10019 【砍树】回合战斗(副本回合制NPC支持配置精怪技能、神通技能;增加属性强化治疗215、弱化治疗216;NPC支持触发被动效果;被动效果触发方式增加按回合触发-效果ID5000;)
18个文件已修改
1个文件已添加
296 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 87 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py 15 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py 58 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillModule_8.py 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_5000.py 46 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -883,6 +883,8 @@
    WORD        _LineID;    //功能线路ID
    DWORD        NPCID;    //NPCID
    list        PetNPCIDList;    //灵宠NPCID列表
    list        ElfSkillIDList;    //精怪技能ID列表
    list        STSkillIDList;    //神通技能ID列表
    list        AwardItemListFirst;    //首次过关奖励列表[[物品ID,个数,是否拍品], ...]
    list        AwardItemList;    //再次过关奖励列表[[物品ID,个数,是否拍品], ...]
};
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -699,6 +699,8 @@
Def_Effect_AtkBackDefRate = 212 # 抗反击概率
Def_Effect_SuckHPPer = 213 # 吸血比率
Def_Effect_SuckHPDefPer = 214 # 抗吸血比率
Def_Effect_CurePer = 215 # 强化治疗
Def_Effect_CureDefPer = 216 # 弱化治疗
#增加%d物理伤害值,其中a值为伤害值
Def_Effect_AddAtk = 1005
@@ -1073,7 +1075,9 @@
CDBPlayerRefresh_SuckHPPer, # 吸血比率 252
CDBPlayerRefresh_SuckHPDefPer, # 抗吸血比率 253
CDBPlayerRefresh_Xiantao, # 仙桃  254
) = range(146, 255)
CDBPlayerRefresh_CurePer, # 强化治疗 255
CDBPlayerRefresh_CureDefPer, # 弱化治疗 256
) = range(146, 257)
TYPE_Price_Gold_Paper_Money = 5    # 金钱类型,(先用礼券,再用金子)
TYPE_Price_Family_Contribution = 6 # 战盟贡献度(活跃度转换得来)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2649,14 +2649,14 @@
    suckHPByPer = int(hurtValue * suckHPPerFinal*1.0 / ChConfig.Def_MaxRateValue)
    
    suckHPTotal = suckHPByPer + suckHP
    #GameWorld.DebugLog("        吸血: atkID=%s,suckHPPer=%s,defID=%s,suckHPDefPer=%s,suckHPPerFinal=%s,suckHPByPer=%s,hurtValue=%s,suckHP=%s"
    #                   % (atkObj.GetID(), suckHPPer, defObj.GetID(), suckHPDefPer, suckHPPerFinal, suckHPByPer, hurtValue, suckHP))
    if suckHPTotal <= 0:
        return
    
    GameObj.SetHP(atkObj, min(GameObj.GetMaxHP(atkObj), GameObj.GetHP(atkObj) + suckHPTotal), False)
    GameObj.SetHP(atkObj, min(GameObj.GetMaxHP(atkObj), GameObj.GetHP(atkObj) + suckHPTotal), False)
    
    ChangeHPView(atkObj, None, 0, suckHPTotal, ChConfig.Def_HurtTYpe_Recovery)
    GameWorld.DebugLog("        吸血: atkID=%s,defID=%s,最终比例=%s(%s-%s),伤血=%s,总吸血=%s(%s+%s),HP=%s"
                       % (atkObj.GetID(), defObj.GetID(), suckHPPerFinal, suckHPPer, suckHPDefPer, hurtValue, suckHPTotal, suckHPByPer, suckHP, GameObj.GetHP(atkObj)))
    return
## 攻击者回蓝逻辑
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -34,7 +34,7 @@
import BuffSkill
import FBCommon
import ItemControler
import PlayerPet
import PassiveBuffEffMng
# 回合战斗流程状态
(
@@ -99,14 +99,10 @@
def DoTrunFight(curPlayer, mapID, funcLineID, tagPlayerID, tick):
    playerID = curPlayer.GetPlayerID()
    PlayerViewCacheTube.UpdPlayerPropPlusCache(curPlayer) # 强制刷一下自己的镜像缓存
    factionInfoA = {"playerID":playerID, "pet":PlayerPet.GetPetCacheInfo(curPlayer)}
    factionInfoB = {}
    factionInfoA = GetPlayerFactionInfoByCache(playerID)
    ipyData = None
    if tagPlayerID:
        PlusData = PlayerViewCacheTube.GetPlayerPropPlusDictByID(tagPlayerID)[1] # 从缓存中获取
        factionInfoB = {"playerID":tagPlayerID, "pet":PlusData.get("Pet")}
        factionInfoB = GetPlayerFactionInfoByCache(tagPlayerID)
    else:
        ipyData = IpyGameDataPY.GetIpyGameData("FBTurn", mapID, funcLineID)
        if not ipyData:
@@ -118,7 +114,10 @@
        petCacheInfo = [] # 从配表中读取组合,技能默认取NPC表配置的
        for state, petNPCID in enumerate(petNPCIDList, 1):
            petCacheInfo.append({"npcID":petNPCID, "state":state, "quality":0})
        factionInfoB = {"npcID":npcID, "pet":petCacheInfo}
        skillIDExList = [] # NPC为附加技能,因为NPC表本身可能有配置技能
        skillIDExList.extend(ipyData.GetElfSkillIDList())
        skillIDExList.extend(ipyData.GetSTSkillIDList())
        factionInfoB = {"npcID":npcID, "pet":petCacheInfo, "skillIDExList":skillIDExList}
        
    ret = ProcessAutoTurnFight(mapID, funcLineID, factionInfoA, factionInfoB, tick, curPlayer)
    if not ret:
@@ -138,6 +137,20 @@
    playbackID and overMsg.update({"playbackID":playbackID})
    SyncTurnFightState(curPlayer, mapID, funcLineID, tagPlayerID, FightState_Award, turnNum, turnMax, overMsg)
    return
def GetPlayerFactionInfoByCache(playerID):
    ## 根据玩家缓存数据获取对阵玩家阵营信息字典
    _, PlusDict = PlayerViewCacheTube.GetPlayerPropPlusDictByID(playerID, True) # 从缓存中获取,强刷一次最新属性
    skillIDList = []
    SkillInfo = PlusDict.get("SkillInfo", {})
    for _, skillLVDict in SkillInfo.items():
        for skillID, _ in skillLVDict.items():
            skillID = GameWorld.ToIntDef(skillID)
            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not skillData:
                continue
            skillIDList.append(skillID)
    return {"playerID":playerID, "pet":PlusDict.get("Pet"), "skillIDList":skillIDList}
def ProcessAutoTurnFight(mapID, funcLineID, factionInfoA, factionInfoB, tick, syncPlayer=None, isSavePlayback=False):
    ''' 处理自动回合战斗过程,仅做战斗流程处理,不做及其他功能逻辑
@@ -182,6 +195,8 @@
    # 设置战斗主体
    objA.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRole, 1)
    objB.SetDict(ChConfig.Def_Obj_Dict_TurnFightMainRole, 1)
    objA.SetDict(ChConfig.Def_Obj_Dict_TurnEnemyID, objB.GetID())
    objB.SetDict(ChConfig.Def_Obj_Dict_TurnEnemyID, objA.GetID())
    
    # 战斗前初始化,可能会改变攻速,所以先初始化
    for faction, factionObjList in enumerate(atkFactionList, 1):
@@ -212,7 +227,11 @@
        
        # 回合开始: 做一些每回合重置逻辑或者某些根据回合触发的效果等
        for gameObj in fightObjList:
            TurnFightObjPerTurnStart(gameObj, turnNum, tick)
            if not gameObj:
                continue
            faction = GameObj.GetFaction(gameObj)
            tagGameObj = objB if faction == 1 else objA
            TurnFightObjPerTurnStart(gameObj, tagGameObj, turnNum, tick)
            
        isWin = CheckIswin(objA, objB)
        if isWin != None:
@@ -298,12 +317,14 @@
    factionSyncInfo = {} # 同步前端的阵营信息,包含主ID、灵宠、其他灵通等
    playerID = factionInfo.get("playerID")
    npcID = factionInfo.get("npcID")
    skillIDList = factionInfo.get("skillIDList") # 技能ID列表
    skillIDExList = factionInfo.get("skillIDExList") # 附加技能ID列表
    if playerID:
        npcID = ChConfig.Def_NPCID_PVP
        mainObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=sightLevel, mirrorPlayerID=playerID)
        mainObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=sightLevel, mirrorPlayerID=playerID, skillIDList=skillIDList, skillIDExList=skillIDExList)
        factionSyncInfo["playerID"] = playerID
    elif npcID:
        mainObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=sightLevel)
        mainObj = NPCCommon.SummonMapNpc(npcID, posX, posY, sightLevel=sightLevel, skillIDList=skillIDList, skillIDExList=skillIDExList)
        factionSyncInfo["npcID"] = npcID
    else:
        return
@@ -360,6 +381,18 @@
    clientPack.ObjType = gameObj.GetGameObjType()
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return True
def GetEnemyCureDefPer(gameObj):
    ## 获取敌对方弱化治疗值
    tagID = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnEnemyID)
    if not tagID:
        return 0
    tagObj = GameWorld.FindNPCByID(tagID)
    if not tagObj:
        return 0
    cureDefPer = GameObj.GetCureDefPer(tagObj)
    #其他的...
    return cureDefPer
def GetRebornTypeInfo(gameObj):
    ''' 获取可复活的方式信息
@@ -476,17 +509,9 @@
    objName = GetObjName(gameObj)
    fightPlaceNum = gameObj.GetDictByKey(ChConfig.Def_Obj_Dict_FightPetPlaceNum)
    
    GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,HP=%s,Atk=%s,Def=%s,isMainRole=%s"
                       % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID,
                          GameObj.GetAtkSpeed(gameObj), GameObj.GetHP(gameObj), gameObj.GetMaxAtk(), gameObj.GetDef(), isMainRole))
    GameWorld.DebugLog("    闪避(%s,%s),暴击(%s,%s),击晕(%s,%s),连击(%s,%s),反击(%s,%s),吸血(%s,%s)"
                       % (GameObj.GetMissRate(gameObj), GameObj.GetMissDefRate(gameObj),
                          GameObj.GetSuperHitRate(gameObj), GameObj.GetSuperHitRateReduce(gameObj),
                          GameObj.GetFaintRate(gameObj), GameObj.GetFaintDefRate(gameObj),
                          GameObj.GetComboRate(gameObj), GameObj.GetComboDefRate(gameObj),
                          GameObj.GetAtkBackRate(gameObj), GameObj.GetAtkBackDefRate(gameObj),
                          GameObj.GetSuckHPPer(gameObj), GameObj.GetSuckHPDefPer(gameObj),
                          ))
    GameWorld.DebugLog("【 %s 初始化 %s 】 objID=%s,npcID=%s,atkSpeed=%s,isMainRole=%s"
                       % (objName, BaseAttack.GetObjAttackName(gameObj), gameObj.GetID(), npcID, GameObj.GetAtkSpeed(gameObj), isMainRole))
    __logGameObjAttr(gameObj)
    
    # 重置技能CD、战斗buff
    if objType == IPY_GameWorld.gotPlayer:            
@@ -512,7 +537,19 @@
        
    return
def TurnFightObjPerTurnStart(gameObj, turnNum, tick):
def __logGameObjAttr(gameObj):
    GameWorld.DebugLog("    HP=%s,Atk=%s,Def=%s,atkSpeed=%s" % (GameObj.GetHP(gameObj), gameObj.GetMaxAtk(), gameObj.GetDef(), GameObj.GetAtkSpeed(gameObj)))
    GameWorld.DebugLog("    闪(%s,%s),暴(%s,%s),晕(%s,%s),连(%s,%s),反(%s,%s),吸(%s,%s)"
                       % (GameObj.GetMissRate(gameObj), GameObj.GetMissDefRate(gameObj),
                          GameObj.GetSuperHitRate(gameObj), GameObj.GetSuperHitRateReduce(gameObj),
                          GameObj.GetFaintRate(gameObj), GameObj.GetFaintDefRate(gameObj),
                          GameObj.GetComboRate(gameObj), GameObj.GetComboDefRate(gameObj),
                          GameObj.GetAtkBackRate(gameObj), GameObj.GetAtkBackDefRate(gameObj),
                          GameObj.GetSuckHPPer(gameObj), GameObj.GetSuckHPDefPer(gameObj),
                          ))
    return
def TurnFightObjPerTurnStart(gameObj, tagObj, turnNum, tick):
    ## 回合制战斗实例 - 每回合开始时处理
    if not gameObj:
        return
@@ -542,6 +579,10 @@
        
