From c38249a63a1406262475f2af6cbb01139e891936 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 30 十月 2025 09:48:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(祝融技能;增加效果6005 6017 6018 7006 7007;优化技能CD、buff回合计算逻辑;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py | 20 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py | 20 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py | 362 ++++++++++++++++++------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 56 +++--
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py | 12 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py | 11
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py | 22 ++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 39 ++-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py | 2
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 4
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 8
PySysDB/PySysDBPY.h | 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 17 +
13 files changed, 337 insertions(+), 237 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index e8522c9..f419b6e 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -119,7 +119,6 @@
DWORD BuffRepeat; //Buff叠加规则
BYTE DispersedLimit; //驱散限制
DWORD FightPower; //技能战斗力
- char SkillMotionName; //技能动作名
};
//武将表
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 328ef9a..ad21950 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -346,16 +346,16 @@
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._ipyData.GetFightPower()
- def GetSkillMotionName(self): return self._ipyData.GetSkillMotionName()
class PyBuff():
def __init__(self, ipyData):
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+ self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
+ self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
self._buffID = 0
self._ownerID = 0
self._layer = 0
- self._calcTime = 0
self._remainTime = 0
self._value1 = 0 # 值需要通知前端,开发时注意20亿问题
self._value2 = 0
@@ -369,14 +369,18 @@
def GetSkillData(self): return self._skillData
def GetSkillID(self): return self._skillData.GetSkillID()
+ def GetAddTiming(self): return self._addTiming
+ def SetAddTiming(self, addTiming):
+ self._addTiming = addTiming
+ self._refreshState = 0 # 更新添加时机时需标记为未刷新
+ def GetRefreshState(self): return self._refreshState
+ def SetRefreshState(self, refreshState): self._refreshState = refreshState
def GetBuffID(self): return self._buffID
def SetBuffID(self, buffID): self._buffID = buffID
def GetOwnerID(self): return self._ownerID
def SetOwnerID(self, ownerID): self._ownerID = ownerID
def GetLayer(self): return self._layer
def SetLayer(self, layer): self._layer = layer
- def GetCalcTime(self): return self._calcTime
- def SetCalcTime(self, calcTime): self._calcTime = calcTime
def GetRemainTime(self): return self._remainTime
def SetRemainTime(self, remainTime): self._remainTime = remainTime
def SetBuffValueList(self, valueList):
@@ -541,7 +545,6 @@
def __init__(self, ipyData, objID):
self._objID = objID # 该技能谁的
self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
- self._calcTime = 0
self._remainTime = 0
self._batType = 0 # 战斗类型,普通、连击、反击、追击等
self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
@@ -611,11 +614,8 @@
def GetBuffRepeat(self): return self._skillData.GetBuffRepeat() # Buff叠加规则
def GetDispersedLimit(self): return self._skillData.GetDispersedLimit() # 驱散限制
def GetFightPower(self): return self._skillData.GetFightPower()
- def GetSkillMotionName(self): return self._skillData.GetSkillMotionName()
## ---------------------------------- 非技能表内容 ----------------------------------
- def GetCalcTime(self): return self._calcTime
- def SetCalcTime(self, calcTime): self._calcTime = calcTime
def GetRemainTime(self): return self._remainTime
def SetRemainTime(self, remainTime): self._remainTime = remainTime
def GetBatType(self): return self._batType
@@ -710,7 +710,7 @@
def GetSkillCount(self): return len(self._skillList)
def GetSkillByIndex(self, index): return self._skillList[index]
- def GetSkillIDList(self): return self._skillDict.keys()
+ def GetSkillIDList(self): return sorted(self._skillDict.keys())
