From dfef43adce546cc3d8578811f8b82689246d227c Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 11 五月 2019 18:24:03 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 消耗印记问题
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 93 ++++++++++++++++++++++++++++++++++------------
1 files changed, 69 insertions(+), 24 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 2d2ee46..8dc357f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -717,9 +717,27 @@
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
@@ -1848,7 +1866,7 @@
#获得技能等级
curSkillLV = curSkill.GetSkillLV()
DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
- EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType())
+ 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
@@ -2077,6 +2095,7 @@
isChangeSkill = False #是否变更生效的技能
if updSelectSkillLV != activeSkillLV:
#可升级则激活升一级
+ EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, 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
@@ -2095,18 +2114,19 @@
if curElementSkillID != selectSkillID:
#原技能删除
skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
- else:
- EventShell.EventRespons_ElementSkill(curPlayer)
+
# 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):
+def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
##更新专精技能生效的等级
__InitElementSkillInfo()
if skillTypeID not in PyGameData.g_elemntSkillDict:
@@ -2135,6 +2155,8 @@
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
if updSkillLV == curSkillLV:
return
elif updSkillLV < curSkillLV:
@@ -2154,7 +2176,7 @@
#加点、丹药、境界、洗点 会影响灵根点
__InitElementSkillInfo()
- needRefreshSkillIDList = []
+ needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
skillManager = curPlayer.GetSkillManager()
for i in xrange(skillManager.GetSkillCount()):
hasSkill = skillManager.GetSkillByIndex(i)
@@ -2162,6 +2184,7 @@
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:
@@ -2169,34 +2192,40 @@
attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
if attrID not in attrIDList:
continue
- needRefreshSkillIDList.append(curElementSkillID)
+ needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
+
#GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
isRefresh = False
- for skillID in needRefreshSkillIDList:
- if RefreshElementSkill(curPlayer, skillID):
+ for skillID, isChangeLV in needRefreshSkillIDDict.items():
+ if RefreshElementSkill(curPlayer, skillID, isChangeLV):
isRefresh = True
if isRefresh:
# 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)
return
-def GetElementSkillCnt(curPlayer):
+def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV):
##获取已选择的专精技能数量
cnt = 0
skillManager = curPlayer.GetSkillManager()
for i in xrange(skillManager.GetSkillCount()):
hasSkill = skillManager.GetSkillByIndex(i)
hasSkillID = hasSkill.GetSkillTypeID()
- ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
- if not ipyData:
+ if hasSkillID not in mainSkillIDList:
continue
- curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
- if not curElementSkillID:
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+ if not ipyDataList:
continue
- cnt +=1
+ for ipyData in ipyDataList:
+ elementSkillID = ipyData.GetElementSkillID()
+ curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
+ if curActiveLV >= activeLV:
+ cnt += 1
return cnt
def __InitElementSkillInfo():
@@ -2719,10 +2748,12 @@
if callFunc:
callFunc(objDetel, curEffect, allAttrList[index], curBuff)
- # 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)
+ #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
## 获得buff效果的计算模块文件后缀
@@ -3750,6 +3781,23 @@
+## 获取某类型技能达到X等级的个数
+# @param curPlayer
+# @return
+def GetSkillCntByFunc(curPlayer, funcType, skilllv=0):
+ allSkillCnt = 0
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ curPlayerSkill = skillManager.GetSkillByIndex(i)
+ if curPlayerSkill == None:
+ continue
+ 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
@@ -3764,7 +3812,4 @@
continue
skillLV = curPlayerSkill.GetSkillLV()
allSkillLV += skillLV
-
return allSkillLV
-
-
--
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