From c0c57b36817a87c7f80ca67cb604f1f2c91cab30 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 30 十二月 2025 15:50:06 +0800
Subject: [PATCH] 16 卡牌服务端(Hero 命令增加一键满级;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 53 ++++++++++++++++++++++++++++++++++++++++++++++-------
1 files changed, 46 insertions(+), 7 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index 02af5af..fc4ec53 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -20,6 +20,7 @@
import IpyGameDataPY
import BattleObj
import ChConfig
+import TurnSkill
GameWorld.ImportAll("Script\\Skill\\", "PassiveTrigger")
@@ -37,8 +38,17 @@
''' 触发被动效果,可能触发技能、buff,需根据优先级触发
'''
if not batObj.IsAlive():
- if triggerWay in ChConfig.DeadCanTriggerWayList or (connSkill and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance):
+ if triggerWay in ChConfig.DeadCanTriggerWayList:
pass # 死亡状态下可触发的被动
+ elif connSkill:
+ if connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+ pass # 子技能不限制死亡触发,由主技能决定,主技能能触发了,才会执行到子技能,那么子技能也一定能触发
+ elif connSkill.GetByTriggerWay() in ChConfig.DeadCanTriggerWayList:
+ pass
+ #GameWorld.DebugLogEx("关联技能是由死亡状态下可触发的方式触发的,则也可触发! triggerWay=%s,connSkillID=%s,byTriggerWay=%s",
+ # triggerWay, connSkill.GetSkillID(), connSkill.GetByTriggerWay())
+ else:
+ return
else:
return
passiveEffMgr = batObj.GetPassiveEffManager()
@@ -73,14 +83,34 @@
if not effSkill:
return
- kwargs["triggerWay"] = triggerWay
+ if effSkill.GetCoolDownTime():
+ if hasattr(effSkill, "GetRemainTime") and effSkill.GetRemainTime() > 0:
+ GameWorld.DebugLogEx("被动效果技能CD中! effSkillID=%s,RemainTime=%s", skillID, effSkill.GetRemainTime())
+ return
+ kwargs["byEffSkill"] = effSkill # 目前用于触发被动技能时,该效果技能提前先设置CD,防止嵌套触发时CD后置才设置,如关羽的怒技追击
+
+ # 没有类型的,纯配被动效果,有类型的技能在 OnUseSkill 统一处理回合次数,这里只处理纯被动效果的
+ useCntLimit = None
+ if not effSkill.GetSkillType():
+ useCntLimit = TurnSkill.CheckSkillUseCntLimit(batObj, effSkill)
+ if useCntLimit:
+ return
+
+ isOK = False
+ kwargs["byTriggerWay"] = triggerWay
for effID in effIDList:
curEffect = effSkill.GetEffectByID(effID, triggerWay)
if not curEffect:
continue
- DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
+ if DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+ isOK = True # 有效果触发就算
- return
+ if isOK:
+ if useCntLimit != None:
+ #GameWorld.DebugLogEx("增加被动效果回合触发次数! skillID=%s", effSkill.GetSkillID())
+ batObj.AddSkillUseCnt(effSkill.GetSkillID())
+
+ return isOK
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff=None, **kwargs):
effID = curEffect.GetEffectID()
@@ -90,8 +120,17 @@
callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
if not callFunc:
return
- callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
- return
+ isOK = callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
+ if not isOK:
+ return
+
+ cdTime = effSkill.GetCoolDownTime()
+ if cdTime:
+ # 非触发技能的在后面设置CD即可
+ if hasattr(effSkill, "GetRemainTime"):
+ effSkill.SetRemainTime(cdTime)
+
+ return True
def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None, connBuff=None, **kwargs):
buffMgr = batObj.GetBuffManager()
@@ -102,7 +141,7 @@
return
skillData = effBuff.GetSkillData()
- kwargs["triggerWay"] = triggerWay
+ kwargs["byTriggerWay"] = triggerWay
for effID in effIDList:
curEffect = skillData.GetEffectByID(effID, triggerWay)
if not curEffect:
--
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