def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
def FindSkillByTypeID(self, skillTypeID):
skill = None
@@ -782,6 +782,7 @@
self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
self._lastHurtValue = 0
self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
+ self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
# 统计
self.hurtStat = 0 # 输出统计
@@ -809,10 +810,6 @@
TurnPassive.RefreshPassive(self)
return
- def TurnReset(self):
- ## 回合重置
- self._skillTurnUseCntDict = {}
-
def UpdInitBatAttr(self, initAttrDict, skillIDList=None):
## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
self._initAttrDict = initAttrDict
@@ -849,6 +846,10 @@
def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
+ def GetBatLineup(self):
+ turnFight = self.GetTurnFight()
+ batFaction = turnFight.getBatFaction(self.faction)
+ return batFaction.getBatlineup(self.lineupNum)
def GetOwnerID(self): return self.ownerID # 如果是玩家战斗单位,则该值非0,为所属玩家ID
def SetOwnerID(self, ownerID): self.ownerID = ownerID
def GetID(self): return self.objID
@@ -1002,8 +1003,13 @@
self._skillTempAttrDict[attrID] = self._skillTempAttrDict.get(attrID, 0) + value
def ClearSkillTempAttr(self): self._skillTempAttrDict = {}
- def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0)
- def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0)
+ def GetSkillUseCnt(self, skillID): return self._skillUseCntDict.get(skillID, 0) # 单场战斗累计使用次数
+ def GetSkillTurnUseCnt(self, skillID): return self._skillTurnUseCntDict.get(skillID, 0) # 单回合累计使用次数
+ def ResetSkillTurnUseCnt(self):
+ self._skillTurnUseCntDict = {}
+ def ResetSkillUseCnt(self):
+ self._skillUseCntDict = {}
+ self._skillTurnUseCntDict = {}
def AddSkillUseCnt(self, skillID):
self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
@@ -1014,6 +1020,9 @@
def GetMainTagIDList(self): return self._mainTagIDList
def SetMainTagIDList(self, mainTagIDList): self._mainTagIDList = mainTagIDList
+ def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
+ def SetTiming(self, timing): self._timing = timing
+
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 786b64f..487394d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -46,7 +46,6 @@
import time
import json
-TimelineSet = 10000 # 单回合最大时间轴
PosNumMax = 7 # 最大站位编号
ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
@@ -108,6 +107,19 @@
self.totalHurt = 0
return
+ def getDeadObjCnt(self):
+ ## 获取本阵容目前死亡队员数
+ deadCnt = 0
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for objID in self.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if batObj.IsAlive():
+ continue
+ deadCnt += 1
+ return deadCnt
+
class BatFaction():
## 战斗阵营
@@ -156,6 +168,7 @@
self.state = -1 # -1 代表未战斗
self.turnNum = 1 # 当前第x回合,默认第1回合开始
self.turnMax = 15 # 最大回合数
+ self.turnNumStart = 0 # 已处理第x回合开始
self.enterLogic = False # 是否已执行进场逻辑
self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
self.isWin = False
@@ -166,8 +179,7 @@
self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
- self.actionIndex = 0 # 行动顺序索引
- self.timeline = 0 # 时间轴节点 turnNum*1000+actionIndex*100++actionNum
+ self.actionIndex = 0 # 行动顺序索引
self.startTime = 0 # 开始时间戳,支持毫秒小数
self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
@@ -221,11 +233,11 @@
def nextTurnFight(self, msgDict={}):
## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
self.turnNum = 1
+ self.turnNumStart = 0
self.enterLogic = False
self.winFaction = 0
self.isWin = False
self.msgDict.update(msgDict)
- self.timeline = 0
self.startTime = time.time()
self.costTime = 0
ResetByNextTeam(self)
@@ -273,21 +285,6 @@
GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
return
-
- def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
- def getTimeline(self): return self.timeline
- def setTimeline(self, timeline, isEmpty=False):
- '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
- @param turnNum: 第x回合
- '''
- self.timeline = 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
-
- OnTimelineChange(self)
- return timeline
def getBatFaction(self, faction=ChConfig.Def_FactionA):
## 默认阵营1
@@ -342,7 +339,7 @@
## 准备就绪,开始战斗
self.state = FightState_Start
self.turnNum = 1
- self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+ self.turnNumStart = 0
