From d33b1530147a412e88a32bf1168ca3ac6e9718c6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 20 三月 2026 10:35:50 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(左慈所有技能;技能目标细分增加11-受控目标优先;敌友目标增加3-友方(一定不含自己);7011效果改为无技能目标时触发;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 85 ++++++++++++++++++++++++++++++++++--------
1 files changed, 68 insertions(+), 17 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 d206ba3..3ce8ef6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -130,18 +130,19 @@
if not tagObjList:
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
+ isOK = None
GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
- if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
- otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
+ if not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
+ otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_NoTagUse)
if otherEff:
otherSkillID = otherEff.GetEffectValue(0)
- GameWorld.DebugLogEx("没有可复活的目标,释放其他技能! otherSkillID=%s", otherSkillID)
+ GameWorld.DebugLogEx("没有目标时释放其他技能! otherSkillID=%s", otherSkillID)
otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
if not otherSkill:
otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
if otherSkill:
- OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
- return
+ isOK = OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
+ return isOK
oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
if oneActionUseCnt >= 20:
@@ -312,7 +313,11 @@
if SkillCommon.isAttackDirectSkill(useSkill):
isNoSelf = True
#GameWorld.DebugLogEx("特殊不包含自己")
-
+
+ #0=敌对方; 1-友好方; 2-友好方(一定包含自己) ;3-友好方(一定不含自己)
+ if tagFriendly == 3:
+ isNoSelf = True
+
# 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
sneerObjFirst = True # 嘲讽目标是否优先
sneerTagObj = None # 嘲讽目标
@@ -470,7 +475,12 @@
sneerObjFirst = False
aimObjList.sort(key=lambda o:(o.IsInControlled()))
GameWorld.DebugLogEx("未被控制优先: %s", [[o.GetID(), o.IsInControlled()] for o in aimObjList])
-
+
+ # 受控目标优先(硬控>软控>其他)
+ elif tagAffect == ChConfig.SkillTagAffect_IncontrolledPriority:
+ aimObjList.sort(key=lambda o:(o.IsInControlledHard(), o.IsInControlledSoft()), reverse=True)
+ GameWorld.DebugLogEx("受控目标优先: %s", [[o.GetID(), o.IsInControlledHard(), o.IsInControlledSoft()] for o in aimObjList])
+
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
atkBackTagFrist = False
@@ -755,7 +765,7 @@
#执行添加buff
#光环技能,需先添加施法者
- if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
+ if useSkill.GetSkillType() in ChConfig.Def_HaloSkill_List:
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
GameWorld.DebugLogEx("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s", skillID, curID)
@@ -1640,6 +1650,7 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+ objTriigerWayInfo = {} # 敌友已触发的列表,一般用于控制每人只触发一次的 {objID:{triggerWay:triggerCnt, ...}}
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1746,6 +1757,8 @@
# 连击
if batType == ChConfig.TurnBattleType_Combo:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_ComboOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
@@ -1772,6 +1785,10 @@
if not lineupObj.IsAlive():
continue
+ if lineupObjID not in objTriigerWayInfo:
+ objTriigerWayInfo[lineupObjID] = {}
+ objTriigerWayCntDict = objTriigerWayInfo[lineupObjID]
+
# 直接攻击
if isAttackDirect:
if not triggerOne:
@@ -1783,17 +1800,26 @@
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
- # 敌方被控时
+ # 敌方被控时 - 默认为友军造成的
if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
-
+ tagBuff = beControlledHardDict[tagID]
+ # 敌方被冰冻
+ if tagBuff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
+ if ChConfig.TriggerWay_FriendCausesFrozen not in objTriigerWayCntDict:
+ objTriigerWayCntDict[ChConfig.TriggerWay_FriendCausesFrozen] = 1
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCausesFrozen, tagObj, connSkill=useSkill)
+
# 连击
if batType == ChConfig.TurnBattleType_Combo:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
-
+ if isAttackDirect:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendComboHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
# 追击
elif batType == ChConfig.TurnBattleType_Pursue:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ if isAttackDirect:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursueHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
triggerOne = True # 设置已经触发过一次
@@ -1858,10 +1884,10 @@
fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
costZhanchuiTotal = costZhanchui * fightPoint
- if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, isNotify=False):
+ if not PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, costZhanchuiTotal, "UseSkill", isNotify=False):
# 不足时,有多少扣多少
nowMoney = PlayerControl.GetMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao)
- PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), isNotify=False)
+ PlayerControl.PayMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, min(nowMoney, costZhanchuiTotal), "UseSkill", isNotify=False)
return
@@ -2154,6 +2180,8 @@
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
batType = curSkill.GetBatType()
+ atkMGObj = atkObj.GetTFBatLineup().getMinggeObj()
+ defMGObj = defObj.GetTFBatLineup().getMinggeObj()
changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
if not changeHurtType:
@@ -2185,6 +2213,8 @@
if not isDot:
aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRateDef)
dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
+ if defMGObj:
+ dMissRate += defMGObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
missNum = curSkill.GetTagMissNum(defID)
if dMissRate > 0:
missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
@@ -2213,7 +2243,8 @@
aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
-
+ if atkMGObj:
+ aSuperDamPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
if isParry:
@@ -2242,6 +2273,9 @@
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
+ if defMGObj:
+ dFinalDamPerDef += defMGObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef)
+
#招架 - 无视攻击方最终增伤百分比
dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
@@ -2289,6 +2323,8 @@
aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+ if atkMGObj:
+ aDOTPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
#aAddSkillPer = 0 # 技能增伤
dBatDamPerDef = 0 # 战斗增减伤
@@ -2296,7 +2332,9 @@
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
aBatDamPer += addBatDamPer
-
+ if atkMGObj:
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkMGObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
@@ -2320,12 +2358,15 @@
if batType == ChConfig.TurnBattleType_Combo:
aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
-
+ if atkMGObj:
+ aComboDamPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
if batType == ChConfig.TurnBattleType_Pursue:
aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
-
+ if atkMGObj:
+ aPursueDamPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+
aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
if turnFight.isPVP() > 0:
aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
@@ -2440,6 +2481,7 @@
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBeFrozenCnt, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -2929,6 +2971,12 @@
connSkillTypeID = buff.GetSkillTypeID()
damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
+ defMGObj = defObj.GetTFBatLineup().getMinggeObj()
+ if defMGObj:
+ mgBuffMgr = defMGObj.GetBuffManager()
+ for buff in mgBuffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+ damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
+
if damBackPer <= 0:
return
@@ -2957,7 +3005,10 @@
# dot施法者已死亡不再吸血
return
+ atkMGObj = atkObj.GetTFBatLineup().getMinggeObj()
aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+ if atkMGObj:
+ aSuckHPPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
--
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