ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -605,6 +605,7 @@
    if CanCombo(curBatObj, tagObj):
        # 连击根据技能目标配置逻辑重新选择目标
        GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
        DoHeroSpecialty(turnFight, curBatObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
        OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
        
    return
@@ -615,8 +616,9 @@
        return
    
    tagID = tagObj.GetID()
    if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
        GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
        return
    
    canAtkBack = False
@@ -636,7 +638,7 @@
        useSkill = skillManager.GetSkillByIndex(index)
        if not useSkill:
            continue
        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
            return useSkill
    return
@@ -702,6 +704,7 @@
        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
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
@@ -712,7 +715,23 @@
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
    # 群攻只触发一次特长
    if isSuperHit:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
    if isStun:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
    if isSuckHP:
        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
    # 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():
@@ -784,7 +803,7 @@
    ## 技能释放者怒气相关
    if SkillCommon.isAngerSkill(useSkill):
        curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill):
    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
@@ -812,6 +831,21 @@
    updXP = curXP + addXP
    gameObj.SetXP(updXP)
    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
    return
def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
    ## 执行武将特长
    if gameObj.GetSpecialty() != specialty:
        return
    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
    if str(specialty) not in specialtyAddXPDict:
        return
    addXP = specialtyAddXPDict[str(specialty)]
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP, False)
    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
@@ -999,7 +1033,6 @@
    skillID = curSkill.GetSkillID()
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
@@ -1028,12 +1061,12 @@
    
    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
    
    isSuperHit, isParry = False, False
    isSuperHit, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
    if not isDot:
        isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
        isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
        CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
@@ -1045,6 +1078,9 @@
        
    if ignoreDef:
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
    if isStun:
        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
        
    #参与运算的数值
    #rand = random.random()                #种子数 0~1
@@ -1101,9 +1137,6 @@
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
    elif isAtkbackSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    反击伤害=%s" % (hurtValue))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))