ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -68,6 +68,9 @@
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
            return
        
    if CheckSkillUseCntLimit(curBatObj, useSkill):
        return
    #没有指定目标,则按技能自身的目标逻辑
    if not tagObjList:
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
@@ -157,6 +160,32 @@
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
def CheckSkillUseCntLimit(batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限
    if not hasattr(useSkill, "GetEffectByID"):
        return
    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
    if not effect:
        return
    useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
    turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        useCnt = batObj.GetSkillUseCnt(skillID)
        if useCnt >= useCntLimit:
            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
            return True
    if turnUseCntLimit:
        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        if turnUseCnt >= turnUseCntLimit:
            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
            return True
    return
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
@@ -782,7 +811,7 @@
        else:
            diffType = 1
            tagXP = tagBatObj.GetXP()
            diffValue = calcValue
            diffValue = GetEnhanceXP(tagBatObj, calcValue)
            updValue = tagXP + diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -791,10 +820,10 @@
    if curStealTotal > 0:
        diffType = 1
        curXP = curBatObj.GetXP()
        diffValue = curStealTotal
        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
        Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
        
    return
@@ -976,7 +1005,8 @@
    # 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
    missObjIDList, immuneObjIDList = [], []
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    beHurtObjIDList = [] # 受伤的对象ID列表
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -988,7 +1018,10 @@
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
            totalHurtValue += hurtObj.GetHurtHP()
            if hurtObj.GetLostHP() > 0: # 有掉血的
                if hurtObjID not in beHurtObjIDList:
                    beHurtObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            if hurtObjID not in missObjIDList:
                missObjIDList.append(hurtObjID)
@@ -1054,6 +1087,10 @@
        if tagID in effIgnoreObjIDList:
            continue
        
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
        # 直接攻击
        if isAttackDirect:
            if not triggerOne:
@@ -1149,6 +1186,7 @@
    if posNum <= 0:
        #非主战单位不加
        return
    addXP = GetEnhanceXP(gameObj, addXP)
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP)
@@ -1163,12 +1201,24 @@
    if str(specialty) not in specialtyAddXPDict:
        return
    addXP = specialtyAddXPDict[str(specialty)]
    addXP = GetEnhanceXP(gameObj, addXP)
    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 GetEnhanceXP(gameObj, addXP):
    ## 获取提升后的xp值
    addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
    # 其他强化、弱化
    if addPer == 0:
        return addXP
    objID = gameObj.GetID()
    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
    return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
    ## 执行本技能/buff释放后额外效果
@@ -1216,7 +1266,7 @@
    
    killObjList = useSkill.GetKillObjList()
    if killObjList:
        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
        if invalidSkillID and invalidSkillID == enhanceSkillID:
            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
@@ -1859,6 +1909,16 @@
    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
        baseValue = curObj.GetHarmSelfHP()
        GameWorld.DebugLog("根据自残值: %s" % baseValue)
    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
        bySkill = curSkill.GetBySkill()
        bySkillID = 0
        if bySkill:
            bySkillID = bySkill.GetSkillID()
            curID = curObj.GetID()
            for hurtObj in bySkill.GetHurtObjList():
                if curID == hurtObj.GetObjID():
                    baseValue += hurtObj.GetHurtHP()
        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
        
    return baseValue
@@ -1991,3 +2051,15 @@
    clientPack.RelatedSkillID = relatedSkillID
    turnFight.addBatPack(clientPack)
    return
def Sync_HPRefresh(turnFight, curBatObj):
    hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.HP = hp % ShareDefine.Def_PerPointValue
    clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
    clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
    clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
    turnFight.addBatPack(clientPack)
    return