From ec68dabc97521a7706344e7d038e9f08462f4fe8 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 16 十二月 2025 10:26:34 +0800 Subject: [PATCH] 16 卡牌服务端(删除多余备档报错防范;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 21 +++++++++++++++++---- 1 files changed, 17 insertions(+), 4 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py index 57ac194..b789cf7 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py @@ -932,7 +932,8 @@ HurtAtkType_PoisonCureSuck, # 吸血毒奶 11 HurtAtkType_HarmSelf, # 自残 12 HurtAtkType_CaorenProtect, # 本次伤害有受曹仁防护标记 13 -) = range(14) +HurtAtkType_IgnoreShield, # 无视承伤盾 14 +) = range(15) #伤害类型 ( @@ -1889,6 +1890,10 @@ PassByStarMapIDList = [] #扫荡不需要检查是否已过关的地图 SweepUnCheckPassMapIDList = [Def_FBMapID_Tianzi] +#固定玩家获胜的地图 +PlayerWinMapIDList = [Def_FBMapID_Tianzi] +#需要汇报中心副本过关进度的地图 +ReportCenterMapIDList = [Def_FBMapID_Zhanchui] #注册上传跨服服务器数据后直接进入跨服服务器的地图 RegisterEnter_CrossServerMapIDList = [] @@ -3260,6 +3265,7 @@ Def_PDict_TreasureLuck = "TreasureLuck_%s" # 寻宝当前幸运值, 参数(寻宝类型) Def_PDict_TreasureCntAward = "TreasureCntAward_%s" # 累计寻宝次数对应物品奖励领奖状态, 参数(寻宝类型) Def_PDict_TreasureGridCnt = "TreasureGridCnt_%s_%s" # 格子对应累计产出次数, 参数(寻宝类型, 格子编号) +Def_PDict_TreasureWish = "TreasureWish_%s_%s_%s" # 心愿物品产出次数, 参数(寻宝类型, 库ID, 选择编号索引) WishID*100+已产出次数 Def_Player_Dict_LastAutoOpenPackTick = "LastAutoOpenPackTick219_%s" #上一次自动购买的tick<背包类型> @@ -3999,7 +4005,9 @@ TriggerWay_Revive, # 复活时 41 TriggerWay_BigTurnStartByDead, # 大回合开始时(死亡后有效) 42 TriggerWay_WhenDie, # 死亡时(自己) 43 -) = range(1, 1 + 43) +TriggerWay_EnemyAction, # 敌方行动后 44 +TriggerWay_FriendAction, # 友方行动后(包含自己) 45 +) = range(1, 1 + 45) # 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] @@ -4014,7 +4022,7 @@ # 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 # 变更本次伤害类型 +PassiveEff_ChangeHurtType = 6002 # 变更本次伤害类型(可验证目标状态) 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_AddSkillPerByDeadTeammate = 6005 # 增加本次技能万分比(按队友死亡数) @@ -4034,9 +4042,14 @@ PassiveEff_AddBatDamPerByTagLostHP = 6019 # 战斗增伤(按目标已损失生命) PassiveEff_AddSkillPerByBuffState = 6020 # 增加技能系数(验证由buff状态触发的) PassiveEff_AddBuffLayer = 6021 # 添加buff层级时额外增加x层 +PassiveEff_IgnoreShield = 6022 # 穿盾效果,无视护盾值 +PassiveEff_ChangeHurtTypeByBuff = 6023 # 变更本次伤害类型(可验证由xx状态buff触发的) +PassiveEff_ReduceLayer5023 = 6024 # 减少5023效果所需的buff状态层数 +PassiveEff_AddCureMulti = 6025 # 提升治疗技能最终治疗效果(根据身上buff状态层数) # 被动效果ID有触发值时就返回的 -PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit, PassiveEff_SkillInvalid] +PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit, PassiveEff_SkillInvalid, + PassiveEff_IgnoreShield] # 被动效果ID触发值取最大值的 PassiveEffValueMaxList = [PassiveEff_ChangeHurtMulti] # 被动效果ID触发值取最小值的 -- Gitblit v1.8.0