From f0f101d1d778e26a2e3ecd368c90c8f52a7ea011 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 13 六月 2019 11:11:44 +0800 Subject: [PATCH] 7220 【后端】【2.0】灵器开发1.0版(删除绝版属性,原绝版属性转移到灵器属性) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 180 +++++++++++++++++++++++++++++++++++++++++------------------ 1 files changed, 125 insertions(+), 55 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py index b38ce07..813cca8 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -43,7 +43,12 @@ GameWorld.ImportAll("Script\\Skill\\", "PassiveBuff") - +# 被动关联的技能模块 +# 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_ConnSkill_Template = { + ChConfig.Def_SkillFuncType_FbSkill:[1,2], + ChConfig.Def_SkillFuncType_NormalAttack:[1,3], + } # --------被动功法设置-------------------------------------------------------------------- @@ -121,7 +126,7 @@ # 刷被动效果和属性 page = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GFPassivePage, 0, ChConfig.Def_PDictType_GFPassive) if clientData.Page == page: - GetPassiveEffManager().RegistPassiveEffSet(curPlayer) + GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True) PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() EventShell.EventRespons_PassiveSet(curPlayer) @@ -157,7 +162,7 @@ NetPackCommon.SendFakePack(curPlayer, sendPack) # 刷被动效果和属性 - GetPassiveEffManager().RegistPassiveEffSet(curPlayer) + GetPassiveEffManager().RegistPassiveEffSet(curPlayer, True) PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState() return @@ -284,12 +289,12 @@ 4000:ChConfig.TriggerType_BuffState, # 进入4012的某个状态触发技能 2 4001:ChConfig.TriggerType_TagBuffState, # 目标进入4012的某个状态触发技能 2 - 4002:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3 - 4003:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3 + 4002:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4003:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 4004:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 4005:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 4006:ChConfig.TriggerType_SuperHit, # 暴击时 触发技能6, - 4007:ChConfig.TriggerType_SuperHitValue, # 暴击时 增加暴击值7, + 4007:ChConfig.TriggerType_SuperHitPer, # 暴击时 增加暴击值百分比, 4008:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 4009:ChConfig.TriggerType_HurtObjAddBuff, # 击中玩家(群攻多次触发)8, 4010:ChConfig.TriggerType_ReduceCD, # 减少CD9, #CD @@ -297,7 +302,7 @@ 4013:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11 4014:ChConfig.TriggerType_HappenState, #必定触发 4015:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 - 4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13 + #4016:ChConfig.TriggerType_AbsorbShield, # 提高麒麟佑身的减少伤害效果提升20% 13 4017:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14, 4018:ChConfig.TriggerType_BuffDisappear, # buff消失后触发技能15, 4019:ChConfig.TriggerType_BuffTime, # 延长BUFF时间16, @@ -305,13 +310,12 @@ 4021:ChConfig.TriggerType_AddSingleSkillPer, # 持续性攻击的单次攻击逐次增加技能伤害18, 4022:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19, 4023:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20 - 4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21 + #4024:ChConfig.TriggerType_AddIceAtkPer, # 攻击附加真实伤害百分比 21 4025:ChConfig.TriggerType_AddIceAtk, # 攻击附加真实伤害固定值 22 4026:ChConfig.TriggerType_DebuffOff, # 抵消一次debuff 23 4027:ChConfig.TriggerType_AttackKill, # 斩杀 24 4028:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25 4029:ChConfig.TriggerType_BuffBoom, # 中毒后爆炸 26 - 4030:ChConfig.TriggerType_Success_Buff_SkillPer, # 提高4501成功概率 27 4031:ChConfig.TriggerType_HurtObjAddBuff, # 在算伤害时群攻1对1加buff,可用于一个伤害多次触发 28 4032:ChConfig.TriggerType_BeBoomSeed, # 