From 1c4fc8c9115f81e106fa09d9a6dc44e8c1ef5d97 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 28 十月 2025 18:22:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孟获技能;增加效果7005-必命中;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 38 ++++++++++++++++++++++++--------------
1 files changed, 24 insertions(+), 14 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index 7c32629..328ef9a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -344,7 +344,7 @@
def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
def GetLayerMax(self): return self._ipyData.GetLayerMax()
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
- def GetDieContinue(self): return self._ipyData.GetDieContinue() # Buff死亡存在
+ def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._ipyData.GetFightPower()
def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
@@ -360,6 +360,7 @@
self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
self._value2 = 0
self._value3 = 0
+ self._isCopy = 0 # 是否复制的buff
return
def onRelease(self):
@@ -392,6 +393,8 @@
def SetValue2(self, value): self._value2 = value
def GetValue3(self): return self._value3
def SetValue3(self, value): self._value3 = value
+ def GetIsCopy(self): return self._isCopy
+ def SetIsCopy(self, isCopy): self._isCopy = isCopy
class BuffManager():
## 战斗对象buff管理器
@@ -543,6 +546,7 @@
self._batType = 0 # 战斗类型,普通、连击、反击、追击等
self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
self._killObjList = [] # 本次技能击杀目标列表 [BatObj, ...]
+ self._effIgnoreObjIDList = [] # 额外技能效果无效的目标ID列表,一般是被闪避、免疫等
self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
self._byBuff = None # 由哪个buff触发的
@@ -566,6 +570,7 @@
self._batType = 0
self._tagObjList = []
self._killObjList = []
+ self._effIgnoreObjIDList = []
self._bySkill = None
self._byBuff = None
self._afterLogicList = []
@@ -604,7 +609,7 @@
def GetLayerCnt(self): return self._skillData.GetLayerCnt()
def GetLayerMax(self): return self._skillData.GetLayerMax()
def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
- def GetDieContinue(self): return self._skillData.GetDieContinue() # Buff死亡存在
+ def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._skillData.GetFightPower()
def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
@@ -623,6 +628,8 @@
def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
def GetKillObjList(self): return self._killObjList # 击杀目标列表
def SetKillObjList(self, killObjList): self._killObjList = killObjList
+ def GetEffIgnoreObjIDList(self): return self._effIgnoreObjIDList # 额外技能效果无效的目标ID列表
+ def SetEffIgnoreObjIDList(self, effIgnoreObjIDList): self._effIgnoreObjIDList = effIgnoreObjIDList
def GetAfterLogicList(self): return self._afterLogicList
def AddAfterLogic(self, logicType, logicData):
'''添加技能释放后需要处理额外逻辑
@@ -806,13 +813,14 @@
## 回合重置
self._skillTurnUseCntDict = {}
- def UpdInitBatAttr(self, initAttrDict, skillIDList):
+ def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
self._initAttrDict = initAttrDict
learnNewSkill = False
- for skillID in skillIDList:
- if self._skillMgr.LearnSkillByID(skillID):
- learnNewSkill = True
+ if skillIDList:
+ for skillID in skillIDList:
+ if self._skillMgr.LearnSkillByID(skillID):
+ learnNewSkill = True
TurnBuff.RefreshBuffAttr(self)
if learnNewSkill: # 有学新技能时重刷技能被动
self._passiveEffMgr.RefreshSkillPassiveEffect()
@@ -904,18 +912,19 @@
return True
return False
- def IsInControlled(self): return self.IsInBuffStateGroup(1) or self.IsInBuffStateGroup(2) # 是否被控制中
- def IsInControlledHard(self): return self.IsInBuffStateGroup(1) # 是否被硬控中
- def IsInBuffStateGroup(self, buffStateGroup):
+ def IsInControlled(self): return self.IsInBuffStateGroup([1, 2]) # 是否被控制中
+ def IsInControlledHard(self): return self.IsInBuffStateGroup([1]) # 是否被硬控中
+ def IsInBuffStateGroup(self, buffStateGroups):
'''是否在某个状态组中
已定义的组: 1 - 硬控组;2 - 软控组;3 - 限制普攻组;4 - 限制怒技组;5 - 限制被动动态组
'''
buffStateGroupDict = IpyGameDataPY.GetFuncEvalCfg("BuffStateGroup", 1, {})
- if buffStateGroup not in buffStateGroupDict:
- return
- for state in buffStateGroupDict[buffStateGroup]:
- if self._buffMgr.IsInBuffState(state):
- return state
+ for stateGroup in buffStateGroups:
+ if str(stateGroup) not in buffStateGroupDict:
+ continue
+ for state in buffStateGroupDict[str(stateGroup)]:
+ if self._buffMgr.IsInBuffState(state):
+ return state
return
def CanAction(self):
@@ -1014,6 +1023,7 @@
## 统计承伤
self.defStat += lostHP
return self.defStat
+ def GetStatDefValue(self): return self.defStat # 获取累计总承伤
def StatCureValue(self, cureValue):
## 统计治疗
--
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