From c26f44a3d2d8debf560f46fb09e23761516ab7b4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 28 十月 2025 16:36:28 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(王元姬、张宝技能;增加释放方式5-弹射攻击,9-弹射治疗,1002-持续治疗;增加效果6015-增加弹射次数;效果7004-随机弹射次数;效果5005-按类型清除buff;增加技能类型15-清除净化buff类;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6015.py | 19 +++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5005.py | 45 +++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py | 4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py | 75 ++++++------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 162 +++++++++++++++++++++++---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 10 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1002.py | 30 +++++
7 files changed, 282 insertions(+), 63 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 6af4046..90a0a15 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1482,7 +1482,6 @@
) = range( 0, Def_AutoAtkSkillType )
#技能类型
-Def_SkillType_Count = 25
(
Def_SkillType_Special , #特殊技能 0
Def_SkillType_Atk , #攻击类 1
@@ -1499,6 +1498,11 @@
Def_SkillType_Area , #场景技能(buff) 12
Def_SkillType_Summon , #召唤 13
Def_SkillType_Action , #影响行为BUFF 14
+ Def_SkillType_CleanBuff , #清除buff类(如净化等) 15
+) = range(0, 1 + 15)
+
+# 以下废弃
+(
Def_SkillType_LstPlsBuffAtk, #持续攻击类BUFF 15
Def_SkillType_PassivePlsBuff, #被动触发增益类buff 16
Def_SkillType_PassiveDepBuff, #被动触发减益类buff 17
@@ -1510,7 +1514,7 @@
Def_SkillType_AttrSkillNoLearn, # 可叠加的同类型ID属性类技能 不可学习 算属性直接取表 目前用于神兽技能 23
Def_SkillType_PassiveLstPlsBuffAtk, #被动持续攻击类BUFF 24
-) = range( 0, Def_SkillType_Count )
+) = range(115, 125)
#数据库中的Buff类型对应返回C++中的Buff类型对象
Def_SkillBuffList = {
@@ -4063,6 +4067,7 @@
PassiveEff_AddBuffLayerMax = 6012 # 添加buff层级上限: 数值1-增加层级上限
PassiveEff_AddFinalDamPer = 6013 # 增加最终增伤(根据属性转化)
PassiveEff_AddSkillRate = 6014 # 增加技能概率
+PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
# 被动效果ID有触发值时就返回的
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
@@ -4075,6 +4080,7 @@
SkillEff_CureWayEx = 7001 # 额外治疗值计算(对CalcType、SkillPer治疗计算方式扩展): 值1-计算方式;值2-万分比
SkillEff_HurtShare = 7002 # 均摊伤害
SkillEff_ChangeTag = 7003 # 修改技能目标
+SkillEff_RandRicochetCnt = 7004 # 随机弹射次数(A~B随机,包含AB)
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
index 1b854b5..8d4f209 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -73,12 +73,14 @@
def __doSetAttr(curPlayer, msgList):
## 设置属性
attrID = msgList[1] if len(msgList) > 1 else 1
- attrValue = msgList[2] if len(msgList) > 2 else 1
- faction = msgList[3] if len(msgList) > 3 else 1
- posNum = msgList[4] if len(msgList) > 4 else 1
+ attrValue = msgList[2] if len(msgList) > 2 else 1
+ faction = msgList[3] if len(msgList) > 3 else 0
+ pNum = msgList[4] if len(msgList) > 4 else 0
- if faction not in FactionList:
- GameWorld.DebugAnswer(curPlayer, "阵营: 1-左边;2-右边")
+ factionList = [faction] if faction else FactionList
+
+ if attrID not in ChConfig.AttrIDList:
+ GameWorld.DebugAnswer(curPlayer, "不存在该属性ID:%s" % (attrID))
return
mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
@@ -86,34 +88,35 @@
if not turnFight.isInFight():
GameWorld.DebugAnswer(curPlayer, "主线非战斗中")
return
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(1)
- objID = batLineup.posObjIDDict.get(posNum)
- batObj = None
+
+ GameWorld.DebugAnswer(curPlayer, "----- 设置属性 -----")
+
batObjMgr = BattleObj.GetBatObjMgr()
- if objID:
- batObj = batObjMgr.getBatObj(objID)
- if not batObj:
- GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
- return
- if not batObj.IsAlive():
- GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
- return
-
- if attrID not in ChConfig.AttrIDList:
- GameWorld.DebugAnswer(curPlayer, "不存在该属性ID:%s" % (attrID))
- return
-
- objName = TurnAttack.GetObjName(batObj)
- GameWorld.DebugAnswer(curPlayer, "%s" % (objName))
- batObj.GMSetBatAttr(attrID, attrValue)
- if attrID == ChConfig.AttrID_HP:
- GameWorld.DebugAnswer(curPlayer, "设置生命:%s/%s" % (batObj.GetHP(), batObj.GetMaxHP()))