    # 刷新定时处理的buff效果
    SkillShell.ProcessPersistBuff(gameObj, tick)
    PassiveBuffEffMng.OnPassiveSkillTrigger(gameObj, tagObj, None, ChConfig.TriggerType_TurnNum, tick)
    __logGameObjAttr(gameObj)
    return
def TurnFightObjPerTurnActionnum(turnNum, actionNum, gameObj, tick):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -74,7 +74,7 @@
Def_BuffValue_Count = 3     # buff记录的value个数
#游戏对象属性--------------------------------------------
Def_Calc_AllAttrType_MAX = 171
Def_Calc_AllAttrType_MAX = 172
#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
TYPE_Calc_AttrList = (
TYPE_Calc_Metal,                        # 金 1
@@ -203,7 +203,7 @@
TYPE_Calc_MissSucessRate,               # 闪避成功率
TYPE_Calc_AtkInterval,                  # NPC攻击频率
TYPE_Calc_FuncDef,                      # 功能层防御 
TYPE_Calc_CurePer,                      # 治疗效果加成,默认100% 115
TYPE_Calc_CurePer,                      # 强化治疗  115
TYPE_Calc_BeHurtPer,                    # 加深受到伤害百分比
TYPE_Calc_HorseAtkPer,                  # 坐骑攻击百分比
TYPE_Calc_StoneBasePer,                 # 宝石基础属性百分比
@@ -259,6 +259,7 @@
TYPE_Calc_AtkBackDefRate,                # 抗反击概率
TYPE_Calc_SuckHPPer,                     # 吸血比率
TYPE_Calc_SuckHPDefPer,                  # 抗吸血比率 170
TYPE_Calc_CureDefPer,                    # 弱化对方治疗效果
) = range(1, Def_Calc_AllAttrType_MAX)
## 支持大数值属性,超过20E
@@ -3075,6 +3076,7 @@
Def_Obj_Dict_TurnTotalHurtEx = 'TurnTotalHurtEx' # 本回合制战斗总伤害,整除亿部分
Def_Obj_Dict_FightPetPlaceNum = 'FightPetPlaceNum' # 出战灵宠上阵位置,1~n
Def_Obj_Dict_FightPetQuality = 'FightPetQuality' # 出战灵宠品质
Def_Obj_Dict_TurnEnemyID = 'TurnEnemyID' # 回合制战斗对手实例ID
#---NPC字典-------
#每道龙卷风最终坐标
@@ -3368,7 +3370,6 @@
Def_PlayerKey_PVPAtkBackHP = "PVPAtkBackHP"   # PVP攻击回血
Def_PlayerKey_HitSucessRate = "HitSucessRate"   # 命中成功率
Def_PlayerKey_MissSucessRate = "MissSucessRate"   # 闪避成功率
Def_PlayerKey_CurePer = "CurePer"   # 治疗加成 默认百分百
Def_PlayerKey_BeHurtPer = "BeHurtPer"   # 加深受到伤害百分比
Def_PlayerKey_HorseAtkPer = "HorseAtkPer"   # 坐骑攻击百分比
Def_PlayerKey_HorseMaxHPPer = "HorseMaxHPPer"   # 坐骑生命加成
@@ -4516,6 +4517,8 @@
AttrName_AtkBackDefRate = "AtkBackDefRate"  # 抗反击概率
AttrName_SuckHPPer = "SuckHPPer"  # 吸血比率
AttrName_SuckHPDefPer = "SuckHPDefPer"  # 抗吸血比率
AttrName_CurePer = "CurePer"  # 强化治疗
AttrName_CureDefPer = "CureDefPer"  # 弱化治疗
#物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
#对应 Def_Calc_AllAttrType_MAX
@@ -4714,6 +4717,8 @@
    AttrName_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
    AttrName_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear],
    
    #战斗非线性
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
@@ -5080,7 +5085,8 @@
TriggerType_ThumpSkillValue, # 重击增加技能固定值伤害 88
TriggerType_HitValue, # 记录命中个数 89
TriggerType_ChangeSkillEff, # 改变技能特效广播 90
) = range(1, 91)
TriggerType_TurnNum, # 回合触发 91
) = range(1, 92)
#不可以佩戴翅膀的地图
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameObj.py
@@ -319,3 +319,18 @@
    else:
        gameObj.SetDict(ChConfig.AttrName_AtkBackHP, value)
    return
def GetCurePer(gameObj): return gameObj.GetDictByKey(ChConfig.AttrName_CurePer)
def SetCurePer(gameObj, value):
    ## 强化治疗
    gameObj.SetDict(ChConfig.AttrName_CurePer, value)
    if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        PlayerControl.SendPropertyRefresh(gameObj, ShareDefine.CDBPlayerRefresh_CurePer, value)
    return
def GetCureDefPer(gameObj): return gameObj.GetDictByKey(ChConfig.AttrName_CureDefPer)
def SetCureDefPer(gameObj, value):
    ## 弱化治疗
    gameObj.SetDict(ChConfig.AttrName_CureDefPer, value)
    if gameObj.GetGameObjType() == IPY_GameWorld.gotPlayer:
        PlayerControl.SendPropertyRefresh(gameObj, ShareDefine.CDBPlayerRefresh_CureDefPer, value)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -726,6 +726,8 @@
                        ("WORD", "LineID", 1),
                        ("DWORD", "NPCID", 0),
                        ("list", "PetNPCIDList", 0),
                        ("list", "ElfSkillIDList", 0),
                        ("list", "STSkillIDList", 0),
                        ("list", "AwardItemListFirst", 0),
                        ("list", "AwardItemList", 0),
                        ),
@@ -3710,6 +3712,8 @@
        self.LineID = 0
        self.NPCID = 0
        self.PetNPCIDList = []
        self.ElfSkillIDList = []
        self.STSkillIDList = []
        self.AwardItemListFirst = []
        self.AwardItemList = []
        return
@@ -3718,6 +3722,8 @@
    def GetLineID(self): return self.LineID # 功能线路ID
    def GetNPCID(self): return self.NPCID # NPCID
    def GetPetNPCIDList(self): return self.PetNPCIDList # 灵宠NPCID列表
    def GetElfSkillIDList(self): return self.ElfSkillIDList # 精怪技能ID列表
    def GetSTSkillIDList(self): return self.STSkillIDList # 神通技能ID列表
    def GetAwardItemListFirst(self): return self.AwardItemListFirst # 首次过关奖励列表[[物品ID,个数,是否拍品], ...]
    def GetAwardItemList(self): return self.AwardItemList # 再次过关奖励列表[[物品ID,个数,是否拍品], ...]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
@@ -89,7 +89,6 @@
#  @return None
#  @remarks 函数详细说明.
def OnNPCDie(curNPC,HurtType,HurtID):
    PassiveBuffEffMng.GetPassiveEffManager().RemovePassiveEff((curNPC.GetID(), IPY_GameWorld.gotNPC))
    
