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/TurnSkill.py | 65 ++++++++++++++++++++++++++------ 1 files changed, 52 insertions(+), 13 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 5322745..e9f1b23 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -559,7 +559,7 @@ __doCostZhanchui(turnFight, curBatObj, useSkill) __doSkillUserAnger(turnFight, curBatObj, useSkill) - DoBeAttackResult(turnFight, curBatObj, useSkill) + DoBeAttackResult(turnFight, curBatObj, useSkill, True) return def DoCombo(turnFight, curBatObj, useSkill): @@ -656,9 +656,10 @@ % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)) return False -def DoBeAttackResult(turnFight, curObj, useSkill): +def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False): '''被攻击结果 @param curObj: 施法方或buff归属方 + @param isUseSkill: 是否是直接使用技能的攻击结果 ''' curID = curObj.GetID() @@ -681,21 +682,23 @@ shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID]) elif logicType == ChConfig.AfterLogic_AddBuff: - batObj, buff, _ = logicData - TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID) + batObj = logicData[0] + buff = logicData[1] + TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True) elif logicType == ChConfig.AfterLogic_SyncBuff: - buffObj, buff, _, _ = logicData + buffObj = logicData[0] + buff = logicData[1] TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID) # 统计击杀 - killObjIDList = [] # 击杀的目标ID列表 + killObjList = [] # 击杀其他阵营目标列表 for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() - if tagObj.IsAlive() and tagObj.GetHP() <= 0: - killObjIDList.append(tagID) + if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction(): + killObjList.append(tagObj) TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill) - if curObj and curObj.IsAlive() and curObj.GetHP() <= 0: + if curObj.IsAlive() and curObj.GetHP() <= 0: TurnAttack.SetObjKilled(turnFight, curObj) # 统计伤血,可能单个技能对同一目标造成多次伤害 @@ -713,11 +716,12 @@ # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发 curPlayer = turnFight.curPlayer if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID(): - FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID) + FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID) # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高 - __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) - + if isUseSkill: + __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList) + # ========== 以下触发被动 ========== # 破盾时 @@ -733,7 +737,7 @@ continue # 直接攻击 - if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]: + if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]: TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill) @@ -818,6 +822,7 @@ continue effID = curEffect.GetEffectID() + GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList)) if effID == 5010: # 额外技能效果 __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList) @@ -825,6 +830,7 @@ for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() + GameWorld.DebugLog(" tagID=%s" % (tagID)) if tagID in missObjIDList: # 闪避了不触发 continue @@ -901,6 +907,39 @@ OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) return +def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0): + '''被动触发使用技能 + @param passiveSkill: 释放的被动技能 + @param connSkill: 由什么技能引起的 + @param effSkillID: 被动效果所属的技能ID + @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: + return + isOK = False + passiveSkillID = passiveSkill.GetSkillID() + # 继承主技能目标 + if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill: + happenRate = passiveSkill.GetHappenRate() + GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate)) + if not tagObj: + return + tagID = tagObj.GetID() + if not tagObj.IsAlive(): + GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID)) + return + if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue): + GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate)) + return + passiveTagObjList = [tagObj] + isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill) + else: + GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID)) + isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill) + + return isOK + def __doSkillHurtHP(turnFight, attacker, defObj, curSkill): ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理 # @return: None - 没有执行成功,即忽略该目标 -- Gitblit v1.8.0