From ebda0a314a04a6eba9d002e7823858324e50bced Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 26 九月 2025 12:06:18 +0800
Subject: [PATCH] 198 【内政】淘金系统-服务端(修复恢复淘金令超出上限bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py |   40 +++++++++++++++++++++++++++++-----------
 1 files changed, 29 insertions(+), 11 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index ebdbc46..f4b0eb3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1330,7 +1330,8 @@
 Def_Calc_LastHurt, # 最后一次伤害值 2
 Def_Calc_TagMaxHP, # 目标最大生命值 3
 Def_Calc_ByBuffValue, # 触发buff的buff值 4
-) = range(5)
+Def_Calc_TagLostHP, # 目标已损失生命 5
+) = range(6)
 
 #治疗类型(影响公式参数)
 Def_CureTypeList = (
@@ -1393,7 +1394,8 @@
 SkillTagAffect_HPHighest, # 血量最高 2
 SkillTagAffect_Death, # 死亡单位 3
 SkillTagAffect_UncontrolledPriority, # 未被控制优先 4
-) = range(5)
+SkillTagAffect_AtkHighest, # 攻击力最高 5
+) = range(6)
 
 #技能施法目标
 Def_UseSkillAim_Type = 3
@@ -3153,7 +3155,12 @@
     BatObjState_Weak, # 虚弱 15
     BatObjState_Charm, # 魅惑 16
     BatObjState_Chaos, # 混乱 17
-) = range(18)
+    BatObjState_18, # 权谋 18
+    BatObjState_FocusFire, # 军令/集火 19
+    BatObjState_20, # 贯龙枪 20
+    BatObjState_DamShield, # 承伤盾 21
+    BatObjState_DamBackShield, # 荆棘盾 22
+) = range(1 + 22)
 
 #玩家状态定义,不能超过31个,如超过,需扩展多个key支持
 Def_PlayerStateList = (
@@ -4290,7 +4297,10 @@
 TriggerWay_BuffDel, # buff消失后  17
 TriggerWay_BeCombo, # 被连击时 18
 TriggerWay_BePursue, # 被追击时 19
-) = range(1, 1 + 19)
+TriggerWay_UseSkillOverOne, # 使用技能后(多目标仅触发一次)20
+TriggerWay_AttackOverDirectOne, # 直接攻击后(除dot或buff外的攻击,多目标仅触发一次)21
+TriggerWay_BeAnyEffect, # 受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)22
+) = range(1, 1 + 22)
 
 # 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
 TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
@@ -4303,16 +4313,24 @@
 
 # 被动效果ID,属性类的直接使用属性ID当做效果ID
 PassiveEff_AddBuffLayerByWeight = 6001 # 根据权重随机添加buff层数 数值1-[[权重,层级], ...]
-PassiveEff_ChangeHurtType = 6002 # 变更伤害类型: 值1-伤害类型;值2-可附加验证处于xx状态 [状态1, 状态2, ...]
-PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减): 值1-变更倍值;值2-可附加验证处于xx状态 [状态1, 状态2, ...]
-PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比: 值1-增加的万分比;值2-可附加验证处于xx状态 [状态1, 状态2, ...]
-PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数:值1-增加目标个数
-PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果:值1-百分比
+PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型
+PassiveEff_ChangeHurtMulti = 6003 # 变更伤害倍值(可增可减)
+PassiveEff_AddSkillPer = 6004 # 增加本次技能万分比(验证目标状态)
+PassiveEff_AddSkillPerByJob = 6006 # 增加本次技能万分比(验证目标职业)
+# 6005 增加本次技能万分比(按buff状态层数算)
+PassiveEff_AddSkillTagCnt = 6007 # 增加技能目标数
+PassiveEff_ImmuneControlBuff = 6008 # 生命值低于x%时免疫控制效果
+PassiveEff_MustSuperHit = 6009 # 生命值低于x%时必定暴击
+PassiveEff_AddSkillPerByHP = 6010 # 增加本次技能万分比(验证当前生命)
+PassiveEff_AddSkillPerByBuffLayer = 6011 # 增加本次技能万分比(根据buff层级)
+PassiveEff_AddBuffLayerMax = 6012 # 添加buff层级上限:  数值1-增加层级上限
+PassiveEff_AddFinalDamPer = 6013 # 增加最终增伤(根据属性转化)
+PassiveEff_AddSkillRate = 6014 # 增加技能概率
 
 # 被动效果ID有触发值时就返回的
-PassiveEffHappenValueList = [PassiveEff_ChangeHurtType]
+PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
 # 被动效果ID触发值取最大值的
-PassiveEffValueMaxList = []
+PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti]
 # 被动效果ID触发值取最小值的
 PassiveEffValueMinList = []
 

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