ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -68,6 +68,9 @@
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
            return
        
    if CheckSkillUseCntLimit(curBatObj, useSkill):
        return
    #没有指定目标,则按技能自身的目标逻辑
    if not tagObjList:
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
@@ -157,6 +160,32 @@
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
def CheckSkillUseCntLimit(batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限
    if not hasattr(useSkill, "GetEffectByID"):
        return
    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
    if not effect:
        return
    useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
    turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        useCnt = batObj.GetSkillUseCnt(skillID)
        if useCnt >= useCntLimit:
            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
            return True
    if turnUseCntLimit:
        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        if turnUseCnt >= turnUseCntLimit:
            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
            return True
    return
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
@@ -521,6 +550,9 @@
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
    __doHarmSelf(turnFight, curBatObj, useSkill)
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
@@ -549,6 +581,36 @@
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    return
def __doHarmSelf(turnFight, curBatObj, useSkill):
    harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
    if not harmEff:
        return
    harmPer = harmEff.GetEffectValue(0) # 自残百分比
    noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
    curHP = curBatObj.GetHP()
    maxHP = curBatObj.GetMaxHP()
    harmHP = int(maxHP * harmPer / 100.0)
    lostHP = harmHP
    if curHP <= harmHP:
        if noEnoughDo == 0:
            lostHP = 0
        elif noEnoughDo == 2:
            lostHP -= 1
    updHP = max(curHP - lostHP, 0)
    curBatObj.SetHP(updHP, False)
    GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s"
                       % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
    # 单独通知前端表现
    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
    diffType, diffValue = 0, lostHP
    skillID = relatedSkillID = useSkill.GetSkillID()
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
@@ -943,7 +1005,8 @@
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    totalHurtValue = 0
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList, immuneObjIDList = [], []
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    beHurtObjIDList = [] # 受伤的对象ID列表
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -955,7 +1018,10 @@
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
            totalHurtValue += hurtObj.GetHurtHP()
            if hurtObj.GetLostHP() > 0: # 有掉血的
                if hurtObjID not in beHurtObjIDList:
                    beHurtObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            if hurtObjID not in missObjIDList:
                missObjIDList.append(hurtObjID)
@@ -1021,6 +1087,10 @@
        if tagID in effIgnoreObjIDList:
            continue
        
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
        # 直接攻击
        if isAttackDirect:
            if not triggerOne:
@@ -1400,6 +1470,7 @@
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
        
    if ignoreDef:
        GameWorld.DebugLog("无视防御/真实伤害!")
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
        
    if isStun:
@@ -1822,6 +1893,10 @@
        if byBuff:
            baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
        baseValue = curObj.GetHarmSelfHP()
        GameWorld.DebugLog("根据自残值: %s" % baseValue)
    return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):