129 【战斗】战斗系统-服务端(郭嘉所有技能;增加触发类型62、63、64、65;增加效果6038;增加技能类型16-减益光环,对自己无效,原类型10为增益光环对自己有效;)
5个文件已修改
1个文件已添加
99 ■■■■ 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/Attack/TurnAttack.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 18 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6038.py 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 23 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -415,7 +415,7 @@
    def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() in ChConfig.Def_HaloSkill_List # 驱散限制
    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
    def GetFightPower(self): return self._ipyData.GetFightPower()
    
@@ -941,6 +941,7 @@
        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
        self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
        self._beFrozenCnt = 0 # 本场战斗累计被冰冻次数
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -1246,6 +1247,9 @@
    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 GetBeFrozenCnt(self): return self._beFrozenCnt
    def SetBeFrozenCnt(self, beFrozenCnt): self._beFrozenCnt = beFrozenCnt
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1984,7 +1984,7 @@
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLogEx("    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
        if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
        if skillData.GetSkillType() in ChConfig.Def_HaloSkill_List and buff.GetOwnerID() != curID:
            GameWorld.DebugLogEx("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
            continue
        
@@ -2032,7 +2032,7 @@
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLogEx("    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
        if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
        if skillData.GetSkillType() in ChConfig.Def_HaloSkill_List and buff.GetOwnerID() != curID:
            GameWorld.DebugLogEx("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
            continue
        remainTime = buff.GetRemainTime()
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1458,13 +1458,14 @@
   Def_SkillType_Passive      ,  #被动技能(与被动BUFF无直接关系)   7
   Def_SkillType_Revive       ,  #复活     8
   Def_SkillType_Increment    ,  #增值技能(不可清除)9  
   Def_SkillType_Halo         ,  #光环技能  10
   Def_SkillType_HaloPls      ,  #增益光环  10
   Def_SkillType_AtkEx        ,  #额外攻击  (一般用于额外造成的伤害,区分直接攻击)11
   Def_SkillType_Area         ,  #场景技能(buff)  12
   Def_SkillType_Summon       ,  #召唤  13
   Def_SkillType_Action       ,  #影响行为BUFF 14
   Def_SkillType_CleanBuff    ,  #清除buff类(如净化等) 15
) = range(0, 1 + 15)
   Def_SkillType_HaloDep      ,  #减益光环  16
) = range(0, 1 + 16)
# 以下废弃
Def_SkillType_Aura = 10 #光环技能,旧命名  10
@@ -1492,7 +1493,8 @@
                       Def_SkillType_PassiveBuff    : IPY_GameWorld.btPassiveBuf,  # 被动技能 7 (废弃,无此定义分散为其他buff)
                       #Def_SkillType_Revive     : IPY_GameWorld.bfIncBuff,  #复活     8
                       Def_SkillType_Increment  : IPY_GameWorld.bfIncBuff,  #增值技能(不可清除)9
                       Def_SkillType_Aura       : IPY_GameWorld.bfAura   ,  #光环技能  10
                       Def_SkillType_HaloPls       : IPY_GameWorld.bfAura   ,  #增益光环  10
                       Def_SkillType_HaloDep       : IPY_GameWorld.bfAura   ,  #减益光环  10
                       #Def_SkillType_Equip      : IPY_GameWorld.bfEquipBuff,#装备技能  11
                       Def_SkillType_Area       : IPY_GameWorld.bfMapBuff , #场景技能(buff)  12
                       Def_SkillType_Action     : IPY_GameWorld.bfActionBuff , #影响行为BUFF 14
@@ -1505,6 +1507,9 @@
                       Def_SkillType_PassiveLstPlsBuffAtk : IPY_GameWorld.bfProcessBuff   ,  #持续增益BUFF  3
                       
