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/ChConfig.py | 29 ++++++++++++++++++++++-------
1 files changed, 22 insertions(+), 7 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..ac77507 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1482,11 +1482,10 @@
) = 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
- 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
@@ -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 = {
@@ -1556,7 +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
@@ -2911,6 +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
@@ -2934,7 +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
@@ -4053,8 +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
@@ -4063,9 +4070,13 @@
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
+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
@@ -4075,6 +4086,10 @@
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)
+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
--
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