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 | 79 ++++++++++++++++++++++++--------------- 1 files changed, 48 insertions(+), 31 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 7e5c8a3..74c9966 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -124,7 +124,6 @@ curBatObj.SetMainTagIDList(tagIDList) useTag = "" - #这个技能是Buff if SkillCommon.IsBuff(useSkill): __doAddBuff(turnFight, curBatObj, useSkill) @@ -138,7 +137,6 @@ clientPack.Len = len(clientPack.Tag) clientPack.Sign = 0 turnFight.addBatPack(clientPack) - __doUseSkill(turnFight, curBatObj, useSkill) DoAttackResult(turnFight, curBatObj, useSkill) @@ -791,8 +789,10 @@ if hurtObj.GetSuckHP() > 0: isSuckHP = True - curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害 - + # 记录最后一次总伤害,有伤害目标才记录 + if useSkill.GetHurtObjList(): + curObj.SetLastHurtValue(totalHurtValue) + # 群攻只触发一次特长 if isSuperHit: DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) @@ -1208,10 +1208,7 @@ dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP() dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力 - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill) + atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill) aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成 dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤 @@ -1315,6 +1312,15 @@ hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后 return hurtValue, hurtTypes +def GetAddSkillPer(turnFight, atkObj, defObj, curSkill): + ## 获取额外增加的技能万分比 + atkSkillPer = 0 + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill) + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill) + return atkSkillPer + def CanSuperHit(turnFight, atkObj, defObj, curSkill): if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill): GameWorld.DebugLog("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())) @@ -1373,17 +1379,13 @@ if hurtValue <= 0: return 0, 0, hurtTypes - if defObj.CheckInState(ChConfig.BatObjState_Wudi): + buffMgr = defObj.GetBuffManager() + wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi) + if wudiBuffList: hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫 - buffMgr = defObj.GetBuffManager() - for index in range(buffMgr.GetBuffCount()): - buff = buffMgr.GetBuffByIndex(index) - if not buff: - continue + for buff in wudiBuffList: skillData = buff.GetSkillData() - if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi: - continue - # 记录免疫的积攒伤害 + # 记录免疫积攒的伤害 buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue updBuffValue = buffValue + hurtValue buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue) @@ -1398,18 +1400,14 @@ # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP realHurtHP = hurtValue shieldBuffList = [] - buffMgr = defObj.GetBuffManager() - for index in range(buffMgr.GetBuffCount()): - buff = buffMgr.GetBuffByIndex(index) + for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield): skillData = buff.GetSkillData() - # 承伤盾 - if SkillCommon.isDamageShieldSkill(skillData): - remainTime = buff.GetRemainTime() # 剩余回合 - if not skillData.GetLastTime(): - remainTime = 999 # 永久盾 - buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值 - shieldBuffList.append([remainTime, buffValue, buff]) - + remainTime = buff.GetRemainTime() # 剩余回合 + if not skillData.GetLastTime(): + remainTime = 999 # 永久盾 + buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值 + shieldBuffList.append([remainTime, buffValue, buff]) + if shieldBuffList: shieldBuffList.sort() for _, buffValue, buff in shieldBuffList: @@ -1436,15 +1434,24 @@ def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算反弹反弹伤害 + 注:反伤/荆棘暂不做属性支持,仅做buff效果支持 ''' if not atkObj.GetCanAttack(): return - bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2)) + damBackPer = 0 + buffMgr = defObj.GetBuffManager() + for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield): + damBackPer += buff.GetValue1() + + if damBackPer <= 0: + return + + bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0) if bounceHP <= 0: return - GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP())) + GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)) bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) if bounceHP <= 0: GameWorld.DebugLog(" bounceHP=%s" % (bounceHP)) @@ -1493,7 +1500,7 @@ skillPer = curSkill.GetSkillPer() #skillValue = curSkill.GetSkillValue() - skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill) cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum) @@ -1504,6 +1511,12 @@ GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer)) cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum) cureHP += cureHPEx + + hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare) + if hurtShareEff: + tagCnt = max(1, len(curSkill.GetTagObjList())) + cureHP = cureHP / tagCnt + GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt)) return max(1, int(cureHP)) # 保底1点 @@ -1585,6 +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 -- Gitblit v1.8.0