- elif attrID == ChConfig.AttrID_XP:
- GameWorld.DebugAnswer(curPlayer, "设置怒气:%s" % (batObj.GetXP()))
- else:
- GameWorld.DebugAnswer(curPlayer, "设置属性ID:%s,V=%s" % (attrID, attrValue))
-
+ for faction in factionList:
+ if faction not in FactionList:
+ GameWorld.DebugAnswer(curPlayer, "阵营: 1-左边;2-右边")
+ continue
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(1)
+ posNumList = [pNum] if pNum else batLineup.posObjIDDict.keys()
+ for posNum in posNumList:
+ objID = batLineup.posObjIDDict.get(posNum)
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
+ continue
+ if not batObj.IsAlive():
+ GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
+ continue
+ objName = TurnAttack.GetObjName(batObj)
+ GameWorld.DebugAnswer(curPlayer, "%s" % (objName))
+ batObj.GMSetBatAttr(attrID, attrValue)
+ if attrID == ChConfig.AttrID_HP:
+ GameWorld.DebugAnswer(curPlayer, "设置生命:%s/%s" % (batObj.GetHP(), batObj.GetMaxHP()))
+ elif attrID == ChConfig.AttrID_XP:
+ GameWorld.DebugAnswer(curPlayer, "设置怒气:%s" % (batObj.GetXP()))
+ else:
+ GameWorld.DebugAnswer(curPlayer, "设置属性ID:%s,V=%s" % (attrID, attrValue))
return
def __doKillObj(curPlayer, msgList):
@@ -139,10 +142,10 @@
continue
batObj = batObjMgr.getBatObj(objID)
if not batObj:
- GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
+ GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
continue
if not batObj.IsAlive():
- GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
+ GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
continue
GameWorld.DebugAnswer(curPlayer, "击杀: %s" % TurnAttack.GetObjName(batObj))
TurnAttack.SetObjKilled(turnFight, batObj)
@@ -172,10 +175,10 @@
objID = batLineup.posObjIDDict.get(posNum)
batObj = batObjMgr.getBatObj(objID)
if not batObj:
- GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
+ GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
return
if not batObj.IsAlive():
- GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
+ GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
return
addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, batObj, skillID)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py
index 77d6988..94ffffa 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py
@@ -75,12 +75,12 @@
if not buffList:
continue
- if delBuffCnt > len(buffList):
+ if delBuffCnt and delBuffCnt < len(buffList):
random.shuffle(buffList) # 随机buff
buffList = buffList[:delBuffCnt]
for buff in buffList:
GameWorld.DebugLog(" 随机移除buff: tagID=%s,buffID=%s" % (tagObj.GetID(), buff.GetBuffID()))
- TurnBuff.DoBuffDel(turnFight, tagObj, buff)
+ TurnBuff.DoBuffDel(turnFight, tagObj, buff, connSkill)
return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5005.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5005.py
new file mode 100644
index 0000000..05191ff
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5005.py
@@ -0,0 +1,45 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5005
+#
+# @todo:移除/驱散目标身上某种类型buff
+# @author hxp
+# @date 2025-10-28
+# @version 1.0
+#
+# 详细描述: 移除/驱散目标身上某种类型buff
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-28 17:00"""
+#-------------------------------------------------------------------------------
+
+import GameWorld
+import TurnBuff
+import random
+
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+ skillTypeList = curEffect.GetEffectValue(0) # buff技能类型
+ delBuffCnt = curEffect.GetEffectValue(1) # 移除个数,0为全部
+
+ buffList = []
+ buffMgr = tagObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount()):
+ buff = buffMgr.GetBuffByIndex(index)
+ skillData = buff.GetSkillData()
+ if skillData.GetSkillType() not in skillTypeList:
+ continue
+ if skillData.GetDispersedLimit():
+ continue
+ buffList.append(buff)
+
+ if delBuffCnt and delBuffCnt < len(buffList):
+ random.shuffle(buffList) # 随机buff
+ buffList = buffList[:delBuffCnt]
+
+ for buff in buffList:
+ GameWorld.DebugLog("移除/驱散buff: tagID=%s,buffID=%s" % (tagObj.GetID(), buff.GetBuffID()))
