From d254a370d14e560470889eb69537bd21532bc254 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 02 三月 2026 18:58:56 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(郭嘉所有技能;增加触发类型62、63、64、65;增加效果6038;增加技能类型16-减益光环,对自己无效,原类型10为增益光环对自己有效;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py | 53 ++++++++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 48 insertions(+), 5 deletions(-)
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 061f81e..572c1cf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -33,6 +33,7 @@
self._batObj = batObj
self._objID = batObj.GetID() if batObj else 0
self._skillIDList = [] # 已有技能ID列表,获取被动中快速判断已学技能用
+ self.noDeadSkill = None # 不死技能效果,暂时只支持最多1个这种技能
# 技能
self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
@@ -189,6 +190,11 @@
effDict[skillID].append(effectID)
if triggerWay not in self._skillTriggerWayList:
self._skillTriggerWayList.append(triggerWay)
+
+ # 加载不死技能效果
+ if triggerWay == ChConfig.TriggerWay_NoDead:
+ self.noDeadSkill = curSkill
+
return
def RefreshBuffPassiveEffect(self):
@@ -409,7 +415,7 @@
def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
def GetLayerMax(self): return self._ipyData.GetLayerMax()
def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
- def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
+ def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() in ChConfig.Def_HaloSkill_List # 驱散限制
def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
def GetFightPower(self): return self._ipyData.GetFightPower()
@@ -664,6 +670,7 @@
self._hurtListEx = [] # 额外伤血列表,如平摊、溅射 [HurtObj, ...]
self._bySkill = None # 由哪个技能触发的
self._byBuff = None # 由哪个buff触发的
+ self._byBatObj = None # 由哪个战斗对象触发的
self._byTriggerWay = 0 # 由哪个被动方式触发的
self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
@@ -690,6 +697,7 @@
self._effIgnoreObjIDList = []
self._bySkill = None
self._byBuff = None
+ self._byBatObj = None
self._byTriggerWay = 0
self._afterLogicList = []
self.ClearHurtObj()
@@ -742,6 +750,8 @@
def SetBySkill(self, bySkill): self._bySkill = bySkill
def GetByBuff(self): return self._byBuff
def SetByBuff(self, byBuff): self._byBuff = byBuff
+ def GetByBatObj(self): return self._byBatObj
+ def SetByBatObj(self, byBatObj): self._byBatObj = byBatObj
def GetByTriggerWay(self): return self._byTriggerWay
def SetByTriggerWay(self, byTriggerWay): self._byTriggerWay = byTriggerWay
def GetTagObjList(self): return self._tagObjList # 技能主要目标列表
@@ -872,6 +882,12 @@
curSkill = PySkill(ipyData, self._batObj.GetID())
self._skillDict[skillID] = curSkill
self._skillList.append(curSkill)
+
+ learnSkillExEff = curSkill.GetEffectByID(ChConfig.SkillEff_LearnSkillEx)
+ if learnSkillExEff:
+ skillIDEx = learnSkillExEff.GetEffectValue(0)
+ if skillIDEx:
+ self.LearnSkillByID(skillIDEx)
return curSkill
def __deleteSkill(self, curSkill):
@@ -903,6 +919,7 @@
self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
self.posNum = 0 # 所在阵容站位
+ self._batLineup = None # 所属战斗阵容对象
self._hp = 0 # 当前生命值
self._xp = 0 # 当前怒气值
self._isAlive = True # 是否活着
@@ -924,6 +941,7 @@
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
self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
+ self._beFrozenCnt = 0 # 本场战斗累计被冰冻次数
# 统计
self.hurtStat = 0 # 输出统计
@@ -988,10 +1006,12 @@
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 GetTFBatLineup(self):
+ if not self._batLineup:
+ turnFight = self.GetTurnFight()
+ batFaction = turnFight.getBatFaction(self.faction)
+ self._batLineup = batFaction.getBatlineup(self.lineupNum)
+ return self._batLineup
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
@@ -1024,6 +1044,15 @@
def GetPosNum(self): return self.posNum
def GetFaction(self): return self.faction
def SetFaction(self, faction): self.faction = faction
+ def GetBatObjType(self):
+ ## 战斗对象实例类型
+ if 1 <= self.posNum <= ShareDefine.LineupObjMax:
+ return ChConfig.BatObjType_BatHero
+ if self.posNum == ChConfig.TFPosNum_Mingge:
+ return ChConfig.BatObjType_Mingge
+ if ChConfig.TFPosNum_Lingshou <= self.posNum:
+ return ChConfig.BatObjType_Lingshou
+ return 0
def GetFightPower(self): return self.fightPower
def SetFightPower(self, fightPower): self.fightPower = fightPower
def GetLV(self): return self.lv
@@ -1085,6 +1114,17 @@
return False
if self.IsInControlledHard():
return False
+ return True
+
+ def CanNoDead(self):
+ '''是否还可触发不死效果
+ 暂定单个武将最多只支持配置1个不死效果,且单场战斗最多触发x次,即按技能cd判断即可
+ '''
+ noDeadSkill = self._passiveEffMgr.noDeadSkill # 固定有被动触发
+ if not noDeadSkill:
+ return
+ if noDeadSkill.GetRemainTime():
+ return
return True
def GetSneerTagObj(self):
@@ -1207,6 +1247,9 @@
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 GetBeFrozenCnt(self): return self._beFrozenCnt
+ def SetBeFrozenCnt(self, beFrozenCnt): self._beFrozenCnt = beFrozenCnt
+
def StatHurtValue(self, hurtValue):
## 统计输出
self.hurtStat += hurtValue
--
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