129 【战斗】战斗系统-服务端(祝融技能;增加效果6005 6017 6018 7006 7007;优化技能CD、buff回合计算逻辑;)
10个文件已修改
3个文件已添加
574 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 39 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 362 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 56 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -119,7 +119,6 @@
    DWORD        BuffRepeat;    //Buff叠加规则
    BYTE        DispersedLimit;    //驱散限制
    DWORD        FightPower;    //技能战斗力
    char        SkillMotionName; //技能动作名
};
//武将表
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -346,16 +346,16 @@
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
    def GetFightPower(self): return self._ipyData.GetFightPower()
    def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
    
class PyBuff():
    
    def __init__(self, ipyData):
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
        self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
        self._buffID = 0
        self._ownerID = 0
        self._layer = 0
        self._calcTime = 0
        self._remainTime = 0
        self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
        self._value2 = 0
@@ -369,14 +369,18 @@
    
    def GetSkillData(self): return self._skillData
    def GetSkillID(self): return self._skillData.GetSkillID()
    def GetAddTiming(self): return self._addTiming
    def SetAddTiming(self, addTiming):
        self._addTiming = addTiming
        self._refreshState = 0 # 更新添加时机时需标记为未刷新
    def GetRefreshState(self): return self._refreshState
    def SetRefreshState(self, refreshState): self._refreshState = refreshState
    def GetBuffID(self): return self._buffID
    def SetBuffID(self, buffID): self._buffID = buffID
    def GetOwnerID(self): return self._ownerID
    def SetOwnerID(self, ownerID): self._ownerID = ownerID
    def GetLayer(self): return self._layer
    def SetLayer(self, layer): self._layer = layer
    def GetCalcTime(self): return self._calcTime
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def SetBuffValueList(self, valueList):
@@ -541,7 +545,6 @@
    def __init__(self, ipyData, objID):
        self._objID = objID # 该技能谁的
        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
        self._calcTime = 0
        self._remainTime = 0
        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
@@ -611,11 +614,8 @@
    def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
    def GetFightPower(self): return self._skillData.GetFightPower()
    def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
    
    ## ---------------------------------- 非技能表内容 ----------------------------------
    def GetCalcTime(self): return self._calcTime
    def SetCalcTime(self, calcTime): self._calcTime = calcTime
    def GetRemainTime(self): return self._remainTime
    def SetRemainTime(self, remainTime): self._remainTime = remainTime
    def GetBatType(self): return self._batType
@@ -710,7 +710,7 @@
    
    def GetSkillCount(self): return len(self._skillList)
    def GetSkillByIndex(self, index): return self._skillList[index]
    def GetSkillIDList(self): return self._skillDict.keys()
    def GetSkillIDList(self): return sorted(self._skillDict.keys())
    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
    def FindSkillByTypeID(self, skillTypeID):
        skill = None
@@ -782,6 +782,7 @@
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
        self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -809,10 +810,6 @@
        TurnPassive.RefreshPassive(self)
        return
    
    def TurnReset(self):
        ## 回合重置
        self._skillTurnUseCntDict = {}
    def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
        ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
        self._initAttrDict = initAttrDict
@@ -849,6 +846,10 @@
    def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
    def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
    def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
    def GetBatLineup(self):
        turnFight = self.GetTurnFight()
        batFaction = turnFight.getBatFaction(self.faction)
        return batFaction.getBatlineup(self.lineupNum)
    def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
    def SetOwnerID(self, ownerID): self.ownerID = ownerID
    def GetID(self): return self.objID
@@ -1002,8 +1003,13 @@
        self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
    def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
    
    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
    def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
    def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
    def ResetSkillTurnUseCnt(self):
        self._skillTurnUseCntDict = {}
    def ResetSkillUseCnt(self):
        self._skillUseCntDict = {}
        self._skillTurnUseCntDict = {}
    def AddSkillUseCnt(self, skillID):
        self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
        self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1014,6 +1020,9 @@
    def GetMainTagIDList(self): return self._mainTagIDList
    def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
    
    def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
    def SetTiming(self, timing): self._timing = timing
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -46,7 +46,6 @@
import time
import json
TimelineSet = 10000 # 单回合最大时间轴
PosNumMax = 7 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -108,6 +107,19 @@
        self.totalHurt = 0
        return
    
    def getDeadObjCnt(self):
        ## 获取本阵容目前死亡队员数
        deadCnt = 0
        batObjMgr = BattleObj.GetBatObjMgr()
        for objID in self.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if batObj.IsAlive():
                continue
            deadCnt += 1
        return deadCnt
class BatFaction():
    ## 战斗阵营
    
@@ -156,6 +168,7 @@
        self.state = -1 # -1 代表未战斗
        self.turnNum = 1 # 当前第x回合,默认第1回合开始
        self.turnMax = 15 # 最大回合数
        self.turnNumStart = 0 # 已处理第x回合开始
        self.enterLogic = False # 是否已执行进场逻辑
        self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
        self.isWin = False
@@ -166,8 +179,7 @@
        
        self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
        self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
        self.actionIndex = 0 # 行动顺序索引
        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
        self.actionIndex = 0 # 行动顺序索引
        self.startTime = 0 # 开始时间戳,支持毫秒小数
        self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
        self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
@@ -221,11 +233,11 @@
    def nextTurnFight(self, msgDict={}):
        ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
        self.turnNum = 1
        self.turnNumStart = 0
        self.enterLogic = False
        self.winFaction = 0
        self.isWin = False
        self.msgDict.update(msgDict)
        self.timeline = 0
        self.startTime = time.time()
        self.costTime = 0
        ResetByNextTeam(self)
@@ -273,21 +285,6 @@
        GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
        GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
        return
    def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
    def getTimeline(self): return self.timeline
    def setTimeline(self, timeline, isEmpty=False):
        '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
        @param turnNum: 第x回合
        '''
        self.timeline = timeline
        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
        if isEmpty:
            # 空位置的节点可直接跳过
            return timeline
        OnTimelineChange(self)
        return timeline
    
    def getBatFaction(self, faction=ChConfig.Def_FactionA):
        ## 默认阵营1
@@ -342,7 +339,7 @@
        ## 准备就绪,开始战斗
        self.state = FightState_Start
        self.turnNum = 1
        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
        self.turnNumStart = 0
        self.syncInit()
        return
    
@@ -849,15 +846,15 @@
        if not batObj.IsAlive():
            GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
            continue
        GameWorld.DebugLog("    重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
        batObj.TurnReset()
        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
        
        # 清除buff
        buffMgr = batObj.GetBuffManager()
        buffMgr.ClearBuff()
        
        # 重置CD
        # 重置技能
        batObj.ResetSkillUseCnt()
        ResetObjSkillCD(batObj)
        
        # 重刷属性、被动
        TurnBuff.RefreshBuffAttr(batObj)
@@ -1230,30 +1227,20 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    turnNum = turnFight.turnNum
    turnMax = turnFight.turnMax
    turnNumStart = turnFight.turnNumStart
    for turnNum in range(turnNum, turnMax + 1):
        if turnFight.winFaction:
            break
        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.getTimeline()
        
        # 回合开始
        turnTimeline += 1 # 每回合开始算一个时间节点
        if curTimeline < turnTimeline:
            curTimeline = turnFight.setTimeline(turnTimeline)
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
        if turnNumStart < turnNum:
            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
            turnFight.turnNum = turnNum
            turnFight.turnNumStart = turnNum
            if curPlayer:
                turnFight.syncState(FightState_Fighting)
            for faction, num in turnFight.actionSortList:
                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = 1
                for objID in batLineup.posObjIDDict.values():
                    batObj = batObjMgr.getBatObj(objID)
                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
            TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
        
@@ -1269,12 +1256,10 @@
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                # 每个武将位算一个时间节点
                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                if posNum not in batLineup.posObjIDDict:
                    batLineup.actionNum = posNum + 1
                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                    continue
                
                objID = batLineup.posObjIDDict[posNum]
@@ -1283,13 +1268,16 @@
                # 玩家自己阵营,预判可否行动
                if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                    if batObj.CanAction():
                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
                        return
                    
                batLineup.actionNum = posNum + 1
                curTimeline = turnFight.setTimeline(curTimeline + 1)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                isAction = OnObjAction(turnFight, batObj)
                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
                if not isAction:
                    continue
                
                if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1306,15 +1294,8 @@
            break
        
        # 回合结束
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
        TurnFightPerTurnBigEnd(turnFight, turnNum)
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
        
@@ -1332,22 +1313,12 @@
            break
        turnFight.turnNum = turnNum
        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
        curTimeline = turnFight.setTimeline(curTimeline + 1)
        if curPlayer:
            turnFight.syncState(FightState_Fighting)
            
        # 回合开始
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            batLineup.actionNum = 1
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
        TurnFightPerTurnBigStart(turnFight, turnNum)
        # 红颜
        # 灵兽
            
