From ecec2bde4584f578e822e614548e3ceec830cfef Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 十二月 2025 16:04:59 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复吕玲绮队友死亡触发怒技回合受限无效bug;7009效果支持纯被动效果技能;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 292 +++++++++++++++++++++++++++++++++++++++++++++------------
1 files changed, 228 insertions(+), 64 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 e4f017d..dadceb8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,13 +59,16 @@
if not skillID:
return
+ skillType = useSkill.GetSkillType()
+ byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
if not curBatObj.IsAlive():
- if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
- GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
+ if skillType == ChConfig.Def_SkillType_Revive:
+ GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
else:
- triggerWay = kwargs.get("triggerWay", 0)
- if triggerWay in ChConfig.DeadCanTriggerWayList:
- GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+ if byTriggerWay in ChConfig.DeadCanTriggerWayList:
+ GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
+ elif batType == ChConfig.TurnBattleType_Enhance:
+ GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)
else:
GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
return
@@ -101,10 +104,16 @@
if not tagObjList and isRemove:
return
+ if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
+ for tagObj in tagObjList[::-1]:
+ if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
+ GameWorld.DebugLogEx(" 目标被禁止复活不处理! tagID=%s", tagObj.GetID())
+ tagObjList.remove(tagObj)
+
if not tagObjList:
# 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
- if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+ if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
if otherEff:
otherSkillID = otherEff.GetEffectValue(0)
@@ -124,12 +133,13 @@
# 子技能怒气溢出值也有效,所以子技能不处理
curXP = curBatObj.GetXP()
- if batType == ChConfig.TurnBattleType_Enhance:
- pass
- elif SkillCommon.isAngerSkill(useSkill):
+ if SkillCommon.isAngerSkill(useSkill):
maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
angerOverflow = max(curXP - maxXP, 0)
curBatObj.SetAngerOverflow(angerOverflow)
+ GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
+ elif batType == ChConfig.TurnBattleType_Enhance:
+ pass
else:
curBatObj.SetAngerOverflow(0)
angerOverflow = curBatObj.GetAngerOverflow()
@@ -148,6 +158,7 @@
useSkill.SetBatType(batType)
useSkill.SetBySkill(bySkill)
useSkill.SetByBuff(byBuff)
+ useSkill.SetByTriggerWay(byTriggerWay)
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
if isTurnNormalSkill:
@@ -176,7 +187,7 @@
else:
__doUseSkill(turnFight, curBatObj, useSkill)
- DoAttackResult(turnFight, curBatObj, useSkill)
+ DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
if useTag:
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -192,7 +203,7 @@
def CheckSkillUseCntLimit(batObj, useSkill):
## 检查技能使用次数是否受限
- # @return: 是否受限
+ # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
if not hasattr(useSkill, "GetEffectByID"):
return
effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -214,11 +225,12 @@
GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
return True
- return
+ return False
def IsNeedSyncSkill(useSkill):
## 使用需要同步B427使用技能
- if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff,
+ ChConfig.Def_SkillType_AtkEx]:
return True
if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
return True
@@ -399,6 +411,13 @@
tagBatObj = batObjMgr.getBatObj(tagObjID)
if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
continue
+
+ if tagAim == ChConfig.SkillTagAim_Male:
+ if tagBatObj.GetSex() != ChConfig.BatObjSex_Male:
+ continue
+ elif tagAim == ChConfig.SkillTagAim_Female:
+ if tagBatObj.GetSex() != ChConfig.BatObjSex_Female:
+ continue
aimObjList.append(tagBatObj)
# 目标细分
@@ -439,6 +458,14 @@
for aimObj in aimObjList[::-1]:
if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
aimObjList.remove(aimObj)
+
+ # 仅流血目标
+ elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+ atkBackTagFrist = False
+ for aimObj in aimObjList[::-1]:
+ if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+ aimObjList.remove(aimObj)
+
else:
# 范围目标超过个数,则随机取
if tagCount and len(aimObjList) > tagCount:
@@ -729,9 +756,13 @@
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
+ calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
curHP = curBatObj.GetHP()
maxHP = curBatObj.GetMaxHP()
- harmHP = int(maxHP * harmPer / 100.0)
+ if calcType == 1:
+ harmHP = int(curHP * harmPer / 100.0)
+ else:
