129 【战斗】战斗系统-服务端(曹操所有技能;增加触发方式50-敌方受控时(硬控);)
4个文件已修改
52 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_Attr.py 33 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4039,7 +4039,8 @@
TriggerWay_ImmuneHurt, # 免疫伤害时 55
TriggerWay_BeSuckHP, # 被吸血时 56
TriggerWay_SuckHPOne, # 吸血时(多目标仅触发一次) 57
) = range(1, 1 + 57)
TriggerWay_EnemyBeControlledHard, # 敌方受控时(硬控) 58
) = range(1, 1 + 58)
# 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_Attr.py
@@ -16,6 +16,7 @@
#-------------------------------------------------------------------------------
import GameWorld
import TurnBuff
def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, connSkill, **skillkwargs):
    
@@ -53,6 +54,38 @@
        GameWorld.DebugLog("按自身已损失生命百分比增加属性: attrID=%s,attrValue=%s,curHP=%s/%s,lostPer=%s" 
                           % (attrID, attrValue, curHP, maxHP, lostPer))
        
    # 12-根据自己buff层级增加
    elif calcType == 12:
        if "turnFight" not in skillkwargs:
            return
        turnFight = skillkwargs["turnFight"]
        buffState = curEffect.GetEffectValue(2) # 自己身上buff状态
        isDelBuff = curEffect.GetEffectValue(3) # 触发效果后是否扣除buff
        layerTotal = 0
        buffMgr = attacker.GetBuffManager()
        for buff in buffMgr.FindBuffListByState(buffState):
            layerTotal += buff.GetLayer()
            if isDelBuff:
                TurnBuff.DoBuffDel(turnFight, attacker, buff, connSkill)
        attrValue *= layerTotal
        GameWorld.DebugLogEx("按自己buff层级增加属性: attrID=%s,attrValue=%s,buffState=%s,layerTotal=%s", attrID, attrValue, buffState, layerTotal)
    # 13-根据对方buff状态种数
    elif calcType == 13:
        buffStateList = curEffect.GetEffectValue(2) # 对方处于xx状态 [状态1, 状态2, ...]
        isMulti = curEffect.GetEffectValue(3) # 存在多种状态时是否叠加属性
        stateCount = 0
        buffMgr = defender.GetBuffManager()
        for buffState in buffStateList:
            if buffMgr.IsInBuffState(buffState):
                stateCount += 1
        if not stateCount:
            return
        if isMulti and stateCount > 1:
            attrValue *= stateCount
        GameWorld.DebugLogEx("按目标buff状态种数增加属性: attrID=%s,attrValue=%s,buffStateList=%s,stateCount=%s,isMulti=%s",
                             attrID, attrValue, buffStateList, stateCount, isMulti)
    else:
        checkInStateList = curEffect.GetEffectValue(2)
        if checkInStateList:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -248,7 +248,16 @@
    #受控时
    if curBuffState and IsControlledHardState(curBuffState):
        TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BeControlledHard, tagObj=buffOwner, connSkill=buffSkill, connBuff=buff)
        batObjMgr = BattleObj.GetBatObjMgr()
        ownerBatLineup = buffOwner.GetBatLineup()
        for lineupObjID in ownerBatLineup.posObjIDDict.values():
            lineupObj = batObjMgr.getBatObj(lineupObjID)
            if not lineupObj.IsAlive():
                continue
            # 敌方被控时
            if lineupObj.GetFaction() != batObj.GetFaction():
                TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, batObj, connSkill=buffSkill)
    return buff
def IsControlledHardState(state):
@@ -631,6 +640,9 @@
            effID = effect.GetEffectID()
            if effID not in ChConfig.AttrIDList:
                continue
            if effect.GetTriggerWay():
                # 有需要触发才生效的属性在buff中不生效,由触发规则决定
                continue
            if not (not effect.GetTriggerSrc() or effect.GetTriggerBuffEnable()):
                # buff时,不配默认有效,或仅buff有效
                continue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1549,7 +1549,7 @@
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
            #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill)
            
        #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
        if not isAttackDirect: