From 2b13d5f833c003e7b1f6547a8e6c66533c507566 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 23 九月 2025 14:22:03 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(黄月英技能; 增加效果友方某个武将额外行动一次5014;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 215 ++++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 169 insertions(+), 46 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 d52db40..1bc08e6 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -45,7 +45,7 @@ ## 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): '''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 @@ -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 @@ -93,12 +99,13 @@ if isinstance(useSkill, IpyGameDataPY.IPY_Skill): usePoolSkill = True # 统一使用 BattleObj.PySkill - useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill) + useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID) useSkill.ResetUseRec() useSkill.SetTagObjList(tagObjList) useSkill.SetBatType(batType) useSkill.SetBySkill(bySkill) + useSkill.SetByBuff(byBuff) isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill) if isTurnNormalSkill: @@ -153,15 +160,22 @@ 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) sneerObj = None # 嘲讽目标 sneerObjID, sneerObjPosNum = 0, 0 @@ -291,6 +305,11 @@ 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 +739,44 @@ 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) @@ -753,8 +790,9 @@ 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 ========== @@ -764,10 +802,10 @@ 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 == curID or tagID in missObjIDList: - # 自己或对方闪避了不再触发被动 + if tagID in effIgnoreObjIDList: continue # 直接攻击 @@ -775,6 +813,23 @@ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill) + # 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] + TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill) + for tagObj in killObjList: + TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill) + return def __doCostZhanchui(turnFight, curBatObj, useSkill): @@ -863,7 +918,7 @@ 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) @@ -876,15 +931,15 @@ 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 @@ -892,7 +947,7 @@ 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()) @@ -917,8 +972,8 @@ 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): @@ -949,7 +1004,7 @@ 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 @@ -975,10 +1030,10 @@ 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 @@ -1005,7 +1060,7 @@ 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) @@ -1018,7 +1073,6 @@ 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) @@ -1037,6 +1091,7 @@ skillID = curSkill.GetSkillID() pmType = GetPMType(atkObj, curSkill) ignoreDef = IsIgnoreDef(curSkill) + batType = curSkill.GetBatType() changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill) if changeHurtType == 1: @@ -1060,7 +1115,7 @@ 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) @@ -1131,6 +1186,14 @@ aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef) + aComboDamPer = 0 # 连击增伤 + if batType == ChConfig.TurnBattleType_Combo: + aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer) + + aPursueDamPer = 0 # 追击增伤 + if batType == ChConfig.TurnBattleType_Pursue: + aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer) + # 所有万分率参数统一除10000.0 atkSkillPer /= 10000.0 aNormalSkillPer /= 10000.0 @@ -1144,9 +1207,11 @@ dSuperDamPerDef /= 10000.0 aFinalDamPer /= 10000.0 dFinalDamPerDef /= 10000.0 + aComboDamPer /= 10000.0 + 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)) @@ -1160,6 +1225,9 @@ 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)) @@ -1184,6 +1252,13 @@ 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 @@ -1204,14 +1279,15 @@ 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() @@ -1220,7 +1296,7 @@ parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ) if parryYJBuff and parryYJBuff.GetLayer(): GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())) - TurnBuff.DecBuffLayer(turnFight, defObj, parryYJBuff, 1, curSkill.GetSkillID()) + TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill) return True aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef) @@ -1233,12 +1309,31 @@ 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) @@ -1280,7 +1375,7 @@ 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 @@ -1293,8 +1388,9 @@ 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) @@ -1340,9 +1436,22 @@ 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 @@ -1371,8 +1480,9 @@ % (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: @@ -1381,6 +1491,11 @@ baseValue = curObj.GetLastHurtValue() elif calcType == ChConfig.Def_Calc_TagMaxHP: baseValue = 0 if not tagObj else tagObj.GetMaxHP() + 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): @@ -1403,7 +1518,7 @@ tagObjList = [defObj] poolMgr = ObjPool.GetPoolMgr() - useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData) + useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID) useSkill.SetTagObjList(tagObjList) useSkill.ClearHurtObj() hurtObj = useSkill.AddHurtObj(defID) @@ -1411,14 +1526,13 @@ 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) @@ -1459,6 +1573,15 @@ hurt.SuckHP = min(hurtObj.GetSuckHP(), ChConfig.Def_UpperLimit_DWord) hurt.BounceHP = min(hurtObj.GetBounceHP(), ChConfig.Def_UpperLimit_DWord) clientPack.HurtList.append(hurt) + if not clientPack.HurtList: + for tagObj in useSkill.GetTagObjList(): + tagID = tagObj.GetID() + hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt) + hurt.ObjID = tagID + hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue + hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue + clientPack.HurtList.append(hurt) + clientPack.HurtCount = len(clientPack.HurtList) turnFight.addBatPack(clientPack) return -- Gitblit v1.8.0