From e4eccd8e4b2ee4758faf94eb88edbe5b5325fa1d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 31 十月 2025 11:59:59 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(词条技能1011 1012 1013:增加属性ID19-怒气恢复加成;增加技能伤害计算类型7-按最后受到攻击的技能伤害;5001效果支持永久buff不扣除回合数;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 164 +++++++++++++++++++++++++++++++++++++++++++++---------
1 files changed, 137 insertions(+), 27 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 cde32e1..2aff7ab 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -60,9 +60,6 @@
return
objID = curBatObj.GetID()
- if not curBatObj.CanAction():
- GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
- return
buffStateGroups = useSkill.GetBuffStateLimit()
if buffStateGroups:
@@ -71,6 +68,9 @@
GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
return
+ if CheckSkillUseCntLimit(curBatObj, useSkill):
+ return
+
#没有指定目标,则按技能自身的目标逻辑
if not tagObjList:
tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
@@ -126,19 +126,19 @@
curBatObj.SetMainTagIDList(tagIDList)
useTag = ""
+ if IsNeedSyncSkill(useSkill):
+ # 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)
@@ -160,6 +160,36 @@
if usePoolSkill:
poolMgr.release(useSkill)
return True
+
+def CheckSkillUseCntLimit(batObj, useSkill):
+ ## 检查技能使用次数是否受限
+ # @return: 是否受限
+ if not hasattr(useSkill, "GetEffectByID"):
+ return
+ effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
+ if not effect:
+ return
+ useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
+ turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
+
+ skillID = useSkill.GetSkillID()
+ if useCntLimit:
+ useCnt = batObj.GetSkillUseCnt(skillID)
+ if useCnt >= useCntLimit:
+ GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+ return True
+
+ if turnUseCntLimit:
+ turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+ if turnUseCnt >= turnUseCntLimit:
+ GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+ return True
+
+ return
+
+def IsNeedSyncSkill(useSkill):
+ ## 使用需要同步B427使用技能
+ return useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]
def GetSkillTags(turnFight, curBatObj, useSkill):
## 获取技能目标
@@ -520,6 +550,9 @@
atkType = useSkill.GetAtkType()
GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+
+ __doHarmSelf(turnFight, curBatObj, useSkill)
+
# 通用攻击
if atkType == 1:
SkillModule_1(turnFight, curBatObj, useSkill)
@@ -548,6 +581,36 @@
elif atkType == 9:
SkillModule_9(turnFight, curBatObj, useSkill)
+ return
+
+def __doHarmSelf(turnFight, curBatObj, useSkill):
+ harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
+ if not harmEff:
+ return
+ harmPer = harmEff.GetEffectValue(0) # 自残百分比
+ noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+ curHP = curBatObj.GetHP()
+ maxHP = curBatObj.GetMaxHP()
+ harmHP = int(maxHP * harmPer / 100.0)
+ lostHP = harmHP
+ if curHP <= harmHP:
+ if noEnoughDo == 0:
+ lostHP = 0
+ elif noEnoughDo == 2:
+ lostHP -= 1
+
+ updHP = max(curHP - lostHP, 0)
+ curBatObj.SetHP(updHP, False)
+ GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s"
+ % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
+
+ curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
+
+ # 单独通知前端表现
+ hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+ diffType, diffValue = 0, lostHP
+ skillID = relatedSkillID = useSkill.GetSkillID()
+ Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
return
def SkillModule_1(turnFight, curBatObj, useSkill):
@@ -748,7 +811,7 @@
else:
diffType = 1
tagXP = tagBatObj.GetXP()
- diffValue = calcValue
+ diffValue = GetEnhanceXP(tagBatObj, calcValue)
updValue = tagXP + diffValue
tagBatObj.SetXP(updValue, False)
GameWorld.DebugLog(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -757,10 +820,10 @@
if curStealTotal > 0:
diffType = 1
curXP = curBatObj.GetXP()
- diffValue = curStealTotal
+ diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
updValue = curXP + diffValue
curBatObj.SetXP(updValue, False)
- GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
+ GameWorld.DebugLog(" 加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
return
@@ -778,11 +841,10 @@
skillID = useSkill.GetSkillID()
curBatObj.AddSkillUseCnt(skillID)
if useSkill.GetCoolDownTime():
- useSkill.SetCalcTime(turnFight.getTimeline())
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
# 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
- if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
+ if IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
__doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -943,7 +1005,8 @@
# 统计伤血,可能单个技能对同一目标造成多次伤害
totalHurtValue = 0
isSuperHit, isStun, isSuckHP = False, False, False
- missObjIDList, immuneObjIDList = [], []
+ missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+ beHurtObjIDList = [] # 受伤的对象ID列表