+ TurnBuff.DoBuffDel(turnFight, tagObj, buff, connSkill)
+
+ return True
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6015.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6015.py
new file mode 100644
index 0000000..4143e7e
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6015.py
@@ -0,0 +1,19 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6015
+#
+# @todo:增加弹射次数
+# @author hxp
+# @date 2025-10-28
+# @version 1.0
+#
+# 详细描述: 增加弹射次数
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-28 17:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+ return curEffect.GetEffectValue(0)
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1002.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1002.py
new file mode 100644
index 0000000..9c3b5e2
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1002.py
@@ -0,0 +1,30 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.TurnBuffs.BuffAtkType_1002
+#
+# @todo:buff持续治疗
+# @author hxp
+# @date 2025-10-28
+# @version 1.0
+#
+# 详细描述: buff持续治疗
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-28 17:00"""
+#-------------------------------------------------------------------------------
+
+import TurnSkill
+import ChConfig
+
+def CalcBuffValue(turnFight, attacker, defender, curSkill):
+ cureHP = TurnSkill.CalcCureHP(turnFight, attacker, defender, curSkill, largeNum=True)
+ return [cureHP % ChConfig.Def_PerPointValue, cureHP / ChConfig.Def_PerPointValue]
+
+def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
+ ## 执行单次逻辑
+ cureHP = curBuff.GetValue1() + curBuff.GetValue2() * ChConfig.Def_PerPointValue # 单次值
+ TurnSkill.DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs)
+ return
+
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 1bdbfc9..219354d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,7 +59,9 @@
if not skillID:
return
+ objID = curBatObj.GetID()
if not curBatObj.CanAction():
+ GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
return
buffStateGroups = useSkill.GetBuffStateLimit()
@@ -84,7 +86,6 @@
GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
return
- objID = curBatObj.GetID()
oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
if oneActionUseCnt >= 20:
GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
@@ -531,9 +532,9 @@
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
elif atkType == 4:
pass
- # 弹射(多次攻击,切换目标)
+ # 弹射攻击
elif atkType == 5:
- pass
+ SkillModule_5(turnFight, curBatObj, useSkill)
# 怒气增
elif atkType == 6:
SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -543,6 +544,9 @@
# 怒气偷
elif atkType == 8:
SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
+ # 弹射治疗
+ elif atkType == 9:
+ SkillModule_9(turnFight, curBatObj, useSkill)
return
@@ -554,35 +558,146 @@
return
+def SkillModule_5(turnFight, curBatObj, useSkill):
+ ## 弹射(多次攻击,切换目标,单目标可多次)
+
+ ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+ for tagBatObj in ricochetObjList:
+ __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
+
+ return
+
+def GetRicochetObjList(turnFight, curBatObj, useSkill):
+ ## 获取弹射目标队列
+ ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
+ randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
+ if randEffect:
+ valueA = randEffect.GetEffectValue(0)
+ valueB = max(randEffect.GetEffectValue(1), valueA)
+ ricochetCnt = random.randint(valueA, valueB)
+ GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+ ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
+ GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
+
+ # 弹射:优先弹射次数少的目标,相同目标可弹射多次
+ tagObjList = useSkill.GetTagObjList()
+ random.shuffle(tagObjList)
+ objCnt = len(tagObjList)
+ ricochetObjList = []
+ for index in range(ricochetCnt):
+ tagObj = tagObjList[index % objCnt]
+ ricochetObjList.append(tagObj)
+ return ricochetObjList
+
def SkillModule_2(turnFight, curBatObj, useSkill):
## 治疗
- skillID = useSkill.GetSkillID()
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
- if cureHP <= 0:
- continue