+ harmHP = int(maxHP * harmPer / 100.0)
lostHP = harmHP
if curHP <= harmHP:
if noEnoughDo == 0:
@@ -741,8 +772,8 @@
updHP = max(curHP - lostHP, 0)
curBatObj.SetHP(updHP, False)
- GameWorld.DebugLogEx("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)
+ GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s",
+ curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
@@ -769,22 +800,24 @@
addPer = addPerMax
GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
+ addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+
# 计算伤害
calcHurtResults = []
for tagBatObj in useSkill.GetTagObjList():
- hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
+ hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)
return
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=0):
## 计算技能伤害,只计算值,不做实际处理
# @param addPer: 外部指定增加的比例
# @return: hurtValue, hurtTypes, immuneHurt
atkSkillPer = curSkill.GetSkillPer() + addPer
atkSkillValue = curSkill.GetSkillValue()
- hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+ hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
return hurtValue, hurtTypes, immuneHurt
@@ -845,8 +878,13 @@
calcCureResults = []
relativeObj = GetRelativeObj(turnFight, curBatObj)
+ multiValue = 1
+ addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddCureMulti, useSkill)
+ if addCureMulti:
+ multiValue += addCureMulti / 100.0
+
for tagBatObj in useSkill.GetTagObjList():
- cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+ cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj, multiValue=multiValue)
poisonCureOwner = GetPoisonCureOwner(tagBatObj)
calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
@@ -1098,7 +1136,7 @@
else:
diffType = 1
tagXP = tagBatObj.GetXP()
- diffValue = GetEnhanceXP(tagBatObj, calcValue)
+ diffValue = GetEnhanceXP(tagBatObj, calcValue, useSkill)
updValue = tagXP + diffValue
tagBatObj.SetXP(updValue, False)
GameWorld.DebugLogEx(" 加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
@@ -1115,7 +1153,7 @@
return
-def DoAttackResult(turnFight, curBatObj, useSkill):
+def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
'''执行攻击结果
@param curBatObj: 施法方或buff归属方
'''
@@ -1132,13 +1170,21 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ if "byEffSkill" in kwargs:
+ byEffSkill = kwargs["byEffSkill"]
+ cdTime = byEffSkill.GetCoolDownTime()
+ if cdTime:
+ if hasattr(byEffSkill, "GetRemainTime"):
+ byEffSkill.SetRemainTime(cdTime)
+ GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
+
__doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
# 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 IsNeedSyncSkill(useSkill):
Sync_UseSkill(turnFight, curBatObj, useSkill)
- __doSkillUserAnger(turnFight, curBatObj, useSkill)
+ __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
DoBeAttackResult(turnFight, curBatObj, useSkill)
return
@@ -1265,13 +1311,14 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
'''被攻击结果
@param curObj: 施法方或buff归属方
+ @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
'''
- #curID = curObj.GetID()
- isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
+ curID = curObj.GetID()
+ isUseSkill = False if timeBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1279,16 +1326,14 @@
# 优先处理afterLogic,可再预先汇总一些会触发被动的信息
relatedSkillID = useSkill.GetSkillID()
- shieldBrokenList = [] # 记录盾破
+ delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
afterLogicList = useSkill.GetAfterLogicList()
for logicType, logicData in afterLogicList:
if logicType == ChConfig.AfterLogic_DelBuff:
- buffObjID, buff, tagObjID = logicData
- buffSkillData = buff.GetSkillData()
- buffSkillTypeID = buffSkillData.GetSkillTypeID()
+ buffObjID, buff, tagObjID, afterTriggerData = logicData
TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
- if SkillCommon.isDamageShieldSkill(buffSkillData):
- shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
+ if afterTriggerData:
+ delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
elif logicType == ChConfig.AfterLogic_AddBuff:
batObj = logicData[0]
@@ -1314,13 +1359,7 @@
killObjList.append(tagObj)
TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
useSkill.SetKillObjList(killObjList)
- # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
- selfAlive = curObj.IsAlive()
- if selfAlive and curObj.GetHP() <= 0:
- selfAlive = False
- dieObjList.append(curObj)
- TurnAttack.SetObjKilled(turnFight, curObj)
-
+
# 统计伤血,可能单个技能对同一目标造成多次伤害
totalHurtValue = 0
isSuckHP = False
@@ -1328,11 +1367,18 @@
stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
reviveObjList = [] # 复活的对象列表
