From ac36bdcfa7db1557790a5b912c3248b22625841f Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 26 十一月 2025 18:49:17 +0800
Subject: [PATCH] Merge branch 'master' of http://mobile.secondworld.net.cn:10010/r/Project_SG_ServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 193 +++++++++++++++++++++++++++++++++++++-----------
1 files changed, 149 insertions(+), 44 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 63485a9..5323c9b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -401,18 +401,12 @@
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
atkBackTagFrist = False
- relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
- sortObjList = [] # 优先灼烧目标,再对位
- for aimObj in aimObjList:
- sortValue = 0
- buffMgr = aimObj.GetBuffManager()
- if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
- sortValue = 2
- elif relativeObj and relativeObj.GetID() == aimObj.GetID():
- sortValue = 1
- sortObjList.append([sortValue, aimObj])
- sortObjList.sort(reverse=True)
- aimObjList = [s[1] for s in sortObjList]
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
+
+ # 承伤盾目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_DamShield:
+ atkBackTagFrist = False
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
# 仅焚血(毒奶)目标
elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -447,6 +441,20 @@
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
+ ## 获取处于xxbuff状态优先,然后再对位目标
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ sortObjList = [] # 优先灼烧目标,再对位
+ for aimObj in aimObjList:
+ sortValue = 0
+ if aimObj.CheckInState(checkStateList):
+ sortValue = 2
+ elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+ sortValue = 1
+ sortObjList.append([sortValue, aimObj])
+ sortObjList.sort(reverse=True)
+ return [s[1] for s in sortObjList]
def CheckChangeTagEff(turnFight, curBatObj, useSkill):
## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
@@ -624,6 +632,7 @@
atkType = useSkill.GetAtkType()
GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+ __doStealBuff(turnFight, curBatObj, useSkill)
__doHarmSelf(turnFight, curBatObj, useSkill)
# 通用攻击
@@ -654,6 +663,38 @@
elif atkType == 9:
SkillModule_9(turnFight, curBatObj, useSkill)
+ return
+
+def __doStealBuff(turnFight, curBatObj, useSkill):
+ ## 施法前偷取buff
+ stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
+ if not stealEff:
+ return
+ buffState = stealEff.GetEffectValue(0) # buff状态
+ stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
+ isAll = True if stealCnt == 0 else False
+
+ for tagObj in useSkill.GetTagObjList():
+ if not isAll and stealCnt <= 0:
+ break
+ tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
+ if not tagBuffList:
+ continue
+
+ if not isAll and len(tagBuffList) > stealCnt:
+ random.shuffle(tagBuffList) # 随机
+
+ for tagBuff in tagBuffList:
+ skillID = tagBuff.GetSkillID()
+ buffOwner = curBatObj
+ GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+ addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
+ if not addBuff:
+ continue
+ stealCnt -= 1
+ TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
+ TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
+
return
def __doHarmSelf(turnFight, curBatObj, useSkill):
@@ -926,7 +967,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1024,7 +1065,7 @@
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+ DoBeAttackResult(turnFight, curBatObj, useSkill)
return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1149,13 +1190,13 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
+def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
'''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,否则视为持续性的
'''
#curID = curObj.GetID()
+ isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1207,8 +1248,9 @@
# 统计伤血,可能单个技能对同一目标造成多次伤害
totalHurtValue = 0
- isSuperHit, isStun, isSuckHP = False, False, False
+ isSuckHP = False
missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+ stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
@@ -1236,13 +1278,17 @@
if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
-
+ if hurtObjID not in parryObjIDList:
+ parryObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
- isSuperHit = True
-
+ if hurtObjID not in superHitObjIDList:
+ superHitObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
- isStun = True
-
+ if hurtObjID not in stunObjIDList:
+ stunObjIDList.append(hurtObjID)
+
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
@@ -1251,9 +1297,9 @@
curObj.SetLastHurtValue(totalHurtValue)
# 群攻只触发一次特长
- if isSuperHit:
+ if superHitObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
- if isStun:
+ if stunObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
if isSuckHP:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1314,31 +1360,64 @@
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
+ if not isAttackDirect:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+
+ # 额外目标不再触发以下内容
+ if isExObj:
+ continue
+
# 直接攻击
- if isAttackDirect and not isExObj:
+ if isAttackDirect:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
# 持续伤害
elif not isAttackDirect:
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
# 受到持续伤害
- if tagID in beHurtObjIDList and not isExObj:
+ if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
# 使用技能后
- if isUseSkill and not isExObj:
+ if isUseSkill:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+ # 击晕
+ if tagID in stunObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+
+ # 暴击
+ if tagID in superHitObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
+
+ # 格挡
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+
+ # 闪避
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+
# 连击
- if batType == ChConfig.TurnBattleType_Combo and not isExObj:
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
# 追击
- elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+ # 反击
+ elif batType == ChConfig.TurnBattleType_AtkBack:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
triggerOne = True # 设置已经触发过一次
@@ -1486,7 +1565,8 @@
enhanceSkillID = curEffect.GetEffectValue(0)
checkInStateList = curEffect.GetEffectValue(1)
checkHeroJob = curEffect.GetEffectValue(2)
- GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+ checkHeroSex = curEffect.GetEffectValue(3)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
tagObjList = useSkill.GetTagObjList()
enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1506,7 +1586,7 @@
GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
# 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
enhanceRate = enhanceSkillData.GetHappenRate()
- enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
enchanceTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
@@ -1523,6 +1603,9 @@
if checkHeroJob and checkHeroJob != tagObj.GetJob():
GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
continue
+ if checkHeroSex and checkHeroSex != tagObj.GetSex():
+ GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+ continue
if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
continue
@@ -1536,8 +1619,8 @@
# 只执行一次,防止群攻时额外触发多次
GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- if checkInStateList or checkHeroJob:
- inState, haveJob = False, False
+ if checkInStateList or checkHeroJob or checkHeroSex:
+ inState, haveJob, haveSex = False, False, False
for tagObj in tagObjList:
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
@@ -1546,18 +1629,23 @@
inState = True
if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
haveJob = True
+ if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
+ haveSex = True
if checkInStateList and not inState:
GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
return
if checkHeroJob and not haveJob:
GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
return
+ if checkHeroSex and not haveSex:
+ GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+ return
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
'''被动触发使用技能
- @param passiveSkill: 释放的被动技能
+ @param passiveSkill: 释放的被动技能 或 技能ID
@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
@@ -1565,6 +1653,14 @@
'''
if not passiveSkill:
return
+ if isinstance(passiveSkill, int):
+ passiveSkillID = passiveSkill
+ passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
+ if not passiveSkill:
+ passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
+ if not passiveSkill:
+ return
+
bySkillID = 0
if connSkill:
bySkillID = connSkill.GetSkillID()
@@ -1710,8 +1806,10 @@
dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
- aAddSkillPer = 0 # 技能增伤
- aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+ #aAddSkillPer = 0 # 技能增伤
+ aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1756,7 +1854,8 @@
dAngerSkillPerDef /= 10000.0
aDOTPer /= 10000.0
dDOTPerDef /= 10000.0
- aAddSkillPer /= 10000.0
+ aBatDamPer /= 10000.0
+ dBatDamPerDef /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
aSuperDamPer /= 10000.0
@@ -1774,8 +1873,8 @@
if calcType != ChConfig.Def_Calc_Attack:
aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+ GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
if isTurnNormalSkill:
@@ -1832,6 +1931,7 @@
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -2484,10 +2584,15 @@
dMaxHP = defObj.GetMaxHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+ costLayer = kwargs.get("costLayer")
layer = curBuff.GetLayer()
- if layer > 0:
- hurtValue *= layer
- GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ if costLayer > 0:
+ hurtValue *= min(costLayer, max(1, layer))
+ GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+ else:
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
if "FinalDamPer" in kwargs:
FinalDamPer = kwargs["FinalDamPer"]
hurtValue *= (10000 + FinalDamPer) / 10000.0
@@ -2504,7 +2609,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
--
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