From 49cfc84f644219fefb382215e1765a8fd81fde48 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 25 九月 2025 09:49:52 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘宁技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   83 +++++++++++++++++++++++++++++++----------
 1 files changed, 62 insertions(+), 21 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 0c989bb..12a06ea 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -710,7 +710,7 @@
     @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
     '''
     
-    curID = curObj.GetID()
+    #curID = curObj.GetID()
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
@@ -746,6 +746,7 @@
         if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
             killObjList.append(tagObj)
             TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+    useSkill.SetKillObjList(killObjList)
     if curObj.IsAlive() and curObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curObj)
         
@@ -813,19 +814,33 @@
         tagObj = batObjMgr.getBatObj(tagObjID)
         TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
         
+    # 有击杀时
+    for index, tagObj in enumerate(killObjList):
+        if index == 0:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
+        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+        
+    triggerOne = False
     batType = useSkill.GetBatType()
+    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
         if tagID in effIgnoreObjIDList:
             continue
         
         # 直接攻击
-        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+        if isAttackDirect:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
+        else:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
             
         # 使用技能后
         if isUseSkill:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
             
         # 连击
@@ -835,11 +850,7 @@
         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)
+        triggerOne = True # 设置已经触发过一次
         
     return
 
@@ -942,7 +953,7 @@
                 continue
             
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
+        GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -965,7 +976,8 @@
     #    return
     enhanceSkillID = curEffect.GetEffectValue(0)
     checkInStateList = curEffect.GetEffectValue(1)
-    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
+    checkHeroJob = curEffect.GetEffectValue(2)
+    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
     tagObjList = useSkill.GetTagObjList()
     
     enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -990,6 +1002,9 @@
                 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 checkHeroJob and checkHeroJob != tagObj.GetJob():
+                GameWorld.DebugLog("    非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+                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
@@ -1003,14 +1018,21 @@
     
     # 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
+    if checkInStateList or checkHeroJob:
+        inState, haveJob = False, False
         for tagObj in tagObjList:
-            if tagObj.CheckInState(checkInStateList):
+            tagID = tagObj.GetID()
+            if tagID in effIgnoreObjIDList:
+                continue
+            if not inState and 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))
+            if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
+                haveJob = True
+        if checkInStateList and not inState:
+            GameWorld.DebugLog("    没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+            return
+        if checkHeroJob and not haveJob:
+            GameWorld.DebugLog("    没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
             return
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
@@ -1025,12 +1047,21 @@
     '''
     if not passiveSkill:
         return
-    isOK = False
+    bySkillID = 0
+    if connSkill:
+        bySkillID = connSkill.GetSkillID()
+    elif connBuff:
+        bySkillID = connBuff.GetSkillID()
     passiveSkillID = passiveSkill.GetSkillID()
+    if passiveSkillID == bySkillID:
+        #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        return
+    
+    isOK = False
     # 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))
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
         if not tagObj:
             return
         tagID = tagObj.GetID()
@@ -1043,7 +1074,7 @@
         passiveTagObjList = [tagObj]
         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))
+        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
         isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
         
     return isOK
@@ -1168,14 +1199,18 @@
     
     aAtk = atkObj.GetAtk() # 攻击方最大攻击
     
-    dHP = defObj.GetHP()
+    dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
     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_AddSkillPerByHP, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+    
+    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
     
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
@@ -1224,8 +1259,8 @@
     
     if calcType != ChConfig.Def_Calc_Attack:
         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))
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
     
     # 持续性伤害
     if isTurnNormalSkill:
@@ -1275,6 +1310,10 @@
     return hurtValue, hurtTypes
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
+    if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
+        GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+        return True
+    
     aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
     aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
     dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
@@ -1503,6 +1542,8 @@
         baseValue = curObj.GetLastHurtValue()
     elif calcType == ChConfig.Def_Calc_TagMaxHP:
         baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+    elif calcType == ChConfig.Def_Calc_TagLostHP:
+        baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP())
     elif calcType == ChConfig.Def_Calc_ByBuffValue:
         byBuff = curSkill.GetByBuff()
         if byBuff:

--
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