self.syncInit()
return
@@ -849,15 +846,15 @@
if not batObj.IsAlive():
GameWorld.DebugLog(" 已被击杀不处理! %s" % (objName))
continue
- GameWorld.DebugLog(" 重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
-
- batObj.TurnReset()
+ GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
# 清除buff
buffMgr = batObj.GetBuffManager()
buffMgr.ClearBuff()
- # 重置CD
+ # 重置技能
+ batObj.ResetSkillUseCnt()
+ ResetObjSkillCD(batObj)
# 重刷属性、被动
TurnBuff.RefreshBuffAttr(batObj)
@@ -1230,30 +1227,20 @@
batObjMgr = BattleObj.GetBatObjMgr()
turnNum = turnFight.turnNum
turnMax = turnFight.turnMax
+ turnNumStart = turnFight.turnNumStart
for turnNum in range(turnNum, turnMax + 1):
if turnFight.winFaction:
break
- turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
- curTimeline = turnFight.getTimeline()
# 回合开始
- turnTimeline += 1 # 每回合开始算一个时间节点
- if curTimeline < turnTimeline:
- curTimeline = turnFight.setTimeline(turnTimeline)
- GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
+ if turnNumStart < turnNum:
+ GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
turnFight.turnNum = turnNum
+ turnFight.turnNumStart = turnNum
if curPlayer:
turnFight.syncState(FightState_Fighting)
-
- for faction, num in turnFight.actionSortList:
- 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
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
# 红颜
# 灵兽
@@ -1269,12 +1256,10 @@
batFaction = turnFight.getBatFaction(faction)
batLineup = batFaction.getBatlineup(num)
for posNum in range(batLineup.actionNum, PosNumMax + 1):
- # 每个武将位算一个时间节点
- #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+ #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
if posNum not in batLineup.posObjIDDict:
batLineup.actionNum = posNum + 1
- curTimeline = turnFight.setTimeline(curTimeline + 1, True)
- #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+ #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
continue
objID = batLineup.posObjIDDict[posNum]
@@ -1283,13 +1268,16 @@
# 玩家自己阵营,预判可否行动
if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
if batObj.CanAction():
- GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
+ GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
return
batLineup.actionNum = posNum + 1
- curTimeline = turnFight.setTimeline(curTimeline + 1)
+
TurnFightHeroTurnStart(turnFight, batObj, turnNum)
- if not OnObjAction(turnFight, batObj):
+ isAction = OnObjAction(turnFight, batObj)
+ TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+
+ if not isAction:
continue
if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1306,15 +1294,8 @@
break
# 回合结束
- curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
- for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(num)
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
@@ -1332,22 +1313,12 @@
break
turnFight.turnNum = turnNum
GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
- curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
- curTimeline = turnFight.setTimeline(curTimeline + 1)
if curPlayer:
turnFight.syncState(FightState_Fighting)
# 回合开始
- for faction, num in turnFight.actionSortList:
- 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
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-
-
+ TurnFightPerTurnBigStart(turnFight, turnNum)
+
# 红颜
# 灵兽
@@ -1365,15 +1336,14 @@
for posNum in range(batLineup.actionNum, PosNumMax + 1):
batLineup.actionNum = posNum + 1
if posNum not in batLineup.posObjIDDict:
- curTimeline = turnFight.setTimeline(curTimeline + 1, True)
continue
- curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
objID = batLineup.posObjIDDict[posNum]
batObj = batObjMgr.getBatObj(objID)
TurnFightHeroTurnStart(turnFight, batObj, turnNum)
- if not OnObjAction(turnFight, batObj):
+ isAction = OnObjAction(turnFight, batObj)
+ TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+ if not isAction:
continue
-
break
if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1385,15 +1355,8 @@
break
# 回合结束
- curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
- for faction, num in turnFight.actionSortList:
- GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
