From d624a48d2b11c1c2847764c3224319e702613f4b Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 26 九月 2025 10:34:55 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(丁奉反伤,孙鲁育技能;增加释放方式1004 - 反伤盾/荆棘;增加buff状态定义:21-承伤盾,22-反伤盾;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 78 +++++++++++++++++++++----------------- 1 files changed, 43 insertions(+), 35 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 0e8ae44..dbba18d 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -124,21 +124,20 @@ curBatObj.SetMainTagIDList(tagIDList) useTag = "" - + # 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) + #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) @@ -791,8 +790,10 @@ if hurtObj.GetSuckHP() > 0: isSuckHP = True - curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害 - + # 记录最后一次总伤害,有伤害目标才记录 + if useSkill.GetHurtObjList(): + curObj.SetLastHurtValue(totalHurtValue) + # 群攻只触发一次特长 if isSuperHit: DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID) @@ -1379,17 +1380,13 @@ if hurtValue <= 0: return 0, 0, hurtTypes - if defObj.CheckInState(ChConfig.BatObjState_Wudi): + buffMgr = defObj.GetBuffManager() + wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi) + if wudiBuffList: hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫 - buffMgr = defObj.GetBuffManager() - for index in range(buffMgr.GetBuffCount()): - buff = buffMgr.GetBuffByIndex(index) - if not buff: - continue + for buff in wudiBuffList: skillData = buff.GetSkillData() - if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi: - continue - # 记录免疫的积攒伤害 + # 记录免疫积攒的伤害 buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue updBuffValue = buffValue + hurtValue buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue) @@ -1404,18 +1401,14 @@ # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP realHurtHP = hurtValue shieldBuffList = [] - buffMgr = defObj.GetBuffManager() - for index in range(buffMgr.GetBuffCount()): - buff = buffMgr.GetBuffByIndex(index) + for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield): skillData = buff.GetSkillData() - # 承伤盾 - if SkillCommon.isDamageShieldSkill(skillData): - remainTime = buff.GetRemainTime() # 剩余回合 - if not skillData.GetLastTime(): - remainTime = 999 # 永久盾 - buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值 - shieldBuffList.append([remainTime, buffValue, buff]) - + remainTime = buff.GetRemainTime() # 剩余回合 + if not skillData.GetLastTime(): + remainTime = 999 # 永久盾 + buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值 + shieldBuffList.append([remainTime, buffValue, buff]) + if shieldBuffList: shieldBuffList.sort() for _, buffValue, buff in shieldBuffList: @@ -1442,15 +1435,24 @@ def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算反弹反弹伤害 + 注:反伤/荆棘暂不做属性支持,仅做buff效果支持 ''' if not atkObj.GetCanAttack(): return - bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2)) + damBackPer = 0 + buffMgr = defObj.GetBuffManager() + for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield): + damBackPer += buff.GetValue1() + + if damBackPer <= 0: + return + + bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0) if bounceHP <= 0: return - GameWorld.DebugLog(" 反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP())) + GameWorld.DebugLog(" 反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)) bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP) if bounceHP <= 0: GameWorld.DebugLog(" bounceHP=%s" % (bounceHP)) @@ -1511,6 +1513,12 @@ cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum) cureHP += cureHPEx + hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare) + if hurtShareEff: + tagCnt = max(1, len(curSkill.GetTagObjList())) + cureHP = cureHP / tagCnt + GameWorld.DebugLog(" 目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt)) + return max(1, int(cureHP)) # 保底1点 def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False): -- Gitblit v1.8.0