From c35e176a3b05f745600c6e60f168313d2b9e7b30 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 17 九月 2025 12:00:19 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 6 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 48 ++++++++-------
PySysDB/PySysDBPY.h | 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 7 +-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py | 32 ++++++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 80 ++++++++++++++++----------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 5 +
7 files changed, 120 insertions(+), 59 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 0b8b31b..6d8c339 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -101,6 +101,7 @@
BYTE CalcType; //计算方式
WORD SkillPer; //技能万分比
DWORD SkillValue; //技能固定值
+ DWORD HurtAtkPerMax; //最大万分比,限制最终伤害不超过攻击力万分率
WORD HappenRate; //释放或添加几率
DWORD EffectID1; //效果ID1
list EffectValues1; //效果值列表1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index efa0231..b11f819 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -280,6 +280,7 @@
def GetCalcType(self): return self._ipyData.GetCalcType()
def GetSkillPer(self): return self._ipyData.GetSkillPer()
def GetSkillValue(self): return self._ipyData.GetSkillValue()
+ def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
def GetEffectCount(self): return len(self._effList)
@@ -501,6 +502,7 @@
def GetCalcType(self): return self._skillData.GetCalcType()
def GetSkillPer(self): return self._skillData.GetSkillPer()
def GetSkillValue(self): return self._skillData.GetSkillValue()
+ def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
def GetEffect(self, index): return self._skillData.GetEffect(index)
def GetEffectCount(self): return self._skillData.GetEffectCount()
@@ -638,6 +640,7 @@
self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
+ self._lastHurtValue = 0
# 统计
self.hurtStat = 0 # 输出统计
@@ -826,6 +829,9 @@
self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
+ def GetLastHurtValue(self): return self._lastHurtValue
+ def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
+
def StatHurtValue(self, hurtValue):
## 统计输出
self.hurtStat += hurtValue
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 80b2184..082ab50 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -265,7 +265,7 @@
@param turnNum: 第x回合
'''
self.timeline = timeline
- GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
+ GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
if isEmpty:
# 空位置的节点可直接跳过
return timeline
@@ -1167,7 +1167,7 @@
turnFight.syncState(FightState_Fighting)
for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
batLineup.actionNum = 1
@@ -1258,7 +1258,7 @@
# 回合开始
for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
batLineup.actionNum = 1
@@ -1465,6 +1465,7 @@
if batObj.GetHP() <= 0:
return
+ GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 8fd7258..c21574c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1319,7 +1319,7 @@
Def_CalcTypeList = (
Def_Calc_Attack, # 攻击 0
Def_Calc_MaxHP, # 最大生命值 1
-Def_Calc_HurtValue, # 伤害值 2
+Def_Calc_LastHurt, # 最后一次伤害值 2
Def_Calc_TagMaxHP, # 目标最大生命值 3
) = range(4)
@@ -4278,7 +4278,8 @@
TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
TriggerWay_ShieldBroken, # 承伤盾被击破时 12
TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
-) = range(1, 1 + 13)
+TriggerWay_CurSkillEffLst, # 本持续buff结算后额外触发效果,仅该持续buff结算后有效 14
+) = range(1, 1 + 14)
# 被动触发有效来源
TriggerSrc_Skill = 1 # 身上技能有效
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 830f953..3980af3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -123,6 +123,7 @@
("BYTE", "CalcType", 0),
("WORD", "SkillPer", 0),
("DWORD", "SkillValue", 0),
+ ("DWORD", "HurtAtkPerMax", 0),
("WORD", "HappenRate", 0),
("DWORD", "EffectID1", 0),
("list", "EffectValues1", 0),
@@ -2694,29 +2695,30 @@
def GetCalcType(self): return self.attrTuple[13] # 计算方式 BYTE
def GetSkillPer(self): return self.attrTuple[14] # 技能万分比 WORD
def GetSkillValue(self): return self.attrTuple[15] # 技能固定值 DWORD
- def GetHappenRate(self): return self.attrTuple[16] # 释放或添加几率 WORD
- def GetEffectID1(self): return self.attrTuple[17] # 效果ID1 DWORD
- def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
- def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
- def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
- def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
- def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
- def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
- def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
