From 7cf1be63a7bbf9119bf6c404899e8f71f12400c9 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 20 一月 2026 21:10:30 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(命格技能朱雀;增加触发方式61-附加持续伤害buff时;群攻触发的命格buff默认只触发一次;增加效果5029-额外结算dot伤害;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 315 ++++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 266 insertions(+), 49 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 8fd79b3..135eb26 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -38,6 +38,11 @@
ght = useSkill.GetHurtType() % 10
if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
return IPY_GameWorld.ghtMag
+ if ght == 3: # 由触发的技能决定
+ bySkill = useSkill.GetBySkill()
+ if bySkill:
+ #GameWorld.DebugLogEx("物法类型取触发的技能: useSkillID=%s,bySkillID=%s", useSkill.GetSkillID(), bySkill.GetSkillID())
+ return GetPMType(batObj, bySkill)
return IPY_GameWorld.ghtPhy
def IsIgnoreDef(useSkill):
@@ -60,6 +65,19 @@
return
skillType = useSkill.GetSkillType()
+ byBatObj = kwargs.pop("byBatObj", None)
+ if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
+ if useSkill.GetSkillType() in ChConfig.Def_HurtSkill_List:
+ if not byBatObj:
+ return
+ GameWorld.DebugLogEx("命格攻击类技能施法方算触发者! mgObjID=%s,byObjID=%s,skillID=%s", curBatObj.GetID(), byBatObj.GetID(), skillID)
+ curBatObj = byBatObj
+ else:
+ # 因为命格攻击类技能修改了施法者,后续如果有子技能触发会变成还是变更后的施法者,导致命格全体buff可能存在多个施法来源,可能导致bug
+ batLineup = curBatObj.GetTFBatLineup()
+ curBatObj = batLineup.getMinggeObj()
+ GameWorld.DebugLogEx("命格非攻击类技能强制施法者为命格自己! mgObjID=%s,skillID=%s", curBatObj.GetID(), skillID)
+
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 skillType == ChConfig.Def_SkillType_Revive:
@@ -86,7 +104,7 @@
GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
return
- if CheckSkillUseCntLimit(curBatObj, useSkill):
+ if CheckSkillUseCntLimit(turnFight, curBatObj, useSkill):
return
#没有指定目标,则按技能自身的目标逻辑
@@ -158,6 +176,8 @@
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
useSkill.SetByBuff(byBuff)
+ # 注:理论上原先的 byFriendObj 都可以直接用这个,但是旧的代码先不修改了,后续的累计敌军、友军之类的触发可以统一使用 byBatObj
+ useSkill.SetByBatObj(kwargs.pop("byBatObj", None))
useSkill.SetByTriggerWay(byTriggerWay)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
@@ -185,7 +205,7 @@
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
- __doUseSkill(turnFight, curBatObj, useSkill)
+ __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
@@ -201,7 +221,7 @@
useSkill.ResetUseRec()
return True
-def CheckSkillUseCntLimit(batObj, useSkill):
+def CheckSkillUseCntLimit(turnFight, batObj, useSkill):
## 检查技能使用次数是否受限
# @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
if not hasattr(useSkill, "GetEffectByID"):
@@ -214,12 +234,14 @@
skillID = useSkill.GetSkillID()
if useCntLimit:
+ useCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnAll=1)
useCnt = batObj.GetSkillUseCnt(skillID)
if useCnt >= useCntLimit:
GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
return True
if turnUseCntLimit:
+ turnUseCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnPer=1)
turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
if turnUseCnt >= turnUseCntLimit:
GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
@@ -376,13 +398,14 @@
colNumList.insert(0, specInColNum)
GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
+ posObjIDDict = batLineup.getPosObjIDDict()
for col in colNumList:
for row in range(1, 1 + ChConfig.TurnFightRows):
pNum = (row - 1) * ChConfig.TurnFightCols + col
#GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
- if pNum not in batLineup.posObjIDDict:
+ if pNum not in posObjIDDict:
continue
- tagObjID = batLineup.posObjIDDict[pNum]
+ tagObjID = posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
@@ -401,13 +424,14 @@
GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
# 按前排优先原则
+ posObjIDDict = batLineup.getPosObjIDDict()
for row in range(1, 1 + ChConfig.TurnFightRows):
for col in colNumList:
pNum = (row - 1) * ChConfig.TurnFightCols + col
#GameWorld.DebugLogEx(" col=%s,row=%s,pNum=%s", col, row, pNum)
- if pNum not in batLineup.posObjIDDict:
+ if pNum not in posObjIDDict:
continue
- tagObjID = batLineup.posObjIDDict[pNum]
+ tagObjID = posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