+ __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
- dID = tagBatObj.GetID()
- hurtObj = useSkill.AddHurtObj(dID)
- if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
- continue
+ return
+
+def SkillModule_9(turnFight, curBatObj, useSkill):
+ ## 弹射治疗(多次治疗,切换目标,单目标可多次)
+
+ ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
+ for tagBatObj in ricochetObjList:
+ __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
- dHP = tagBatObj.GetHP()
- dMapHP = tagBatObj.GetMaxHP()
-
- remainHP = min(dHP + cureHP, dMapHP)
+ return
+
+def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
+ if cureHP <= 0:
+ return
+
+ dID = tagBatObj.GetID()
+ hurtObj = useSkill.AddHurtObj(dID)
+ if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+ return
+
+ skillID = useSkill.GetSkillID()
+ dHP = tagBatObj.GetHP()
+ dMapHP = tagBatObj.GetMaxHP()
+
+ remainHP = min(dHP + cureHP, dMapHP)
+ realCureHP = max(remainHP - dHP, 0)
+ tagBatObj.SetHP(remainHP)
+
+ hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(realCureHP)
+ hurtObj.SetCurHP(tagBatObj.GetHP())
+ GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+
+ TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+ return
+
+def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
+ ## 执行持续治疗单次逻辑
+ skillID = curBuff.GetSkillID()
+ skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+ if not skillIpyData:
+ return
+ buffID = curBuff.GetBuffID()
+ ownerID = curBuff.GetOwnerID()
+ buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
+ if not buffOwner:
+ return
+
+ atkObj = buffOwner
+ defObj = batObj
+
+ atkID = ownerID
+ defID = defObj.GetID()
+ tagObjList = [defObj]
+
+ poolMgr = ObjPool.GetPoolMgr()
+ useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+ useSkill.SetTagObjList(tagObjList)
+ useSkill.ClearHurtObj()
+ hurtObj = useSkill.AddHurtObj(defID)
+ hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
+
+ dHP = defObj.GetHP()
+ dMaxHP = defObj.GetMaxHP()
+ GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
+ % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+ layer = curBuff.GetLayer()
+ if layer > 0:
+ cureHP *= layer
+ GameWorld.DebugLog(" 多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+ #if "FinalDamPer" in kwargs:
+ # FinalDamPer = kwargs["FinalDamPer"]
+ # hurtValue *= (10000 + FinalDamPer) / 10000.0
+ # GameWorld.DebugLog(" 增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+
+ if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
+ remainHP = defObj.GetHP()
+ diffType = 0
+ diffValue = hurtObj.GetHurtHP()
+ else:
+ remainHP = min(dHP + cureHP, dMaxHP)
realCureHP = max(remainHP - dHP, 0)
- tagBatObj.SetHP(remainHP)
+ defObj.SetHP(remainHP)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
- hurtObj.SetCurHP(tagBatObj.GetHP())
- GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+ hurtObj.SetCurHP(defObj.GetHP())
+ GameWorld.DebugLog(" 治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
- TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
+ TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
+ diffType = 1
+ diffValue = cureHP
+
+ hurtTypes = hurtObj.GetHurtTypes()
+ Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
+
+ DoBeAttackResult(turnFight, atkObj, useSkill)
+
+ useSkill.ResetUseRec()
+ poolMgr.release(useSkill)
return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -667,7 +782,7 @@
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
- if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
+ if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
Sync_UseSkill(turnFight, curBatObj, useSkill)
__doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -747,10 +862,11 @@
if not tagObj:
return
- if not tagObj.IsAlive():
+ tagID = tagObj.GetID()
+ if not tagObj.CanAction():
+ GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
return
- tagID = tagObj.GetID()
canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
--
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