From 5f9bb5660f4a62ed7a30767a23d565fd9c152e2a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 20:38:01 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(关羽全部技能; 优化技能冷却时间字段对触发被动效果的技能也有效;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 149 +++++++++++++++++++++++++++++++++----------------
1 files changed, 99 insertions(+), 50 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 0ba5348..e031d89 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -27,7 +27,6 @@
import TurnPassive
import TurnAttack
import TurnBuff
-import ObjPool
import FBLogic
import random
@@ -60,13 +59,15 @@
if not skillID:
return
+ byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
if not curBatObj.IsAlive():
if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
else:
- triggerWay = kwargs.get("triggerWay", 0)
- if triggerWay in ChConfig.DeadCanTriggerWayList:
- GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+ if byTriggerWay in ChConfig.DeadCanTriggerWayList:
+ GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
+ elif batType == ChConfig.TurnBattleType_Enhance:
+ GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
else:
GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
return
@@ -140,18 +141,16 @@
objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
- poolMgr = ObjPool.GetPoolMgr()
- usePoolSkill = False
if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
- usePoolSkill = True
# 统一使用 BattleObj.PySkill
- useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
+ useSkill = BattleObj.PySkill(useSkill, objID)
useSkill.ResetUseRec()
useSkill.SetTagObjList(tagObjList)
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
useSkill.SetByBuff(byBuff)
+ useSkill.SetByTriggerWay(byTriggerWay)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
if isTurnNormalSkill:
@@ -180,7 +179,7 @@
else:
__doUseSkill(turnFight, curBatObj, useSkill)
- DoAttackResult(turnFight, curBatObj, useSkill)
+ DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
if useTag:
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -192,8 +191,6 @@
# 最后重置、回收对象
useSkill.ResetUseRec()
- if usePoolSkill:
- poolMgr.release(useSkill)
return True
def CheckSkillUseCntLimit(batObj, useSkill):
@@ -851,8 +848,13 @@
calcCureResults = []
relativeObj = GetRelativeObj(turnFight, curBatObj)
+ multiValue = 1
+ addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddCureMulti, useSkill)
+ if addCureMulti:
+ multiValue += addCureMulti / 100.0
+
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj, multiValue=multiValue)
poisonCureOwner = GetPoisonCureOwner(tagBatObj)
calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
@@ -1018,8 +1020,7 @@
# hurtValue *= (10000 + FinalDamPer) / 10000.0
# GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
- poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill = BattleObj.PySkill(skillIpyData, atkID)
useSkill.SetTagObjList([defObj])
useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
@@ -1055,7 +1056,6 @@
Sync_TurnFightTag(turnFight, useTag, 1)
useSkill.ResetUseRec()
- poolMgr.release(useSkill)
return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -1123,7 +1123,7 @@
return
-def DoAttackResult(turnFight, curBatObj, useSkill):
+def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
'''执行攻击结果
@param curBatObj: 施法方或buff归属方
'''
@@ -1140,6 +1140,14 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ if "byEffSkill" in kwargs:
+ byEffSkill = kwargs["byEffSkill"]
+ cdTime = byEffSkill.GetCoolDownTime()
+ if cdTime:
+ if hasattr(byEffSkill, "GetRemainTime"):
+ byEffSkill.SetRemainTime(cdTime)
+ GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
+
__doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
@@ -1287,16 +1295,14 @@
# 优先处理afterLogic,可再预先汇总一些会触发被动的信息
relatedSkillID = useSkill.GetSkillID()
- shieldBrokenList = [] # 记录盾破
+ delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
afterLogicList = useSkill.GetAfterLogicList()
for logicType, logicData in afterLogicList:
if logicType == ChConfig.AfterLogic_DelBuff:
- buffObjID, buff, tagObjID = logicData
- buffSkillData = buff.GetSkillData()
- buffSkillTypeID = buffSkillData.GetSkillTypeID()
+ buffObjID, buff, tagObjID, afterTriggerData = logicData
TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
- if SkillCommon.isDamageShieldSkill(buffSkillData):
- shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
+ if afterTriggerData:
+ delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
elif logicType == ChConfig.AfterLogic_AddBuff:
batObj = logicData[0]
@@ -1323,9 +1329,7 @@
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
