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

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