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): -- Gitblit v1.8.0