                     }
# 光环技能类型
Def_HaloSkill_List = [Def_SkillType_HaloPls, Def_SkillType_HaloDep]
# 伤害型技能
Def_HurtSkill_List = [Def_SkillType_Atk, Def_SkillType_AtkEx, Def_SkillType_LstPlsBuffAtk, Def_SkillType_PassiveLstPlsBuffAtk]
@@ -3870,7 +3875,11 @@
TriggerWay_PursueAtk, # 追击直接攻击时 59
TriggerWay_Frozen, # 冰冻目标时 60
TriggerWay_AddDOTBuff, # 附加持续伤害buff时 61
) = range(1, 1 + 61)
TriggerWay_FriendComboHurt, # 友军连击时(包含自己)伤害类 62
TriggerWay_FriendPursueHurt, # 友军追击时(包含自己)伤害类 63
TriggerWay_FriendCausesFrozen, # 友方造成冰冻时(包含自己,多目标仅触发一次) 64
TriggerWay_ComboOne, # 连击时 65
) = range(1, 1 + 65)
# 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]
@@ -3922,6 +3931,7 @@
PassiveEff_AddBuffTime = 6035 # 增加buff持续时间
PassiveEff_AddSkillUseCntLimit = 6036 # 增加7009回合数
PassiveEff_AddDamBackPerByBuffLayer = 6037 # 增加反弹伤害万分比(根据buff层级)
PassiveEff_AddSkillPerByBeFrozenCnt = 6038 # 增加本次技能万分比(按目标累计被冰冻次数)
# 被动效果ID有触发值时就返回的
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit, PassiveEff_SkillInvalid, 
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6038.py
New file
@@ -0,0 +1,26 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_6038
#
# @todo:增加本次技能万分比(按目标累计被冰冻次数)
# @author hxp
# @date 2026-03-02
# @version 1.0
#
# 详细描述: 增加本次技能万分比(按目标累计被冰冻次数)
#
#-------------------------------------------------------------------------------
#"""Version = 2026-03-02 19:00"""
#-------------------------------------------------------------------------------
def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, connSkill, **skillkwargs):
    addPer = curEffect.GetEffectValue(0) # 每层增加的万分比
    maxPer = curEffect.GetEffectValue(1) # 最大增加的万分比
    addTotal = defender.GetBeFrozenCnt() * addPer
    if maxPer and addTotal > maxPer:
        addTotal = maxPer
    #import GameWorld
    #GameWorld.DebugLogEx("6038,addTotal=%s,defID=%s,BeFrozenCnt=%s", addTotal, defender.GetID(), defender.GetBeFrozenCnt())
    return addTotal
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -104,7 +104,7 @@
        
    #光环技能,默认施法者身上也必须有,时长与施法者身上的同步
    haloSrcBuff = None # 光源buff
    if skillType == ChConfig.Def_SkillType_Halo and ownerID != curID:
    if skillType in ChConfig.Def_HaloSkill_List and ownerID != curID:
        haloSrcBuff = buffOwner.GetBuffManager().FindBuffBySkillID(skillID, ownerID)
        if not haloSrcBuff:
            GameWorld.ErrLog("添加光环技能时找不到光源! skillID=%s,ownerID=%s" % (skillID, ownerID))
@@ -244,7 +244,7 @@
    if curBuffState:
        buffMgr.AddBuffState(curBuffState, buffID)
        
    if skillType == ChConfig.Def_SkillType_Halo:
    if skillType in ChConfig.Def_HaloSkill_List:
        __addHaloBuffEffObjID(curID, buff, skillID, ownerID, haloSrcBuff)
        
    if afterLogic and buffSkill:
@@ -313,6 +313,7 @@
        RefreshBuffAttr(batObj)
        
    if refreshType in [1, 2] and skillData.GetCurBuffState() == ChConfig.BatObjState_Frozen:
        batObj.SetBeFrozenCnt(batObj.GetBeFrozenCnt() + 1) # 后面加的通用逻辑,原司马懿的暂不动代码
        __smyRecordEnemyFrozen(turnFight, batObj, curBuff)
    return
@@ -377,7 +378,7 @@
    curBuff.SetRemainTime(remainTime)
    SyncBuffRefresh(turnFight, batObj, curBuff)
    
    if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
    if skillType in ChConfig.Def_HaloSkill_List and ownerID == buffObjID:
        haloObjIDList = curBuff.GetHaloObjIDList()
        GameWorld.DebugLogEx("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
        batObjMgr = BattleObj.GetBatObjMgr()
@@ -480,7 +481,7 @@
    if isRefreshAttr and not noRefreshAttr:
        RefreshBuffAttr(batObj)
        
    if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
    if skillType in ChConfig.Def_HaloSkill_List and ownerID == buffObjID:
        haloObjIDList = curBuff.GetHaloObjIDList()
        GameWorld.DebugLogEx("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
        batObjMgr = BattleObj.GetBatObjMgr()
@@ -551,9 +552,11 @@
    if isRefreshAttr:
        RefreshBuffAttr(batObj)
        
    # 重新添加本阵营有效光环
    # 重新添加有效光环
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = batObj.GetTFBatLineup()
    for faction, num in turnFight.actionSortList:
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(num)
    for tagObjID in batLineup.getAllPosObjIDList():
        tagObj = batObjMgr.getBatObj(tagObjID)
        if not tagObj.IsAlive():
@@ -568,7 +571,7 @@
                # 非光源
                continue
            haloSkillID = buff.GetSkillID()
            GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
                GameWorld.DebugLogEx("复活后重新添加光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
            haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
            if not haloSkill:
                DoAddBuffBySkillID(turnFight, batObj, haloSkillID, buffOwner=tagObj)
@@ -632,6 +635,11 @@
        buff = buffMgr.GetBuffByIndex(index)
        layer = max(1, buff.GetLayer())
        skillData = buff.GetSkillData()
        skillType = skillData.GetSkillType()
        if skillType == ChConfig.Def_SkillType_HaloDep:
            if buff.GetOwnerID() == objID:
                #GameWorld.DebugLogEx("    减益光环对自己无效! buffSkillID=%s", skillData.GetSkillID(), objID)
                continue
        
        effExDict = buff.GetEffectExDict()
        for effCalcInfo, effValueEx in effExDict.items():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -755,7 +755,7 @@
    #执行添加buff
    
    #光环技能,需先添加施法者
    if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
    if useSkill.GetSkillType() in ChConfig.Def_HaloSkill_List:
        curID = curBatObj.GetID()
        skillID = useSkill.GetSkillID()
        GameWorld.DebugLogEx("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s", skillID, curID)
@@ -1640,6 +1640,7 @@
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
    objTriigerWayInfo = {} # 敌友已触发的列表,一般用于控制每人只触发一次的 {objID:{triggerWay:triggerCnt, ...}}
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        
@@ -1746,6 +1747,8 @@
                
        # 连击
        if batType == ChConfig.TurnBattleType_Combo:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_ComboOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
            if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
@@ -1772,6 +1775,10 @@
                if not lineupObj.IsAlive():
                    continue
                
                if lineupObjID not in objTriigerWayInfo:
                    objTriigerWayInfo[lineupObjID] = {}
                objTriigerWayCntDict = objTriigerWayInfo[lineupObjID]
                # 直接攻击
                if isAttackDirect:
                    if not triggerOne:
@@ -1783,17 +1790,26 @@
                    if not triggerOne:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                        
                # 敌方被控时
                # 敌方被控时 - 默认为友军造成的
                if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
                    tagBuff = beControlledHardDict[tagID]
                    # 敌方被冰冻
                    if tagBuff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
                        if ChConfig.TriggerWay_FriendCausesFrozen not in objTriigerWayCntDict:
                            objTriigerWayCntDict[ChConfig.TriggerWay_FriendCausesFrozen] = 1
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCausesFrozen, tagObj, connSkill=useSkill)
                    
                # 连击
                if batType == ChConfig.TurnBattleType_Combo:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
                    if isAttackDirect:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendComboHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                # 追击
                elif batType == ChConfig.TurnBattleType_Pursue:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
                    if isAttackDirect:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursueHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                    
        triggerOne = True # 设置已经触发过一次
        
@@ -2455,6 +2471,7 @@
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBeFrozenCnt, curSkill)
    return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):