From fd94cf4a58cb44cc2c34e711a2d48a3ec60789ff Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期三, 17 七月 2019 17:28:08 +0800 Subject: [PATCH] 8125 子 【主干】新功能:累计充值 / 【后端】【主干】累计充值 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py | 204 +++++++++++++++++++++++++++++++++++++++++++------- 1 files changed, 175 insertions(+), 29 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 9944a6e..11f418e 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py @@ -43,6 +43,14 @@ 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], + } + +Def_PassiveSkillValueNoCD = [52000, 57000] # 特殊处理部分技能增强触发不受CD影响 # --------被动功法设置-------------------------------------------------------------------- @@ -172,6 +180,11 @@ ChConfig.Def_PDictType_GFPassive) if findSkillID == 0: continue + + passiveEff = GetPassiveEffManager().GetPassiveEff(curPlayer) + if passiveEff: + findSkillID = passiveEff.ChangeSkillTypeID(findSkillID) + skills.append(findSkillID) return skills @@ -277,6 +290,8 @@ def GetTriggerTypeByEffectID(effectID): # 临时配置 tdict = { + 1304:ChConfig.TriggerType_HitValue, # 命中记录 89 + 2102:ChConfig.TriggerType_BeAttackOver, # 被攻击后触发 20 2104:ChConfig.TriggerType_LockHP, # 锁血触发技能 63 2105:ChConfig.TriggerType_BeLuckyHit, # 被会心一击触发技能 64 @@ -284,10 +299,12 @@ 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_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 增加暴击值百分比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 @@ -309,6 +326,7 @@ 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_ThumpSkillValue, # 重击增加技能固定值伤害 88 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 @@ -352,6 +370,8 @@ 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_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 @@ -362,13 +382,13 @@ 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_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 - 4087:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 - 4088:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 - 4089:ChConfig.TriggerType_AttackAddSkillPer, # 所有攻击伤害(SkillPer)增加,含普攻,计算时 5 + 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_SkillSuccess, # 任何技能释放成功都可触发 76 减印记 + 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 @@ -378,6 +398,14 @@ 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 + 4109:ChConfig.TriggerType_SkillValue, # 增加技能伤害固定值 82 + 4110:ChConfig.TriggerType_ChangeSkillEff, # 改变技能特效 } return tdict.get(effectID, -1) #=========================================================================== @@ -400,6 +428,7 @@ 4502:ChConfig.TriggerType_BeAttackOver, # BUFF类:被攻击触发技能 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 @@ -421,15 +450,20 @@ 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 - 4527: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 + 4532:ChConfig.TriggerType_AttackOver, # BUFF类:攻击触发新技能 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 @@ -453,6 +487,9 @@ self.AffectDogzSkillDict = {} # 神兽助战技能 self.AffectSuperEquipSkillDict = {} # 特殊装备持有技能,相同技能不重复,数值增长性衰减, 触发使用 self.AffectSuperEquipEffectCntDict = {} # 特殊装备技能效果对应的已计算后的数值,直接调用 + + self.ChangeSkill = {} # 改变释放的技能ID,方便处理特效动作表现等问题 {原SkillTypeID: 改变后的SkillTypeID} + self.IsChangeSkill = False # 当前是否刷新技能替换 #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, onwerID, onwerType): @@ -614,10 +651,45 @@ return self.AffectPassiveSkillSetDict + # 改变技能ID的处理, 先存储释放的时候替换, 并且不登记到被动触发 + def ChangeSkillTypeIDDict(self, curSkill): + hasEffect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_ChangeSkillTypeID) + if not hasEffect: + return + changeSkillID = 0 + + #找到对应法宝技能 + upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', hasEffect.GetEffectValue(0), 1) + if not upIpyData: + return + skillIDList = upIpyData.GetUnLockSkill() + for skillID in skillIDList: + skillData = GameWorld.GetGameData().FindSkillByType(skillID, 1) + if not skillData: + continue + if not SkillCommon.CheckSkillJob(self.gameObj, skillData): + continue + changeSkillID = skillID + break + + if changeSkillID == 0: + return + + self.ChangeSkill[changeSkillID] = curSkill.GetSkillTypeID() + + self.IsChangeSkill = True + GameWorld.DebugLog("self.ChangeSkill --- %s"%self.ChangeSkill) + return True + + # 真实替换技能ID + def ChangeSkillTypeID(self, skillID): + return self.ChangeSkill.get(skillID, skillID) + # 重刷被动型技能(含sp,天赋,不含被动技能功能)存储 def RefreshPassiveSkill(self): self.AffectSkillDict = {} + self.ChangeSkill = {} skillManager = self.gameObj.GetSkillManager() for