hxp
2025-11-24 47723b47452eadfaccd2a2813a2c8877a9ebbcf1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1207,8 +1207,9 @@
        
    # 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
    isSuckHP = False
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
    beHurtObjIDList = [] # 受伤的对象ID列表
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
@@ -1236,13 +1237,17 @@
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
            if hurtObjID not in parryObjIDList:
                parryObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
            if hurtObjID not in superHitObjIDList:
                superHitObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
@@ -1251,9 +1256,9 @@
        curObj.SetLastHurtValue(totalHurtValue)
        
    # 群攻只触发一次特长
    if isSuperHit:
    if superHitObjIDList:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
    if isStun:
    if stunObjIDList:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
    if isSuckHP:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1314,31 +1319,64 @@
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
            
        #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
        if not isAttackDirect:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
        # 额外目标不再触发以下内容
        if isExObj:
            continue
        # 直接攻击
        if isAttackDirect and not isExObj:
        if isAttackDirect:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
        # 持续伤害
        elif not isAttackDirect:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
            # 受到持续伤害
            if tagID in beHurtObjIDList and not isExObj:
            if tagID in beHurtObjIDList:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
                
        # 使用技能后
        if isUseSkill and not isExObj:
        if isUseSkill:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
            
        # 击晕
        if tagID in stunObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
        # 暴击
        if tagID in superHitObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
        # 格挡
        if tagID in missObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
        # 闪避
        if tagID in missObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
        # 连击
        if batType == ChConfig.TurnBattleType_Combo and not isExObj:
        if batType == ChConfig.TurnBattleType_Combo:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
        # 追击
        elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
        elif batType == ChConfig.TurnBattleType_Pursue:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
        # 反击
        elif batType == ChConfig.TurnBattleType_AtkBack:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
            
        triggerOne = True # 设置已经触发过一次
        
@@ -1557,7 +1595,7 @@
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
    '''被动触发使用技能
    @param passiveSkill: 释放的被动技能
    @param passiveSkill: 释放的被动技能 或 技能ID
    @param connSkill: 由什么技能引起的
    @param effSkillID: 被动效果所属的技能ID
    @param effectID: 被动效果ID
@@ -1565,6 +1603,14 @@
    '''
    if not passiveSkill:
        return
    if isinstance(passiveSkill, int):
        passiveSkillID = passiveSkill
        passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
        if not passiveSkill:
            passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
        if not passiveSkill:
            return
    bySkillID = 0
    if connSkill:
        bySkillID = connSkill.GetSkillID()
@@ -1710,8 +1756,10 @@
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
        
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    #aAddSkillPer = 0 # 技能增伤
    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
    
    # 物法增减伤
    if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1756,7 +1804,8 @@
    dAngerSkillPerDef /= 10000.0
    aDOTPer /= 10000.0
    dDOTPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aBatDamPer /= 10000.0
    dBatDamPerDef /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
    aSuperDamPer /= 10000.0
@@ -1774,8 +1823,8 @@
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
    
    if isTurnNormalSkill:
@@ -1832,6 +1881,7 @@
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
    return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):