被动引爆视野内对象的buff种子 29 4033:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 @@ -332,7 +336,7 @@ 4048:ChConfig.TriggerType_MissSkill, # 闪避后触发释放技能 4049:ChConfig.TriggerType_MissSuccessPer, # 闪避成功率提升 4050:ChConfig.TriggerType_OneDamage, # 伤害降低到1点 - 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害百分比 50 + 4051:ChConfig.TriggerType_LuckyHit, # 会心一击时增加会心伤害固定值 50 4052:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血 4053:ChConfig.TriggerType_AddLayer, # BUFF层级增加时 52 4054:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 @@ -347,7 +351,7 @@ 4063:ChConfig.TriggerType_SummonDie, #自身召唤兽死亡触发技能 60 4064:ChConfig.TriggerType_GiftReduceCD, # 天赋减少CD9, #CD 4065:ChConfig.TriggerType_DamageReducePVP, # PVP减少伤害 - 4066:ChConfig.TriggerType_AddDamagePer, # 提高增加伤害属性值,计算时 3 + 4066:ChConfig.TriggerType_AddPVPDamagePer, # 提高PVP增加伤害属性值,计算时 3 4067:ChConfig.TriggerType_ProDefValue, # 神兵护盾值下降时 62 4068:ChConfig.TriggerType_LockHP, # 锁血触发技能 63 4069:ChConfig.TriggerType_ZhongjiZhansha, # 终极斩杀 64 @@ -355,13 +359,40 @@ 4071:ChConfig.TriggerType_Buff_SuckBloodPer, # 攻击 百分比吸血 4072:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68 4073:ChConfig.TriggerType_BuffHurtCnt, # 当持续buff伤害第X次时触发技能 69 - 4074:ChConfig.TriggerType_BounceHP, # 反弹伤害固定值14, 记录值 - 4075:ChConfig.TriggerType_4074PerValue, # 增加4074的反弹比例 + 4074:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4075:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比 4076:ChConfig.TriggerType_dFinalHurtReducePer, # 防守方的最终伤害减少百分比 71 4077:ChConfig.TriggerType_AttackAddFinalPer, # 增加最终伤害百分比 59 4078:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 4079:ChConfig.TriggerType_IsDealy, # 是否触发致命一击 72 4080:ChConfig.TriggerType_BounceHPPer, # 反弹伤害百分比值17, + 4081:ChConfig.TriggerType_AddThumpHitRate, # 提高重击概率 73 + 4082:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能 + 4083:ChConfig.TriggerType_AddThumpHitPer, # 增加重击伤害百分比 + 4084:ChConfig.TriggerType_ThumpHit, # 对第一目标重击触发技能 + 4085:ChConfig.TriggerType_SkillSuccess, # 任何技能释放成功都可触发 76 加印记 + 4086:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用 + 4087:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用 + 4088:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用 + 4089:ChConfig.TriggerType_AttackAddSkillPerYinji, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 为了飘字使用 + 4090:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 + 4091:ChConfig.TriggerType_SkillOverNoAttack, # 技能释放后 与TriggerType_AttackOver相反19, + 4092:ChConfig.TriggerType_SkillSuccessExpend, # 任何技能释放成功都可触发 76 减印记 + 4093:ChConfig.TriggerType_NoControl, # 使关联技能不受控制 78 + 4094:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率 + 4095:ChConfig.TriggerType_SuperHitSuckBloodPer, # BUFF类: 暴击百分比吸血, 79 + 4096:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4097:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80 + 4098:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4099:ChConfig.TriggerType_WillDead, # 进入濒死状态时触发技能 25 + 4100:ChConfig.TriggerType_AttackOver, # 攻击(对敌技能)后被动技能被触发 4 + 4101:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 4102:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4103:ChConfig.TriggerType_ThumpHitSuckBloodPer, # 攻击 百分比吸血 + 4104:ChConfig.TriggerType_HitSuccess, # 命中成功率 83 + 4106:ChConfig.TriggerType_AddHP, # 技能回血 84 + 4107:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4108:ChConfig.TriggerType_SkillSuccess, # 使用技能成功后不触发技能 处理消耗等问题用 87 } return tdict.get(effectID, -1) #=========================================================================== @@ -378,11 +409,13 @@ # 