+ bounceObjList = [] # 有反弹的对象列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
+
+ bounceHP = hurtObj.GetBounceHP()
+ if bounceHP:
+ if tagObj not in bounceObjList:
+ bounceObjList.append(tagObj)
+
if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
__doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
@@ -1372,6 +1418,12 @@
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
+ # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
+ if curObj.IsAlive() and curObj.GetHP() <= 0:
+ dieObjList.append(curObj)
+ killer = bounceObjList[0] if bounceObjList else None
+ TurnAttack.SetObjKilled(turnFight, curObj, killer)
+
# 记录最后一次总伤害,有伤害目标才记录
if totalHurtValue:
curObj.SetLastHurtValue(totalHurtValue)
@@ -1392,16 +1444,18 @@
effIgnoreObjIDList = missObjIDList + immuneObjIDList
useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
# 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
- if selfAlive:
+ if curObj not in dieObjList:
__DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
# ========== 以下触发被动 ==========
- # 破盾时
- for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
+ # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式 ChConfig.TriggerWay_BuffDel(立即触发)
+ for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
+ triggerWay, effInfoList = afterTriggerData
buffObj = batObjMgr.getBatObj(buffObjID)
- tagObj = batObjMgr.getBatObj(tagObjID)
- TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+ tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
+ GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
+ TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
# 有击杀时
for index, tagObj in enumerate(killObjList):
@@ -1412,6 +1466,7 @@
if dieObjList:
for dieObj in dieObjList:
TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+ __dongbaiRevive(turnFight, dieObj, useSkill) # 写死特殊处理董白复活
for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
batFaction = turnFight.getBatFaction(faction)
@@ -1424,10 +1479,10 @@
for dieObj in dieObjList:
# 敌方单位死亡时
if lineupObj.GetFaction() != dieObj.GetFaction():
- TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
# 己方单位死亡时
else:
- TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
# 复活时
for tagObj in reviveObjList:
@@ -1440,6 +1495,7 @@
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+ curBatLineup = None
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
@@ -1456,6 +1512,7 @@
# 掉血时
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
# 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)
if not isAttackDirect:
@@ -1465,6 +1522,7 @@
if isExObj:
continue
+ isDotHurt = False
# 直接攻击
if isAttackDirect:
if not triggerOne:
@@ -1475,7 +1533,9 @@
elif not isAttackDirect:
# 受到持续伤害
if tagID in beHurtObjIDList:
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+ isDotHurt = True
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
# 使用技能后
if isUseSkill:
@@ -1511,12 +1571,68 @@
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
+
+ # 敌友方
+ if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
+ if not curBatLineup:
+ curBatLineup = curObj.GetBatLineup()
+ for lineupObjID in curBatLineup.posObjIDDict.values():
+ lineupObj = batObjMgr.getBatObj(lineupObjID)
+ if not lineupObj.IsAlive():
+ continue
+
+ # 直接攻击
+ if isAttackDirect:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ if curID != lineupObj.GetID():
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+ # 持续伤害
+ elif isDotHurt:
+ if not triggerOne:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 连击
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
+ # 追击
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+
triggerOne = True # 设置已经触发过一次
# 验证是否结算,最后处理
if dieObjList:
turnFight.checkOverByKilled()
+ return
+
+def __dongbaiRevive(turnFight, batObj, useSkill):
+ '''特殊处理董白复活: 董白死亡之后的时间,若有敌方单位阵亡,董白以50%血量复活
+ '''
+ faction = batObj.GetFaction()
+ batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB)
+ if not batFaction:
+ return
+ batLineup = batFaction.getBatlineup(1)
+ if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
+ return
+ dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
+ if not dongbaiObj or dongbaiObj.IsAlive():
+ return
+ skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
+ if not skill:
+ GameWorld.DebugLogEx("董白还还未学习特殊复活技能! %s", ChConfig.SkillID_DongbaiRevive)
+ return
+ enemyDeadCnt = dongbaiObj.GetDictByKey("EnemyDeadCnt") + 1
+ dongbaiObj.SetDict("EnemyDeadCnt", enemyDeadCnt)
+ GameWorld.DebugLogEx("董白记录自身死亡后的敌方阵亡单位数: %s" % enemyDeadCnt)
+ needDeadCnt = skill.GetEffect(0).GetEffectValue(0) # 固定配置在效果1值
