129 【战斗】战斗系统-服务端(词条技能1011 1012 1013:增加属性ID19-怒气恢复加成;增加技能伤害计算类型7-按最后受到攻击的技能伤害;5001效果支持永久buff不扣除回合数;)
3个文件已修改
50 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 31 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -114,7 +114,7 @@
AttrID_AtkPer,                              # 攻击加成 16
AttrID_DefPer,                              # 防御加成 17
AttrID_MaxHPPer,                            # 生命加成 18
AttrID_19,
AttrID_XPRecoverPer,                        # 怒气恢复 19
AttrID_20,
AttrID_StunRate,                            # 击晕 21
AttrID_StunRateDef,                         # 抗击晕 22
@@ -180,7 +180,7 @@
                        AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef,
                        AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef,
                        AttrID_SkillPer, AttrID_SkillPerDef, AttrID_PursueDamPer, AttrID_PursueDamPerDef,
                        AttrID_ComboDamPer, AttrID_ComboDamPerDef,
                        AttrID_ComboDamPer, AttrID_ComboDamPerDef, AttrID_XPRecoverPer,
                        ]
# 基础三维属性ID列表
@@ -230,7 +230,7 @@
##-----------------------------------------------------------------------------------------------
Def_Calc_AllAttrType_MAX = 192
#基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划
#基本属性BUFF计算,顺序与 ObjProperty_AttrByIndex 对应,同时也为buff效果ID同步通知策划【废弃】
TYPE_Calc_AttrList = (
TYPE_Calc_Metal,                        # 金 1
TYPE_Calc_Wood,                         # ľ 2
@@ -1332,7 +1332,8 @@
Def_Calc_ByBuffValue, # 触发buff的buff值 4
Def_Calc_TagLostHP, # 目标已损失生命 5
Def_Calc_HarmSelfHP, # 按本次自残耗血值 6
) = range(7)
Def_Calc_AtkedSkillHurtHP, # 按最后受到攻击的技能伤害  7
) = range(8)
#治疗类型(影响公式参数)
Def_CureTypeList = (
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5001.py
@@ -16,17 +16,23 @@
#-------------------------------------------------------------------------------
import TurnBuff
import GameWorld
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs):
    #结算一次扣除1回合
    remainTime = max(0, effBuff.GetRemainTime() - 1)
    effBuff.SetRemainTime(remainTime)
    remainTime = effBuff.GetRemainTime()
    
    TurnBuff.DoBuffProcess(turnFight, batObj, effBuff)
    
    if remainTime == 0:
        GameWorld.DebugLog("永久buff,不扣回合数")
        return True
    remainTime -= 1
    if remainTime <= 0:
        TurnBuff.DoBuffDel(turnFight, batObj, effBuff)
    else:
        effBuff.SetRemainTime(remainTime)
        TurnBuff.SyncBuffRefresh(turnFight, batObj, effBuff)
        
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -811,7 +811,7 @@
        else:
            diffType = 1
            tagXP = tagBatObj.GetXP()
            diffValue = calcValue
            diffValue = GetEnhanceXP(tagBatObj, calcValue)
            updValue = tagXP + diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -820,10 +820,10 @@
    if curStealTotal > 0:
        diffType = 1
        curXP = curBatObj.GetXP()
        diffValue = curStealTotal
        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
        Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
        
    return
@@ -1186,6 +1186,7 @@
    if posNum <= 0:
        #非主战单位不加
        return
    addXP = GetEnhanceXP(gameObj, addXP)
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP)
@@ -1200,12 +1201,24 @@
    if str(specialty) not in specialtyAddXPDict:
        return
    addXP = specialtyAddXPDict[str(specialty)]
    addXP = GetEnhanceXP(gameObj, addXP)
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP, False)
    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def GetEnhanceXP(gameObj, addXP):
    ## 获取提升后的xp值
    addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
    # 其他强化、弱化
    if addPer == 0:
        return addXP
    objID = gameObj.GetID()
    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
    return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
    ## 执行本技能/buff释放后额外效果
@@ -1253,7 +1266,7 @@
    
    killObjList = useSkill.GetKillObjList()
    if killObjList:
        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
        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)
@@ -1896,6 +1909,16 @@
    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
        baseValue = curObj.GetHarmSelfHP()
        GameWorld.DebugLog("根据自残值: %s" % baseValue)
    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
        bySkill = curSkill.GetBySkill()
        bySkillID = 0
        if bySkill:
            bySkillID = bySkill.GetSkillID()
            curID = curObj.GetID()
            for hurtObj in bySkill.GetHurtObjList():
                if curID == hurtObj.GetObjID():
                    baseValue += hurtObj.GetHurtHP()
        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
        
    return baseValue