@@ -539,7 +563,7 @@
batObjMgr = BattleObj.GetBatObjMgr()
for num in lineupNumList:
batLineup = batFaction.getBatlineup(num)
- for tagID in batLineup.posObjIDDict.values():
+ for tagID in batLineup.getBatHeroObjIDList():
tagObj = batObjMgr.getBatObj(tagID)
if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
return lineupNum, changeTagSet
@@ -575,19 +599,80 @@
GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
aimObjList = []
+ posObjIDDict = batLineup.getPosObjIDDict()
for row in rowNumList:
for col in colNumList:
pNum = (row - 1) * ChConfig.TurnFightCols + col
#GameWorld.DebugLogEx(" row=%s,col=%s,pNum=%s", row, col, pNum)
- if pNum not in batLineup.posObjIDDict:
+ if pNum not in posObjIDDict:
continue
- tagObjID = batLineup.posObjIDDict[pNum]
+ tagObjID = posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
aimObjList.append(tagBatObj)
if aimObjList:
break
+
+ return aimObjList
+
+def __getSameRowObjList(tagObj):
+ ## 获取目标对应的同排对象列表,只算活着的
+
+ posNum = tagObj.GetPosNum()
+ inRowNum = ChConfig.GetInRowNum(posNum)
+ inColNum = ChConfig.GetInColNum(posNum)
+ # 优先目标所在纵,为主目标
+ colNumList = range(1, 1 + ChConfig.TurnFightCols)
+ if inColNum in colNumList:
+ colNumList.remove(inColNum)
+ colNumList.insert(0, inColNum)
+
+ row = inRowNum # 目标玩家所在横排
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ batLineup = tagObj.GetTFBatLineup()
+ aimObjList = []
+ posObjIDDict = batLineup.getPosObjIDDict()
+ for col in colNumList:
+ pNum = (row - 1) * ChConfig.TurnFightCols + col
+ if pNum not in posObjIDDict:
+ continue
+ tagObjID = posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not tagBatObj.IsAlive():
+ continue
+ aimObjList.append(tagBatObj)
+
+ return aimObjList
+
+def __getSameColObjList(tagObj):
+ ## 获取目标对应的同列对象列表,只算活着的
+
+ posNum = tagObj.GetPosNum()
+ inRowNum = ChConfig.GetInRowNum(posNum)
+ inColNum = ChConfig.GetInColNum(posNum)
+
+ rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+ if inRowNum in rowNumList:
+ rowNumList.remove(inRowNum)
+ rowNumList.insert(0, inRowNum)
+
+ col = inColNum # 目标玩家所在纵排
+
+ batObjMgr = BattleObj.GetBatObjMgr()
+ batLineup = tagObj.GetTFBatLineup()
+ aimObjList = []
+ posObjIDDict = batLineup.getPosObjIDDict()
+ for row in range(1, 1 + ChConfig.TurnFightRows):
+ pNum = (row - 1) * ChConfig.TurnFightCols + col
+ if pNum not in posObjIDDict:
+ continue
+ tagObjID = posObjIDDict[pNum]
+ tagBatObj = batObjMgr.getBatObj(tagObjID)
+ if not tagBatObj.IsAlive():
+ continue
+ aimObjList.append(tagBatObj)
return aimObjList
@@ -635,12 +720,13 @@
colNumList.insert(0, inColNum)
# 按前排优先原则
+ posObjIDDict = batLineup.getPosObjIDDict()
for row in range(ChConfig.TurnFightRows):
for col in colNumList:
pNum = row * ChConfig.TurnFightCols + col
- if pNum not in batLineup.posObjIDDict:
+ if pNum not in posObjIDDict:
continue
- tagObjID = batLineup.posObjIDDict[pNum]
+ tagObjID = posObjIDDict[pNum]
tagBatObj = batObjMgr.getBatObj(tagObjID)
if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
continue
@@ -684,7 +770,7 @@
return
-def __doUseSkill(turnFight, curBatObj, useSkill):
+def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
atkType = useSkill.GetAtkType()
GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -694,7 +780,7 @@
# 通用攻击
if atkType == 1:
- SkillModule_1(turnFight, curBatObj, useSkill)
+ SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
# 治疗
if atkType == 2:
SkillModule_2(turnFight, curBatObj, useSkill)
@@ -789,7 +875,7 @@
Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
return
-def SkillModule_1(turnFight, curBatObj, useSkill):
+def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
## 通用攻击,单攻、群攻
addPer = 0
@@ -805,7 +891,10 @@
addPer = addPerMax
GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
- addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+ addBatDamPer = 0
+ if "addBatDamPer" in kwargs:
+ addBatDamPer += kwargs.pop("addBatDamPer", 0)
+ addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
# 计算伤害
calcHurtResults = []
@@ -1332,6 +1421,8 @@
# 优先处理afterLogic,可再预先汇总一些会触发被动的信息
relatedSkillID = useSkill.GetSkillID()
delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
+ beControlledHardDict = {} # 受控目标 {objID:buff, ...}
