From 2b34924e06c0c36d77d9ccec4c4f10f1ebd16e84 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 16 九月 2025 19:03:17 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(NPC表加特长字段;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 364 +++++++++++++++++++++++++++++++++++----------------- 1 files changed, 245 insertions(+), 119 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 5701a0c..1aea3dd 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -49,7 +49,7 @@ '''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,即主技能的EnhanceSkillList字段中的技能 + @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 @return: 是否成功 ''' if not useSkill: @@ -104,14 +104,16 @@ if SkillCommon.IsBuff(useSkill): __doAddBuff(turnFight, curBatObj, useSkill) else: - # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一 - useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1) - clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag) - clientPack.Tag = useTag - clientPack.Len = len(clientPack.Tag) - clientPack.Sign = 0 - turnFight.addBatPack(clientPack) - + # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能 + if batType != ChConfig.TurnBattleType_Enhance: + # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一 + useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1) + clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag) + clientPack.Tag = useTag + clientPack.Len = len(clientPack.Tag) + clientPack.Sign = 0 + turnFight.addBatPack(clientPack) + __doUseSkill(turnFight, curBatObj, useSkill) DoAttackResult(turnFight, curBatObj, useSkill) @@ -557,10 +559,10 @@ __doCostZhanchui(turnFight, curBatObj, useSkill) __doSkillUserAnger(turnFight, curBatObj, useSkill) - DoBeAttackResult(turnFight, curBatObj, useSkill) + DoBeAttackResult(turnFight, curBatObj, useSkill, True) return -def DoCombo(turnFight, curBatObj, useSkill): +def DoCombo(turnFight, atkObj, useSkill): ''' 格挡、反击、连击规则 1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡 @@ -584,7 +586,7 @@ tagFriendly = useSkill.GetTagFriendly() if tagFriendly: - tagObj = GetRelativeObj(turnFight, curBatObj) + tagObj = GetRelativeObj(turnFight, atkObj) else: tagObjList = useSkill.GetTagObjList() if not tagObjList: @@ -594,17 +596,31 @@ if atkBackSkill: # 可以反击,打断连击 GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj)) - OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack) + OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack) return if not tagObj: return - if CanCombo(curBatObj, tagObj): - # 连击根据技能目标配置逻辑重新选择目标 - GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj)) - OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo) - + comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) + aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate) + aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill) + + dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef) + happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1)) + if not GameWorld.CanHappen(happenRate): + GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" + % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) + return + GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" + % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)) + atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1) + + # 连击特长 + DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID()) + + # 连击根据技能目标配置逻辑重新选择目标 + OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo) return def __getCanAtkBackSkill(useSkill, tagObj): @@ -613,8 +629,9 @@ return tagID = tagObj.GetID() - if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short: - GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID) + canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2) + if tagObj.GetAtkDistType() not in canAtkbackDictTypeList: + GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList)) return canAtkBack = False @@ -634,29 +651,15 @@ useSkill = skillManager.GetSkillByIndex(index) if not useSkill: continue - if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill: + if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击 GameWorld.DebugLog("可以反击! tagID=%s" % tagID) return useSkill return -def CanCombo(atkObj, defObj): - ## 可否连击 - comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum) - aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate) - dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef) - happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1)) - if GameWorld.CanHappen(happenRate): - GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" - % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) - atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1) - return True - GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" - % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) - return False - -def DoBeAttackResult(turnFight, curObj, useSkill): +def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False): '''被攻击结果 @param curObj: 施法方或buff归属方 + @param isUseSkill: 是否是直接使用技能的攻击结果 ''' curID = curObj.GetID() @@ -679,24 +682,27 @@ shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID]) elif logicType == ChConfig.AfterLogic_AddBuff: - batObj, buff, _ = logicData - TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + batObj = logicData[0] + buff = logicData[1] + TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) elif logicType == ChConfig.AfterLogic_SyncBuff: - buffObj, buff, _, _ = logicData + buffObj = logicData[0] + buff = logicData[1] TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID) - # 统计结果 - killObjIDList = [] # 击杀的目标ID列表 + # 统计击杀 + killObjList = [] # 击杀其他阵营目标列表 for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() - if tagObj.IsAlive() and tagObj.GetHP() <= 0: - killObjIDList.append(tagID) + if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction(): + killObjList.append(tagObj) TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill) - if curObj and curObj.IsAlive() and curObj.GetHP() <= 0: + if curObj.IsAlive() and curObj.GetHP() <= 0: TurnAttack.SetObjKilled(turnFight, curObj) - # 可能单个技能对同一目标造成多次伤害 + # 统计伤血,可能单个技能对同一目标造成多次伤害 + isSuperHit, isStun, isSuckHP = False, False, False missObjIDList = [] for hurtObj in useSkill.GetHurtObjList(): hurtObjID = hurtObj.GetObjID() @@ -707,15 +713,32 @@ __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill) if hurtObj.HaveHurtType(ChConfig.HurtType_Miss): missObjIDList.append(hurtObjID) - + DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID) + 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 + # 群攻只触发一次特长 + if isSuperHit: + DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) + if isStun: + DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID) + if isSuckHP: + DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID) + # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发 curPlayer = turnFight.curPlayer if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID(): - FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID) - - # 额外触发技能 - __doUseEnhanceSkill(turnFight, curObj, useSkill) - + FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) + + # 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 + if isUseSkill: + __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) + # ========== 以下触发被动 ========== # 破盾时 @@ -730,9 +753,8 @@ # 自己或对方闪避了不再触发被动 continue - TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverTagInState, tagObj, connSkill=useSkill) # 直接攻击 - if not SkillCommon.IsBuff(useSkill): + if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]: TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill) @@ -779,7 +801,7 @@ ## 技能释放者怒气相关 if SkillCommon.isAngerSkill(useSkill): curBatObj.SetXP(0) - elif SkillCommon.isTurnNormalSkill(useSkill): + elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal: addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3) AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID()) return @@ -809,58 +831,135 @@ GameWorld.DebugLog(" 更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason)) return -def __doUseEnhanceSkill(turnFight, curBatObj, useSkill): - if not curBatObj: +def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0): + ## 执行武将特长 + if gameObj.GetSpecialty() != specialty: return - 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()) + specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {}) + if str(specialty) not in specialtyAddXPDict: return - enhanceSkillIDList = useSkill.GetEnhanceSkillList() - if not enhanceSkillIDList: - return - GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList)) - tagObjList = useSkill.GetTagObjList() - for enhanceSkillID in enhanceSkillIDList: - enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID) - if not enhanceSkillData: - continue - # 继承主技能目标 - if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill: - GameWorld.DebugLog("额外触发技能,继承主技能目标! enhanceSkillID=%s" % enhanceSkillID) - # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理 - enhanceRate = enhanceSkillData.GetHappenRate() - enchanceTagObjList = [] - for tagObj in tagObjList: - tagID = tagObj.GetID() - if tagObj.GetHP() <= 0: - GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) - continue - inHurt = False - for hurtObj in useSkill.GetHurtObjList(): - if hurtObj.GetObjID() != tagID: - continue - if hurtObj.HaveHurtType(ChConfig.HurtType_Miss): - continue - inHurt = True - break - if not inHurt: - GameWorld.DebugLog(" 没有伤血不触发: tagID=%s" % (tagID)) - continue - if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue): - GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate)) - continue - - enchanceTagObjList.append(tagObj) - - if enchanceTagObjList: - OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) - - continue - - GameWorld.DebugLog("额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID) - OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) - + addXP = specialtyAddXPDict[str(specialty)] + curXP = gameObj.GetXP() + updXP = curXP + addXP + gameObj.SetXP(updXP, False) + GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty)) + Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID) return + +def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList): + ## 执行本技能/buff释放后额外效果 + for index in xrange(useSkill.GetEffectCount()): + curEffect = useSkill.GetEffect(index) + if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff: + continue + + effID = curEffect.GetEffectID() + GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList)) + if effID == 5010: + # 额外技能效果 + __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList) + continue + + for tagObj in useSkill.GetTagObjList(): + tagID = tagObj.GetID() + GameWorld.DebugLog(" tagID=%s" % (tagID)) + if tagID in missObjIDList: + # 闪避了不触发 + continue + + TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill) + + return + +def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList): + ## 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()) + # return + enhanceSkillID = curEffect.GetEffectValue(0) + checkInStateList = curEffect.GetEffectValue(1) + GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList)) + tagObjList = useSkill.GetTagObjList() + + enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID) + if not enhanceSkillData: + return + + # 继承主技能目标 + if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill: + GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID) + # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理 + enhanceRate = enhanceSkillData.GetHappenRate() + enchanceTagObjList = [] + for tagObj in tagObjList: + tagID = tagObj.GetID() + 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)) + continue + if checkInStateList: + if not tagObj.CheckInState(checkInStateList): + GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList)) + continue + if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue): + GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate)) + continue + + enchanceTagObjList.append(tagObj) + + if enchanceTagObjList: + OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) + + return + + # 只执行一次,防止群攻时额外触发多次 + GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID) + if checkInStateList: + inState = False + for tagObj in tagObjList: + if tagObj.CheckInState(checkInStateList): + inState = True + break + if not inState: + GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) + return + OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) + return + +def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0): + '''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 + @param effSkillID: 被动效果所属的技能ID + @param effectID: 被动效果ID + 注:可能由A引起触发B技能的效果释放技能C + ''' + if not passiveSkill: + return + isOK = False + passiveSkillID = passiveSkill.GetSkillID() + # 继承主技能目标 + if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill: + happenRate = passiveSkill.GetHappenRate() + GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate)) + if not tagObj: + return + tagID = tagObj.GetID() + if not tagObj.IsAlive(): + GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) + return + if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue): + 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) + 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) + + return isOK def __doSkillHurtHP(turnFight, attacker, defObj, curSkill): ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理 @@ -912,16 +1011,21 @@ def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs): '''计算伤害,默认按攻击计算 ''' + + skillID = curSkill.GetSkillID() pmType = GetPMType(atkObj, curSkill) ignoreDef = IsIgnoreDef(curSkill) + changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill) + if changeHurtType == 1: + ignoreDef = True + GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID) + atkID = atkObj.GetID() defID = defObj.GetID() - skillID = curSkill.GetSkillID() isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill) isAngerSkill = SkillCommon.isAngerSkill(curSkill) - isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill) isDot = ("damageoftime" in kwargs) angerOverflow = 0 # 怒气溢出值 @@ -950,12 +1054,12 @@ #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他 - isSuperHit, isParry = False, False + isSuperHit, isParry, isStun = False, False, False aSuperDamPer, dSuperDamPerDef = 0, 0 if not isDot: - isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击 - isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻 - CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕 + isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击 + isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻 + isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕 if isSuperHit: hurtTypes |= pow(2, ChConfig.HurtType_SuperHit) @@ -967,6 +1071,9 @@ if ignoreDef: hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef) + + if isStun: + hurtTypes |= pow(2, ChConfig.HurtType_Stun) #参与运算的数值 #rand = random.random() #种子数 0~1 @@ -988,7 +1095,10 @@ if isAngerSkill: aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤 dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤 - + + aAddSkillPer = 0 # 技能增伤 + aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill) + # 物法增减伤 if pmType == IPY_GameWorld.ghtMag: # 法伤 aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer) @@ -1003,6 +1113,7 @@ dNormalSkillPerDef /= 10000.0 aAngerSkillPer /= 10000.0 dAngerSkillPerDef /= 10000.0 + aAddSkillPer /= 10000.0 aPMDamPer /= 10000.0 dPMDamPerDef /= 10000.0 aSuperDamPer /= 10000.0 @@ -1010,8 +1121,8 @@ aFinalDamPer /= 10000.0 dFinalDamPerDef /= 10000.0 - GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s" - % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes)) + GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" + % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer)) # 持续性伤害 if isDot: @@ -1023,9 +1134,6 @@ elif isAngerSkill: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2)) GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue)) - elif isAtkbackSkill: - hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3)) - GameWorld.DebugLog(" 反击伤害=%s" % (hurtValue)) else: hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4)) GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue)) @@ -1035,11 +1143,17 @@ hurtValue = hurtValue * (1 - parryReduceRatio) GameWorld.DebugLog(" 格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio)) - hurtValue = max(1, int(hurtValue)) # 负值、保底防范 + multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill) + if multiValue and multiValue != 1: + hurtValue = int(hurtValue * multiValue) + GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue)) + + hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后 return hurtValue, hurtTypes -def CanSuperHit(atkObj, defObj): +def CanSuperHit(turnFight, atkObj, defObj, curSkill): aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate) + aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill) dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef) happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1)) if GameWorld.CanHappen(happenRate): @@ -1049,6 +1163,7 @@ def CanStun(turnFight, atkObj, defObj, curSkill): aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate) + aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill) dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef) happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1)) if not GameWorld.CanHappen(happenRate): @@ -1058,10 +1173,19 @@ TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True) return True -def CanParry(atkObj, defObj): +def CanParry(turnFight, atkObj, defObj, curSkill): if defObj.IsInControlled(): #被控制无法格挡 return False + + # 格挡印记 + buffMgr = defObj.GetBuffManager() + 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()) + return True + aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef) dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate) parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum) @@ -1231,6 +1355,8 @@ buffID = curBuff.GetBuffID() ownerID = curBuff.GetOwnerID() buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方 + if not buffOwner: + return atkObj = buffOwner defObj = batObj -- Gitblit v1.8.0