i in range(0 , skillManager.GetSkillCount()): curSkill = skillManager.GetSkillByIndex(i) @@ -630,6 +702,10 @@ if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbPassiveSkill, ChConfig.Def_SkillFuncType_Dogz]: # 被动技能和神兽需设置才有效 + continue + + # 改变技能ID的处理 + if self.ChangeSkillTypeIDDict(curSkill): continue skillTypeID = curSkill.GetSkillTypeID() @@ -694,15 +770,17 @@ 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]: - funcType = connSkill.GetFuncType() - 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), [])) + 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): + if connSkill and SkillCommon.isPassiveSkill(connSkill) and not PassPassiveLimit(connSkill): return skillList if connSkillID != 0 and connSkillID != ChConfig.Def_SkillID_Somersault: @@ -753,9 +831,20 @@ return self.AddPassiveEff(gameObj, passiveEff) elif skillID: + curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) + if curSkill and passiveEff.ChangeSkillTypeIDDict(curSkill): + # 替换技能不添加 + return + # 单个添加被动技能 passiveEff.AddPassiveSkill(skillID) - + + if passiveEff.IsChangeSkill: + GameWorld.DebugLog("刷被动----") + # 存在替换技能 目前需要刷新镶嵌的被动技能,存在多刷现象 + self.RegistPassiveEffSet(gameObj) + passiveEff.IsChangeSkill = False + return True return # 人物需同步注册被动技能 @@ -895,7 +984,7 @@ 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: @@ -1141,7 +1230,8 @@ 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: @@ -1170,9 +1260,11 @@ # 只有天赋才可以再次被触发 continue - if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick): - #有配置CD的才判断 - continue + if skillTypeID not in Def_PassiveSkillValueNoCD: + # 特殊技能不走CD处理 + if curSkill.GetCoolDownTime() and SkillCommon.RefreshSkillRemainTime(curSkill, tick): + #有配置CD的才判断 + continue effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) if not effect: @@ -1194,8 +1286,9 @@ continue curValue += callFunc(attacker, defender, effect) - if curSkill.GetCoolDownTime(): - SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker) + if skillTypeID not in Def_PassiveSkillValueNoCD: + if curSkill.GetCoolDownTime(): + SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker) return curValue @@ -1323,11 +1416,8 @@ if not AttackCommon.CheckBattleRelationType(skillBattleType, battleRelationType): return - tagSkillID = tagSkill.GetSkillID() if tagSkill else 0 for skillID, effectList in buffDict.items(): - if tagSkillID == skillID: - continue curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID) if not curSkill: @@ -1367,7 +1457,7 @@ 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 @@ -1444,16 +1534,17 @@ # buff 影响的(攻击)行为值 # 返回数值 -def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType): +def GetValueByPassiveBuffTriggerType(attacker, defender, useSkill, triggerType, isStopPassiveSkill=True): attacker = FindRealAttacker(attacker) if not attacker: return 0 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 useSkill and SkillCommon.isPassiveSkill(useSkill): + if useSkill and SkillCommon.isPassiveSkill(useSkill) and isStopPassiveSkill: #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) @@ -1600,3 +1691,58 @@ 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 True + + if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PassiveSkillWithSP: + # 有专精的被动技能,可以再次触发被动效果 + return True + return False + + +# 被动技能改变值 无条件限制 纯取值 +def GetPassiveSkillValueByTriggerTypeEx(attacker, defender, connSkill, triggerType): + attacker = FindRealAttacker(attacker) + if not attacker: + return 0 + + passiveEff = GetPassiveEffManager().GetPassiveEff(attacker) + if not passiveEff: + return 0 + connSkillID = connSkill.GetSkillTypeID() if connSkill else 0 + skills = passiveEff.GetPassiveSkillsByTriggerType(triggerType, connSkill) + if not skills: + return 0 + + curValue = 0 + + for skillTypeID, effectID in skills: + if connSkillID == skillTypeID: + continue + curSkill = attacker.GetSkillManager().FindSkillBySkillTypeID(skillTypeID) + if not curSkill: + continue + + effect = SkillCommon.GetSkillEffectByEffectID(curSkill, effectID) + if not effect: + continue + pyName = "PassiveSkill_%s" % effectID + + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen")) + + # 条件不满足 + if callFunc and not callFunc(attacker, defender, effect, curSkill): + continue + + callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue")) + if callFunc is None: + continue + + curValue += callFunc(attacker, defender, effect, skillTypeID) + + return curValue -- Gitblit v1.8.0