129 【战斗】战斗系统-服务端(关羽全部技能; 优化技能冷却时间字段对触发被动效果的技能也有效;)
4个文件已修改
37 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5012.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py 17 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -348,6 +348,7 @@
        self._ipyData = ipyData
        self._skillID = self._ipyData.GetSkillID()
        self._skillTypeID = self._ipyData.GetSkillTypeID()
        self._cdTime = self._ipyData.GetCoolDownTime()
        self._effList = [] # [Effect, ...]
        self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
        for num in range(1, 1 + 3):
@@ -393,7 +394,7 @@
            return self._effDict[(effID, triggerWay)]
    def GetConnSkill(self): return self._ipyData.GetConnSkill()
    def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
    def GetCoolDownTime(self): return self._cdTime
    def GetBuffStateLimit(self): return self._ipyData.GetBuffStateLimit()
    def GetCurBuffState(self): return self._ipyData.GetCurBuffState()
    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
@@ -645,6 +646,7 @@
        self._skillData = SklllData(ipyData)
        self._skillID = self._skillData.GetSkillID()
        self._skillTypeID = self._skillData.GetSkillTypeID()
        self._cdTime = self._skillData.GetCoolDownTime()
        self._remainTime = 0
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -712,7 +714,7 @@
    def GetEffectByID(self, effID, triggerWay=0): return self._skillData.GetEffectByID(effID, triggerWay)
    def GetConnSkill(self): return self._skillData.GetConnSkill()
    def GetCoolDownInit(self): return self._skillData.GetCoolDownInit()
    def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
    def GetCoolDownTime(self): return self._cdTime
    def GetBuffStateLimit(self): return self._skillData.GetBuffStateLimit()
    def GetCurBuffState(self): return self._skillData.GetCurBuffState()
    def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5012.py
@@ -32,7 +32,7 @@
        passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not passiveSkill:
        return
    return TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Pursue, bySkill=connSkill, byBuff=connBuff)
    return TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Pursue, bySkill=connSkill, byBuff=connBuff, **kwargs)
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs):
    effSkill = effBuff.GetSkillData().GetIpyData()
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -82,6 +82,12 @@
    if not effSkill:
        return
    
    if effSkill.GetCoolDownTime():
        if hasattr(effSkill, "GetRemainTime") and effSkill.GetRemainTime() > 0:
            GameWorld.DebugLogEx("被动效果技能CD中! effSkillID=%s,RemainTime=%s", skillID, effSkill.GetRemainTime())
            return
        kwargs["byEffSkill"] = effSkill # 目前用于触发被动技能时,该效果技能提前先设置CD,防止嵌套触发时CD后置才设置,如关羽的怒技追击
    kwargs["byTriggerWay"] = triggerWay
    for effID in effIDList:
        curEffect = effSkill.GetEffectByID(effID, triggerWay)
@@ -99,7 +105,16 @@
    callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
    if not callFunc:
        return
    callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
    isOK = callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
    if not isOK:
        return
    cdTime = effSkill.GetCoolDownTime()
    if cdTime:
        # 非触发技能的在后面设置CD即可
        if hasattr(effSkill, "GetRemainTime"):
            effSkill.SetRemainTime(cdTime)
    return
def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None, connBuff=None, **kwargs):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -179,7 +179,7 @@
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
    
    if useTag:
        Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1123,7 +1123,7 @@
        
    return
def DoAttackResult(turnFight, curBatObj, useSkill):
def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
    '''执行攻击结果
    @param curBatObj: 施法方或buff归属方
    '''
@@ -1140,6 +1140,14 @@
    if useSkill.GetCoolDownTime():
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    if "byEffSkill" in kwargs:
        byEffSkill = kwargs["byEffSkill"]
        cdTime = byEffSkill.GetCoolDownTime()
        if cdTime:
            if hasattr(byEffSkill, "GetRemainTime"):
                byEffSkill.SetRemainTime(cdTime)
                GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
    __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