From f089bf39d557fc228f7bd3b2eb8c85c7b402e7dc Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 02 十一月 2018 18:40:13 +0800
Subject: [PATCH] 4575 脱机挂测试
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py | 108 +++++++++++++++++++++++++++++-------------------------
1 files changed, 58 insertions(+), 50 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 99e5fb4..0e6f4cb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -34,9 +34,7 @@
import ChItem
import PlayerActivity
import ShareDefine
-import PlayerGodWeapon
-import PlayerSuccess
-import PlayerMagicWeapon
+import PlayerGreatMaster
import PlayerHorse
import GameObj
import random
@@ -47,6 +45,7 @@
import PassiveBuffEffMng
import SkillShell
import FBCommon
+import IpyGameDataPY
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
GameWorld.ImportAll("Script\\Skill\\" , "GameBuffs")
@@ -1500,7 +1499,8 @@
if relation[0] == ChConfig.Type_Relation_Enemy :
return True
- AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
+ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
+ AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
return False
##玩家释放有目标技能, 检查目标对象是否符合要求, 可攻击怪物
@@ -1533,7 +1533,8 @@
if relation[0] == ChConfig.Type_Relation_Friend :
return True
- AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
+ if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_FbSkill:
+ AttackCommon.PlayerAttackFailSysMessanage(curPlayer, relation[1])
return False
#---------------------------------------------------------------------
@@ -1781,7 +1782,11 @@
if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill and SkillCommon.isPassiveAttr(curSkill):
PlayerHorse.RefreshHorseAttr(curPlayer)
else:
- PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
+ if SkillCommon.isPassiveAttr(curSkill):
+ curControl = PlayerControl.PlayerControl(curPlayer)
+ curControl.RefreshPlayerAttrState()
+ else:
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, curSkill.GetSkillID())
#curControl = PlayerControl.PlayerControl(curPlayer)
#curControl.CalcPassiveBuffAttr()
#curControl.RefreshAllState()
@@ -1805,27 +1810,7 @@
return True
#---------------------------------------------------------------------
-##技能升级消耗逻辑
-# @param curPlayer 玩家实例
-# @param curSkill 技能实例
-# @param curSkillID 技能ID
-# @return BOOL 是否扣除消耗成功
-def DoLogic_PlayerSkillLVUpCost(curPlayer, curSkill, curSkillID):
- #GameWorld.Log("尝试升级技能名 = %s, 当前等级 = %s"%(curSkill.GetSkillName(),curSkill.GetSkillLV()) , curPlayer.GetPlayerID())
-
- curSkillLV = curSkill.GetSkillLV()
-
- if curSkillLV == curSkill.GetSkillMaxLV():
- #已经是最高等级
- PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
- return False
-
- #--获得下一级技能---
- curSkillTypeID = curSkill.GetSkillTypeID()
-
- return DoLogic_PlayerSkillLvUpCost(curPlayer, curSkillTypeID, curSkillID, curSkillLV + 1, curSkill)
-
##学习技能消耗逻辑
# @param curPlayer 玩家实例
# @param curSkillTypeID 技能类型ID
@@ -1849,7 +1834,10 @@
if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_HorseSkill:
if not PlayerHorse.CheckLearnHorseSkill(curPlayer, curSkillTypeID):
return False
-
+ #天赋技学习点数判断
+ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+ if not PlayerGreatMaster.GetGreatMasterFreeSkillPoint(curPlayer):
+ return False
#经验检测
skillLvUpNeedExp = upSkill.GetLVUpCostExp()
@@ -1913,6 +1901,8 @@
#GeRen_jin_474794 <n color="255,255,0" BKCOLOR="0,0,0">您消耗了经验值:</n><n color="0,190,255" BKCOLOR="0,0,0">{%S1%}</n>
PlayerControl.NotifyCode(curPlayer, "GeRen_jin_474794", [skillLvUpNeedExp])
