From dba8887cf16819776951e64218b57aae176ebed2 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 20 十二月 2025 18:10:12 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复击杀目标时步练师无法上禁止复活buff;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py | 45 ++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 40 insertions(+), 5 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index d16dfec..3dd3612 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -17,6 +17,8 @@
import GameWorld
import PassiveTrigger
+import IpyGameDataPY
+import BattleObj
import ChConfig
GameWorld.ImportAll("Script\\Skill\\", "PassiveTrigger")
@@ -35,13 +37,30 @@
''' 触发被动效果,可能触发技能、buff,需根据优先级触发
'''
if not batObj.IsAlive():
- if triggerWay not in ChConfig.DeadCanTriggerWayList:
+ if triggerWay in ChConfig.DeadCanTriggerWayList:
+ pass # 死亡状态下可触发的被动
+ elif connSkill:
+ if connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
+ pass # 子技能不限制死亡触发,由主技能决定,主技能能触发了,才会执行到子技能,那么子技能也一定能触发
+ elif connSkill.GetByTriggerWay() in ChConfig.DeadCanTriggerWayList:
+ pass
+ #GameWorld.DebugLogEx("关联技能是由死亡状态下可触发的方式触发的,则也可触发! triggerWay=%s,connSkillID=%s,byTriggerWay=%s",
+ # triggerWay, connSkill.GetSkillID(), connSkill.GetByTriggerWay())
+ else:
+ return
+ else:
return
passiveEffMgr = batObj.GetPassiveEffManager()
effInfoList = passiveEffMgr.GetPassiveEffByTrigger(triggerWay, connSkill, connSkillTypeID, connBuff)
if not effInfoList:
return
- # [["skill/buff", skillID, buffID, effIDList], ...]
+ OnTriggerPassiveEffList(turnFight, batObj, triggerWay, tagObj, effInfoList, connSkill, connBuff, **kwargs)
+ return
+
+def OnTriggerPassiveEffList(turnFight, batObj, triggerWay, tagObj, effInfoList, connSkill=None, connBuff=None, **kwargs):
+ '''触发外部指定的被动效果列表
+ @param effInfoList: [["skill/buff", skillID, buffID, effIDList], ...]
+ '''
tagID = tagObj.GetID() if tagObj else 0
GameWorld.DebugLogEx("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s", triggerWay, batObj.GetID(), tagID, effInfoList)
for effInfo in effInfoList:
@@ -63,7 +82,13 @@
if not effSkill:
return
- kwargs["triggerWay"] = triggerWay
+ if effSkill.GetCoolDownTime():
+ if hasattr(effSkill, "GetRemainTime") and effSkill.GetRemainTime() > 0:
+ GameWorld.DebugLogEx("被动效果技能CD中! effSkillID=%s,RemainTime=%s", skillID, effSkill.GetRemainTime())
+ return
+ kwargs["byEffSkill"] = effSkill # 目前用于触发被动技能时,该效果技能提前先设置CD,防止嵌套触发时CD后置才设置,如关羽的怒技追击
+
+ kwargs["byTriggerWay"] = triggerWay
for effID in effIDList:
curEffect = effSkill.GetEffectByID(effID, triggerWay)
if not curEffect:
@@ -80,7 +105,16 @@
callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "DoSkillEffectLogic"))
if not callFunc:
return
- callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
+ isOK = callFunc(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs)
+ if not isOK:
+ return
+
+ cdTime = effSkill.GetCoolDownTime()
+ if cdTime:
+ # 非触发技能的在后面设置CD即可
+ if hasattr(effSkill, "GetRemainTime"):
+ effSkill.SetRemainTime(cdTime)
+
return
def __doTriggerPassiveEffectByBuff(turnFight, batObj, tagObj, triggerWay, buffID, effIDList, connSkill=None, connBuff=None, **kwargs):
@@ -92,7 +126,7 @@
return
skillData = effBuff.GetSkillData()
- kwargs["triggerWay"] = triggerWay
+ kwargs["byTriggerWay"] = triggerWay
for effID in effIDList:
curEffect = skillData.GetEffectByID(effID, triggerWay)
if not curEffect:
@@ -166,6 +200,7 @@
callFunc = GameWorld.GetExecFunc(PassiveTrigger, "%s.%s" % (pyName, "GetHappenValue"))
if not callFunc:
continue
+ kwargs["turnFight"] = turnFight
value = callFunc(atkObj, defObj, effect, effSkill, effBuff, connSkill, **kwargs)
if value is None:
continue
--
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