From 4ec47a0dab32729d20389078ee78f89b64c12cab Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 22 九月 2025 15:58:57 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(张星彩怒技,觉醒技能;增加buff消失后触发时机;增加效果6007 6008 7001 7002;技能友好目标增加类型2:一定包含自己的友方单位)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   66 ++++++++++++++++++++++++++-------
 1 files changed, 52 insertions(+), 14 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 3d2c457..67bb230 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
     ## 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):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None):
     '''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
@@ -61,11 +61,7 @@
     
     #没有指定目标,则按技能自身的目标逻辑
     if not tagObjList:
-        tagAim = useSkill.GetTagAim()
-        tagFriendly = useSkill.GetTagFriendly()
-        tagAffect = useSkill.GetTagAffect()
-        tagCount = useSkill.GetTagCount()
-        tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
+        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
         rate = useSkill.GetHappenRate()
         if rate and rate != ChConfig.Def_MaxRateValue: 
             for tagObj in tagObjList[::-1]:
@@ -99,6 +95,7 @@
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
     useSkill.SetBySkill(bySkill)
+    useSkill.SetByBuff(byBuff)
     
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     if isTurnNormalSkill:
@@ -153,15 +150,22 @@
         poolMgr.release(useSkill)
     return True
 
-def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
+def GetSkillTags(turnFight, curBatObj, useSkill):
     ## 获取技能目标
     # @return: [主目标, 目标2, ...]
+    
+    tagAim = useSkill.GetTagAim()
+    tagFriendly = useSkill.GetTagFriendly()
+    tagAffect = useSkill.GetTagAffect()
+    tagCount = useSkill.GetTagCount()
     
     curFaction = curBatObj.GetFaction()
     
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
+    
+    tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
     
     sneerObj = None # 嘲讽目标
     sneerObjID, sneerObjPosNum = 0, 0
@@ -291,6 +295,11 @@
         if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
             aimObjList.remove(sneerObj)
             aimObjList.insert(0, sneerObj)
+            
+    # 一定包含自己
+    if tagFriendly == 2:
+        if curBatObj not in aimObjList:
+            aimObjList.append(curBatObj)
             
     if tagCount and len(aimObjList) > tagCount:
         aimObjList = aimObjList[:tagCount]
@@ -977,7 +986,7 @@
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
     '''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
@@ -1003,10 +1012,10 @@
             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)
+        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))
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
         
     return isOK
 
@@ -1184,7 +1193,7 @@
     aPursueDamPer /= 10000.0
     
     if calcType != ChConfig.Def_Calc_Attack:
-        aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+        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))
     
@@ -1198,6 +1207,9 @@
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
         GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
+    elif calcType == ChConfig.Def_Calc_ByBuffValue:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
+        GameWorld.DebugLog("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
     elif calcType != ChConfig.Def_Calc_Attack:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
         GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
@@ -1221,6 +1233,13 @@
         hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
         hurtValue = min(hurtValue, hurtValueMax)
         GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+        
+    # 均摊
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if hurtShareEff:
+        tagCnt = max(1, len(curSkill.GetTagObjList()))
+        hurtValue = hurtValue / tagCnt
+        GameWorld.DebugLog("    目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
@@ -1399,9 +1418,22 @@
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
-    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
-    
     skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    
+    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+    
+    cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
+    if cureWayExEff:
+        cureType = cureWayExEff.GetEffectValue(0)
+        skillPer = cureWayExEff.GetEffectValue(1)
+        GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
+        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
+        cureHP += cureHPEx
+        
+    return max(1, int(cureHP)) # 保底1点
+
+def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
+    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
     
     # 回合制
     curePer = 0 # 治疗加成
@@ -1430,8 +1462,9 @@
                        % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
     return cureHP
 
-def GetCalcBaseValue(calcType, curObj, tagObj):
+def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
     ##获得基础计算值
+    baseValue = 0
     if calcType == ChConfig.Def_Calc_Attack:
         baseValue = curObj.GetAtk()
     elif calcType == ChConfig.Def_Calc_MaxHP:
@@ -1440,6 +1473,11 @@
         baseValue = curObj.GetLastHurtValue()
     elif calcType == ChConfig.Def_Calc_TagMaxHP:
         baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+    elif calcType == ChConfig.Def_Calc_ByBuffValue:
+        byBuff = curSkill.GetByBuff()
+        if byBuff:
+            baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
+            GameWorld.DebugLog("根据buff值: %s" % baseValue)
     return baseValue
 
 def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):

--
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