@@ -1365,15 +1336,14 @@
            for posNum in range(batLineup.actionNum, PosNumMax + 1):
                batLineup.actionNum = posNum + 1
                if posNum not in batLineup.posObjIDDict:
                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                    continue
                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                objID = batLineup.posObjIDDict[posNum]
                batObj = batObjMgr.getBatObj(objID)
                TurnFightHeroTurnStart(turnFight, batObj, turnNum)
                if not OnObjAction(turnFight, batObj):
                isAction = OnObjAction(turnFight, batObj)
                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
                if not isAction:
                    continue
                break
            
            if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1385,15 +1355,8 @@
            break
        
        # 回合结束
        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
        TurnFightPerTurnBigEnd(turnFight, turnNum)
    if not turnFight.winFaction:
        OnTurnAllOver(turnFight.guid)
    return
@@ -1430,110 +1393,49 @@
    turnFight.enterLogic = True
    return True
def OnTimelineChange(turnFight):
    ## 每个时间节点变化时处理
def TurnFightPerTurnBigStart(turnFight, turnNum):
    ## 大回合开始时
    
    nowTimeline = turnFight.getTimeline()
    
    batObjMgr = BattleObj.GetBatObjMgr()
    for batFaction in turnFight.factionDict.values():
        for batLineup in batFaction.lineupDict.values():
            for objID in batLineup.posObjIDDict.values():
                batObj = batObjMgr.getBatObj(objID)
                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
                if not batObj or not batObj.IsAlive():
                    continue
                curID = batObj.GetID()
                skillManager = batObj.GetSkillManager()
                for index in range(0, skillManager.GetSkillCount()):
                    curSkill = skillManager.GetSkillByIndex(index)
                    if not curSkill:
                        continue
                    remainTime = curSkill.GetRemainTime()
                    if not remainTime:
                        continue
                    calcTimeline = curSkill.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        continue
                    skillID = curSkill.GetSkillID()
                    updRemainTime = max(0, remainTime - passTurn)
                    curSkill.SetRemainTime(updRemainTime)
                    curSkill.SetCalcTime(nowTimeline)
                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
                buffMgr = batObj.GetBuffManager()
                for index in range(buffMgr.GetBuffCount())[::-1]:
                    buff = buffMgr.GetBuffByIndex(index)
                    buffID = buff.GetBuffID()
                    skillID = buff.GetSkillID()
                    skillData = buff.GetSkillData()
                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
                        continue
                    remainTime = buff.GetRemainTime()
                    if not remainTime:
                        # 永久buff不处理
                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
                        continue
                    calcTimeline = buff.GetCalcTime()
                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
                    if passTurn <= 0:
                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
                        continue
                    updRemainTime = max(0, remainTime - passTurn)
                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
                    if updRemainTime > 0:
                        buff.SetRemainTime(updRemainTime)
                        buff.SetCalcTime(nowTimeline)
                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
                    else:
                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
    for faction, num in turnFight.actionSortList:
        GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        batLineup.actionNum = 1
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if not batObj.IsAlive():
                continue
            turnFight.ResetOneActionUseSkillCnt()
            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
            RefreshObjSkillByTurn(batObj) # 优先刷技能CD
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
def __calcPassturn(calcTimeline, nowTimeline, equalOK):
    ## 计算已经过了的回合数
    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
    calcTurnNum = calcTimeline / TimelineSet
    calcTimeNode = calcTimeline % TimelineSet
    nowTurnNum = nowTimeline / TimelineSet
    nowTimeNode = nowTimeline % TimelineSet
    if equalOK:
        if nowTimeNode >= calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    else:
        if nowTimeNode > calcTimeNode:
            return max(0, nowTurnNum - calcTurnNum)
        return max(0, nowTurnNum - calcTurnNum - 1)
    return 0
def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
    ## 大回合开始时
    if not batObj:
        return
    if batObj.GetHP() <= 0:
        return
    turnFight.ResetOneActionUseSkillCnt()
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
    return
def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
def TurnFightPerTurnBigEnd(turnFight, turnNum):
    ## 大回合结束时
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
        return
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    batObjMgr = BattleObj.GetBatObjMgr()
    for faction, num in turnFight.actionSortList:
        GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
        for objID in batLineup.posObjIDDict.values():
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                continue
            if not batObj.IsAlive():
                continue
            turnFight.ResetOneActionUseSkillCnt()
            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
    return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1541,14 +1443,105 @@
    if not batObj:
        return
    
