From a7ee20f2467c3d04d23ad80ebd25e07b806b5c22 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 03 十一月 2025 10:47:21 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(词条技能1021、1022、1024;增加触发方式25-受到持续伤害,26-敌方单位死亡时,27-己方单位死亡时;优化效果6008可配置免控类型;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |   32 ++++++++++++++++++++++++++++----
 1 files changed, 28 insertions(+), 4 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 1304663..fd38c2c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1001,13 +1001,17 @@
             
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
+    dieObjList = [] # 死亡的单位列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
-            killObjList.append(tagObj)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
+            dieObjList.append(tagObj)
+            if tagObj.GetFaction() != curObj.GetFaction():
+                killObjList.append(tagObj)
+                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
     if curObj.IsAlive() and curObj.GetHP() <= 0:
+        dieObjList.append(curObj)
         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
@@ -1087,6 +1091,23 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
         
+    if dieObjList:
+        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
+            batFaction = turnFight.getBatFaction(faction)
+            for lineupNum in batFaction.lineupDict.keys():
+                batLineup = batFaction.getBatlineup(lineupNum)
+                for lineupObjID in batLineup.posObjIDDict.values():
+                    lineupObj = batObjMgr.getBatObj(lineupObjID)
+                    if not lineupObj.IsAlive():
+                        continue
+                    for dieObj in dieObjList:
+                        # 敌方单位死亡时
+                        if lineupObj.GetFaction() != dieObj.GetFaction():
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                        # 己方单位死亡时
+                        else:
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+                            
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
@@ -1107,7 +1128,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
         else:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
-            
+            # 受到持续伤害
+            if tagID in beHurtObjIDList:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                
         # 使用技能后
         if isUseSkill:
             if not triggerOne:

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