+ beDotBuffDict = {} # 被添加dot的目标 {objID:buff, ...}
afterLogicList = useSkill.GetAfterLogicList()
for logicType, logicData in afterLogicList:
if logicType == ChConfig.AfterLogic_DelBuff:
@@ -1350,6 +1441,15 @@
buff = logicData[1]
TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
+ # 统计添加buff需要触发的被动
+ elif logicType == ChConfig.AfterLogic_TriggerAddBuff:
+ triggerType, batObj, buff, buffOwner = logicData
+ if buffOwner.GetID() == curID:
+ if triggerType == ChConfig.TriggerWay_BeControlledHard:
+ beControlledHardDict[batObj.GetID()] = buff
+ elif triggerType == ChConfig.TriggerWay_AddDOTBuff:
+ beDotBuffDict[batObj.GetID()] = buff
+
# 统计击杀
killObjList = [] # 击杀其他阵营目标列表
dieObjList = [] # 死亡的单位列表,包含友方单位或自己
@@ -1492,7 +1592,7 @@
batFaction = turnFight.getBatFaction(faction)
for lineupNum in batFaction.lineupDict.keys():
batLineup = batFaction.getBatlineup(lineupNum)
- for lineupObjID in batLineup.posObjIDDict.values():
+ for lineupObjID in batLineup.getBatHeroObjIDList():
lineupObj = batObjMgr.getBatObj(lineupObjID)
if not lineupObj.IsAlive():
continue
@@ -1518,7 +1618,7 @@
# 曹仁防护触发,暂写死
for tagObj in caorenProtectList:
- tagBatLineup = tagObj.GetBatLineup()
+ tagBatLineup = tagObj.GetTFBatLineup()
caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
if not caorenObj or not caorenObj.IsAlive():
continue
@@ -1533,7 +1633,9 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
- curBatLineup = None
+ curBatLineup = curObj.GetTFBatLineup()
+ curMGObj = curBatLineup.getMinggeObj()
+ mgTriggerWayList = [] # 命格本次技能已触发方式列表,命格固定只触发一次
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1590,6 +1692,21 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+ # 控制
+ if tagID in beControlledHardDict:
+ buff = beControlledHardDict[tagID]
+ if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
+ if curMGObj and ChConfig.TriggerWay_Frozen not in mgTriggerWayList:
+ mgTriggerWayList.append(ChConfig.TriggerWay_Frozen)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
+
+ # 附加dot
+ if tagID in beDotBuffDict:
+ if curMGObj and ChConfig.TriggerWay_AddDOTBuff not in mgTriggerWayList:
+ mgTriggerWayList.append(ChConfig.TriggerWay_AddDOTBuff)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_AddDOTBuff, tagObj, connSkill=useSkill, byBatObj=curObj)
+
# 暴击
if tagID in superHitObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
@@ -1613,6 +1730,10 @@
# 追击
elif batType == ChConfig.TurnBattleType_Pursue:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
+ if isAttackDirect:
+ if curMGObj and ChConfig.TriggerWay_PursueAtk not in mgTriggerWayList:
+ mgTriggerWayList.append(ChConfig.TriggerWay_PursueAtk)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
# 反击
elif batType == ChConfig.TurnBattleType_AtkBack:
@@ -1621,10 +1742,8 @@
# 敌友方
- if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
- if not curBatLineup:
- curBatLineup = curObj.GetBatLineup()
- for lineupObjID in curBatLineup.posObjIDDict.values():
+ if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt or tagID in beControlledHardDict:
+ for lineupObjID in curBatLineup.getBatHeroObjIDList():
lineupObj = batObjMgr.getBatObj(lineupObjID)
if not lineupObj.IsAlive():
continue
@@ -1640,6 +1759,10 @@
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ # 敌方被控时
+ if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
+
# 连击
if batType == ChConfig.TurnBattleType_Combo:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -1664,9 +1787,7 @@
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])
+ dongbaiObj = batLineup.getHeroObj(ChConfig.HeroID_Dongbai)
if not dongbaiObj or dongbaiObj.IsAlive():
return
skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
@@ -1844,6 +1965,10 @@
GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
return
+ if checkHeroSex:
+ if TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_IgnoreSex, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID):
+ checkHeroSex = 0
+
# 继承主技能目标
if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
@@ -1918,7 +2043,7 @@
@param effectID: 被动效果ID
注:可能由A引起触发B技能的效果释放技能C
'''
- if not passiveSkill:
+ if not passiveSkill or not batObj:
return
if isinstance(passiveSkill, int):
passiveSkillID = passiveSkill