获得【BUFF】被动触发的方式 与GetTriggerTypeByEffectID互补 def GetBuffTriggerTypeByEffectID(effectID): tdict = { + 1011:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失 4500:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能 4501:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害 4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 - 4503:ChConfig.TriggerType_AddDamagePer, # BUFF类: 攻击时提高增加伤害 + 4503:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能 4504:ChConfig.TriggerType_BounceHP, # BUFF类: 反弹伤害固定值 + 4505:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害 4506:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 只刷新属性 不触发技能 4507:ChConfig.TriggerType_Buff_AddSuperHitRate, # BUFF类:增加暴击率 4508:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失 @@ -392,7 +425,7 @@ 4512:ChConfig.TriggerType_ReduceHurtHPPer, # 百分比减少攻击计算后伤害 4513:ChConfig.TriggerType_AttackAddFinalValue, #攻击增加输出伤害11 4514:ChConfig.TriggerType_Buff_BeAttackSubLayer, # BUFF类:被攻击减buff层,0消失 - 4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比 + #4515:ChConfig.TriggerType_AddIceAtkPer, # BUFF类:攻击附加真实伤害百分比 4516:ChConfig.TriggerType_ChangeHurtToHP, # BUFF类:buff中把受到伤害的xx%转化为生命值 4517:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff 4518:ChConfig.TriggerType_ForbidenCure, # BUFF类: 禁止治疗 53 @@ -403,6 +436,21 @@ 4523:ChConfig.TriggerType_SuperHitSkillPer, # 暴击时,增加技能伤害 10 4524:ChConfig.TriggerType_SuperHitSubLayer, # 暴击减层 67 4525:ChConfig.TriggerType_SuperHitSkipCD, # 暴击无冷却 68 + 4526:ChConfig.TriggerType_AddThumpHitRate, # 增加重击概率 + 4528:ChConfig.TriggerType_AddThumpHitPer, # 重击时 增加重击百分比 75 + 4529:ChConfig.TriggerType_Buff_SuckBloodPer, # BUFF类: 百分比吸血, 此处非属性类 + 4530:ChConfig.TriggerType_Buff_AttackSubLayer, # BUFF类:攻击减buff层,0消失 + 4531:ChConfig.TriggerType_BounceHPPerByAttacker, # 反弹伤害百分比值, 由攻击方决定 77 + 4532:ChConfig.TriggerType_SuperHit, # buff中对第一目标暴击触发技能 + 4533:ChConfig.TriggerType_BurnDisappear, # 灼烧消失触发 81 + 4534:ChConfig.TriggerType_DebuffOff, # BUFF类: 抵消debuff + 4535:ChConfig.TriggerType_BeAttackAddSkillPer, # buff中, 被攻击提高技能伤害 + 4536:ChConfig.TriggerType_AddBuffOver, + 4537:ChConfig.TriggerType_BurnPer, # 灼烧伤害百分比 80 + 4538:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4539:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4540:ChConfig.TriggerType_SuperHitPer, # 暴击伤害百分比 + 4541:ChConfig.TriggerType_AttackAddSkillPer, # BUFF类:提高主动技能的技能伤害 803:ChConfig.TriggerType_BloodShield, # 血盾 806:ChConfig.TriggerType_BloodShield, # 血盾 @@ -428,7 +476,7 @@ self.AffectSuperEquipEffectCntDict = {} # 特殊装备技能效果对应的已计算后的数值,直接调用 #记录会影响其他技能或者被动触发释放技能的BUFF - def AddBuffInfoByEffect(self, effect, skillID): + def AddBuffInfoByEffect(self, effect, skillID, onwerID, onwerType): effectID = effect.GetEffectID() #{(触发方式/点, 关联技能):{BUFFID:【效果】}} @@ -443,7 +491,7 @@ if skillID not in self.AffectBuffDict[keyTuple]: self.AffectBuffDict[keyTuple][skillID] = [] - self.AffectBuffDict[keyTuple][skillID].append(effect) # 存储受影响的信息 + self.AffectBuffDict[keyTuple][skillID].append([effect, onwerID, onwerType]) # 存储受影响的信息 return @@ -551,15 +599,21 @@ # 重刷可装备的被动技能 - def RefreshPassiveSkillSet(self): + def RefreshPassiveSkillSet(self, isCD=False): self.AffectPassiveSkillSetDict = {} skillManager = self.gameObj.GetSkillManager() skills = FindUsePassiveSkills(self.gameObj) + + tick = GameWorld.GetGameWorld().GetTick() for skillID in skills: curSkill = skillManager.FindSkillBySkillID(skillID) if not curSkill: continue + + if isCD: + # 重切需进入CD + SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(self.gameObj), tick, self.gameObj) skillTypeID = curSkill.GetSkillTypeID() connSkillID = SkillShell.GetConnectSkillID(curSkill) # 关联技能ID, 0代表不限技能 @@ -650,7 +704,8 @@ return self.AffectSkillDict - def GetPassiveSkillsByTriggerType(self, triggerType, connSkillID=0): + def GetPassiveSkillsByTriggerType(self, triggerType, connSkill=None): + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 skillList = [] ## bug:2018-03-15 ## skillList=self.AffectSkillDict.get((triggerType, connSkillID), [])再用extend会导致AffectSkillDict无限增长 @@ -658,6 +713,20 @@ skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, connSkillID), [])) skillList.extend(self.AffectDogzSkillDict.get((triggerType, connSkillID), [])) skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, connSkillID), [])) + + # 指定特殊类型可触发 + # 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 + if connSkill and connSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill, ChConfig.Def_SkillFuncType_NormalAttack]: + funcTypeList = Def_ConnSkill_Template.get(connSkill.GetFuncType(), []) + for funcType in funcTypeList: + skillList.extend(self.AffectSkillDict.get((triggerType, funcType), [])) + skillList.extend(self.AffectPassiveSkillSetDict.get((triggerType, funcType), [])) + skillList.extend(self.AffectDogzSkillDict.get((triggerType, funcType), [])) + skillList.extend(self.AffectSuperEquipSkillDict.get((triggerType, funcType), [])) + + # 被动再触发被动限制为指定 + if connSkill and SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill): + return skillList if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault: skillList.extend(self.AffectSkillDict.get((triggerType, 0), [])) @@ -713,16 +782,16 @@ return # 人物需同步注册被动技能 - def RegistPassiveEffSet(self, gameObj): + def RegistPassiveEffSet(self, gameObj, isCD=False): passiveEff = self.GetPassiveEff(gameObj) if not passiveEff: # 强制刷新所有被动技能 passiveEff = PassiveEff(gameObj) - if not passiveEff.RefreshPassiveSkillSet(): + if not passiveEff.RefreshPassiveSkillSet(isCD): return self.AddPassiveEff(gameObj, passiveEff) else: - passiveEff.RefreshPassiveSkillSet() + passiveEff.RefreshPassiveSkillSet(isCD) return @@ -777,6 +846,8 @@ buffSkill = curBuff.GetSkill() if not buffSkill: continue + + onwerID, onwerType = curBuff.GetOwnerID(), curBuff.GetOwnerType() for effectIndex in range(0, buffSkill.GetEffectCount()): curEffect = buffSkill.GetEffect(effectIndex) effectID = curEffect.GetEffectID() @@ -787,7 +858,7 @@ if triggerType == -1: continue passiveEff = self.InitObjPassiveEff(gameObj) - passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID()) + passiveEff.AddBuffInfoByEffect(curEffect, buffSkill.GetSkillID(), onwerID, onwerType) return @@ -847,7 +918,7 @@ if not connSkill.GetFuncType(): # 非功能类技能,避免死循环 return 0, 0 - if SkillCommon.isPassiveSkill(connSkill): + if SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill): stopPassiveSkill = True if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState: @@ -859,7 +930,7 @@ return 0, 0 connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return 0, 0 @@ -993,28 +1064,17 @@ if not attacker: return False - stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能 if connSkill: if not connSkill.GetFuncType(): # 非功能类技能,避免死循环 return False - if SkillCommon.isPassiveSkill(connSkill): - #GameWorld.DebugLog("被动技能不能再次触发被动技能") - #return False - stopPassiveSkill = True - if SkillCommon.GetUsingPassiveSkill(attacker) and triggerType != ChConfig.TriggerType_BuffState: - # 防范被动技能触发的 非被动技能 - #GameWorld.DebugLog("被动技能释放中不能再次触发被动技能---%s"%triggerType) - #return - stopPassiveSkill = True - passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: return False connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return False @@ -1033,10 +1093,6 @@ if not IsValidPassiveSkill(curSkill): continue - - if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: - # 只有天赋才可以再次被触发 - continue effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) if not effect: @@ -1108,13 +1164,14 @@ if connSkill and SkillCommon.isPassiveSkill(connSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") #return 0 - stopPassiveSkill = True + if not PassPassiveLimit(connSkill): + stopPassiveSkill = True passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) if not passiveEff: return 0 connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return 0 @@ -1179,7 +1236,7 @@ if not passiveEff: return [] connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return [] @@ -1228,7 +1285,7 @@ if not passiveEff: return connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 - skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkillID) + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) if not skills: return @@ -1302,7 +1359,8 @@ if not IsValidPassiveSkill(curSkill): continue - for passiveEffect in effectList: + for effectInfo in effectList: + passiveEffect = effectInfo[0] # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1310,7 +1368,7 @@ if not callFunc: continue - if not callFunc(attacker, defender, passiveEffect, tagSkill): + if not callFunc(attacker, defender, passiveEffect, tagSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "DoLogic")) @@ -1333,7 +1391,7 @@ if not useSkill.GetFuncType(): # 非功能类技能,避免死循环 return - if SkillCommon.isPassiveSkill(useSkill): + if SkillCommon.isPassiveSkill(useSkill) and not PassPassiveLimit(useSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") #return stopPassiveSkill = True @@ -1371,14 +1429,15 @@ if not IsValidPassiveSkill(curSkill): continue - for passiveEffect in effectList: + for effectInfo in effectList: + passiveEffect = effectInfo[0] # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen")) if not callFunc: continue - if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetSkillData")) @@ -1418,7 +1477,8 @@ if useSkill and SkillCommon.isPassiveSkill(useSkill): #GameWorld.DebugLog("被动技能不能再次触发被动技能") #return 0 - stopPassiveSkill = True + if not PassPassiveLimit(useSkill): + stopPassiveSkill = True passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) @@ -1448,11 +1508,11 @@ if not IsValidPassiveSkill(curSkill): continue - for passiveEffect in effectList: + for effectInfo in effectList: if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill: # 只有天赋才可以再次被触发 continue - + passiveEffect = effectInfo[0] # 被动触发的技能 pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID() @@ -1461,7 +1521,7 @@ continue # 条件不满足 - if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill): + if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]): continue callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue")) @@ -1469,7 +1529,7 @@ continue # 如被动技能:千幻冥炎真实伤害从2变4倍 - curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue) + #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue) curValue += callFunc(attacker, defender, passiveEffect) return curValue @@ -1565,3 +1625,13 @@ skillsDict[skillID] = skillsDict.get(skillID, 0) + 1 return skillsDict + +# 默认情况下 被动不应该再触发(或加强)被动技能,会造成额外触发或者死循环 +# 但也有一些特殊情况 放在此处过滤 +def PassPassiveLimit(useSkill): + # 如灼烧是被动技能 但可以被不断的强化 + if useSkill.GetSkillType() != ChConfig.Def_SkillType_PassiveLstDepBuff: + return False + return True + + -- Gitblit v1.8.0