From 957597f4baf9db39d67dfc37f09757d269cd9ec0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 26 九月 2025 11:32:47 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孙策技能;按回合触发伤害的dot支持单buff可算多层伤害;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 23 +++++++++++++----------
1 files changed, 13 insertions(+), 10 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 dbba18d..74c9966 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -124,20 +124,19 @@
curBatObj.SetMainTagIDList(tagIDList)
useTag = ""
- # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
- if batType != ChConfig.TurnBattleType_Enhance:
- # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
- useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
-
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
+ # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+ if batType != ChConfig.TurnBattleType_Enhance:
+ # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+ useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+ clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -1599,6 +1598,10 @@
dHP = defObj.GetHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+ layer = curBuff.GetLayer()
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
# dot的反弹、吸血待定
--
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