@@ -1974,6 +2099,20 @@
GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ # 继承主技能目标同横排 11
+ elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
+ if not tagObj:
+ return
+ GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+ passiveTagObjList = __getSameRowObjList(tagObj)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ # 继承主技能目标同纵排 12
+ elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
+ if not tagObj:
+ return
+ GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+ passiveTagObjList = __getSameColObjList(tagObj)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLogEx("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=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
@@ -1984,8 +2123,8 @@
'''按公式计算伤害,默认按攻击计算
'''
- #mapID = turnFight.mapID
skillID = curSkill.GetSkillID()
+ #mapID = turnFight.mapID
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
batType = curSkill.GetBatType()
@@ -2010,10 +2149,7 @@
mustHit = True
angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
- if isAngerSkill:
- curXP = atkObj.GetXP()
- GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
-
+
#命中公式 攻击方类型不同,公式不同
if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
@@ -2045,7 +2181,6 @@
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
- GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
if isParry:
hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
@@ -2073,6 +2208,32 @@
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
+ #招架 - 无视攻击方最终增伤百分比
+ dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
+ aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
+ if dZhaojia > aZhaojiaDef:
+ perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
+ reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
+ reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
+ if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
+ reducePer = min(reducePer, reduceMax)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
+ aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
+ GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
+
+ #贯穿 - 无视防守方最终减伤百分比
+ aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
+ dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
+ if aGuanchuan > dGuanchuanDef:
+ perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
+ reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
+ reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
+ if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
+ reducePer = min(reducePer, reduceMax)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
+ dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
+ GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef)
+
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
@@ -2135,7 +2296,6 @@
if turnFight.isPVP() > 0:
aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
- GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -2164,19 +2324,30 @@
if calcType != ChConfig.Def_Calc_Attack:
aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
- GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s",
- atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
- #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
-
+ GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,dBatDamPerDef=%s,aFinalDamPer=%s,dFinalDamPerDef=%s",
+ atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, dBatDamPerDef, aFinalDamPer, dFinalDamPerDef)
+ if isSuperHit:
+ GameWorld.DebugLogEx(" 暴击 aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
+ if aPMDamPer or dPMDamPerDef:
+ GameWorld.DebugLogEx(" 物法 aPMDamPer=%s,dPMDamPerDef=%s,pmType=%s", aPMDamPer, dPMDamPerDef, pmType)
+ if aComboDamPer or dComboDamPerDef:
+ GameWorld.DebugLogEx(" 连击 aComboDamPer=%s,dComboDamPerDef=%s", aComboDamPer, dComboDamPerDef)
+ if aPursueDamPer or dPursueDamPerDef:
+ GameWorld.DebugLogEx(" 追击 aPursueDamPer=%s,dPursueDamPerDef=%s", aPursueDamPer, dPursueDamPerDef)
+ if aPVPDamPer or dPVPDamPerDef:
+ GameWorld.DebugLogEx(" PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
+ if aCountryDamPer or dCountryDamPerDef:
+ GameWorld.DebugLogEx(" 国家 aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
+