    # 召唤NPC死亡触发被动技能
    owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -76,6 +76,7 @@
import PlayerVip
import GameObj
import ChNPC
import PassiveBuffEffMng
import random
import math
@@ -2268,7 +2269,7 @@
# @param aiType: AI类型
# @return 如果召唤失败返回None 否则返回召唤的NPC的实例
# @remarks 在地图里召唤NPC 根据NPCID 出生点 AI类型 和TICK
def SummonMapNpc(npcId, rebornX, rebornY, aiType=0, lastTime=0, playerID=0, sightLevel=0, refreshID=0, mirrorPlayerID=0):
def SummonMapNpc(npcId, rebornX, rebornY, aiType=0, lastTime=0, playerID=0, sightLevel=0, refreshID=0, mirrorPlayerID=0, skillIDList=None, skillIDExList=None):
    npcData = GameWorld.GetGameData().FindNPCDataByID(npcId)
    if not npcData:
        GameWorld.ErrLog("找不到该NPCID: %s" % npcId)
@@ -2304,10 +2305,28 @@
        curSummon.SetDict(ChConfig.Def_NPC_Dict_MirrorPlayerID, mirrorPlayerID)
        
    curSummon.Reborn(rebornX, rebornY, False)
    skillManager = curSummon.GetSkillManager()
    #有指定的技能,重新学习
    if skillIDList:
        #GameWorld.DebugLog("指定召唤兽技能: npcID=%s,skillIDList=%s" % (npcID, skillIDList))
        skillManager.ResetSkill()
        for skillID in skillIDList:
            skillManager.LVUPSkillByID(skillID)
    #附加学习技能
    if skillIDExList:
        for skillID in skillIDExList:
            if not skillManager.FindSkillBySkillID(skillID):
                skillManager.LVUPSkillByID(skillID)
    NPCControl(curSummon).DoNPCRebornCommLogic(tick)
    
    FBLogic.DoFBRebornSummonNPC(curSummon, tick)
    #__NotifyMapPlayerSummonMapNPC(npcId, rebornX, rebornY)
    if skillIDList or skillIDExList:
        learnSkillIDList = []
        for index in range(0, skillManager.GetSkillCount()):
            useSkill = skillManager.GetSkillByIndex(index)
            learnSkillIDList.append(useSkill.GetSkillID())
        GameWorld.DebugLog("召唤的NPC所有技能: curID=%s,npcID=%s,skill=%s" % (curSummon.GetID(), npcId, learnSkillIDList))
    return curSummon
def SummonNPC(gameObj, npcID, rebornX, rebornY, skillIDList=None):
@@ -2552,6 +2571,8 @@
                    PyGameData.g_playerPriWoodPileNPCDict.pop(priWoodPilePlayerID)
                break
            
    PassiveBuffEffMng.GetPassiveEffManager().RemovePassiveEff((curNPC.GetID(), IPY_GameWorld.gotNPC))
    # C++设置npc死亡
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
@@ -4120,13 +4141,13 @@
#
#        #清空禁止
#        curNPC.ForbiddenSkillTypeList_Clear()
        #宠物特殊处理
        if PetControl.RefurbishPetAttr(curNPC):
            return
        