    if batObj.GetHP() <= 0:
    if not batObj.IsAlive():
        return
    
    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    RefreshObjBuffTime(turnFight, batObj)
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
    batObj.SetTiming(ChConfig.TurnTiming_After)
    return
def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
    ## 武将回合结束时,不能行动也要触发
    if not batObj:
        return
    if not batObj.IsAlive():
        return
    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    turnFight.ResetOneActionUseSkillCnt()
    RefreshObjBuffTime(turnFight, batObj)
    return
def ResetObjSkillCD(batObj):
    ## 重置所有技能CD
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
            continue
        curSkill.SetRemainTime(0)
    return
def RefreshObjSkillByTurn(batObj):
    '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
    '''
    curID = batObj.GetID()
    skillManager = batObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(index)
        if not curSkill:
            continue
        skillID = curSkill.GetSkillID()
        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
        remainTime = curSkill.GetRemainTime()
        if remainTime <= 0:
            continue
        if preTurnUseCnt > 0:
            GameWorld.DebugLog("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
            continue
        remainTime -= 1
        curSkill.SetRemainTime(remainTime)
        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
    return
def RefreshObjBuffTime(turnFight, batObj):
    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
    '''
    curID = batObj.GetID()
    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
    buffMgr = batObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount())[::-1]:
        buff = buffMgr.GetBuffByIndex(index)
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
            continue
        remainTime = buff.GetRemainTime()
        if remainTime <= 0:
            # 永久buff不处理
            #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
            continue
        addTiming = buff.GetAddTiming()
        if not buff.GetRefreshState():
            GameWorld.DebugLog("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
            buff.SetRefreshState(1)
            continue
        if addTiming != curTiming:
            GameWorld.DebugLog("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
            continue
        remainTime -= 1
        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
        if remainTime > 0:
            buff.SetRemainTime(remainTime)
            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
        else:
            TurnBuff.DoBuffDel(turnFight, batObj, buff)
    return
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
    ## 回合对象添加治疗值
    # @param curObj: 获得治疗的对象
@@ -1590,6 +1583,7 @@
def OnObjAction(turnFight, curBatObj, isExtra=False):
    ## 战斗单位行动
    # @param isExtra: 是否额外行动的
    if not curBatObj:
        return
    
@@ -1610,6 +1604,7 @@
    atk = curBatObj.GetAtk()
    curXP = curBatObj.GetXP()
    GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
    turnFight.ResetOneActionUseSkillCnt()
    turnFight.syncObjAction(turnNum, objID)
    
    TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1634,13 +1629,16 @@
        skillID = useSkill.GetSkillID()
        # 常规攻击优先xp
        if SkillCommon.isAngerSkill(useSkill):
            if curXP < xpMax:
            if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                continue
            if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
                continue
            useCnt = -1 # xp技能优先释放
        else:
            if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
                GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
                continue
            useCnt = curBatObj.GetSkillUseCnt(skillID)
        useSkillList.append([useCnt, skillID, useSkill])
        
