From 97fef842ed56dfd7c7dd73f9c7acf20df55b9a23 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 11:35:20 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py |   26 ++++++++++++++++----------
 1 files changed, 16 insertions(+), 10 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
index a835c35..5560b0a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1283,14 +1283,12 @@
             AttackCommon.OnPVPDamage(attackerOwner, lostValue, curObj, "SkillLostHP")
         elif curObjType == IPY_GameWorld.gotNPC:
             AttackCommon.NPCAddObjInHurtList(attackerOwner, curObj, curObjHP_BeforeAttack, lostValue)
-            
-    TurnAttack.AddTurnObjHurtValue(buffOwner, curObj, hurtType, lostValue, lostHP, curSkill)
     
     #统一调用攻击结束动作
     if isDoAttackResult:
         BaseAttack.DoLogic_AttackResult(buffOwner, curObj, None, tick)
         
-    TurnAttack.OnTurnfightAttackResult(buffOwner, curObj, curSkill)
+    #TurnAttack.OnTurnfightAttackResult(buffOwner, curObj, curSkill)
     return lostHP
 
 ## 检查增加淬毒buff
@@ -1850,13 +1848,21 @@
     #0通哟  1 PVP类型  2PVE类型  
     return curSkill.GetHurtType() % 10
 
+def isDamageShieldSkill(skillData):
+    ## 是否承伤盾技能
+    return skillData.GetAtkType() == ChConfig.BuffAtkType_DamageShield
+
 def isAngerSkill(curSkill):
     ## 是否怒气技能
-    return curSkill and curSkill.GetXP() > 0
+    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AngerSkill
 
 def isTurnNormalSkill(curSkill):
     ## 是否回合普攻技能,区别与无技能的普通A一下,该普攻同样可以有各种技能效果,只是他属于普攻
     return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill
+
+def isAtkbackSkill(curSkill):
+    ## 是否反击技能
+    return curSkill and curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill
 
 ## 检查技能是否为被动技能, 用于控制不可释放技能
 def isPassiveSkill(curSkill):
@@ -2071,12 +2077,12 @@
         cureBaseValue = GetCureBaseValue(userObj, curSkill)
     elif cureType == ChConfig.Def_Cure_MaxHP:
         cureBaseValue = GameObj.GetMaxHP(userObj)
-    elif cureType == ChConfig.Def_Cure_PNE:
-        cureBaseValue = userObj.GetPNE()
-        addPer = curSkill.GetEffect(0).GetEffectValue(2)/float(ChConfig.Def_MaxRateValue)
-        addExValue = GetCureBaseValue(userObj, curSkill)*addPer
-    elif cureType == ChConfig.Def_Cure_PHY:
-        cureBaseValue = GameObj.GetMaxHP(userObj)
+    #elif cureType == ChConfig.Def_Cure_PNE:
+    #    cureBaseValue = userObj.GetPNE()
+    #    addPer = curSkill.GetEffect(0).GetEffectValue(2)/float(ChConfig.Def_MaxRateValue)
+    #    addExValue = GetCureBaseValue(userObj, curSkill)*addPer
+    #elif cureType == ChConfig.Def_Cure_PHY:
+    #    cureBaseValue = GameObj.GetMaxHP(userObj)
     elif cureType == ChConfig.Def_Cure_HurtValue:
         cureBaseValue = GameObj.GetLastHurtValue(userObj)
     elif cureType == ChConfig.Def_Cure_TagMaxHP:

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