From 0829a4c2b93d65e8ca2251c9477095ef65e93ef8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 30 十二月 2025 22:12:54 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(诸葛亮觉醒技能,剩最后一个概率未处理;优化效果5013;增加技能目标范围类型 11-继承主技能目标同横排,12-继承主技能目标同纵排;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5013.py | 30 +++++++++++----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 85 ++++++++++++++++++++++++++++++++++++++++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 4 +
3 files changed, 105 insertions(+), 14 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 0835bf9..8082335 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1355,7 +1355,9 @@
SkillTagAim_MainSkillFriend, # 继承主技能友军 8
SkillTagAim_Male, # 男性 9
SkillTagAim_Female, # 女性 10
-) = range(11)
+SkillTagAim_MainSkillRow, # 继承主技能目标同横排 11
+SkillTagAim_MainSkillCol, # 继承主技能目标同纵排 12
+) = range(13)
# 技能目标 - 细分
(
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5013.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5013.py
index 195faae..0b29957 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5013.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5013.py
@@ -16,8 +16,9 @@
#-------------------------------------------------------------------------------
import TurnSkill
-import IpyGameDataPY
import BattleObj
+import TurnBuff
+import GameWorld
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs):
ownerID = effBuff.GetOwnerID()
@@ -28,12 +29,25 @@
return
effSkill = effBuff.GetSkillData().GetIpyData()
skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
- if not skillID:
- passiveSkill = effSkill
- else:
- passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
- if not passiveSkill:
- return
+ delBuff = curEffect.GetEffectValue(1) # 是否删除buff
+ checkTriggerCnt = curEffect.GetEffectValue(2) # 附加验证触发次数达到x次后释放,0不验证
+ if checkTriggerCnt:
+ triggerCnt = effBuff.GetValue3() + 1
+ effBuff.SetValue3(triggerCnt)
+ if triggerCnt < checkTriggerCnt:
+ GameWorld.DebugLogEx("5013触发次数不足不释放! triggerCnt=%s < %s", triggerCnt, checkTriggerCnt)
+ return
+
+ addBatDamPer = curEffect.GetEffectValue(3) # 每次触发额外增加技能增伤
+ if addBatDamPer:
+ addBatDamPer *= max(1, effBuff.GetValue3())
+ GameWorld.DebugLogEx("5013触发次数额外增伤! addBatDamPer=%s", addBatDamPer)
+
+ if delBuff:
+ TurnBuff.DoBuffDel(turnFight, batObj, effBuff, connSkill)
+
effectID = curEffect.GetEffectID()
effSkillID = effSkill.GetSkillID()
- return TurnSkill.OnUsePassiveSkill(turnFight, buffOwner, batObj, passiveSkill, connSkill, effSkillID, effectID, connBuff)
+ if not skillID:
+ skillID = effSkillID
+ return TurnSkill.OnUsePassiveSkill(turnFight, buffOwner, batObj, skillID, connSkill, effSkillID, effectID, connBuff, addBatDamPer=addBatDamPer)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 3c7d0fc..ffed692 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -185,7 +185,7 @@
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
- __doUseSkill(turnFight, curBatObj, useSkill)
+ __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
@@ -591,6 +591,64 @@
return aimObjList
+def __getSameRowObjList(tagObj):
+ ## 获取目标对应的同排对象列表,只算活着的
+
+ posNum = tagObj.GetPosNum()
+ inRowNum = ChConfig.GetInRowNum(posNum)
+ inColNum = ChConfig.GetInColNum(posNum)
+ # 优先目标所在纵,为主目标
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+
+ row = inRowNum # 目标玩家所在横排
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ batLineup = tagObj.GetBatLineup()
+ aimObjList = []
+ for col in colNumList:
+ pNum = (row - 1) * ChConfig.TurnFightCols + col
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not tagBatObj.IsAlive():
+ continue
+ aimObjList.append(tagBatObj)
+
+ return aimObjList
+
+def __getSameColObjList(tagObj):
+ ## 获取目标对应的同列对象列表,只算活着的
+
+ posNum = tagObj.GetPosNum()
+ inRowNum = ChConfig.GetInRowNum(posNum)
+ inColNum = ChConfig.GetInColNum(posNum)
+
+ rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+ if inRowNum in rowNumList:
+ rowNumList.remove(inRowNum)
+ rowNumList.insert(0, inRowNum)
+
+ col = inColNum # 目标玩家所在纵排
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ batLineup = tagObj.GetBatLineup()
+ aimObjList = []
+ for row in range(1, 1 + ChConfig.TurnFightRows):
+ pNum = (row - 1) * ChConfig.TurnFightCols + col
+ if pNum not in batLineup.posObjIDDict:
+ continue
+ tagObjID = batLineup.posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not tagBatObj.IsAlive():
+ continue
+ aimObjList.append(tagBatObj)
+
+ return aimObjList
+
def GetRelativeObj(turnFight, curBatObj):
'''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
'''
@@ -684,7 +742,7 @@
return
-def __doUseSkill(turnFight, curBatObj, useSkill):
+def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
atkType = useSkill.GetAtkType()
GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -694,7 +752,7 @@
# 通用攻击
if atkType == 1:
- SkillModule_1(turnFight, curBatObj, useSkill)
+ SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
# 治疗
if atkType == 2:
SkillModule_2(turnFight, curBatObj, useSkill)
@@ -789,7 +847,7 @@
Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
return
-def SkillModule_1(turnFight, curBatObj, useSkill):
+def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
## 通用攻击,单攻、群攻
addPer = 0
@@ -805,7 +863,10 @@
addPer = addPerMax
GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
- addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+ addBatDamPer = 0
+ if "addBatDamPer" in kwargs:
+ addBatDamPer += kwargs.pop("addBatDamPer", 0)
+ addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
# 计算伤害
calcHurtResults = []
@@ -1978,6 +2039,20 @@
GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ # 继承主技能目标同横排 11
+ elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
+ if not tagObj:
+ return
+ GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+ passiveTagObjList = __getSameRowObjList(tagObj)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ # 继承主技能目标同纵排 12
+ elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
+ if not tagObj:
+ return
+ GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+ passiveTagObjList = __getSameColObjList(tagObj)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
--
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