From ace5dadbba4a16357d0aca93ee5734ab8adf7a94 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 28 十月 2025 17:57:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(韩遂技能;增加效果6016-对护盾造成伤害加成)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 30 +++++++++++++++++++-----------
1 files changed, 19 insertions(+), 11 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 219354d..ca4ba77 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1592,7 +1592,7 @@
# 减伤盾减伤, 会改变 hurtValue
hurtValue = max(0, hurtValue)
-
+
# 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 = []
@@ -1605,27 +1605,35 @@
shieldBuffList.append([remainTime, buffValue, buff])
if shieldBuffList:
+ #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
+ shieldHurtPer = 10000 # 对护盾伤害比
+ shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
+ shieldHurtPer /= 10000.0
+ shieldHurtValue = int(hurtValue * shieldHurtPer) # 对护盾伤害
+ GameWorld.DebugLog(" 对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
shieldBuffList.sort()
for _, buffValue, buff in shieldBuffList:
- if realHurtHP <= 0:
+ if shieldHurtValue <= 0:
break
buffID = buff.GetBuffID()
- if realHurtHP < buffValue:
- damageShieldValue = realHurtHP
+ if shieldHurtValue < buffValue:
+ decShieldValue = shieldHurtValue
else:
- damageShieldValue = buffValue
- GameWorld.DebugLog(" 承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
- realHurtHP -= damageShieldValue # 承伤值
- if damageShieldValue >= buffValue:
- GameWorld.DebugLog(" 删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+ decShieldValue = buffValue
+ GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
+ shieldHurtValue -= decShieldValue # 承伤值
+ if decShieldValue >= buffValue:
+ GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
else:
- updShieldValue = buffValue - damageShieldValue
- GameWorld.DebugLog(" 更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+ updShieldValue = buffValue - decShieldValue
+ GameWorld.DebugLog(" 更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
+ realHurtHP = int(shieldHurtValue / shieldHurtPer)
+ GameWorld.DebugLog(" 承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
return hurtValue, max(0, realHurtHP), hurtTypes
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
--
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