for hurtObj in useSkill.GetHurtObjList():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -955,7 +1018,10 @@
if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
totalHurtValue += hurtObj.GetHurtHP()
-
+ if hurtObj.GetLostHP() > 0: # 有掉血的
+ if hurtObjID not in beHurtObjIDList:
+ beHurtObjIDList.append(hurtObjID)
+
if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
if hurtObjID not in missObjIDList:
missObjIDList.append(hurtObjID)
@@ -1021,6 +1087,10 @@
if tagID in effIgnoreObjIDList:
continue
+ # 掉血时
+ if tagID in beHurtObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+
# 直接攻击
if isAttackDirect:
if not triggerOne:
@@ -1116,6 +1186,7 @@
if posNum <= 0:
#非主战单位不加
return
+ addXP = GetEnhanceXP(gameObj, addXP)
curXP = gameObj.GetXP()
updXP = curXP + addXP
gameObj.SetXP(updXP)
@@ -1130,12 +1201,24 @@
if str(specialty) not in specialtyAddXPDict:
return
addXP = specialtyAddXPDict[str(specialty)]
+ addXP = GetEnhanceXP(gameObj, addXP)
curXP = gameObj.GetXP()
updXP = curXP + addXP
gameObj.SetXP(updXP, False)
GameWorld.DebugLog(" 特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
+
+def GetEnhanceXP(gameObj, addXP):
+ ## 获取提升后的xp值
+ addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
+ # 其他强化、弱化
+ if addPer == 0:
+ return addXP
+ objID = gameObj.GetID()
+ updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
+ GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+ return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
## 执行本技能/buff释放后额外效果
@@ -1181,6 +1264,14 @@
if not enhanceSkillData:
return
+ killObjList = useSkill.GetKillObjList()
+ if killObjList:
+ invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
+ triggerWay=ChConfig.TriggerWay_KillOneObj)
+ if invalidSkillID and invalidSkillID == enhanceSkillID:
+ GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+ return
+
# 继承主技能目标
if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
@@ -1392,6 +1483,7 @@
hurtTypes |= pow(2, ChConfig.HurtType_Parry)
if ignoreDef:
+ GameWorld.DebugLog("无视防御/真实伤害!")
hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
if isStun:
@@ -1419,9 +1511,11 @@
aAngerSkillPer, dAngerSkillPerDef = 0, 0
if isAngerSkill:
- aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
- dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-
+ aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
+ aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
+
+ dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
+
aAddSkillPer = 0 # 技能增伤
aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
@@ -1459,16 +1553,16 @@
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/%s,hurtTypes=%s,aAddSkillPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, 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,aFinalDamPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
# 持续性伤害
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
- GameWorld.DebugLog(" 普攻技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLog(" 普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
elif isAngerSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
- GameWorld.DebugLog(" 怒气技能伤害=%s" % (hurtValue))
+ GameWorld.DebugLog(" 怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
elif isDot:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
GameWorld.DebugLog(" 持续技能伤害=%s" % (hurtValue))
@@ -1516,6 +1610,7 @@
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)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1618,11 +1713,12 @@
if shieldHurtValue <= 0:
break
buffID = buff.GetBuffID()
+ buffSkillID = buff.GetSkillID()
if shieldHurtValue < buffValue:
decShieldValue = shieldHurtValue
else:
decShieldValue = buffValue
- GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
+ GameWorld.DebugLog(" 承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
shieldHurtValue -= decShieldValue # 承伤值
if decShieldValue >= buffValue:
GameWorld.DebugLog(" 删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
@@ -1810,6 +1906,20 @@
if byBuff:
baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
GameWorld.DebugLog("根据buff值: %s" % baseValue)
+ elif calcType == ChConfig.Def_Calc_HarmSelfHP:
+ baseValue = curObj.GetHarmSelfHP()
+ GameWorld.DebugLog("根据自残值: %s" % baseValue)
+ elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
+ bySkill = curSkill.GetBySkill()
+ bySkillID = 0
+ if bySkill:
+ bySkillID = bySkill.GetSkillID()
+ curID = curObj.GetID()
+ for hurtObj in bySkill.GetHurtObjList():
+ if curID == hurtObj.GetObjID():
+ baseValue += hurtObj.GetHurtHP()
+ GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+
return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
--
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