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/TurnSkill.py |   56 ++++++++++++++++++++++++++++++++++----------------------
 1 files changed, 34 insertions(+), 22 deletions(-)

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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