From 7a88478e06c7384d90b6808a317a1dbc2bb98710 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 19 一月 2026 19:27:06 +0800
Subject: [PATCH] 423 【内政】命格系统-服务端(命格额外属性条数修改为由感悟层级决定;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 51 +++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 43 insertions(+), 8 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index 298d6dd..602c494 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -33,6 +33,7 @@
self._batObj = batObj
self._objID = batObj.GetID() if batObj else 0
self._skillIDList = [] # 已有技能ID列表,获取被动中快速判断已学技能用
+ self.noDeadSkill = None # 不死技能效果,暂时只支持最多1个这种技能
# 技能
self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
@@ -189,6 +190,11 @@
effDict[skillID].append(effectID)
if triggerWay not in self._skillTriggerWayList:
self._skillTriggerWayList.append(triggerWay)
+
+ # 加载不死技能效果
+ if triggerWay == ChConfig.TriggerWay_NoDead:
+ self.noDeadSkill = curSkill
+
return
def RefreshBuffPassiveEffect(self):
@@ -509,7 +515,7 @@
return
def GetBuffCount(self): return len(self._buffList)
- def GetBuffByIndex(self, index): return self._buffList[index]
+ def GetBuffByIndex(self, index): return self._buffList[index] if len(self._buffList) > index else None
def AddBuff(self, skillID):
buff = None
@@ -664,6 +670,7 @@
self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
self._byBuff = None # 由哪个buff触发的
+ self._byBatObj = None # 由哪个战斗对象触发的
self._byTriggerWay = 0 # 由哪个被动方式触发的
self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
@@ -690,6 +697,7 @@
self._effIgnoreObjIDList = []
self._bySkill = None
self._byBuff = None
+ self._byBatObj = None
self._byTriggerWay = 0
self._afterLogicList = []
self.ClearHurtObj()
@@ -742,6 +750,8 @@
def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetByBuff(self): return self._byBuff
def SetByBuff(self, byBuff): self._byBuff = byBuff
+ def GetByBatObj(self): return self._byBatObj
+ def SetByBatObj(self, byBatObj): self._byBatObj = byBatObj
def GetByTriggerWay(self): return self._byTriggerWay
def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
@@ -903,9 +913,11 @@
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
self.posNum = 0 # 所在阵容站位
+ self._batLineup = None # 所属战斗阵容对象
self._hp = 0 # 当前生命值
self._xp = 0 # 当前怒气值
self._isAlive = True # 是否活着
+ self._killer = None # 被谁击杀的
self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性 {attrID:value, ...}
self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性 {attrID:+-value, ...} value可能是负值
self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...} value可能是负值
@@ -988,9 +1000,11 @@
def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
def GetBatLineup(self):
- turnFight = self.GetTurnFight()
- batFaction = turnFight.getBatFaction(self.faction)
- return batFaction.getBatlineup(self.lineupNum)
+ if not self._batLineup:
+ turnFight = self.GetTurnFight()
+ batFaction = turnFight.getBatFaction(self.faction)
+ self._batLineup = batFaction.getBatlineup(self.lineupNum)
+ return self._batLineup
def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
def SetOwnerID(self, ownerID): self.ownerID = ownerID
def GetID(self): return self.objID
@@ -1029,9 +1043,16 @@
def SetLV(self, lv): self.lv = lv
def GetStar(self): return self._star
def SetStar(self, star): self._star = star
- def GetDictByKey(self, key): return self._kvDict.get(key, 0)
- def SetDict(self, key, value): self._kvDict[key] = value
-
+ def GetDictByKey(self, key):
+ if key in self._kvDict:
+ return self._kvDict[key]
+ return 0
+ def SetDict(self, key, value):
+ if not value:
+ self._kvDict.pop(key, None)
+ else:
+ self._kvDict[key] = value
+
def GetSkillManager(self): return self._skillMgr
def GetBuffManager(self):return self._buffMgr
def GetPassiveEffManager(self):return self._passiveEffMgr
@@ -1079,6 +1100,17 @@
return False
return True
+ def CanNoDead(self):
+ '''是否还可触发不死效果
+ 暂定单个武将最多只支持配置1个不死效果,且单场战斗最多触发x次,即按技能cd判断即可
+ '''
+ noDeadSkill = self._passiveEffMgr.noDeadSkill # 固定有被动触发
+ if not noDeadSkill:
+ return
+ if noDeadSkill.GetRemainTime():
+ return
+ return True
+
def GetSneerTagObj(self):
## 获取被嘲讽的目标,如果存在则一定是活着的目标
buffIDList = self._buffMgr.GetStateBuffIDList(ChConfig.BatObjState_Sneer)
@@ -1096,12 +1128,15 @@
# 战斗属性
def IsAlive(self): return self._isAlive # 是否活着
- def SetDead(self):
+ def SetDead(self, killer=None):
+ self._killer = killer
self._isAlive = False
self._hp = 0
def SetRevive(self, hp):
+ self._killer = None
self._isAlive = True
self._hp = hp
+ def GetKiller(self): return self._killer
def GetMaxHP(self): return int(self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0))
def SetMaxHP(self, maxHP, isNotify=False):
maxHP = int(maxHP)
--
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