- def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
- def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
- def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
- def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
- def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
- def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
- def GetCurBuffState(self): return self.attrTuple[31] # Buff状态值 BYTE
- def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
- def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
- def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
- def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
- def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
- def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
- def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char
+ def GetHurtAtkPerMax(self): return self.attrTuple[16] # 最大万分比,限制最终伤害不超过攻击力万分率 DWORD
+ def GetHappenRate(self): return self.attrTuple[17] # 释放或添加几率 WORD
+ def GetEffectID1(self): return self.attrTuple[18] # 效果ID1 DWORD
+ def GetEffectValues1(self): return self.attrTuple[19] # 效果值列表1 list
+ def GetTriggerWay1(self): return self.attrTuple[20] # 触发方式 BYTE
+ def GetTriggerSrc1(self): return self.attrTuple[21] # 有效来源 BYTE
+ def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
+ def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
+ def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
+ def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
+ def GetEffectID3(self): return self.attrTuple[26] # 效果ID3 DWORD
+ def GetEffectValues3(self): return self.attrTuple[27] # 效果值列表3 list
+ def GetTriggerWay3(self): return self.attrTuple[28] # 触发方式 BYTE
+ def GetTriggerSrc3(self): return self.attrTuple[29] # 有效来源 BYTE
+ def GetCoolDownTime(self): return self.attrTuple[30] # 技能冷却时间 WORD
+ def GetIgnoreStates(self): return self.attrTuple[31] # 无视限制列表 list
+ def GetCurBuffState(self): return self.attrTuple[32] # Buff状态值 BYTE
+ def GetLastTime(self): return self.attrTuple[33] # 持续时间 WORD
+ def GetLayerCnt(self): return self.attrTuple[34] # Buff层数 BYTE
+ def GetLayerMax(self): return self.attrTuple[35] # 最大层数 BYTE
+ def GetBuffRepeat(self): return self.attrTuple[36] # Buff叠加规则 DWORD
+ def GetDieContinue(self): return self.attrTuple[37] # Buff死亡存在 DWORD
+ def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
+ def GetSkillMotionName(self): return self.attrTuple[39] # 技能动作名 char
# 武将表
class IPY_Hero():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py
new file mode 100644
index 0000000..5fc2e16
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py
@@ -0,0 +1,32 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5003
+#
+# @todo:结算某持续buff层数效果(可以是攻击或治疗)
+# @author hxp
+# @date 2025-09-17
+# @version 1.0
+#
+# 详细描述: 结算某持续buff层数效果(可以是攻击或治疗)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-09-17 12:00"""
+#-------------------------------------------------------------------------------
+
+import TurnBuff
+
+def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
+ #结算一次扣除1回合
+ remainLayer = max(0, effBuff.GetLayer() - 1)
+ effBuff.SetLayer(remainLayer)
+
+ TurnBuff.DoBuffProcess(turnFight, batObj, effBuff)
+
+ if remainLayer <= 0:
+ TurnBuff.DoBuffDel(turnFight, batObj, effBuff)
+ else:
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, effBuff)
+
+ return True
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 1aea3dd..25b07f3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -77,8 +77,8 @@
return
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s"
- % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
+ GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s"
+ % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
poolMgr = ObjPool.GetPoolMgr()
@@ -659,7 +659,7 @@
def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
'''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
+ @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()
@@ -736,8 +736,7 @@
FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
# 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
- if isUseSkill:
- __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+ __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
# ========== 以下触发被动 ==========
@@ -846,15 +845,20 @@
Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
-def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
## 执行本技能/buff释放后额外效果
for index in xrange(useSkill.GetEffectCount()):
curEffect = useSkill.GetEffect(index)
- if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