        isPetNPC = PetControl.IsPetNPC(curNPC)
        mirrorPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_MirrorPlayerID)
        if mirrorPlayerID:
        #宠物特殊处理
        if isPetNPC:
            PetControl.RefurbishPetAttr(curNPC)
        elif mirrorPlayerID:
            self.SetMirrorPlayerNPCAttr(mirrorPlayerID, isReborn)
        else:
            DoNPCAttrStrengthen(curNPC, isReborn)
@@ -4139,12 +4160,13 @@
        #客户端自己算血量上限
#        if GameObj.GetMaxHP(curNPC) != curNPCMaxHP_Before:
#            curNPC.Notify_MaxHP()
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curNPC)
        return
    
    def SetMirrorPlayerNPCAttr(self, mirrorPlayerID, isReborn):
        ## 设置镜像玩家NPC属性
        PropDict, PlusDict = PlayerViewCacheTube.GetPlayerPropPlusDictByID(mirrorPlayerID)
        PropDict, _ = PlayerViewCacheTube.GetPlayerPropPlusDictByID(mirrorPlayerID)
        if not PropDict:
            return
        curNPC = self.__Instance
@@ -4167,26 +4189,14 @@
        GameObj.SetAtkBackDefRate(curNPC, PropDict.get("AtkBackDefRate", 0))
        GameObj.SetSuckHPPer(curNPC, PropDict.get("SuckHPPer", 0))
        GameObj.SetSuckHPDefPer(curNPC, PropDict.get("SuckHPDefPer", 0))
        GameObj.SetCurePer(curNPC, PropDict.get("CurePer", 0))
        GameObj.SetCureDefPer(curNPC, PropDict.get("CureDefPer", 0))
        
        if not isReborn:
            return
        
        skillManager = curNPC.GetSkillManager()
        SkillInfo = PlusDict.get("SkillInfo", {})
        for _, skillLVDict in SkillInfo.items():
            for skillID, _ in skillLVDict.items():
                skillID = GameWorld.ToIntDef(skillID)
                skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
                if not skillData:
                    continue
                skillManager.LearnSkillByID(skillID)
        learnSkillIDList = []
        for index in range(0, skillManager.GetSkillCount()):
            useSkill = skillManager.GetSkillByIndex(index)
            learnSkillIDList.append(useSkill.GetSkillID())
        GameWorld.DebugLog("设置镜像玩家: objID=%s,NPCID=%s,mirrorPlayerID=%s,maxHP=%s,learnSkillIDList=%s"
                           % (curNPC.GetID(), curNPC.GetNPCID(), mirrorPlayerID, GameObj.GetMaxHP(curNPC), learnSkillIDList))
        GameWorld.DebugLog("设置镜像玩家: objID=%s,NPCID=%s,mirrorPlayerID=%s,maxHP=%s"
                           % (curNPC.GetID(), curNPC.GetNPCID(), mirrorPlayerID, GameObj.GetMaxHP(curNPC)))
        return
    
    def SetHelpBattleRobotRebornAttr(self, fightPower):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PetControl.py
@@ -187,8 +187,6 @@
def RefurbishPetAttr(curPet):
    ##刷新宠物的属性,仅支持召唤兽,废弃原 IPY_GameWorld.gnotPet
    if not IsPetNPC(curPet):
        return
    petOwner = GetPetNPCOwner(curPet)
    if not petOwner:
        return
@@ -220,7 +218,7 @@
            return
        rolePetSkillManager.LearnSkillByID(leSkillID)
        
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(rolePet)
    #PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(rolePet)
    #rolePet.Sync_PetInfo()
    #rolePet.Sync_SkillList()     
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -5421,7 +5421,7 @@
                        ChConfig.TYPE_Calc_AttrGameExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                        #ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1),  # 每X秒自动消失一个印记
                        }
        
@@ -6988,10 +6988,6 @@
# 闪避成功率
def GetMissSucessRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MissSucessRate)
def SetMissSucessRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MissSucessRate, value)
# 治疗加成 默认百分百
def GetCurePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CurePer)
def SetCurePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CurePer, value)
# 加深受到伤害百分比
def GetBeHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BeHurtPer)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCacheTube.py
@@ -229,6 +229,8 @@
    curPlayerPropDict["SuckHPDefPer"] = GameObj.GetSuckHPDefPer(curPlayer) # 抗吸血比率
    curPlayerPropDict["AtkBackHP"] = GameObj.GetAtkBackHP(curPlayer) # 攻击回复血量固定值
    curPlayerPropDict["PVPAtkBackHP"] = PlayerControl.GetPVPAtkBackHP(curPlayer) # PVP攻击回血
    curPlayerPropDict["CurePer"] = GameObj.GetCurePer(curPlayer) # 强化治疗
    curPlayerPropDict["CureDefPer"] = GameObj.GetCureDefPer(curPlayer) # 弱化治疗
    