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1485,7 +1485,7 @@
(
   Def_SkillType_Special      ,  #特殊技能   0        
   Def_SkillType_Atk          ,  #攻击类   1
   Def_SkillType_Rstr         ,  #恢复类   2
   Def_SkillType_Cure         ,  #恢复类   2
   Def_SkillType_LstPlsBuff   ,  #持续增益BUFF  3
   Def_SkillType_LstDepBuff   ,  #持续减益BUFF  4
   Def_SkillType_PlsBuff      ,  #增益BUFF 5
@@ -1560,7 +1560,7 @@
#不进入战斗状态的技能
Def_NoBattleState_List = [
                           Def_SkillType_Rstr         ,  #恢复类   2
                           Def_SkillType_Cure         ,  #恢复类   2
                           Def_SkillType_LstPlsBuff   ,  #持续增益BUFF  3
                           Def_SkillType_PlsBuff      ,  #增益BUFF 5
                           Def_SkillType_Passive      ,  #被动技   7
@@ -2915,6 +2915,10 @@
    Def_GameWallow_LV_Max,
)= range(0, 10)
# 回合时机,以武将自身为参考
TurnTiming_Before = 0 # 武将回合前
TurnTiming_After = 1 # 武将回合后
# 回合攻击战斗类型
(
TurnBattleType_Normal, # 常规攻击 0
@@ -2938,7 +2942,6 @@
Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
@@ -4057,8 +4060,8 @@
PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型
PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减)
PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比(验证目标状态)
PassiveEff_AddSkillPerByDeadTeammate = 6005 # 增加本次技能万分比(按队友死亡数)
PassiveEff_AddSkillPerByJob = 6006 # 增加本次技能万分比(验证目标职业)
# 6005 增加本次技能万分比(按buff状态层数算)
PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数
PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果
PassiveEff_MustSuperHit = 6009 # 生命值低于x%时必定暴击
@@ -4069,9 +4072,11 @@
PassiveEff_AddSkillRate = 6014 # 增加技能概率
PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
PassiveEff_AddShieldHurtPer = 6016 # 对护盾造成伤害加成
PassiveEff_SkillInvalid = 6017 # 使技能无效
PassiveEff_AddAngerSkillPerByXP = 6018 # 增加怒气技能伤害(按消耗怒气值)
# 被动效果ID有触发值时就返回的
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit, PassiveEff_SkillInvalid]
# 被动效果ID触发值取最大值的
PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti]
# 被动效果ID触发值取最小值的
@@ -4083,6 +4088,8 @@
SkillEff_ChangeTag = 7003 # 修改技能目标
SkillEff_RandRicochetCnt = 7004 # 随机弹射次数(A~B随机,包含AB)
SkillEff_MustHit = 7005 # 技能必命中
SkillEff_ActionUseInvalid = 7006 # 行动时不可释放技能(可连击、反击、追击)
SkillEff_AngerSkillNoXP = 7007 # 无论多少怒气均可释放该怒气技能
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -119,6 +119,12 @@
        GameWorld.DebugAnswer(curPlayer, "不存在武将: itemIndex=%s" % itemIndex)
        return
    
    heroID = heroItem.GetItemTypeID()
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    quality = heroIpyData.GetQuality()
    if value == 0:
        PlayerHero.InitHeroItem(heroItem.GetItem())
        heroItem.Sync_Item()
@@ -150,6 +156,9 @@
    # 突破
    if value == "b":
        breakLV = msgList[2] if len(msgList) > 2 else 0
        if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
            GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
            return
        PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
        GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
        return
@@ -157,6 +166,9 @@
    # 觉醒
    if value == "a":
        awakeLV = msgList[2] if len(msgList) > 2 else 0
        if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
            GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
            return
        PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
        GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
        return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -81,7 +81,7 @@
def __doKillAward(curPlayer, atkObj, killObjList):
    ## 计算击杀奖励
    if not killObjList:
        GameWorld.DebugLog("没有击杀不需要处理!")
        #GameWorld.DebugLog("没有击杀不需要处理主线奖励!")
        return
    # 结算经验
    unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -141,7 +141,6 @@
                        ("DWORD", "BuffRepeat", 0),
                        ("BYTE", "DispersedLimit", 0),
                        ("DWORD", "FightPower", 0),
                        ("char", "SkillMotionName", 0),
                        ),
                "Hero":(
@@ -2551,8 +2550,7 @@
    def GetLayerMax(self): return self.attrTuple[35] # 最大层数 BYTE
    def GetBuffRepeat(self): return self.attrTuple[36] # Buff叠加规则 DWORD
    def GetDispersedLimit(self): return self.attrTuple[37] # 驱散限制 BYTE
    def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
    def GetSkillMotionName(self): return self.attrTuple[39] # 技能动作名 char
    def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
# 武将表
class IPY_Hero():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py
New file
@@ -0,0 +1,22 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_6005
#
# @todo:增加本次技能万分比(按队友死亡数)
# @author hxp
# @date 2025-10-30
# @version 1.0
#
# 详细描述: 增加本次技能万分比(按队友死亡数)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-30 10:00"""
#-------------------------------------------------------------------------------
def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
    addPer = curEffect.GetEffectValue(0) # 每层增加的万分比
    batLineup = attacker.GetBatLineup()
    deadCnt = batLineup.getDeadObjCnt()
    return deadCnt * addPer
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py
New file
@@ -0,0 +1,20 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_6017
#
# @todo:使技能无效
# @author hxp
# @date 2025-10-30
# @version 1.0
#
# 详细描述: 使技能无效
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-30 10:00"""
#-------------------------------------------------------------------------------
def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
    invalidSkillID = curEffect.GetEffectValue(0) #无效的技能ID
    return invalidSkillID
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py
New file
@@ -0,0 +1,20 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_6018
#
# @todo:增加怒气技能伤害(按消耗怒气值)
# @author hxp
# @date 2025-10-30
# @version 1.0
#
# 详细描述: 增加怒气技能伤害(按消耗怒气值)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-30 10:00"""
#-------------------------------------------------------------------------------
def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
    oneXPAddPer = curEffect.GetEffectValue(0) #每1点xp增加万分比
    return attacker.GetXP() * oneXPAddPer
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -42,7 +42,7 @@
    @param refreshTimeLayer: 刷新剩余时间、层级
    '''
    skillData = curBuff.GetSkillData()
    curBuff.SetCalcTime(turnFight.getTimeline())
    curBuff.SetAddTiming(curBatObj.GetTiming())
    if refreshTimeLayer:
        curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
        curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
@@ -180,7 +180,7 @@
                GameWorld.DebugLog("        默认覆盖")
                
