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 | 183 ++++++++++++++++++++++++++++++--------------- 1 files changed, 122 insertions(+), 61 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 0c989bb..dbba18d 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -73,7 +73,8 @@ if not tagObjList: tagObjList = GetSkillTags(turnFight, curBatObj, useSkill) rate = useSkill.GetHappenRate() - if rate and rate != ChConfig.Def_MaxRateValue: + if rate: + rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill) for tagObj in tagObjList[::-1]: if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue): tagObjList.remove(tagObj) @@ -123,21 +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) @@ -676,6 +676,9 @@ if not tagObj: return + if not tagObj.IsAlive(): + return + tagID = tagObj.GetID() canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2) if tagObj.GetAtkDistType() not in canAtkbackDictTypeList: @@ -710,7 +713,7 @@ @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的 ''' - curID = curObj.GetID() + #curID = curObj.GetID() isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill) isAngerSkill = SkillCommon.isAngerSkill(useSkill) @@ -746,6 +749,7 @@ if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction(): killObjList.append(tagObj) TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill) + useSkill.SetKillObjList(killObjList) if curObj.IsAlive() and curObj.GetHP() <= 0: TurnAttack.SetObjKilled(turnFight, curObj) @@ -786,8 +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) @@ -813,19 +819,33 @@ tagObj = batObjMgr.getBatObj(tagObjID) TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID) + # 有击杀时 + for index, tagObj in enumerate(killObjList): + if index == 0: + TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill) + TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill) + + triggerOne = False batType = useSkill.GetBatType() + isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]) for tagObj in useSkill.GetTagObjList(): tagID = tagObj.GetID() if tagID in effIgnoreObjIDList: continue # 直接攻击 - if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]: + if isAttackDirect: + if not triggerOne: + TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill) + else: + TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill) # 使用技能后 if isUseSkill: + if not triggerOne: + TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill) TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill) # 连击 @@ -835,11 +855,7 @@ elif batType == ChConfig.TurnBattleType_Pursue: TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill) - if killObjList: - tagObj = killObjList[0] - TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill) - for tagObj in killObjList: - TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill) + triggerOne = True # 设置已经触发过一次 return @@ -942,7 +958,7 @@ continue effID = curEffect.GetEffectID() - GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList)) + GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)) if effID == 5010: # 额外技能效果 __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList) @@ -965,7 +981,8 @@ # return enhanceSkillID = curEffect.GetEffectValue(0) checkInStateList = curEffect.GetEffectValue(1) - GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList)) + checkHeroJob = curEffect.GetEffectValue(2) + GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob)) tagObjList = useSkill.GetTagObjList() enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID) @@ -977,6 +994,7 @@ GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID) # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理 enhanceRate = enhanceSkillData.GetHappenRate() + enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID()) enchanceTagObjList = [] for tagObj in tagObjList: tagID = tagObj.GetID() @@ -990,6 +1008,9 @@ if not tagObj.CheckInState(checkInStateList): GameWorld.DebugLog(" 不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList)) continue + if checkHeroJob and checkHeroJob != tagObj.GetJob(): + GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob)) + continue if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue): GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate)) continue @@ -1003,14 +1024,21 @@ # 只执行一次,防止群攻时额外触发多次 GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID) - if checkInStateList: - inState = False + if checkInStateList or checkHeroJob: + inState, haveJob = False, False for tagObj in tagObjList: - if tagObj.CheckInState(checkInStateList): + tagID = tagObj.GetID() + if tagID in effIgnoreObjIDList: + continue + if not inState and tagObj.CheckInState(checkInStateList): inState = True - break - if not inState: - GameWorld.DebugLog(" 没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) + if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob(): + haveJob = True + if checkInStateList and not inState: + GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList)) + return + if checkHeroJob and not haveJob: + GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob) return OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill) return @@ -1025,25 +1053,35 @@ ''' if not passiveSkill: return - isOK = False + bySkillID = 0 + if connSkill: + bySkillID = connSkill.GetSkillID() + elif connBuff: + bySkillID = connBuff.GetSkillID() passiveSkillID = passiveSkill.GetSkillID() + if passiveSkillID == bySkillID: + #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID)) + return + + isOK = False # 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)) + happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill) + GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID)) 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): + if happenRate 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, byBuff=connBuff) else: - GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID)) + GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID)) isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff) return isOK @@ -1168,14 +1206,15 @@ aAtk = atkObj.GetAtk() # 攻击方最大攻击 - dHP = defObj.GetHP() + dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP() dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力 - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) - atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill) + atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill) aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成 dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤 + + aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill) aNormalSkillPer, dNormalSkillPerDef = 0, 0 if isTurnNormalSkill: @@ -1224,8 +1263,8 @@ 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,hurtTypes=%s,aAddSkillPer=%s" - % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, 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" + % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer)) # 持续性伤害 if isTurnNormalSkill: @@ -1274,7 +1313,20 @@ hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后 return hurtValue, hurtTypes +def GetAddSkillPer(turnFight, atkObj, defObj, curSkill): + ## 获取额外增加的技能万分比 + atkSkillPer = 0 + atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + 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) + return atkSkillPer + def CanSuperHit(turnFight, atkObj, defObj, curSkill): + if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill): + GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())) + return True + aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate) aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill) dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef) @@ -1328,17 +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) @@ -1353,18 +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: @@ -1391,15 +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)) @@ -1448,7 +1501,7 @@ skillPer = curSkill.GetSkillPer() #skillValue = curSkill.GetSkillValue() - skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill) + skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill) cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum) @@ -1459,6 +1512,12 @@ GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer)) 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 @@ -1503,6 +1562,8 @@ baseValue = curObj.GetLastHurtValue() elif calcType == ChConfig.Def_Calc_TagMaxHP: baseValue = 0 if not tagObj else tagObj.GetMaxHP() + elif calcType == ChConfig.Def_Calc_TagLostHP: + baseValue = 0 if not tagObj else max(0, tagObj.GetMaxHP() - tagObj.GetHP()) elif calcType == ChConfig.Def_Calc_ByBuffValue: byBuff = curSkill.GetByBuff() if byBuff: -- Gitblit v1.8.0