- batFaction = turnFight.getBatFaction(faction)
- batLineup = batFaction.getBatlineup(num)
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-
+ TurnFightPerTurnBigEnd(turnFight, turnNum)
+
if not turnFight.winFaction:
OnTurnAllOver(turnFight.guid)
return
@@ -1430,110 +1393,49 @@
turnFight.enterLogic = True
return True
-def OnTimelineChange(turnFight):
- ## 每个时间节点变化时处理
+def TurnFightPerTurnBigStart(turnFight, turnNum):
+ ## 大回合开始时
- nowTimeline = turnFight.getTimeline()
batObjMgr = BattleObj.GetBatObjMgr()
- for batFaction in turnFight.factionDict.values():
- for batLineup in batFaction.lineupDict.values():
- for objID in batLineup.posObjIDDict.values():
- batObj = batObjMgr.getBatObj(objID)
- #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
- if not batObj or not batObj.IsAlive():
- continue
-
- curID = batObj.GetID()
- skillManager = batObj.GetSkillManager()
- for index in range(0, skillManager.GetSkillCount()):
- curSkill = skillManager.GetSkillByIndex(index)
- if not curSkill:
- continue
- remainTime = curSkill.GetRemainTime()
- if not remainTime:
- continue
- calcTimeline = curSkill.GetCalcTime()
- passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
- if passTurn <= 0:
- continue
- skillID = curSkill.GetSkillID()
- updRemainTime = max(0, remainTime - passTurn)
- curSkill.SetRemainTime(updRemainTime)
- curSkill.SetCalcTime(nowTimeline)
- GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
- % (curID, skillID, updRemainTime, calcTimeline, passTurn))
-
- buffMgr = batObj.GetBuffManager()
- for index in range(buffMgr.GetBuffCount())[::-1]:
- buff = buffMgr.GetBuffByIndex(index)
- buffID = buff.GetBuffID()
- skillID = buff.GetSkillID()
- skillData = buff.GetSkillData()
- if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
- #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
- continue
- remainTime = buff.GetRemainTime()
- if not remainTime:
- # 永久buff不处理
- #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
- continue
- calcTimeline = buff.GetCalcTime()
- passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
- if passTurn <= 0:
- #GameWorld.DebugLog(" passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
- continue
-
- updRemainTime = max(0, remainTime - passTurn)
- GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s"
- % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
- if updRemainTime > 0:
- buff.SetRemainTime(updRemainTime)
- buff.SetCalcTime(nowTimeline)
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
- else:
- TurnBuff.DoBuffDel(turnFight, batObj, buff)
-
+ for faction, num in turnFight.actionSortList:
+ 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
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
+ RefreshObjSkillByTurn(batObj) # 优先刷技能CD
+
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+
return
-def __calcPassturn(calcTimeline, nowTimeline, equalOK):
- ## 计算已经过了的回合数
- # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff可算可不算,具体看需求调整
- calcTurnNum = calcTimeline / TimelineSet
- calcTimeNode = calcTimeline % TimelineSet
- nowTurnNum = nowTimeline / TimelineSet
- nowTimeNode = nowTimeline % TimelineSet
- if equalOK:
- if nowTimeNode >= calcTimeNode:
- return max(0, nowTurnNum - calcTurnNum)
- return max(0, nowTurnNum - calcTurnNum - 1)
- else:
- if nowTimeNode > calcTimeNode:
- return max(0, nowTurnNum - calcTurnNum)
- return max(0, nowTurnNum - calcTurnNum - 1)
- return 0
-
-def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
- ## 大回合开始时
- if not batObj:
- return
-
- if batObj.GetHP() <= 0:
- return
-
- turnFight.ResetOneActionUseSkillCnt()
- TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
- return
-
-def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
## 大回合结束时
- if not batObj:
- return
- if batObj.GetHP() <= 0:
- return
-
- TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+ batObjMgr = BattleObj.GetBatObjMgr()
+ for faction, num in turnFight.actionSortList:
+ GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+ batFaction = turnFight.getBatFaction(faction)
+ batLineup = batFaction.getBatlineup(num)
+ for objID in batLineup.posObjIDDict.values():
