From 382970c301ea90a70a0cb585e3648b6fa6e063d6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 19 一月 2026 18:55:37 +0800
Subject: [PATCH] 438 【方案】方案预设-服务端(B412 B124 删除 ShapeType)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   82 +++++++++++++++++++++++++++++++++--------
 1 files changed, 66 insertions(+), 16 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 46d36ce..51f1029 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -38,6 +38,11 @@
     ght = useSkill.GetHurtType() % 10
     if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
         return IPY_GameWorld.ghtMag
+    if ght == 3: # 由触发的技能决定
+        bySkill = useSkill.GetBySkill()
+        if bySkill:
+            #GameWorld.DebugLogEx("物法类型取触发的技能: useSkillID=%s,bySkillID=%s", useSkill.GetSkillID(), bySkill.GetSkillID())
+            return GetPMType(batObj, bySkill)
     return IPY_GameWorld.ghtPhy
 
 def IsIgnoreDef(useSkill):
@@ -158,6 +163,8 @@
     useSkill.SetBatType(batType)
     useSkill.SetBySkill(bySkill)
     useSkill.SetByBuff(byBuff)
+    # 注:理论上原先的 byFriendObj 都可以直接用这个,但是旧的代码先不修改了,后续的累计敌军、友军之类的触发可以统一使用 byBatObj
+    useSkill.SetByBatObj(kwargs.pop("byBatObj", None))
     useSkill.SetByTriggerWay(byTriggerWay)
     
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
@@ -1596,7 +1603,8 @@
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
-    curBatLineup = None
+    curBatLineup = curObj.GetBatLineup()
+    curMGObj = curBatLineup.getMinggeObj()
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         
@@ -1676,6 +1684,9 @@
         # 追击
         elif batType == ChConfig.TurnBattleType_Pursue:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
+            if isAttackDirect:
+                if curMGObj:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
         # 反击
         elif batType == ChConfig.TurnBattleType_AtkBack:
@@ -1685,8 +1696,6 @@
             
         # 敌友方
         if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
-            if not curBatLineup:
-                curBatLineup = curObj.GetBatLineup()
             for lineupObjID in curBatLineup.posObjIDDict.values():
                 lineupObj = batObjMgr.getBatObj(lineupObjID)
                 if not lineupObj.IsAlive():
@@ -2065,8 +2074,15 @@
     '''按公式计算伤害,默认按攻击计算
     '''
     
-    #mapID = turnFight.mapID
     skillID = curSkill.GetSkillID()
+    # 命格攻击类技能,取触发者为施法方,因为部分战斗属性需要取施法方的,如最终增伤等
+    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
+        byBatObj = curSkill.GetByBatObj()
+        if byBatObj:
+            GameWorld.DebugLogEx("命格攻击类技能计算伤害属性取触发者! mgObjID=%s,byObjID=%s,skillID=%s", atkObj.GetID(), byBatObj.GetID(), skillID)
+            atkObj = byBatObj
+            
+    #mapID = turnFight.mapID
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
     batType = curSkill.GetBatType()
@@ -2091,10 +2107,7 @@
         mustHit = True
         
     angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
-    if isAngerSkill:
-        curXP = atkObj.GetXP()
-        GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
-        
+    
     #命中公式 攻击方类型不同,公式不同
     if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
@@ -2126,7 +2139,6 @@
         aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
         
         dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
-        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
         
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
@@ -2154,6 +2166,32 @@
     aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
     aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
     
+    #招架  - 无视攻击方最终增伤百分比
+    dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
+    aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
+    if dZhaojia > aZhaojiaDef:
+        perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
+        reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
+        reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
+        if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
+            reducePer = min(reducePer, reduceMax)
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
+            aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
+            GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
+            
+    #贯穿  - 无视防守方最终减伤百分比
+    aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
+    dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
+    if aGuanchuan > dGuanchuanDef:
+        perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
+        reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
+        reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
+        if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
+            reducePer = min(reducePer, reduceMax)
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
+            dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
+            GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef)   
+            
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
         aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
@@ -2216,7 +2254,6 @@
     if turnFight.isPVP() > 0:
         aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
         dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
-        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -2245,19 +2282,30 @@
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
-    GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s", 
-                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
-    #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
-    
+    GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,dBatDamPerDef=%s,aFinalDamPer=%s,dFinalDamPerDef=%s", 
+                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, dBatDamPerDef, aFinalDamPer, dFinalDamPerDef)
+    if isSuperHit:
+        GameWorld.DebugLogEx("    暴击 aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
+    if aPMDamPer or dPMDamPerDef:
+        GameWorld.DebugLogEx("    物法 aPMDamPer=%s,dPMDamPerDef=%s,pmType=%s", aPMDamPer, dPMDamPerDef, pmType)
+    if aComboDamPer or dComboDamPerDef:
+        GameWorld.DebugLogEx("    连击 aComboDamPer=%s,dComboDamPerDef=%s", aComboDamPer, dComboDamPerDef)
+    if aPursueDamPer or dPursueDamPerDef:
+        GameWorld.DebugLogEx("    追击 aPursueDamPer=%s,dPursueDamPerDef=%s", aPursueDamPer, dPursueDamPerDef)
+    if aPVPDamPer or dPVPDamPerDef:
+        GameWorld.DebugLogEx("    PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
+    if aCountryDamPer or dCountryDamPerDef:
+        GameWorld.DebugLogEx("    国家 aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
+        
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
         GameWorld.DebugLogEx("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
-        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
+        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s,angerOverflow=%s,curXP=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef, angerOverflow, atkObj.GetXP())
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
-        GameWorld.DebugLogEx("    持续技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLogEx("    持续技能伤害=%s,aDOTPer=%s,dDOTPerDef=%s", hurtValue, aDOTPer, dDOTPerDef)
     elif calcType == ChConfig.Def_Calc_ByBuffValue:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
         GameWorld.DebugLogEx("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
@@ -2804,6 +2852,8 @@
     buffMgr = defObj.GetBuffManager()
     for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
         damBackPer += buff.GetValue1()
+        connSkillTypeID = buff.GetSkillTypeID()
+        damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
         
     if damBackPer <= 0:
         return

--
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