From 17be39431816bb48380fb93b51fdf240e3b2bb21 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 十二月 2025 17:42:57 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(曹仁所有技能;曹仁防护成功触发额外技能支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 78 +++++++++++++++++++++++++++++----------
1 files changed, 58 insertions(+), 20 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 d593e48..8dd6efe 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,8 +62,8 @@
skillType = useSkill.GetSkillType()
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 skillType == 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)
+ if skillType == ChConfig.Def_SkillType_Revive:
+ GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
else:
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)
@@ -138,7 +138,7 @@
angerOverflow = max(curXP - maxXP, 0)
curBatObj.SetAngerOverflow(angerOverflow)
GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
- if batType == ChConfig.TurnBattleType_Enhance:
+ elif batType == ChConfig.TurnBattleType_Enhance:
pass
else:
curBatObj.SetAngerOverflow(0)
@@ -203,7 +203,7 @@
def CheckSkillUseCntLimit(batObj, useSkill):
## 检查技能使用次数是否受限
- # @return: 是否受限
+ # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
if not hasattr(useSkill, "GetEffectByID"):
return
effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -225,7 +225,7 @@
GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
return True
- return
+ return False
def IsNeedSyncSkill(useSkill):
## 使用需要同步B427使用技能
@@ -756,9 +756,13 @@
return
harmPer = harmEff.GetEffectValue(0) # 自残百分比
noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+ calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
curHP = curBatObj.GetHP()
maxHP = curBatObj.GetMaxHP()
- harmHP = int(maxHP * harmPer / 100.0)
+ if calcType == 1:
+ harmHP = int(curHP * harmPer / 100.0)
+ else:
+ harmHP = int(maxHP * harmPer / 100.0)
lostHP = harmHP
if curHP <= harmHP:
if noEnoughDo == 0:
@@ -768,8 +772,8 @@
updHP = max(curHP - lostHP, 0)
curBatObj.SetHP(updHP, False)
- GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s",
- curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
+ GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s",
+ curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
@@ -1355,11 +1359,7 @@
killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
useSkill.SetKillObjList(killObjList)
- # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
- if curObj.IsAlive() and curObj.GetHP() <= 0:
- dieObjList.append(curObj)
- 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
isSuckHP = False
@@ -1367,11 +1367,19 @@
stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
reviveObjList = [] # 复活的对象列表
+ bounceObjList = [] # 有反弹的对象列表
+ caorenProtectList = [] # 有被曹仁防护的对象列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
+
+ bounceHP = hurtObj.GetBounceHP()
+ if bounceHP:
+ if tagObj not in bounceObjList:
+ bounceObjList.append(tagObj)
+
if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
@@ -1408,9 +1416,19 @@
if hurtObjID not in stunObjIDList:
stunObjIDList.append(hurtObjID)
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
+ if tagObj not in caorenProtectList:
+ caorenProtectList.append(tagObj)
+
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
+ # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
+ dieObjList.append(curObj)
+ killer = bounceObjList[0] if bounceObjList else None
+ TurnAttack.SetObjKilled(turnFight, curObj, killer)
+
# 记录最后一次总伤害,有伤害目标才记录
if totalHurtValue:
curObj.SetLastHurtValue(totalHurtValue)
@@ -1466,10 +1484,10 @@
for dieObj in dieObjList:
# 敌方单位死亡时
if lineupObj.GetFaction() != dieObj.GetFaction():
- TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
# 己方单位死亡时
else:
- TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
# 复活时
for tagObj in reviveObjList:
@@ -1479,6 +1497,20 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+ # 曹仁防护触发,暂写死
+ for tagObj in caorenProtectList:
+ tagBatLineup = tagObj.GetBatLineup()
+ caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
+ if not caorenObj or not caorenObj.IsAlive():
+ continue
+ caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
+ if not caoRenSkill:
+ continue
+ passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
+ GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
+ if passiveSkillID:
+ OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
+
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
@@ -1509,6 +1541,7 @@
if isExObj:
continue
+ isDotHurt = False
# 直接攻击
if isAttackDirect:
if not triggerOne:
@@ -1519,6 +1552,7 @@
elif not isAttackDirect:
# 受到持续伤害
if tagID in beHurtObjIDList:
+ isDotHurt = True
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
@@ -1558,7 +1592,7 @@
# 敌友方
- if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
+ if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
if not curBatLineup:
curBatLineup = curObj.GetBatLineup()
for lineupObjID in curBatLineup.posObjIDDict.values():
@@ -1572,7 +1606,11 @@
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)
-
+ # 持续伤害
+ elif isDotHurt:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
# 连击
if batType == ChConfig.TurnBattleType_Combo:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -2393,7 +2431,7 @@
# 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
# 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
# 董白怒气 同命锁 对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
- caorenSkillID = 1015070
+ caorenSkillID = ChConfig.SkillID_CaorenProtect
effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
isAve = False
@@ -2655,12 +2693,12 @@
return
GameWorld.DebugLogEx(" 反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
- bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
+ bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
if bounceHP <= 0:
GameWorld.DebugLogEx(" bounceHP=%s", bounceHP)
return
hurtObj.SetBounceHP(bounceHP)
- DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
+ DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
return
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
--
Gitblit v1.8.0