+ batObj = batObjMgr.getBatObj(objID)
+ if not batObj:
+ continue
+ if not batObj.IsAlive():
+ continue
+
+ turnFight.ResetOneActionUseSkillCnt()
+ TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+
return
def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1541,14 +1443,105 @@
if not batObj:
return
- if batObj.GetHP() <= 0:
+ if not batObj.IsAlive():
return
- GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
turnFight.ResetOneActionUseSkillCnt()
+ RefreshObjBuffTime(turnFight, batObj)
TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+
+ # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+ batObj.SetTiming(ChConfig.TurnTiming_After)
return
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+ ## 武将回合结束时,不能行动也要触发
+ if not batObj:
+ return
+
+ if not batObj.IsAlive():
+ return
+
+ GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+ turnFight.ResetOneActionUseSkillCnt()
+ RefreshObjBuffTime(turnFight, batObj)
+ return
+
+def ResetObjSkillCD(batObj):
+ ## 重置所有技能CD
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ remainTime = curSkill.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ curSkill.SetRemainTime(0)
+ return
+
+def RefreshObjSkillByTurn(batObj):
+ '''按回合刷新技能:默认以大回合统一减1回合,使用技能后设置剩余CD统一默认加1回合,即配置1回合,设置的CD是2
+ '''
+ curID = batObj.GetID()
+ skillManager = batObj.GetSkillManager()
+ for index in range(0, skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(index)
+ if not curSkill:
+ continue
+ skillID = curSkill.GetSkillID()
+ preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+ batObj.ResetSkillTurnUseCnt() # 重置回合使用次数
+ remainTime = curSkill.GetRemainTime()
+ if remainTime <= 0:
+ continue
+ if preTurnUseCnt > 0:
+ GameWorld.DebugLog(" 上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+ continue
+ remainTime -= 1
+ curSkill.SetRemainTime(remainTime)
+ GameWorld.DebugLog(" 更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+
+ return
+
+def RefreshObjBuffTime(turnFight, batObj):
+ '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+ 回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+ '''
+ curID = batObj.GetID()
+ curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+ buffMgr = batObj.GetBuffManager()
+ for index in range(buffMgr.GetBuffCount())[::-1]:
+ buff = buffMgr.GetBuffByIndex(index)
+ buffID = buff.GetBuffID()
+ skillID = buff.GetSkillID()
+ skillData = buff.GetSkillData()
+ if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+ #GameWorld.DebugLog(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+ continue
+ remainTime = buff.GetRemainTime()
+ if remainTime <= 0:
+ # 永久buff不处理
+ #GameWorld.DebugLog(" 永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+ continue
+ addTiming = buff.GetAddTiming()
+ if not buff.GetRefreshState():
+ GameWorld.DebugLog(" 未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ buff.SetRefreshState(1)
+ continue
+ if addTiming != curTiming:
+ GameWorld.DebugLog(" buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+ continue
+ remainTime -= 1
+ GameWorld.DebugLog(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+ if remainTime > 0:
+ buff.SetRemainTime(remainTime)
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+ else:
+ TurnBuff.DoBuffDel(turnFight, batObj, buff)
+ return
+
def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
## 回合对象添加治疗值
# @param curObj: 获得治疗的对象
@@ -1590,6 +1583,7 @@
def OnObjAction(turnFight, curBatObj, isExtra=False):
## 战斗单位行动
+ # @param isExtra: 是否额外行动的
if not curBatObj:
return
@@ -1610,6 +1604,7 @@
atk = curBatObj.GetAtk()
curXP = curBatObj.GetXP()
GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+ turnFight.ResetOneActionUseSkillCnt()
turnFight.syncObjAction(turnNum, objID)
TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1634,13 +1629,16 @@
skillID = useSkill.GetSkillID()
# 常规攻击优先xp
if SkillCommon.isAngerSkill(useSkill):
- if curXP < xpMax:
+ if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
continue
if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
- GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
+ GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
continue
useCnt = -1 # xp技能优先释放
else:
+ if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
+ GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+ continue
useCnt = curBatObj.GetSkillUseCnt(skillID)
useSkillList.append([useCnt, skillID, useSkill])
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 8ec9128..ac77507 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1485,7 +1485,7 @@
(
Def_SkillType_Special , #特殊技能 0
Def_SkillType_Atk , #攻击类 1
- Def_SkillType_Rstr , #恢复类 2
+ Def_SkillType_Cure , #恢复类 2
Def_SkillType_LstPlsBuff , #持续增益BUFF 3
Def_SkillType_LstDepBuff , #持续减益BUFF 4
Def_SkillType_PlsBuff , #增益BUFF 5
@@ -1560,7 +1560,7 @@
#不进入战斗状态的技能
Def_NoBattleState_List = [
- Def_SkillType_Rstr , #恢复类 2
+ Def_SkillType_Cure , #恢复类 2
Def_SkillType_LstPlsBuff , #持续增益BUFF 3
Def_SkillType_PlsBuff , #增益BUFF 5
Def_SkillType_Passive , #被动技 7
@@ -2915,6 +2915,10 @@
Def_GameWallow_LV_Max,
)= range(0, 10)
+# 回合时机,以武将自身为参考
+TurnTiming_Before = 0 # 武将回合前
+TurnTiming_After = 1 # 武将回合后
+
# 回合攻击战斗类型
(
TurnBattleType_Normal, # 常规攻击 0
@@ -2938,7 +2942,6 @@
Def_Obj_Dict_HeroID = 'HeroID' # 该战斗NPC所绑定的武将ID,一般仅玩家阵容有
Def_Obj_Dict_SkinID = 'SkinID' # 该战斗NPC所绑定的武将皮肤ID,一般仅玩家阵容有
Def_Obj_Dict_TurnFightPosInfo = 'TurnFightPosInfo' # 回合制站位: 阵营编号*100+阵型站位,阵型站位为0时代表非主战单位
-Def_Obj_Dict_TurnFightTimeline = 'TurnFightTimeline' # 回合制战斗时间线: 回合数*100+行动编号节点
Def_Obj_Dict_TurnMissNum = 'TurnMissNum' # 单次累计闪避次数
Def_Obj_Dict_TurnBattleType = 'TurnBattleType' # 本次攻击战斗类型:TurnBattleType_xxx
@@ -4057,8 +4060,8 @@
PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型
PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减)
PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比(验证目标状态)
+PassiveEff_AddSkillPerByDeadTeammate = 6005 # 增加本次技能万分比(按队友死亡数)
PassiveEff_AddSkillPerByJob = 6006 # 增加本次技能万分比(验证目标职业)
-# 6005 增加本次技能万分比(按buff状态层数算)
PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数
PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果
PassiveEff_MustSuperHit = 6009 # 生命值低于x%时必定暴击
@@ -4069,9 +4072,11 @@
PassiveEff_AddSkillRate = 6014 # 增加技能概率
PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
PassiveEff_AddShieldHurtPer = 6016 # 对护盾造成伤害加成
+PassiveEff_SkillInvalid = 6017 # 使技能无效
+PassiveEff_AddAngerSkillPerByXP = 6018 # 增加怒气技能伤害(按消耗怒气值)
# 被动效果ID有触发值时就返回的
-PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
+PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit, PassiveEff_SkillInvalid]
# 被动效果ID触发值取最大值的
PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti]
# 被动效果ID触发值取最小值的
@@ -4083,6 +4088,8 @@
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)
SkillEff_MustHit = 7005 # 技能必命中
+SkillEff_ActionUseInvalid = 7006 # 行动时不可释放技能(可连击、反击、追击)
+SkillEff_AngerSkillNoXP = 7007 # 无论多少怒气均可释放该怒气技能
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
index ba6df6a..8c7a3ef 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -119,6 +119,12 @@
GameWorld.DebugAnswer(curPlayer, "不存在武将: itemIndex=%s" % itemIndex)
return
+ heroID = heroItem.GetItemTypeID()
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+ if not heroIpyData:
+ return
+ quality = heroIpyData.GetQuality()
+
if value == 0:
PlayerHero.InitHeroItem(heroItem.GetItem())
heroItem.Sync_Item()
@@ -150,6 +156,9 @@
# 突破
if value == "b":
breakLV = msgList[2] if len(msgList) > 2 else 0
+ if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV):
+ GameWorld.DebugAnswer(curPlayer, "突破等级不存在:%s 品质:%s" % (breakLV, quality))
+ return
PlayerHero.SetHeroBreakLV(curPlayer, heroItem, breakLV)
GameWorld.DebugAnswer(curPlayer, "设置武将突破: %s,itemIndex=%s" % (breakLV, itemIndex))
return
@@ -157,6 +166,9 @@
# 觉醒
if value == "a":
awakeLV = msgList[2] if len(msgList) > 2 else 0
+ if not IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV):
+ GameWorld.DebugAnswer(curPlayer, "觉醒等级不存在:%s 品质:%s" % (awakeLV, quality))
+ return
PlayerHero.SetHeroAwakeLV(heroItem, awakeLV)
GameWorld.DebugAnswer(curPlayer, "设置武将觉醒: %s,itemIndex=%s" % (awakeLV, itemIndex))
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
index c09cd7f..c96e621 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -81,7 +81,7 @@
def __doKillAward(curPlayer, atkObj, killObjList):
## 计算击杀奖励
if not killObjList:
- GameWorld.DebugLog("没有击杀不需要处理!")