- continue
-
+ triggerWay = curEffect.GetTriggerWay()
+ if isUseSkill:
+ if triggerWay != ChConfig.TriggerWay_CurSkillEff:
+ continue
+ else:
+ if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
+ continue
+
effID = curEffect.GetEffectID()
- GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+ GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
if effID == 5010:
# 额外技能效果
__doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -997,6 +1001,7 @@
hurtObj.SetLostHP(lostHP)
hurtObj.SetCurHP(remainHP)
defObj.SetHP(remainHP)
+ atkObj.SetLastHurtValue(hurtValue)
GameWorld.DebugLog(" 伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s"
% (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -1024,23 +1029,21 @@
atkID = atkObj.GetID()
defID = defObj.GetID()
+ calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
isDot = ("damageoftime" in kwargs)
angerOverflow = 0 # 怒气溢出值
- mustHit = False
+ mustHit = False # 是否必命中
if isAngerSkill:
mustHit = True
curXP = atkObj.GetXP()
angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
- if isDot:
- mustHit = True
-
#命中公式 攻击方类型不同,公式不同
- if not mustHit:
+ if isTurnNormalSkill and not mustHit:
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
@@ -1052,13 +1055,15 @@
hurtTypes = pow(2, ChConfig.HurtType_Normal)
- #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
-
isSuperHit, isParry, isStun = False, False, False
aSuperDamPer, dSuperDamPerDef = 0, 0
+ # 暴击(dot除外)
if not isDot:
isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
- isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
+
+ # 闪避、击晕、格挡
+ if isTurnNormalSkill:
+ isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
@@ -1078,10 +1083,10 @@
#参与运算的数值
#rand = random.random() #种子数 0~1
- aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+ aAtk = atkObj.GetAtk() # 攻击方最大攻击
dHP = defObj.GetHP()
- dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+ dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1121,19 +1126,24 @@
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
- GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
- % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
+ if calcType != ChConfig.Def_Calc_Attack:
+ aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+ GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
# 持续性伤害
- if isDot:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
- GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
- elif isTurnNormalSkill:
+ if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
+ elif isDot:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+ GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
+ elif calcType != ChConfig.Def_Calc_Attack:
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
+ GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
else:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
@@ -1147,6 +1157,13 @@
if multiValue and multiValue != 1:
hurtValue = int(hurtValue * multiValue)
GameWorld.DebugLog(" 伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+
+ hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
+ if hurtAtkPerMax:
+ aAtk = atkObj.GetAtk()
+ hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
+ hurtValue = min(hurtValue, hurtValueMax)
+ GameWorld.DebugLog(" 伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
return hurtValue, hurtTypes
@@ -1340,8 +1357,8 @@
baseValue = curObj.GetAtk()
elif calcType == ChConfig.Def_Calc_MaxHP:
baseValue = curObj.GetMaxHP()
- #elif cureType == ChConfig.Def_Calc_HurtValue:
- # baseValue = GameObj.GetLastHurtValue(userObj)
+ elif calcType == ChConfig.Def_Calc_LastHurt:
+ baseValue = curObj.GetLastHurtValue()
elif calcType == ChConfig.Def_Calc_TagMaxHP:
baseValue = 0 if not tagObj else tagObj.GetMaxHP()
return baseValue
@@ -1361,6 +1378,7 @@
atkObj = buffOwner
defObj = batObj
+ atkID = ownerID
defID = defObj.GetID()
tagObjList = [defObj]
@@ -1371,8 +1389,8 @@
hurtObj = useSkill.AddHurtObj(defID)
dHP = defObj.GetHP()
- GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
- % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+ GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
+ % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
# dot的反弹、吸血待定
@@ -1380,7 +1398,7 @@
remainHP = max(0, dHP - realHurtHP) # 剩余血量
lostHP = dHP - remainHP # 实际掉血量
defObj.SetHP(remainHP)
-
+ atkObj.SetLastHurtValue(hurtValue)
GameWorld.DebugLog(" hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
hurtObj.SetHurtTypes(hurtTypes)
--
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