    #-----------
    #扩展属性缓存
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -699,6 +699,8 @@
Def_Effect_AtkBackDefRate = 212 # 抗反击概率
Def_Effect_SuckHPPer = 213 # 吸血比率
Def_Effect_SuckHPDefPer = 214 # 抗吸血比率
Def_Effect_CurePer = 215 # 强化治疗
Def_Effect_CureDefPer = 216 # 弱化治疗
#增加%d物理伤害值,其中a值为伤害值
Def_Effect_AddAtk = 1005
@@ -1073,7 +1075,9 @@
CDBPlayerRefresh_SuckHPPer, # 吸血比率 252
CDBPlayerRefresh_SuckHPDefPer, # 抗吸血比率 253
CDBPlayerRefresh_Xiantao, # 仙桃  254
) = range(146, 255)
CDBPlayerRefresh_CurePer, # 强化治疗 255
CDBPlayerRefresh_CureDefPer, # 弱化治疗 256
) = range(146, 257)
TYPE_Price_Gold_Paper_Money = 5    # 金钱类型,(先用礼券,再用金子)
TYPE_Price_Family_Contribution = 6 # 战盟贡献度(活跃度转换得来)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/EffGetSet.py
@@ -154,7 +154,7 @@
   [lambda curObj:PlayerControl.GetMissSucessRate(curObj), lambda curObj, value:PlayerControl.SetMissSucessRate(curObj, value), 0, 0, 0],          # 命中成功率
   [lambda curObj:curObj.GetAtkInterval(), lambda curObj, value:curObj.SetAtkInterval(value), IPY_PlayerDefine.CDBPlayerRefresh_AtkInterval, 0, 0],          # NPC攻击频率
   [lambda curObj:PlayerControl.GetFuncDef(curObj), lambda curObj, value:PlayerControl.SetFuncDef(curObj, value), ShareDefine.CDBPlayerRefresh_FuncDef, 1, 0], # 功能层防御
   [lambda curObj:PlayerControl.GetCurePer(curObj), lambda curObj, value:PlayerControl.SetCurePer(curObj, value), 0, 0, 0],          # 治疗加成百分比 默认百分百
   [lambda curObj:GameObj.GetCurePer(curObj), lambda curObj, value:GameObj.SetCurePer(curObj, value), ShareDefine.CDBPlayerRefresh_CurePer, 1, 0],          # 强化治疗
   [lambda curObj:PlayerControl.GetBeHurtPer(curObj), lambda curObj, value:PlayerControl.SetBeHurtPer(curObj, value), 0, 0, 0],      # 加深受到伤害百分比
   [lambda curObj:PlayerControl.GetHorseAtkPer(curObj), lambda curObj, value:PlayerControl.SetHorseAtkPer(curObj, value), 0, 0, 0],      # 坐骑攻击百分比
   [lambda curObj:PlayerControl.GetStoneBasePer(curObj), lambda curObj, value:PlayerControl.SetStoneBasePer(curObj, value), 0, 0, 0],      # 宝石基础属性百分比
@@ -210,6 +210,7 @@
   [lambda curObj:GameObj.GetAtkBackDefRate(curObj), lambda curObj, value:GameObj.SetAtkBackDefRate(curObj, value), ShareDefine.CDBPlayerRefresh_AtkBackDefRate, 1, 0],    # 抗反击概率
   [lambda curObj:GameObj.GetSuckHPPer(curObj), lambda curObj, value:GameObj.SetSuckHPPer(curObj, value), ShareDefine.CDBPlayerRefresh_SuckHPPer, 1, 0],    # 吸血比率
   [lambda curObj:GameObj.GetSuckHPDefPer(curObj), lambda curObj, value:GameObj.SetSuckHPDefPer(curObj, value), ShareDefine.CDBPlayerRefresh_SuckHPDefPer, 1, 0],    # 抗吸血比率
   [lambda curObj:GameObj.GetCureDefPer(curObj), lambda curObj, value:GameObj.SetCureDefPer(curObj, value), ShareDefine.CDBPlayerRefresh_CureDefPer, 1, 0],          # 弱化对方治疗
]
## 通过索引获得属性值
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1254,8 +1254,10 @@
        return
    
    # 治疗加成
    curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
    addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
    curePer = GameObj.GetCurePer(curObj) + ChConfig.Def_MaxRateValue
    curePerReduce = TurnAttack.GetEnemyCureDefPer(curObj) # 弱化治疗,取对方的
    curePerFinal = max(0, curePer - curePerReduce)
    addValueFianl = int(addValue*curePerFinal*1.0/ChConfig.Def_MaxRateValue)
    
    maxHP = GameObj.GetMaxHP(curObj)
    
