hxp
2025-11-28 eb63e35d04e6d7bd55ada7f6dfce2567a8577edb
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:
@@ -85,10 +89,15 @@
        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)
@@ -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
@@ -732,7 +741,7 @@
    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
    
    # 单独通知前端表现
    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
    hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
    diffType, diffValue = 0, lostHP
    skillID = relatedSkillID = useSkill.GetSkillID()
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
@@ -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.HurtType_Revive)
        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
@@ -892,8 +915,9 @@
    for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
        # 汇总毒奶
        if poisonCureOwner:
            hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
            hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
            hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
            hurtValue = cureHP
            hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
            calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
@@ -909,7 +933,7 @@
        tagBatObj.SetHP(remainHP)
        
        hurtObj = curSkill.AddHurtObj(dID)
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
@@ -977,8 +1001,9 @@
    if poisonCureOwner:
        GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
        hurtValue = cureHP
        hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
        hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
        hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
        calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
        DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
@@ -988,7 +1013,7 @@
        defObj.SetHP(remainHP)
        
        hurtObj = useSkill.AddHurtObj(defID)
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(defObj.GetHP())
@@ -1195,7 +1220,7 @@
    for hurtObj in useSkill.GetHurtObjListAll():
        if hurtObj.GetObjID() != tagID:
            continue
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
            canAtkBack = True
            break
        
@@ -1289,39 +1314,39 @@
        tagObj = batObjMgr.getBatObj(hurtObjID)
        if not tagObj:
            continue
        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
            and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
            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 hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
            if hurtObjID not in missObjIDList:
                missObjIDList.append(hurtObjID)
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Revive):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
            if tagObj not in reviveObjList:
                reviveObjList.append(tagObj)
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
            if hurtObjID not in immuneObjIDList:
                immuneObjIDList.append(hurtObjID)
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
            if hurtObjID not in parryObjIDList:
                parryObjIDList.append(hurtObjID)
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
            if hurtObjID not in superHitObjIDList:
                superHitObjIDList.append(hurtObjID)
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
                
@@ -1384,6 +1409,9 @@
                 
    # 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)
        
@@ -1628,7 +1656,8 @@
        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()
@@ -1648,7 +1677,7 @@
            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
            
@@ -1720,16 +1749,17 @@
    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]
@@ -1781,9 +1811,9 @@
        if GameWorld.CanHappen(missRate):
            GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
            curSkill.SetTagMissNum(defID, missRate + 1)
            return 0, pow(2, ChConfig.HurtType_Miss)
            return 0, pow(2, ChConfig.HurtAtkType_Miss)
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
    hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
    
    isSuperHit, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1797,7 +1827,7 @@
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
        aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
        aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
@@ -1806,14 +1836,14 @@
        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
        
    if ignoreDef:
        GameWorld.DebugLog("无视防御/真实伤害!")
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
        
    if isStun:
        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
        
    #参与运算的数值
    #rand = random.random()                #种子数 0~1
@@ -2040,7 +2070,7 @@
    
    hurtValue = int(hurtValue)
    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
        immuneHurt = hurtValue
        hurtValue = 0
        return hurtValue, hurtTypes, immuneHurt
@@ -2169,7 +2199,7 @@
        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
        # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
        if caorenProtectID == tagID:
            hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
            hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
        finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
@@ -2181,11 +2211,11 @@
        tagObj = batObjMgr.getBatObj(tagID)
        if not tagObj:
            continue
        hurtTypes = pow(2, ChConfig.HurtType_Normal)
        hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
        finalHurt = int(hurtValueDict.pop(tagID, 0))
        immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
        if immuneHurt > 0:
            hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
        finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
        GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
        if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
@@ -2496,7 +2526,7 @@
        GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
        DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
        
        hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
        hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
        hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
        return