From 0c96af08f55d05ab40eae9f940467dd8eafae44c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 九月 2025 14:07:53 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(增加属性ID技能增伤65、技能减伤66;曹轶技能;被动触发增加属性支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 150 +++++++++++++++++++++++---------------------------
1 files changed, 69 insertions(+), 81 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index 03f9397..9891021 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -106,86 +106,74 @@
callFunc(turnFight, batObj, tagObj, effBuff, curEffect, connSkill)
return
-def GetTriggerPassiveValue(batObj, triggerType, tagObj=None, useSkill=None):
+def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None):
''' 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
- @return: 触发的值,0-没有触发或本身触发的值为0;大于0-触发的具体值
+ @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
'''
- return 0
-# attacker = FindRealAttacker(attacker)
-# if not attacker:
-# return 0
-#
-# stopPassiveSkill = False # 被动技能不能再触发被动技能,但可以触发天赋技能
-# if useSkill and SkillCommon.isPassiveSkill(useSkill) and isStopPassiveSkill:
-# #GameWorld.DebugLog("被动技能不能再次触发被动技能")
-# #return 0
-# if not PassPassiveLimit(useSkill):
-# stopPassiveSkill = True
-#
-#
-# passiveEff = GetPassiveEffManager().GetPassiveEff(attacker)
-# if not passiveEff:
-# return 0
-# buffDict = passiveEff.GetBuffsByTriggerType(triggerType)
-# if not buffDict:
-# return 0
-#
-# # 当前战斗关系 pvp pve
-# battleRelationType = AttackCommon.GetBattleRelationType(attacker, defender)
-# if not AttackCommon.CheckBattleRelationType(attacker, defender, useSkill, battleRelationType):
-# return 0
-#
-# useSkillID = useSkill.GetSkillID() if useSkill else 0
-# #tick = GameWorld.GetGameWorld().GetTick()
-# curValue = 0
-#
-# for skillID, effectList in buffDict.items():
-# if skillID == useSkillID:
-# continue
-# curSkill = GameWorld.GetGameData().GetSkillBySkillID(skillID)
-# if not curSkill:
-# continue
-#
-# if not IsValidPassiveSkill(curSkill):
-# continue
-#
-# triggerCount = 0 # 成功触发次数
-# for effectInfo in effectList:
-# if stopPassiveSkill and curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_GiftSkill:
-# # 只有天赋才可以再次被触发
-# continue
-# passiveEffect = effectInfo[0]
-# # 被动触发的技能
-# pyName = "PassiveBuff_%s"%passiveEffect.GetEffectID()
-#
-# callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "CheckCanHappen"))
-# if not callFunc:
-# continue
-#
-# # 条件不满足
-# if not callFunc(attacker, defender, passiveEffect, skillID, useSkill=useSkill, ownerID=effectInfo[1], ownerType=effectInfo[2]):
-# continue
-#
-# callFunc = GameWorld.GetExecFunc(PassiveBuff, "%s.%s" % (pyName, "GetValue"))
-# if callFunc is None:
-# continue
-#
-# # 如被动技能:千幻冥炎真实伤害从2变4倍
-# #curValue += GetPassiveSkillValueByTriggerType(attacker, defender, curSkill, ChConfig.TriggerType_PassiveBuffValue)
-# value = callFunc(attacker, defender, passiveEffect)
-# if triggerType in TriggerValueMaxList:
-# curValue = max(curValue, value) # 取最大值
-# elif triggerType in TriggerValueMinList:
-# if not curValue:
-# curValue = value
-# elif value > 0:
-# curValue = min(curValue, value) # 取最小值
-# else:
-# curValue += value
-#
-# triggerCount += 1
-#
-# if triggerCount:
-# OnTriggerBuffDel(attacker, curSkill, triggerCount)
-#
-# return curValue
+
+ triggerWay = ChConfig.TriggerWay_CalcEffValue
+ passiveEffMgr = atkObj.GetPassiveEffManager()
+ connSkillTypeID = connSkill.GetSkillTypeID() if connSkill else 0
+ effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkillTypeID)
+ if not effInfoList:
+ return 0
+
+ curValue = 0
+ skillMgr = atkObj.GetSkillManager()
+ buffMgr = atkObj.GetBuffManager()
+ # [["skill/buff", skillID/buffID, effIDList], ...]
+ tagID = defObj.GetID() if defObj else 0
+ GameWorld.DebugLog("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s" % (calcEffID, atkObj.GetID(), tagID, effInfoList))
+ for effInfo in effInfoList:
+ sign = effInfo[0]
+ if sign == "skill":
+ skillID, effIDList = effInfo[1:]
+ effSkill = skillMgr.FindSkillByID(skillID)
+ elif sign == "buff":
+ buffID, effIDList = effInfo[1:]
+ effBuff = buffMgr.GetBuff(buffID)
+ if not effBuff:
+ continue
+ effSkill = effBuff.GetSkillData()
+ else:
+ continue
+
+ if not effSkill:
+ continue
+
+ for effID in effIDList:
+ effect = effSkill.GetEffectByID(effID, triggerWay)
+ if not effect:
+ continue
+ effID = effect.GetEffectID()
+ if not effID or effID != calcEffID:
+ continue
+
+ if effID in ChConfig.AttrIDList:
+ pyName = "PassiveEff_Attr"
+ else:
+ pyName = "PassiveEff_%s" % effID
+
+ callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "GetHappenValue"))
+ if not callFunc:
+ continue
+ value = callFunc(atkObj, defObj, effect, effSkill)
+ if value is None:
+ continue
+
+ #if triggerType in TriggerValueMaxList:
+ # curValue = max(curValue, value) # 取最大值
+ #elif triggerType in TriggerValueMinList:
+ # if not curValue:
+ # curValue = value
+ # elif value > 0:
+ # curValue = min(curValue, value) # 取最小值
+ #else:
+ curValue += value
+ #if skillTypeID not in Def_PassiveSkillValueNoCD:
+ # if curSkill.GetCoolDownTime():
+ # SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
+
+ return curValue
+
--
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