+ #GameWorld.DebugLog("没有击杀不需要处理主线奖励!")
return
# 结算经验
unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index ee4a1ed..57227ca 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -141,7 +141,6 @@
("DWORD", "BuffRepeat", 0),
("BYTE", "DispersedLimit", 0),
("DWORD", "FightPower", 0),
- ("char", "SkillMotionName", 0),
),
"Hero":(
@@ -2551,8 +2550,7 @@
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 GetDispersedLimit(self): return self.attrTuple[37] # 驱散限制 BYTE
- 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
+ def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
# 武将表
class IPY_Hero():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py
new file mode 100644
index 0000000..37f79ee
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6005.py
@@ -0,0 +1,22 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6005
+#
+# @todo:增加本次技能万分比(按队友死亡数)
+# @author hxp
+# @date 2025-10-30
+# @version 1.0
+#
+# 详细描述: 增加本次技能万分比(按队友死亡数)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-30 10:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+ addPer = curEffect.GetEffectValue(0) # 每层增加的万分比
+ batLineup = attacker.GetBatLineup()
+ deadCnt = batLineup.getDeadObjCnt()
+ return deadCnt * addPer
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py
new file mode 100644
index 0000000..067cb09
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6017.py
@@ -0,0 +1,20 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6017
+#
+# @todo:使技能无效
+# @author hxp
+# @date 2025-10-30
+# @version 1.0
+#
+# 详细描述: 使技能无效
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-30 10:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+ invalidSkillID = curEffect.GetEffectValue(0) #无效的技能ID
+ return invalidSkillID
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py
new file mode 100644
index 0000000..07d61c3
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6018.py
@@ -0,0 +1,20 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_6018
+#
+# @todo:增加怒气技能伤害(按消耗怒气值)
+# @author hxp
+# @date 2025-10-30
+# @version 1.0
+#
+# 详细描述: 增加怒气技能伤害(按消耗怒气值)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-10-30 10:00"""
+#-------------------------------------------------------------------------------
+
+def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
+ oneXPAddPer = curEffect.GetEffectValue(0) #每1点xp增加万分比
+ return attacker.GetXP() * oneXPAddPer
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index f15d3a5..aa8ad4f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -42,7 +42,7 @@
@param refreshTimeLayer: 刷新剩余时间、层级
'''
skillData = curBuff.GetSkillData()
- curBuff.SetCalcTime(turnFight.getTimeline())
+ curBuff.SetAddTiming(curBatObj.GetTiming())
if refreshTimeLayer:
curBuff.SetRemainTime(max(tagBuff.GetRemainTime(), skillData.GetLastTime()))
curBuff.SetLayer(max(tagBuff.GetLayer(), skillData.GetLayerMax()))
@@ -180,7 +180,7 @@
GameWorld.DebugLog(" 默认覆盖")
# 重置回合、CD、值等
- buff.SetCalcTime(turnFight.getTimeline())
+ buff.SetAddTiming(batObj.GetTiming())
buff.SetRemainTime(buffSkill.GetLastTime())
buff.SetLayer(updLayerCnt)
buff.SetBuffValueList(buffValueList)
@@ -205,11 +205,12 @@
relatedSkillID = bySkill.GetSkillID() if bySkill else 0
ownerID = buffOwner.GetID()
buffID = buff.GetBuffID()
+ timing = batObj.GetTiming()
- GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timeline=%s"
- % (buffID, skillID, ownerID, relatedSkillID, turnFight.getTimeline()), curID)
+ GameWorld.DebugLog(" __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s"
+ % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
+ buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
buff.SetOwnerID(ownerID)
- buff.SetCalcTime(turnFight.getTimeline())
buff.SetRemainTime(buffSkill.GetLastTime())
buff.SetLayer(setLayerCnt)
buff.SetBuffValueList(buffValueList)
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 243507f..91f9b07 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -108,15 +108,17 @@
callFunc(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs)
return
-def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None, connSkillTypeID=0, **kwargs):
+def GetTriggerEffectValue(turnFight, atkObj, defObj, calcEffID, connSkill=None, connSkillTypeID=0, triggerWay=ChConfig.TriggerWay_CalcEffValue, **kwargs):
