From 8d701c0d36c2f4ed0948ea485d10506f9ae86ef8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 20 十二月 2025 14:01:21 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复关羽潜能触发怒气追击会消耗怒气bug;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 81 ++++++++++++++++++++++++++++++++++------
1 files changed, 69 insertions(+), 12 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 912d3cb..b6da081 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,9 +59,10 @@
if not skillID:
return
+ skillType = useSkill.GetSkillType()
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:
+ if skillType == 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:
if byTriggerWay in ChConfig.DeadCanTriggerWayList:
@@ -103,10 +104,16 @@
if not tagObjList and isRemove:
return
+ if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
+ for tagObj in tagObjList[::-1]:
+ if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
+ GameWorld.DebugLogEx(" 目标被禁止复活不处理! tagID=%s", tagObj.GetID())
+ tagObjList.remove(tagObj)
+
if not tagObjList:
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
- if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+ if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
if otherEff:
otherSkillID = otherEff.GetEffectValue(0)
@@ -443,6 +450,14 @@
for aimObj in aimObjList[::-1]:
if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
aimObjList.remove(aimObj)
+
+ # 仅流血目标
+ elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+ atkBackTagFrist = False
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+ aimObjList.remove(aimObj)
+
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -773,22 +788,24 @@
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)
+
# 计算伤害
calcHurtResults = []
for tagBatObj in useSkill.GetTagObjList():
- hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
return
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=0):
## 计算技能伤害,只计算值,不做实际处理
# @param addPer: 外部指定增加的比例
# @return: hurtValue, hurtTypes, immuneHurt
atkSkillPer = curSkill.GetSkillPer() + addPer
atkSkillValue = curSkill.GetSkillValue()
- hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+ hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
return hurtValue, hurtTypes, immuneHurt
@@ -1155,7 +1172,7 @@
if IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
- __doSkillUserAnger(turnFight, curBatObj, useSkill)
+ __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
DoBeAttackResult(turnFight, curBatObj, useSkill)
return
@@ -1282,13 +1299,14 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
'''被攻击结果
@param curObj: 施法方或buff归属方
+ @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
'''
- #curID = curObj.GetID()
- isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
+ curID = curObj.GetID()
+ isUseSkill = False if timeBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1456,6 +1474,7 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+ curBatLineup = None
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1528,6 +1547,31 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
+
+ # 敌友方
+ if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
+ if not curBatLineup:
+ curBatLineup = curObj.GetBatLineup()
+ for lineupObjID in curBatLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+
+ # 直接攻击
+ if isAttackDirect:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ if curID != lineupObj.GetID():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
triggerOne = True # 设置已经触发过一次
# 验证是否结算,最后处理
@@ -1600,10 +1644,14 @@
return
-def __doSkillUserAnger(turnFight, curBatObj, useSkill):
+def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
## 技能释放者怒气相关
if SkillCommon.isAngerSkill(useSkill):
- curBatObj.SetXP(0)
+ if "noUseXP" in kwargs:
+ kwargs.pop("noUseXP")
+ GameWorld.DebugLogEx("本次不消耗怒气")
+ else:
+ curBatObj.SetXP(0)
elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
@@ -1836,13 +1884,21 @@
return
passiveTagObjList = connSkill.GetTagObjList()
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+ if "byFriendObj" not in kwargs:
+ return
+ byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+ passiveTagObjList = [byFriendObj]
+ 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=ChConfig.TurnBattleType_Passive, 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=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
return isOK
-def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
'''按公式计算伤害,默认按攻击计算
'''
@@ -1957,6 +2013,7 @@
aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+ aBatDamPer += addBatDamPer
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
--
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