hxp
2025-12-05 c80c8718c507a7e52f065eee9e35bb4f27573f48
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -61,8 +61,12 @@
        return
    
    if not curBatObj.IsAlive():
        return
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
            GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
        else:
            # 其他技能死亡状态下无法释放
            return
    objID = curBatObj.GetID()
    
    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
@@ -85,13 +89,18 @@
        rate = useSkill.GetHappenRate()
        if rate:
            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
            isRemove = False
            for tagObj in tagObjList[::-1]:
                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                if not curBatObj.IsSkillCanHappen(skillID, rate):
                    tagObjList.remove(tagObj)
                    isRemove = True
                    GameWorld.DebugLog("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
            if not tagObjList and isRemove:
                return
    if not tagObjList:
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.getReqPlayerID())
        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
            otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
            if otherEff:
@@ -106,7 +115,7 @@
    
    oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
    if oneActionUseCnt >= 20:
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
        return
    oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
    
@@ -211,7 +220,7 @@
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
        return True
    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
        return True
@@ -862,21 +871,35 @@
def SkillModule_3(turnFight, curBatObj, useSkill):
    ## 复活
    
    skillPer = useSkill.GetSkillPer()
    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
    for tagBatObj in useSkill.GetTagObjList():
        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
        skillPer = useSkill.GetSkillPer()
        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
        reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
        reviveHPPer += skillPer
        reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
        reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
        reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
        
        dID = tagBatObj.GetID()
        dMapHP = tagBatObj.GetMaxHP()
        cureHP = int(dMapHP * skillPer / 10000.0)
        cureHP = int(dMapHP * reviveHPPer / 10000.0)
        xp = initXP + int(xpMax * reviveXPPer / 10000.0)
        tagBatObj.SetRevive(cureHP)
        tagBatObj.SetXP(xp, False)
        
        hurtObj = useSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(cureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s"
                           % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
        
    return
@@ -1091,11 +1114,12 @@
    if useSkill.GetCoolDownTime():
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
    if IsNeedSyncSkill(useSkill):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill)
@@ -1386,6 +1410,9 @@
                 
    # 复活时
    for tagObj in reviveObjList:
        # 同步最新的怒气及buff,血量已经在技能中通知了
        tagObj.SetXP(tagObj.GetXP())
        TurnBuff.DoBuffByRevive(turnFight, tagObj)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
        
@@ -1514,7 +1541,7 @@
        curBatObj.SetXP(0)
    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
        addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
        AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
def __doSkillHurtAnger(batObj, lostHP, useSkill):
@@ -1524,10 +1551,10 @@
    addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
    if addXP <= 0:
        return
    AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
    return
def AddTurnFightXP(gameObj, addXP, reason=""):
def AddFightXP(gameObj, addXP, reason=""):
    ## 回合战斗增加XP
    if addXP <= 0 or not addXP:
        #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
@@ -1630,7 +1657,8 @@
        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
        # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
        enhanceRate = enhanceSkillData.GetHappenRate()
        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
        if enhanceRate:
            enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
        enchanceTagObjList = []
        for tagObj in tagObjList:
            tagID = tagObj.GetID()
@@ -1650,7 +1678,7 @@
            if checkHeroSex and checkHeroSex != tagObj.GetSex():
                GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
                continue
            if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
            if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                continue
            
@@ -1722,16 +1750,17 @@
    isOK = False
    # 继承主技能目标
    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        happenRate = passiveSkill.GetHappenRate()
        happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
        if not tagObj:
            return
        happenRate = passiveSkill.GetHappenRate()
        if happenRate:
            happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
        tagID = tagObj.GetID()
        if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
            return
        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
        if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
            return
        passiveTagObjList = [tagObj]
@@ -1885,7 +1914,7 @@
        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
        
    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
    if turnFight.getPVPPlayerID() > 0:
    if turnFight.isPVP() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
@@ -2474,6 +2503,10 @@
    if hurtHP <= 1:
        return
    
    if not atkObj.IsAlive():
        # dot施法者已死亡不再吸血
        return
    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
    aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)