useSkill.SetKillObjList(killObjList)
# 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
- selfAlive = curObj.IsAlive()
- if selfAlive and curObj.GetHP() <= 0:
- selfAlive = False
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
dieObjList.append(curObj)
TurnAttack.SetObjKilled(turnFight, curObj)
@@ -1400,16 +1404,18 @@
effIgnoreObjIDList = missObjIDList + immuneObjIDList
useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
# 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
- if selfAlive:
+ if curObj not in dieObjList:
__DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
# ========== 以下触发被动 ==========
- # 破盾时
- for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
+ # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式 ChConfig.TriggerWay_BuffDel(立即触发)
+ for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
+ triggerWay, effInfoList = afterTriggerData
buffObj = batObjMgr.getBatObj(buffObjID)
- tagObj = batObjMgr.getBatObj(tagObjID)
- TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+ tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
+ GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
+ TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
# 有击杀时
for index, tagObj in enumerate(killObjList):
@@ -1420,6 +1426,7 @@
if dieObjList:
for dieObj in dieObjList:
TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+ __dongbaiRevive(turnFight, dieObj, useSkill) # 写死特殊处理董白复活
for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
batFaction = turnFight.getBatFaction(faction)
@@ -1464,6 +1471,7 @@
# 掉血时
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
# 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
if not isAttackDirect:
@@ -1525,6 +1533,33 @@
if dieObjList:
turnFight.checkOverByKilled()
+ return
+
+def __dongbaiRevive(turnFight, batObj, useSkill):
+ '''特殊处理董白复活: 董白死亡之后的时间,若有敌方单位阵亡,董白以50%血量复活
+ '''
+ faction = batObj.GetFaction()
+ batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB)
+ if not batFaction:
+ return
+ batLineup = batFaction.getBatlineup(1)
+ if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
+ return
+ dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
+ if not dongbaiObj or dongbaiObj.IsAlive():
+ return
+ skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
+ if not skill:
+ GameWorld.DebugLogEx("董白还还未学习特殊复活技能! %s", ChConfig.SkillID_DongbaiRevive)
+ return
+ enemyDeadCnt = dongbaiObj.GetDictByKey("EnemyDeadCnt") + 1
+ dongbaiObj.SetDict("EnemyDeadCnt", enemyDeadCnt)
+ GameWorld.DebugLogEx("董白记录自身死亡后的敌方阵亡单位数: %s" % enemyDeadCnt)
+ needDeadCnt = skill.GetEffect(0).GetEffectValue(0) # 固定配置在效果1值
+ if enemyDeadCnt < needDeadCnt:
+ return
+ dongbaiObj.SetDict("EnemyDeadCnt", 0)
+ OnUseSkill(turnFight, dongbaiObj, skill, batType=ChConfig.TurnBattleType_Passive, bySkill=useSkill)
return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -1817,6 +1852,8 @@
batType = curSkill.GetBatType()
changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
+ if not changeHurtType:
+ changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtTypeByBuff, curSkill)
if changeHurtType == 1:
ignoreDef = True
GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
@@ -1895,6 +1932,7 @@
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
+ aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
@@ -2016,6 +2054,7 @@
hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
if hurtAtkPerMax:
+ hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
aAtk = atkObj.GetAtk()
hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
hurtValue = min(hurtValue, hurtValueMax)
@@ -2135,8 +2174,10 @@
defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
- lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
-
+ lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+ if ignoreShield:
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
+
#伤害结构体
defID = defObj.GetID()
if isEx:
@@ -2423,9 +2464,10 @@
@param hpCanNegative: 扣除后的生命是否允许负值
@param immuneHurt: 免疫的伤害值
@param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
- @return: lostHP
+ @return: lostHP, ignoreShield
'''
+ ignoreShield = None
if immuneHurt > 0:
buffMgr = defObj.GetBuffManager()
wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
@@ -2440,7 +2482,7 @@
defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
if hurtValue <= 0:
- return 0
+ return 0, ignoreShield
atkID = atkObj.GetID()
defID = defObj.GetID()
@@ -2451,6 +2493,11 @@
shieldBuffList = []
buffMgr = defObj.GetBuffManager()
for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
+ if ignoreShield == None:
+ if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_IgnoreShield, curSkill):
+ ignoreShield = True # 无视承伤盾
+ break
+ ignoreShield = False
skillData = buff.GetSkillData()
remainTime = buff.GetRemainTime() # 剩余回合
if not skillData.GetLastTime():
@@ -2479,7 +2526,9 @@
shieldHurtValue -= decShieldValue # 承伤值
if decShieldValue >= buffValue:
GameWorld.DebugLogEx(" 删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
- TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
+ #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
+ effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
+ TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
else:
updShieldValue = buffValue - decShieldValue
GameWorld.DebugLogEx(" 更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
@@ -2500,7 +2549,7 @@
GameWorld.DebugLogEx(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s",
atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
- return lostHP
+ return lostHP, ignoreShield
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
@@ -2584,7 +2633,7 @@
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None, multiValue=1):
''' 计算治疗值
'''
@@ -2624,6 +2673,10 @@
cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
cureHP += cureHPEx
GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
+
+ if multiValue and multiValue != 1:
+ cureHP = int(cureHP * multiValue)
+ GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
@@ -2710,8 +2763,7 @@
hurtValue *= (10000 + FinalDamPer) / 10000.0
GameWorld.DebugLogEx(" 增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
- poolMgr = ObjPool.GetPoolMgr()
- useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill = BattleObj.PySkill(skillIpyData, atkID)
useSkill.SetTagObjList([defObj])
useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
@@ -2727,12 +2779,11 @@
Sync_TurnFightTag(turnFight, useTag, 1)
useSkill.ResetUseRec()
- poolMgr.release(useSkill)
return
def Sync_TurnFightTag(turnFight, useTag, sign):
## 通知技能标签
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack = ChPyNetSendPack.tagSCTurnFightTag()
clientPack.Tag = useTag
clientPack.Len = len(clientPack.Tag)
clientPack.Sign = sign
@@ -2743,8 +2794,7 @@
## 通知释放技能
bySkill = useSkill.GetBySkill()
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
- poolMgr = ObjPool.GetPoolMgr()
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
+ clientPack = ChPyNetSendPack.tagSCUseSkill()
clientPack.ObjID = curBatObj.GetID()
clientPack.PMType = GetPMType(curBatObj, useSkill)
clientPack.BattleType = useSkill.GetBatType()
@@ -2755,7 +2805,7 @@
# 技能的主要伤害
clientPack.HurtList = []
for hurtObj in useSkill.GetHurtObjList():
- hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+ hurt = ChPyNetSendPack.tagSCUseSkillHurt()
hurt.ObjID = hurtObj.GetObjID()
hurt.AttackTypes = hurtObj.GetHurtTypes()
hurt.HurtHP = hurtObj.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2767,7 +2817,7 @@
hurt.HurtListEx = []
# 单个伤害的额外伤害,如弹射+平摊伤害
for hurtObjEx in hurtObj.GetHurtObjListEx():
- hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+ hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
hurtEx.ObjID = hurtObjEx.GetObjID()
hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2782,7 +2832,7 @@
# 技能的额外伤害,如常规技能的平摊伤害
clientPack.HurtListEx = []
for hurtObjEx in useSkill.GetHurtObjListEx():
- hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+ hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
hurtEx.ObjID = hurtObjEx.GetObjID()
hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2797,7 +2847,7 @@
if not clientPack.HurtList:
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+ hurt = ChPyNetSendPack.tagSCUseSkillHurt()
hurt.ObjID = tagID
hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
@@ -2819,8 +2869,7 @@
if attrID not in ChConfig.CDBRefresh_AttrIDDict:
return
refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID]
- poolMgr = ObjPool.GetPoolMgr()
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
+ clientPack = ChPyNetSendPack.tagSCObjPropertyRefreshView()
clientPack.ObjID = curBatObj.GetID()
clientPack.RefreshType = refreshType
clientPack.AttackTypes = hurtTypes
@@ -2842,7 +2891,7 @@
def Sync_HPRefresh(turnFight, curBatObj):
hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
- clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
+ clientPack = ChPyNetSendPack.tagSCObjHPRefresh()
clientPack.ObjID = curBatObj.GetID()
clientPack.HP = hp % ShareDefine.Def_PerPointValue
clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
--
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