ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -75,6 +75,10 @@
        self.beautyObjIDDict = {} # 红颜战斗单位 {位置编号:batObjID, ...}
        self.actionNum = ActionNumStart # 行动位置,从1开始
        self.totalHurt = 0 # 阵容总输出
        #特殊
        self.bossID = 0
        self.bossPosView = 0
        return
    
    def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
@@ -88,6 +92,8 @@
        self.ownerID = lineupInfo.get("PlayerID", 0) # 阵容所属的玩家ID
        self.shapeType = lineupInfo.get("ShapeType", 0)
        self.fightPower = lineupInfo.get("FightPower", 0)
        self.bossID = lineupInfo.get("BossID", 0)
        self.bossPosView = lineupInfo.get("BossPosView", 0)
        SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
        return
    
@@ -384,7 +390,10 @@
                    tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
                    tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
                    tfObj.LV = batObj.GetLV()
                    tfObj.PosNum = posNum
                    if batLineup.bossPosView and batLineup.bossID == batObj.GetNPCID():
                        tfObj.PosNum = batLineup.bossPosView
                    else:
                        tfObj.PosNum = posNum
                    tfObj.AngreXP = batObj.GetXP()
                    tfLineup.ObjList.append(tfObj)
                tfLineup.ObjCnt = len(tfLineup.ObjList)
@@ -600,9 +609,11 @@
    ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
    if not ipyData:
        return {}
    bossID = ipyData.GetBossID()
    bossPosView = ipyData.GetBossPosView()
    
    heroDict = {}
    for posNum in range(1, 1 + 10):
    for posNum in range(1, 1 + 6):
        if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
            break
        npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
@@ -613,7 +624,7 @@
            continue
        heroDict[str(posNum)] = battleDict
        
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
    return lineupInfo
def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
@@ -819,6 +830,8 @@
            
        batLineup.posObjIDDict[posNum] = objID
        GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
        ResetObjSkill(batObj)
        if npcID:
            #副本指定NPC属性
            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, turnFight, batObj)
@@ -853,8 +866,7 @@
        buffMgr.ClearBuff()
        
        # 重置技能
        batObj.ResetSkillUseCnt()
        ResetObjSkillCD(batObj)
        ResetObjSkill(batObj)
        
        # 重刷属性、被动
        TurnBuff.RefreshBuffAttr(batObj)
@@ -1413,8 +1425,9 @@
            
            turnFight.ResetOneActionUseSkillCnt()
            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
            RefreshObjSkillByTurn(batObj) # 优先刷技能CD
            if turnNum > 1: # 第1回合不用刷新技能
                RefreshObjSkillByTurn(batObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
            
    return
@@ -1469,21 +1482,28 @@
    RefreshObjBuffTime(turnFight, batObj)
    return
def ResetObjSkillCD(batObj):
    ## 重置所有技能CD
def ResetObjSkill(batObj):
    ## 重置所有技能,一般是每场战斗开始的重置
    curID = batObj.GetID()
    batObj.ResetSkillUseCnt() # 使用次数
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
            continue
        curSkill.SetRemainTime(0)
        skillID = curSkill.GetSkillID()
        initCD = curSkill.GetCoolDownInit()
        if initCD:
            curSkill.SetRemainTime(initCD)
            GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
        elif curSkill.GetRemainTime():
            curSkill.SetRemainTime(0)
        curSkill.SetEnergy(0)
    return
def RefreshObjSkillByTurn(batObj):
    '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
    '''按回合刷新技能:默认以大回合统一减1回合
    '''
    curID = batObj.GetID()
    skillManager = batObj.GetSkillManager()
@@ -1493,7 +1513,6 @@
            continue
        skillID = curSkill.GetSkillID()
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
            continue
@@ -1504,6 +1523,7 @@
        curSkill.SetRemainTime(remainTime)
        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
        
    batObj.ResetSkillTurnUseCnt() # 重置回合使用次数,放刷新CD后重置
    return
def RefreshObjBuffTime(turnFight, batObj):