            # 重置回合、CD、值等
            buff.SetCalcTime(turnFight.getTimeline())
            buff.SetAddTiming(batObj.GetTiming())
            buff.SetRemainTime(buffSkill.GetLastTime())
            buff.SetLayer(updLayerCnt)
            buff.SetBuffValueList(buffValueList)
@@ -205,11 +205,12 @@
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    ownerID = buffOwner.GetID()
    buffID = buff.GetBuffID()
    timing = batObj.GetTiming()
    
    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
                       % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s"
                       % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
    buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
    buff.SetOwnerID(ownerID)
    buff.SetCalcTime(turnFight.getTimeline())
    buff.SetRemainTime(buffSkill.GetLastTime())
    buff.SetLayer(setLayerCnt)
    buff.SetBuffValueList(buffValueList)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -108,15 +108,17 @@
    callFunc(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs)
    return
def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None, connSkillTypeID=0, **kwargs):
def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None, connSkillTypeID=0, triggerWay=ChConfig.TriggerWay_CalcEffValue, **kwargs):
    ''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
    @param calcEffID: 需要统计的效果ID,可以是属性ID或者其他自定义效果ID
    @return: 触发的值,0-没有触发或本身触发的值为0;非0-触发的具体值
    '''
    
    triggerWay = ChConfig.TriggerWay_CalcEffValue
    passiveEffMgr = atkObj.GetPassiveEffManager()
    effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkill, connSkillTypeID)
    if triggerWay == ChConfig.TriggerWay_CalcEffValue:
        effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkill, connSkillTypeID)
    else:
        effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkill, connSkillTypeID)
    if not effInfoList:
        return 0
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -60,9 +60,6 @@
        return
    
    objID = curBatObj.GetID()
    if not curBatObj.CanAction():
        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
        return
    
    buffStateGroups = useSkill.GetBuffStateLimit()
    if buffStateGroups:
@@ -126,19 +123,19 @@
        curBatObj.SetMainTagIDList(tagIDList)
        
    useTag = ""
    if IsNeedSyncSkill(useSkill):
        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 0
        turnFight.addBatPack(clientPack)
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
        if batType != ChConfig.TurnBattleType_Enhance:
            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
            clientPack.Tag = useTag
            clientPack.Len = len(clientPack.Tag)
            clientPack.Sign = 0
            turnFight.addBatPack(clientPack)
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
@@ -160,6 +157,10 @@
    if usePoolSkill:
        poolMgr.release(useSkill)
    return True
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
    return useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]
def GetSkillTags(turnFight, curBatObj, useSkill):
    ## 获取技能目标
@@ -778,11 +779,10 @@
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    if useSkill.GetCoolDownTime():
        useSkill.SetCalcTime(turnFight.getTimeline())
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    # 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 useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
    if IsNeedSyncSkill(useSkill):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -1181,6 +1181,14 @@
    if not enhanceSkillData:
        return
    
    killObjList = useSkill.GetKillObjList()
    if killObjList:
        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)
            return
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
@@ -1419,9 +1427,11 @@
        
    aAngerSkillPer, dAngerSkillPerDef = 0, 0
    if isAngerSkill:
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
        aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    
@@ -1459,16 +1469,16 @@
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
    
    # 持续性伤害
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
    elif isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
@@ -1516,6 +1526,7 @@
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
    return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1618,11 +1629,12 @@
            if shieldHurtValue <= 0:
                break
            buffID = buff.GetBuffID()
            buffSkillID = buff.GetSkillID()
            if shieldHurtValue < buffValue:
                decShieldValue = shieldHurtValue
            else:
                decShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
            shieldHurtValue -= decShieldValue # 承伤值
            if decShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))