@@ -1263,15 +1265,16 @@
    if curHP == maxHP:
        #广播加血类型
        if isNotify:
            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
        return
            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValueFianl, ChConfig.Def_HurtTYpe_Recovery)
        GameWorld.DebugLog("        治疗时已满血: curID=%s,skillTypeID=%s,maxHP=%s" % (curObj.GetID(), skillTypeID, maxHP))
        return addValueFianl
    
    remainHP = min(curHP + addValue, maxHP)
    remainHP = min(curHP + addValueFianl, maxHP)
    
    #---玩家处理---
    if curObjType == IPY_GameWorld.gotPlayer:
        GameObj.SetHP(curObj, remainHP, not isNotify)
        FBLogic.OnFBAddHP(curObj, addValue)
        FBLogic.OnFBAddHP(curObj, addValueFianl)
    
    #---NPC处理---
    elif curObjType == IPY_GameWorld.gotNPC:
@@ -1287,9 +1290,11 @@
           
    #广播加血类型
    if isNotify:
        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
    return
        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValueFianl, ChConfig.Def_HurtTYpe_Recovery)
    GameWorld.DebugLog("        治疗: curID=%s,skillTypeID=%s,curePerFinal=%s(%s-%s),addValue=%s,addValueFianl=%s,HP=%s"
                       % (curObj.GetID(), skillTypeID, curePerFinal, curePer, curePerReduce, addValue, addValueFianl, remainHP))
    return addValueFianl
## 直接扣血不走公式
# view 是否广播客户端飘血
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillModule_8.py
@@ -50,7 +50,9 @@
    if addValue <= 0:
        return
    SkillCommon.SkillAddHP(defender, curSkill.GetSkillTypeID(), addValue, isEnhanceSkill)
    addValue = SkillCommon.SkillAddHP(defender, curSkill.GetSkillTypeID(), addValue, isEnhanceSkill)
    if addValue == None:
        return
    if isEnhanceSkill:
        return True
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuff/PassiveSkill_5000.py
New file
@@ -0,0 +1,46 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveBuff.PassiveSkill_5000
#
# @todo:回合触发
# @author hxp
# @date 2024-01-17
# @version 1.0
#
# 详细描述: 回合触发
#
#-------------------------------------------------------------------------------
#"""Version = 2024-01-17 16:00"""
#-------------------------------------------------------------------------------
import ChConfig
# 进入XX buff状态触发技能
def CheckCanHappen(attacker, defender, effect, curSkill):
    #A-回合编号(0-每回合,>=1-第x回合);B-判断方式(0-等于,1-大于等于,2-小于等于);C-
    timeLine = attacker.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline)
    if not timeLine:
        return False
    checkTurnNum = effect.GetEffectValue(0)
    checkType = effect.GetEffectValue(1)
    if checkTurnNum:
        turnNum = timeLine / 100
        if checkType == 0:
            if turnNum != checkTurnNum:
                return False
        elif checkType == 1:
            if turnNum < checkTurnNum:
                return False
        elif checkType == 2:
            if turnNum > checkTurnNum:
                return False
        else:
            return False
    # 其他逻辑...
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveBuffEffMng.py
@@ -434,6 +434,7 @@
             4108:ChConfig.TriggerType_SkillSuccess,  # 使用技能成功后不触发技能 处理消耗等问题用 87
             4109:ChConfig.TriggerType_SkillValue,   # 增加技能伤害固定值 82
             4110:ChConfig.TriggerType_ChangeSkillEff, # 改变技能特效
             5000:ChConfig.TriggerType_TurnNum, # 回合触发 91
             }
    return tdict.get(effectID, -1) 
    #===========================================================================
@@ -1234,6 +1235,10 @@
# 那么ntElf执行人物的伤害计算和被动触发效果
# 被动技能只处理玩家,宠物,和灵
def FindRealAttacker(attacker):
    if attacker.GetDictByKey(ChConfig.Def_Obj_Dict_TurnFightTimeline):
        # 回合制下都代表自己
        return attacker
    if attacker.GetGameObjType() != IPY_GameWorld.gotNPC:
        # --玩家
        return attacker
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -3859,7 +3859,7 @@
    
    skillAim = GetSkillFireAim(curSkill)
    affectTag = GetSkillAffectTag(curSkill)
    GameWorld.DebugLog("释放被动触发技能 : %s- %s"%(skillAim, curSkill.GetSkillID()))
    GameWorld.DebugLog("释放被动触发技能 : atkID=%s,skillID=%s(%s)" % (attacker.GetID(), curSkill.GetSkillID(), curSkill.GetSkillName()))
    if skillAim == ChConfig.Def_UseSkillAim_None:
        if curSkill.GetSkillType() in ChConfig.Def_CanAttackSkill_List and affectTag != ChConfig.Def_UseSkillTag_Self: