From 30dd8ff93a00ada8262a35da0ede9c2088a7fd37 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 23 九月 2025 16:52:52 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(诸葛亮技能; 目标细分增加攻击力最高5; buff状态增加军令19;增加效果6006增加本次技能万分比验证职业;增加效果5015集火攻击军令目标;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 20 ++++++++++++++++---- 1 files changed, 16 insertions(+), 4 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 1bc08e6..0c989bb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -45,11 +45,11 @@ ## 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, byBuff=None): +def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False): '''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,即主技能拆分成多个技能,额外释放的 + @param comboLimit: 是否强制限制连击 @return: 是否成功 ''' if not useSkill: @@ -151,7 +151,7 @@ # 处理反击 或 连击 if isTurnNormalSkill: - if not DoCombo(turnFight, curBatObj, useSkill): + if comboLimit or not DoCombo(turnFight, curBatObj, useSkill): useSkill.ComboInterrupt() # 最后重置、回收对象 @@ -176,6 +176,12 @@ return [curBatObj] tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill) + + # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规 + # 集火:直接通过效果5015指定了目标,所以这里可不处理 + # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能 + # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能 + # 嘲讽: 目标是敌方时强制目标一定包含施法者 sneerObj = None # 嘲讽目标 sneerObjID, sneerObjPosNum = 0, 0 @@ -288,6 +294,11 @@ elif tagAffect == ChConfig.SkillTagAffect_HPHighest: aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True) #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList]) + + # 攻击力最高 + elif tagAffect == ChConfig.SkillTagAffect_AtkHighest: + aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True) + #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList]) # 未被控制优先 elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority: @@ -793,7 +804,7 @@ 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, effIgnoreObjIDList, isUseSkill) - + # ========== 以下触发被动 ========== # 破盾时 @@ -1161,6 +1172,7 @@ dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力 atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill) aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成 dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤 -- Gitblit v1.8.0