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLogEx(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
- GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
+ GameWorld.DebugLogEx(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s,angerOverflow=%s,curXP=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef, angerOverflow, atkObj.GetXP())
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLogEx(" 持续技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLogEx(" 持续技能伤害=%s,aDOTPer=%s,dDOTPerDef=%s", hurtValue, aDOTPer, dDOTPerDef)
elif calcType == ChConfig.Def_Calc_ByBuffValue:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
GameWorld.DebugLogEx(" 按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
@@ -2206,14 +2377,25 @@
GameWorld.DebugLogEx(" 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:
+ if HaveShareEff(atkObj, curSkill):
tagCnt = max(1, len(curSkill.GetTagObjList()))
hurtValue = hurtValue / tagCnt
GameWorld.DebugLogEx(" 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
+
+def HaveShareEff(atkObj, curSkill):
+ ## 玩家技能是否有分摊效果: 均摊伤害/治疗/承伤盾值
+ hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+ if not hurtShareEff:
+ return False
+ needLearnSkillID = hurtShareEff.GetEffectValue(0)
+ if needLearnSkillID:
+ if not atkObj.GetSkillManager().FindSkillByID(needLearnSkillID):
+ GameWorld.DebugLogEx("所需技能未学习,分摊效果不生效! skillID=%s,needLearnSkillID=%s", curSkill.GetSkillID(), needLearnSkillID)
+ return False
+ return True
def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
## 获取额外增加的技能万分比
@@ -2228,7 +2410,6 @@
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
- GameWorld.DebugLogEx("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)
@@ -2473,12 +2654,10 @@
faction, lineupNum, hurtValueDict, immuneHurtDict)
# 按优先级顺序处理拥有分摊效果的武将
for effHeroID in effHeroIDList:
- if effHeroID not in batLineup.heroObjIDDict:
- continue
- objID = batLineup.heroObjIDDict[effHeroID]
- batObj = batObjMgr.getBatObj(objID)
+ batObj = batLineup.getHeroObj(effHeroID)
if not batObj or not batObj.IsAlive():
continue
+ objID = batObj.GetID()
buffMgr = batObj.GetBuffManager()
inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
@@ -2713,6 +2892,8 @@
buffMgr = defObj.GetBuffManager()
for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
damBackPer += buff.GetValue1()
+ connSkillTypeID = buff.GetSkillTypeID()
+ damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
if damBackPer <= 0:
return
@@ -2832,8 +3013,7 @@
cureHP = int(cureHP * multiValue)
GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
- hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
- if hurtShareEff:
+ if HaveShareEff(userObj, curSkill):
tagCnt = max(1, len(curSkill.GetTagObjList()))
cureHP = cureHP / tagCnt
GameWorld.DebugLogEx(" 目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
@@ -2935,6 +3115,43 @@
useSkill.ResetUseRec()
return
+def DoHurtExAtk(turnFight, atkObj, defObj, hurtValue, skillID, hurtTypes=0):
+ ## 额外结算指定伤害
+ skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not skillIpyData:
+ return
+
+ atkID = atkObj.GetID()
+ defID = defObj.GetID()
+
+ # 结算需要同步标签
+ useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue()) # 复用dot的标签
+ Sync_TurnFightTag(turnFight, useTag, 0)
+
+ dHP = defObj.GetHP()
+ dMaxHP = defObj.GetMaxHP()
+ GameWorld.DebugLogEx("额外结算指定伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,,dHP=%s/%s",
+ atkID, defID, skillID, hurtValue, dHP, dMaxHP)
+
+ useSkill = BattleObj.PySkill(skillIpyData, atkID)
+ useSkill.SetTagObjList([defObj])
+ useSkill.SetBatType(ChConfig.TurnBattleType_Dot) # 要修改表现的话等前端同步修改
+
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt) # 确保有基础的伤害类型
+ hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+ calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+ DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "HurtExAtk")
+
+ Sync_UseSkill(turnFight, atkObj, useSkill)
+
+ DoBeAttackResult(turnFight, atkObj, useSkill)
+
+ # 通知结束标签
+ Sync_TurnFightTag(turnFight, useTag, 1)
+
+ useSkill.ResetUseRec()
+ return True
+
def Sync_TurnFightTag(turnFight, useTag, sign):
## 通知技能标签
clientPack = ChPyNetSendPack.tagSCTurnFightTag()
--
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