From c3935a93e6be5457f7d1e90bbe91845abf3943f4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 17:37:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(去除0407通知;修复5011触发被动报错;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 65 ++++++++++++++++++++++++++------
1 files changed, 52 insertions(+), 13 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 5322745..e9f1b23 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -559,7 +559,7 @@
__doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill)
+ DoBeAttackResult(turnFight, curBatObj, useSkill, True)
return
def DoCombo(turnFight, curBatObj, useSkill):
@@ -656,9 +656,10 @@
% (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
return False
-def DoBeAttackResult(turnFight, curObj, useSkill):
+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
'''
curID = curObj.GetID()
@@ -681,21 +682,23 @@
shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
elif logicType == ChConfig.AfterLogic_AddBuff:
- batObj, buff, _ = logicData
- TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+ batObj = logicData[0]
+ buff = logicData[1]
+ TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
elif logicType == ChConfig.AfterLogic_SyncBuff:
- buffObj, buff, _, _ = logicData
+ buffObj = logicData[0]
+ buff = logicData[1]
TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
# 统计击杀
- killObjIDList = [] # 击杀的目标ID列表
+ killObjList = [] # 击杀其他阵营目标列表
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
- if tagObj.IsAlive() and tagObj.GetHP() <= 0:
- killObjIDList.append(tagID)
+ if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+ killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
- if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
TurnAttack.SetObjKilled(turnFight, curObj)
# 统计伤血,可能单个技能对同一目标造成多次伤害
@@ -713,11 +716,12 @@
# 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
curPlayer = turnFight.curPlayer
if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
- FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
+ 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
- __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
-
+ if isUseSkill:
+ __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+
# ========== 以下触发被动 ==========
# 破盾时
@@ -733,7 +737,7 @@
continue
# 直接攻击
- if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+ if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
@@ -818,6 +822,7 @@
continue
effID = curEffect.GetEffectID()
+ GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
if effID == 5010:
# 额外技能效果
__doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -825,6 +830,7 @@
for tagObj in useSkill.GetTagObjList():
tagID = tagObj.GetID()
+ GameWorld.DebugLog(" tagID=%s" % (tagID))
if tagID in missObjIDList:
# 闪避了不触发
continue
@@ -901,6 +907,39 @@
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+ '''被动触发使用技能
+ @param passiveSkill: 释放的被动技能
+ @param connSkill: 由什么技能引起的
+ @param effSkillID: 被动效果所属的技能ID
+ @param effectID: 被动效果ID
+ 注:可能由A引起触发B技能的效果释放技能C
+ '''
+ if not passiveSkill:
+ return
+ isOK = False
+ passiveSkillID = passiveSkill.GetSkillID()
+ # 继承主技能目标
+ if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+ happenRate = passiveSkill.GetHappenRate()
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+ if not tagObj:
+ return
+ tagID = tagObj.GetID()
+ if not tagObj.IsAlive():
+ GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
+ return
+ if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+ return
+ passiveTagObjList = [tagObj]
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+ else:
+ GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+
+ return isOK
+
def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
# @return: None - 没有执行成功,即忽略该目标
--
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