From 11567f95682fc68fae07fbea58fb29a4173e68b6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 19 十二月 2025 17:23:47 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(貂蝉、吕布部分潜能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 75 ++++++++++++++++++++++++++++++++-----
1 files changed, 65 insertions(+), 10 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 c77146a..6dcbf8b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,13 +59,13 @@
if not skillID:
return
- triggerWay = kwargs["triggerWay"] if "triggerWay" in kwargs else 0
+ byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
if not curBatObj.IsAlive():
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
else:
- if triggerWay in ChConfig.DeadCanTriggerWayList:
- GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+ if byTriggerWay in ChConfig.DeadCanTriggerWayList:
+ GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
elif batType == ChConfig.TurnBattleType_Enhance:
GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
else:
@@ -150,7 +150,7 @@
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
useSkill.SetByBuff(byBuff)
- useSkill.SetByTriggerWay(triggerWay)
+ useSkill.SetByTriggerWay(byTriggerWay)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
if isTurnNormalSkill:
@@ -179,7 +179,7 @@
else:
__doUseSkill(turnFight, curBatObj, useSkill)
- DoAttackResult(turnFight, curBatObj, useSkill)
+ DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
if useTag:
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -221,7 +221,8 @@
def IsNeedSyncSkill(useSkill):
## 使用需要同步B427使用技能
- if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff,
+ ChConfig.Def_SkillType_AtkEx]:
return True
if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
return True
@@ -442,6 +443,14 @@
for aimObj in aimObjList[::-1]:
if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
aimObjList.remove(aimObj)
+
+ # 仅流血目标
+ elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+ atkBackTagFrist = False
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+ aimObjList.remove(aimObj)
+
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -1123,7 +1132,7 @@
return
-def DoAttackResult(turnFight, curBatObj, useSkill):
+def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
'''执行攻击结果
@param curBatObj: 施法方或buff归属方
'''
@@ -1140,6 +1149,14 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ if "byEffSkill" in kwargs:
+ byEffSkill = kwargs["byEffSkill"]
+ cdTime = byEffSkill.GetCoolDownTime()
+ if cdTime:
+ if hasattr(byEffSkill, "GetRemainTime"):
+ byEffSkill.SetRemainTime(cdTime)
+ GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
+
__doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
@@ -1273,13 +1290,14 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
'''被攻击结果
@param curObj: 施法方或buff归属方
+ @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
'''
- #curID = curObj.GetID()
- isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
+ curID = curObj.GetID()
+ isUseSkill = False if timeBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1447,6 +1465,7 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+ curBatLineup = None
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1463,6 +1482,7 @@
# 掉血时
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
# 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
if not isAttackDirect:
@@ -1518,6 +1538,31 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
+
+ # 敌友方
+ if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
+ if not curBatLineup:
+ curBatLineup = curObj.GetBatLineup()
+ for lineupObjID in curBatLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+
+ # 直接攻击
+ if isAttackDirect:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ if curID != lineupObj.GetID():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
triggerOne = True # 设置已经触发过一次
# 验证是否结算,最后处理
@@ -1826,6 +1871,14 @@
return
passiveTagObjList = connSkill.GetTagObjList()
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+ if "byFriendObj" not in kwargs:
+ return
+ byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+ passiveTagObjList = [byFriendObj]
+ 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=ChConfig.TurnBattleType_Passive, 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=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
@@ -1947,6 +2000,7 @@
aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByLayer, curSkill)
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -2045,6 +2099,7 @@
hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
if hurtAtkPerMax:
+ hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
aAtk = atkObj.GetAtk()
hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
hurtValue = min(hurtValue, hurtValueMax)
--
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