From 0ce10692f53e9df632d848368f7081440974091f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 九月 2025 19:43:42 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(张飞技能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 202 +++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 157 insertions(+), 45 deletions(-)
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 f22dcf8..1ee372c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,11 @@
## 是否无视防御
return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
'''使用技能通用入口
@param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
@param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
- @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
+ @param comboLimit: 是否强制限制连击
@return: 是否成功
'''
if not useSkill:
@@ -59,13 +59,19 @@
if not skillID:
return
+ if not curBatObj.CanAction():
+ return
+
+ buffStateLimit = useSkill.GetBuffStateLimit()
+ if buffStateLimit:
+ limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+ if limitState:
+ GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
+ return
+
#没有指定目标,则按技能自身的目标逻辑
if not tagObjList:
- tagAim = useSkill.GetTagAim()
- tagFriendly = useSkill.GetTagFriendly()
- tagAffect = useSkill.GetTagAffect()
- tagCount = useSkill.GetTagCount()
- tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
+ tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
rate = useSkill.GetHappenRate()
if rate and rate != ChConfig.Def_MaxRateValue:
for tagObj in tagObjList[::-1]:
@@ -84,7 +90,7 @@
oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("●使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
+ GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
% (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
@@ -99,6 +105,7 @@
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
+ useSkill.SetByBuff(byBuff)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
if isTurnNormalSkill:
@@ -144,7 +151,7 @@
# 处理反击 或 连击
if isTurnNormalSkill:
- if not DoCombo(turnFight, curBatObj, useSkill):
+ if comboLimit or not DoCombo(turnFight, curBatObj, useSkill):
useSkill.ComboInterrupt()
# 最后重置、回收对象
@@ -153,15 +160,28 @@
poolMgr.release(useSkill)
return True
-def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
+def GetSkillTags(turnFight, curBatObj, useSkill):
## 获取技能目标
# @return: [主目标, 目标2, ...]
+
+ tagAim = useSkill.GetTagAim()
+ tagFriendly = useSkill.GetTagFriendly()
+ tagAffect = useSkill.GetTagAffect()
+ tagCount = useSkill.GetTagCount()
curFaction = curBatObj.GetFaction()
# 自己,直接返回
if tagAim == ChConfig.SkillTagAim_Self:
return [curBatObj]
+
+ tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+
+ # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
+ # 集火:直接通过效果5015指定了目标,所以这里可不处理
+ # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
+ # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
+ # 嘲讽: 目标是敌方时强制目标一定包含施法者
sneerObj = None # 嘲讽目标
sneerObjID, sneerObjPosNum = 0, 0
@@ -275,6 +295,11 @@
aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
#GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+ # 攻击力最高
+ elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
+ aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
+ #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+
# 未被控制优先
elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
sneerObjFirst = False
@@ -291,6 +316,11 @@
if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
aimObjList.remove(sneerObj)
aimObjList.insert(0, sneerObj)
+
+ # 一定包含自己
+ if tagFriendly == 2:
+ if curBatObj not in aimObjList:
+ aimObjList.append(curBatObj)
if tagCount and len(aimObjList) > tagCount:
aimObjList = aimObjList[:tagCount]
@@ -720,26 +750,44 @@
TurnAttack.SetObjKilled(turnFight, curObj)
# 统计伤血,可能单个技能对同一目标造成多次伤害
+ totalHurtValue = 0
isSuperHit, isStun, isSuckHP = False, False, False
- missObjIDList = []
+ missObjIDList, immuneObjIDList = [], []
for hurtObj in useSkill.GetHurtObjList():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
- if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
+ if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+ and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+ totalHurtValue += hurtObj.GetHurtHP()
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
- missObjIDList.append(hurtObjID)
+ if hurtObjID not in missObjIDList:
+ missObjIDList.append(hurtObjID)
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
+ if hurtObjID not in immuneObjIDList:
+ immuneObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
isSuperHit = True
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
isStun = True
+
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
+
+ curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
+
# 群攻只触发一次特长
if isSuperHit:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -753,9 +801,10 @@
if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
+ effIgnoreObjIDList = missObjIDList + immuneObjIDList
# 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
- __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
-
+ __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
+
# ========== 以下触发被动 ==========
# 破盾时
@@ -764,9 +813,10 @@
tagObj = batObjMgr.getBatObj(tagObjID)
TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+ batType = useSkill.GetBatType()
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagID in missObjIDList:
+ if tagID in effIgnoreObjIDList:
continue
# 直接攻击
@@ -777,6 +827,13 @@
# 使用技能后
if isUseSkill:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
if killObjList:
tagObj = killObjList[0]
@@ -872,7 +929,7 @@
Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
-def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
+def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
## 执行本技能/buff释放后额外效果
for index in xrange(useSkill.GetEffectCount()):
curEffect = useSkill.GetEffect(index)
@@ -885,15 +942,15 @@
continue
effID = curEffect.GetEffectID()
- GameWorld.DebugLog("◆执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
+ GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
if effID == 5010:
# 额外技能效果
- __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+ __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
continue
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagID in missObjIDList:
+ if tagID in effIgnoreObjIDList:
# 闪避了不触发
continue
@@ -901,7 +958,7 @@
return
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
## 执行主技能的额外技能效果
#if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
# #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
@@ -926,8 +983,8 @@
if not tagObj.IsAlive():
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
continue
- if tagID in missObjIDList:
- GameWorld.DebugLog(" 闪避的不触发: tagID=%s" % (tagID))
+ if tagID in effIgnoreObjIDList:
+ GameWorld.DebugLog(" 闪避或免疫的不触发: tagID=%s" % (tagID))
continue
if checkInStateList:
if not tagObj.CheckInState(checkInStateList):
@@ -958,7 +1015,7 @@
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
'''被动触发使用技能
@param passiveSkill: 释放的被动技能
@param connSkill: 由什么技能引起的
@@ -984,10 +1041,10 @@
GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
return
passiveTagObjList = [tagObj]
- isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
else:
GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
- isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
return isOK
@@ -1014,7 +1071,7 @@
else:
hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
- hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
+ hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes)
#伤害结构体
hurtObj.SetHurtTypes(hurtTypes)
@@ -1027,7 +1084,6 @@
hurtObj.SetLostHP(lostHP)
hurtObj.SetCurHP(remainHP)
defObj.SetHP(remainHP)
- atkObj.SetLastHurtValue(hurtValue)
GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
% (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -1070,7 +1126,7 @@
GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
- if isTurnNormalSkill and not mustHit:
+ if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
missNum = curSkill.GetTagMissNum(defID)
@@ -1116,6 +1172,7 @@
dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1166,7 +1223,7 @@
aPursueDamPer /= 10000.0
if calcType != ChConfig.Def_Calc_Attack:
- aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+ aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
% (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
@@ -1180,6 +1237,9 @@
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ elif calcType == ChConfig.Def_Calc_ByBuffValue:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
+ GameWorld.DebugLog(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
elif calcType != ChConfig.Def_Calc_Attack:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
@@ -1204,10 +1264,21 @@
hurtValue = min(hurtValue, hurtValueMax)
GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+ # 均摊
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if hurtShareEff:
+ tagCnt = max(1, len(curSkill.GetTagObjList()))
+ hurtValue = hurtValue / tagCnt
+ GameWorld.DebugLog(" 目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
+
hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
+ if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
+ GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+ return True
+
aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
@@ -1224,14 +1295,15 @@
happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
if not GameWorld.CanHappen(happenRate):
return False
- GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
- TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
- return True
+ if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
+ GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+ return True
+ return False
def CanParry(turnFight, atkObj, defObj, curSkill):
- if defObj.IsInControlled():
- #被控制无法格挡
+ if defObj.IsInControlledHard():
+ #被硬控无法格挡
return False
defID = defObj.GetID()
@@ -1253,12 +1325,31 @@
return True
return False
-def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
+def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue, hurtTypes=0):
## 计算伤害后,因各种buff和状态的影响处理
- # @return: hurtValue, realHurtHP
+ # @return: hurtValue, realHurtHP, hurtTypes
if hurtValue <= 0:
- return 0, 0
+ return 0, 0, hurtTypes
+
+ if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+ hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ buffMgr = defObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount()):
+ buff = buffMgr.GetBuffByIndex(index)
+ if not buff:
+ continue
+ skillData = buff.GetSkillData()
+ if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
+ continue
+ # 记录免疫的积攒伤害
+ buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
+ updBuffValue = buffValue + hurtValue
+ buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
+ buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
+ GameWorld.DebugLog(" 无敌盾免疫伤害: defID=%s,buffID=%s,skillID=%s,updBuffValue=%s"
+ % (defObj.GetID(), buff.GetBuffID(), skillData.GetSkillID(), updBuffValue))
+ return 0, 0, hurtTypes
# 减伤盾减伤, 会改变 hurtValue
hurtValue = max(0, hurtValue)
@@ -1300,7 +1391,7 @@
buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
- return hurtValue, max(0, realHurtHP)
+ return hurtValue, max(0, realHurtHP), hurtTypes
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
@@ -1313,8 +1404,9 @@
return
GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
- bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
+ bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
if bounceHP <= 0:
+ GameWorld.DebugLog(" bounceHP=%s" % (bounceHP))
return
hurtObj.SetBounceHP(bounceHP)
@@ -1360,9 +1452,22 @@
skillPer = curSkill.GetSkillPer()
#skillValue = curSkill.GetSkillValue()
- cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
-
skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+
+ cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+
+ cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
+ if cureWayExEff:
+ cureType = cureWayExEff.GetEffectValue(0)
+ skillPer = cureWayExEff.GetEffectValue(1)
+ GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
+ cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+ cureHP += cureHPEx
+
+ return max(1, int(cureHP)) # 保底1点
+
+def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
+ cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
# 回合制
curePer = 0 # 治疗加成
@@ -1391,8 +1496,9 @@
% (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
return cureHP
-def GetCalcBaseValue(calcType, curObj, tagObj):
+def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
+ baseValue = 0
if calcType == ChConfig.Def_Calc_Attack:
baseValue = curObj.GetAtk()
elif calcType == ChConfig.Def_Calc_MaxHP:
@@ -1401,6 +1507,13 @@
baseValue = curObj.GetLastHurtValue()
elif calcType == ChConfig.Def_Calc_TagMaxHP:
baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+ elif calcType == ChConfig.Def_Calc_TagLostHP:
+ baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP())
+ elif calcType == ChConfig.Def_Calc_ByBuffValue:
+ byBuff = curSkill.GetByBuff()
+ if byBuff:
+ baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
+ GameWorld.DebugLog("根据buff值: %s" % baseValue)
return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
@@ -1431,14 +1544,13 @@
dHP = defObj.GetHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
- hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
+ hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
# dot的反弹、吸血待定
remainHP = max(0, dHP - realHurtHP) # 剩余血量
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
- atkObj.SetLastHurtValue(hurtValue)
GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
hurtObj.SetHurtTypes(hurtTypes)
--
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