElementSkillID()
+ skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
+ if not skill:
+ continue
+ skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
+ for skillLV in xrange(skillMaxLV, 0, -1):
+ curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
+ if not curSkill:
+ continue
+ if elementSkillID not in PyGameData.g_elemntSkillDict:
+ PyGameData.g_elemntSkillDict[elementSkillID] = []
+ PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
+ return
+
+def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0):
+ ##通知五行专精信息
+ if not mainSkillID:
+ syncMainSkillDict = {}
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ hasSkill = skillManager.GetSkillByIndex(i)
+ hasSkillID = hasSkill.GetSkillTypeID()
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+ if not ipyDataList:
+ continue
+ syncMainSkillDict[hasSkillID] = []
+ for ipyData in ipyDataList:
+ syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID())
+
+ else:
+ syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]}
+ sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
+ sendPack.InfoList = []
+ for mSkillID, elementList in syncMainSkillDict.items():
+ curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
+ elementData = ChPyNetSendPack.tagMCSkillElementData()
+ elementData.MainSkillID = mSkillID
+ elementData.ElementSkillID = curElementSkillID
+ elementData.ActiveSkill = []
+ for elementSkillID in elementList:
+ activeData = ChPyNetSendPack.tagMCSkillElementActiveData()
+ activeData.SkillID = elementSkillID
+ activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
+ elementData.ActiveSkill.append(activeData)
+ elementData.SkillCnt = len(elementData.ActiveSkill)
+ sendPack.InfoList.append(elementData)
+ sendPack.Cnt = len(sendPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, sendPack)
+ return
+
#---------------------------------------------------------------------
##当前buff是否能够触发BuffProcess_%d 的脚本
# @param curObj 对象
@@ -2249,14 +2531,6 @@
#GameWorld.Log("删除场景Buff %d"%skillID)
processResult = True
continue
- else:
- # 非领地战期间, 该区域有领地旗buff, 删除区域buff
- if skillID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
- mapBuffManager.DeleteBuffByIndex(index)
- ClearBuffEffectBySkillID(curPlayer, skillID, ownerID, ownerType)
- processResult = True
- #GameWorld.DebugLog("非领地战期间, 该区域有领地旗buff, 删除区域buff")
- continue
index += 1
@@ -2282,10 +2556,7 @@
continue
if findBuff.GetSkill().GetSkillLV() > curSkill.GetSkillLV():
continue
-
- if skillTypeID == ChConfig.Def_SkillID_ManorFlagArea and not GameLogic_ManorWar.CanManorWarAtk():
- #GameWorld.DebugLog(" i=%s,effectID=%s,skillID=%s, 该位置有buff, 非领地战期间, 不添加" % (i, effectID, skillTypeID))
- continue
+
#添加场景buff
isOK = BuffSkill.AddBuffNoRefreshState(curPlayer, IPY_GameWorld.bfMapBuff, curSkill, tick)
processResult = processResult or isOK
@@ -2390,6 +2661,9 @@
#骑马触发技能
houseSkill = ChConfig.Def_Skill_TypeID_Speed
curSkillType = curSkill.GetSkillTypeID()
+
+ if not SkillCommon.IsBuff(curSkill):
+ continue
if curSkillType in houseSkill:
#不使用,不添加buff
@@ -2499,6 +2773,13 @@
callFunc(objDetel, curEffect, allAttrList[index], plusValue)
else:
callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
+ if callFunc:
+ callFunc(objDetel, curEffect, allAttrList[index], curBuff)
+
+ #是否持续性技能
+ if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List:
+ # 持续性属性变化的buff,目前只有持续减益
+ callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
if callFunc:
callFunc(objDetel, curEffect, allAttrList[index], curBuff)
return
@@ -2696,19 +2977,6 @@
OperControlManager.SetObjActState(curObj, buffSkill)
-# 非属性技能算属性 特殊处理
-# 法宝SP技能 如1-4级为增加属性,第5级为伤害效果,第6-10级就要包含属性和伤害效果
-def CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList):
- if curPlayerSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
- return
-
- value = GetMaxHPAttrValue(curPlayerSkill)
- if value == 0:
- return
-
- PlayerControl.CalcAttrDict_Type(ShareDefine.Def_Effect_MaxHP, value, allAttrList)
- return
-
# 计算属性类技能的属性,同buff层不算战力
def CalcPassiveAttr_Effect(curPlayer, allAttrList):
@@ -2718,14 +2986,14 @@
if curPlayerSkill == None:
continue
- CalcFabaoSPSkillAttr(curPlayer, curPlayerSkill, allAttrList)
if not SkillCommon.isPassiveAttr(curPlayerSkill):
continue
if curPlayerSkill.GetFuncType() not in [ChConfig.Def_SkillFuncType_FbSkill,
ChConfig.Def_SkillFuncType_FbSPSkill,
ChConfig.Def_SkillFuncType_GiftSkill,
- ChConfig.Def_SkillFuncType_GWSkill]:
+ ChConfig.Def_SkillFuncType_GWSkill,
+ ChConfig.Def_SkillFuncType_ZhuXian]:
# 根据技能情况调整
continue
@@ -2761,15 +3029,15 @@
def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]):
for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
+ #这些类型不影响玩家计算属性
+ if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff,
+ IPY_GameWorld.bfMapBuff,
+ IPY_GameWorld.bfEquipBuff]:
+ continue
+
buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
#通过类型获取目标的buff管理器为空,则跳出
if buffTuple == ():
- continue
-
- #这些类型不影响玩家计算属性
- if buffType in [IPY_GameWorld.bfProcessBuff,
- IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff,
- IPY_GameWorld.bfEquipBuff]:
continue
buffManager = buffTuple[0]
@@ -3198,7 +3466,6 @@
# 不受限制和影响的技能
def Trigger_UseSkill(attacker, defender, curSkill, tick, tagRoundPosX = 0, tagRoundPosY = 0, isEnhanceSkill = False):
-
#这个技能是Buff
if SkillCommon.IsBuff(curSkill):
@@ -3271,6 +3538,7 @@
# 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
@@ -3278,16 +3546,6 @@
BaseAttack.DoAttackSuccessEx(attacker, GameObj.GetHP(attacker), defender, curSkill, tick)
return True
-
-#===============================================================================
-# Def_Effect_GoddessAddHP = 1300 # 加血 (压总值血量百分比)
-# Def_Effect_AddHPValue_All = 1027 # 持续加血(压总值攻击)
-# Def_Effect_LostHPValue_All = 1033 # 持续减血(压总值攻击)
-# Def_Effect_LostAndAddHPValue_All = 1050 # 持续吸血(压总值攻击)
-# Def_Effect_LostHPValue_Single = 1201 # 持续单次减血计算 攻击
-# Def_Effect_AddHPValue_Single = 1202 # 持续单次加血计算 攻击
-# Def_Effect_LostHP_MaxHP = 1089 # 持续减血(压总值, 血量百分比)
-#===============================================================================
#waring: 此值影响了BUFF的替换规则,值大替换小的
##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff
@@ -3297,7 +3555,6 @@
def GetAddBuffValue(attacker, curSkill, defender):
#验证该技能效果1的ID,提取公式
curEffect = curSkill.GetEffect(0)
- effectID = curEffect.GetEffectID()
moduleSuffix = GetBuffModuleSuffix(curEffect)
@@ -3414,7 +3671,7 @@
return
#---------------------------------------------------------------------
-# 获得关联技能
+# 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()
@@ -3434,7 +3691,7 @@
return curSkill.GetExAttr2()
-# 只有在指定地图才能生效的buff效果
+# 只有在指定地图才能生效的buff效果,或者指定地图可被动触发
def GetAttrMapID(curSkill):
return curSkill.GetExAttr3()
@@ -3451,9 +3708,7 @@
def GetUpLVCostItemNum(curSkill):
return curSkill.GetExAttr5()
-# 技能特殊增加属性配置,目前只支持生命,潜力技能专用
-def GetMaxHPAttrValue(curSkill):
- return curSkill.GetMP()
+
##获得当前技能升级消耗的真气值
# @param curSkill 当前技能技能
@@ -3555,25 +3810,35 @@
-## 获取技能总等级
+## 获取某类型技能达到X等级的个数
# @param curPlayer
-# @return allSkillLV:总技能等级
-def GetAllSkillLV(curPlayer):
- successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList")
- allSkillLV = 0
+# @return
+def GetSkillCntByFunc(curPlayer, funcType, skilllv=0):
+ allSkillCnt = 0
skillManager = curPlayer.GetSkillManager()
- for i in range(0 , skillManager.GetSkillCount()):
+ for i in xrange(skillManager.GetSkillCount()):
curPlayerSkill = skillManager.GetSkillByIndex(i)
if curPlayerSkill == None:
continue
-
- skillTypeID = curPlayerSkill.GetSkillTypeID()
- if skillTypeID not in successSkillIDList:
+ if curPlayerSkill.GetFuncType() != funcType:
continue
+ if curPlayerSkill.GetSkillLV() >= skilllv:
+ allSkillCnt += 1
+ return allSkillCnt
+
+## 获取技能总等级
+# @param curPlayer
+# @return allSkillLV:总技能等级
+def GetAllSkillLV(curPlayer, funcType):
+ allSkillLV = 0
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ curPlayerSkill = skillManager.GetSkillByIndex(i)
+ if curPlayerSkill == None:
+ continue
+ if curPlayerSkill.GetFuncType() != funcType:
+ continue
skillLV = curPlayerSkill.GetSkillLV()
allSkillLV += skillLV
-
return allSkillLV
-
-
--
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