''' 获取触发被动的值,一般用于某种条件下才会产生的值,如xx情况下属性变化 或 xx情况下是否发生什么
@param calcEffID: 需要统计的效果ID,可以是属性ID或者其他自定义效果ID
@return: 触发的值,0-没有触发或本身触发的值为0;非0-触发的具体值
'''
- triggerWay = ChConfig.TriggerWay_CalcEffValue
passiveEffMgr = atkObj.GetPassiveEffManager()
- effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkill, connSkillTypeID)
+ if triggerWay == ChConfig.TriggerWay_CalcEffValue:
+ effInfoList = passiveEffMgr.GetPassiveEffByTrigger("%s_%s" % (triggerWay, calcEffID), connSkill, connSkillTypeID)
+ else:
+ effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkill, connSkillTypeID)
if not effInfoList:
return 0
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 cde32e1..a1ba7d3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -60,9 +60,6 @@
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()
if buffStateGroups:
@@ -126,19 +123,19 @@
curBatObj.SetMainTagIDList(tagIDList)
useTag = ""
+ if IsNeedSyncSkill(useSkill):
+ # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+ useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+ clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+ clientPack.Tag = useTag
+ clientPack.Len = len(clientPack.Tag)
+ clientPack.Sign = 0
+ turnFight.addBatPack(clientPack)
+
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
__doAddBuff(turnFight, curBatObj, useSkill)
else:
- # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
- if batType != ChConfig.TurnBattleType_Enhance:
- # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
- useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
- clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
- clientPack.Tag = useTag
- clientPack.Len = len(clientPack.Tag)
- clientPack.Sign = 0
- turnFight.addBatPack(clientPack)
__doUseSkill(turnFight, curBatObj, useSkill)
DoAttackResult(turnFight, curBatObj, useSkill)
@@ -160,6 +157,10 @@
if usePoolSkill:
poolMgr.release(useSkill)
return True
+
+def IsNeedSyncSkill(useSkill):
+ ## 使用需要同步B427使用技能
+ return useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]
def GetSkillTags(turnFight, curBatObj, useSkill):
## 获取技能目标
@@ -778,11 +779,10 @@
skillID = useSkill.GetSkillID()
curBatObj.AddSkillUseCnt(skillID)
if useSkill.GetCoolDownTime():
- useSkill.SetCalcTime(turnFight.getTimeline())
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()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
+ if IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
__doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -1181,6 +1181,14 @@
if not enhanceSkillData:
return
+ killObjList = useSkill.GetKillObjList()
+ if killObjList:
+ invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
+ triggerWay=ChConfig.TriggerWay_KillOneObj)
+ if invalidSkillID and invalidSkillID == enhanceSkillID:
+ GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+ return
+
# 继承主技能目标
if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
@@ -1419,9 +1427,11 @@
aAngerSkillPer, dAngerSkillPerDef = 0, 0
if isAngerSkill:
- aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
- dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-
+ aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
+ aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
+
+ dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
+
aAddSkillPer = 0 # 技能增伤
aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
@@ -1459,16 +1469,16 @@
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"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
+ 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))
# 持续性伤害
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
- GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
- GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
@@ -1516,6 +1526,7 @@
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
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)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1618,11 +1629,12 @@
if shieldHurtValue <= 0:
break
buffID = buff.GetBuffID()
+ buffSkillID = buff.GetSkillID()
if shieldHurtValue < buffValue:
decShieldValue = shieldHurtValue
else:
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))
+ GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, 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))
--
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