+ if upSkill.GetFuncType() == ChConfig.Def_SkillFuncType_GiftSkill:
+ PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, -1)
return True
#---------------------------------------------------------------------
##检测学习技能需求条件
@@ -1932,53 +1922,65 @@
return False
skillManager = curPlayer.GetSkillManager()
- #姿态需求
- #hasStateSkillReq = False
+
#前置技能需求
hasLearnSkillReq = False
#分支点总和
numLearnSkillPoint = 0
- #当前技能姿态需求,姿态等级需求
- #curSkillStateReq = curSkill.GetStateSkillReq()
- #lvCurSkillStateReq = curSkill.GetStateSkillLV()
#当前技能前置技能需求,前置技能等级需求
curSkillLearnReq = curSkill.GetLearnSkillReq()
lvCurSkillLearnReq = curSkill.GetLearnSkillLV()
-
+ #需要对应天赋系别点数
+ learnSkillPointReq = curSkill.GetLearnSkillPointReq() #系别*10000+需要点数
+ needSeries, needSeriesPoint= learnSkillPointReq/10000, learnSkillPointReq%10000
+ curSkillTypeID = curSkill.GetSkillTypeID()
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', curSkillTypeID)
+ curTalentType = ipyData.GetTalentType() if ipyData else 0
#获取玩家目前所有技能
- for i in range(0, skillManager.GetSkillCount()):
+ for i in xrange(skillManager.GetSkillCount()):
skill = skillManager.GetSkillByIndex(i)
if skill == None:
continue
skillTypeID = skill.GetSkillTypeID()
lvSkill = skill.GetSkillLV()
-
- #满足姿态ID需求
-# if skillTypeID == curSkillStateReq and lvSkill >= lvCurSkillStateReq and not hasStateSkillReq:
-# hasStateSkillReq = True
+
#满足前置技能需求
if skillTypeID == curSkillLearnReq and lvSkill >= lvCurSkillLearnReq and not hasLearnSkillReq:
hasLearnSkillReq = True
-
- #投入分支点总和
- numLearnSkillPoint += skill.GetSkillLV()
+ ipyData = IpyGameDataPY.GetIpyGameDataNotLog('TalentSkill', skillTypeID)
+ if ipyData and ipyData.GetTalentType() is curTalentType and ipyData.GetSeries() is needSeries:
+ #投入分支点总和
+ numLearnSkillPoint += skill.GetSkillLV()
#有前置技能ID需要
if curSkillLearnReq != 0 and not hasLearnSkillReq:
PlayerControl.NotifyCode(curPlayer, "GeRen_wjr_717982", [curSkillLearnReq, lvCurSkillLearnReq])
return False
-
-# #有姿态ID需求
-# if curSkillStateReq != 0 and not hasStateSkillReq:
-# PlayerControl.NotifyCode(curPlayer, "UseMagicLost15", [ curSkillStateReq, lvCurSkillStateReq ])
-# return False
-# #有分支点总和要求
-# if curSkill.GetLearnSkillPointReq() != 0 and numLearnSkillPoint < curSkill.GetLearnSkillPointReq():
-# PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ curSkill.GetLearnSkillPointReq() ] )
-# return False
+ #有分支点总和要求
+ if learnSkillPointReq != 0 and numLearnSkillPoint < needSeriesPoint:
+ PlayerControl.NotifyCode( curPlayer, "UseMagicLost13",[ needSeriesPoint ] )
+ 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 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(),
+ }
+ 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))
+ 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))
+ return False
return True
@@ -3429,6 +3431,12 @@
if skillAim == ChConfig.Def_UseSkillAim_None:
if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List:
+ if target and target.GetGameObjType() == IPY_GameWorld.gotNPC and target.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
+ owner = NPCCommon.GetNpcObjOwnerDetail(target)
+ if owner and owner.GetID() == attacker.GetID():
+ # 有害技能特殊处理,不能对自己的召唤物释放
+ target = None
+
result = DoLogic_UseSkill(attacker, target, curSkill, tick, attacker.GetPosX(), attacker.GetPosY(), isEnhanceSkill=isEnhanceSkill)
else:
result = DoLogic_UseSkill(attacker, attacker, curSkill, tick, isEnhanceSkill=isEnhanceSkill)
--
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