ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -559,7 +559,7 @@
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    return
def DoCombo(turnFight, curBatObj, useSkill):
@@ -656,9 +656,10 @@
                       % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
    return False
def DoBeAttackResult(turnFight, curObj, useSkill):
def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
    '''被攻击结果
    @param curObj: 施法方或buff归属方
    @param isUseSkill: 是否是直接使用技能的攻击结果
    '''
    
    curID = curObj.GetID()
@@ -681,21 +682,23 @@
                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
                
        elif logicType == ChConfig.AfterLogic_AddBuff:
            batObj, buff, _ = logicData
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
            batObj = logicData[0]
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
            
        elif logicType == ChConfig.AfterLogic_SyncBuff:
            buffObj, buff, _, _ = logicData
            buffObj = logicData[0]
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
    # 统计击杀
    killObjIDList = [] # 击杀的目标ID列表
    killObjList = [] # 击杀其他阵营目标列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            killObjIDList.append(tagID)
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 统计伤血,可能单个技能对同一目标造成多次伤害
@@ -713,11 +716,12 @@
    # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
    curPlayer = turnFight.curPlayer
    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    if isUseSkill:
        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    # ========== 以下触发被动 ==========
    
    # 破盾时
@@ -733,7 +737,7 @@
            continue
        
        # 直接攻击
        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
            
@@ -818,6 +822,7 @@
            continue
        
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -825,6 +830,7 @@
        
        for tagObj in useSkill.GetTagObjList():
            tagID = tagObj.GetID()
            GameWorld.DebugLog("    tagID=%s" % (tagID))
            if tagID in missObjIDList:
                # 闪避了不触发
                continue
@@ -901,6 +907,39 @@
    OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
    return
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
    '''被动触发使用技能
    @param passiveSkill: 释放的被动技能
    @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
    注:可能由A引起触发B技能的效果释放技能C
    '''
    if not passiveSkill:
        return
    isOK = False
    passiveSkillID = passiveSkill.GetSkillID()
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        happenRate = passiveSkill.GetHappenRate()
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
        if not tagObj:
            return
        tagID = tagObj.GetID()
        if not tagObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
            return
        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
            return
        passiveTagObjList = [tagObj]
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
    else:
        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
    return isOK
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
    ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
    # @return: None - 没有执行成功,即忽略该目标