+ if enemyDeadCnt < needDeadCnt:
+ return
+ dongbaiObj.SetDict("EnemyDeadCnt", 0)
+ OnUseSkill(turnFight, dongbaiObj, skill, batType=ChConfig.TurnBattleType_Passive, bySkill=useSkill)
return
def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -1556,10 +1672,14 @@
return
-def __doSkillUserAnger(turnFight, curBatObj, useSkill):
+def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
## 技能释放者怒气相关
if SkillCommon.isAngerSkill(useSkill):
- curBatObj.SetXP(0)
+ if "noUseXP" in kwargs:
+ kwargs.pop("noUseXP")
+ GameWorld.DebugLogEx("本次不消耗怒气")
+ else:
+ curBatObj.SetXP(0)
elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
@@ -1609,11 +1729,14 @@
Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
return
-def GetEnhanceXP(gameObj, addXP):
+def GetEnhanceXP(gameObj, addXP, useSkill=None):
## 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
+ if useSkill and useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PotentialSkill and useSkill.GetSkillValue() == 50:
+ GameWorld.DebugLogEx("潜能初始50点暂时写死不受限: objID=%s,addXP=%s,skillID=%s", gameObj.GetID(), addXP, useSkill.GetSkillID())
return addXP
objID = gameObj.GetID()
updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
@@ -1684,8 +1807,11 @@
for tagObj in tagObjList:
tagID = tagObj.GetID()
if not tagObj.IsAlive():
- GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
- continue
+ if enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
+ GameWorld.DebugLogEx(" 禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
+ else:
+ GameWorld.DebugLogEx(" 已被击杀不触发: tagID=%s", tagID)
+ continue
if tagID in effIgnoreObjIDList:
GameWorld.DebugLogEx(" 闪避或免疫的不触发: tagID=%s", tagID)
continue
@@ -1792,13 +1918,21 @@
return
passiveTagObjList = connSkill.GetTagObjList()
isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+ elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+ if "byFriendObj" not in kwargs:
+ return
+ byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+ passiveTagObjList = [byFriendObj]
+ GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s",
+ effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLogEx("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, **kwargs)
return isOK
-def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
'''按公式计算伤害,默认按攻击计算
'''
@@ -1809,6 +1943,8 @@
batType = curSkill.GetBatType()
changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
+ if not changeHurtType:
+ changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtTypeByBuff, curSkill)
if changeHurtType == 1:
ignoreDef = True
GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
@@ -1887,6 +2023,7 @@
dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
+ aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
aNormalSkillPer, dNormalSkillPerDef = 0, 0
if isTurnNormalSkill:
@@ -1905,11 +2042,17 @@
aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
-
+ if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
+ aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
+ dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
+ GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+
#aAddSkillPer = 0 # 技能增伤
- aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+ dBatDamPerDef = 0 # 战斗增减伤
+ aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+ aBatDamPer += addBatDamPer
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -2008,6 +2151,7 @@
hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
if hurtAtkPerMax:
+ hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
aAtk = atkObj.GetAtk()
hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
hurtValue = min(hurtValue, hurtValueMax)
@@ -2127,8 +2271,10 @@
defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
- lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
-
+ lostHP, ignoreShield, hurtValue = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+ if ignoreShield:
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
+
#伤害结构体
defID = defObj.GetID()
if isEx:
@@ -2415,9 +2561,10 @@
@param hpCanNegative: 扣除后的生命是否允许负值
@param immuneHurt: 免疫的伤害值
@param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
- @return: lostHP
+ @return: lostHP, ignoreShield, hurtValue
'''
+ ignoreShield = None
if immuneHurt > 0:
buffMgr = defObj.GetBuffManager()
wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
@@ -2432,8 +2579,14 @@
defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
if hurtValue <= 0:
- return 0
+ return 0, ignoreShield, hurtValue
+ # 伤血上限保护
+ lostHPProtect = TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_LostHPProtect, curSkill)
+ if lostHPProtect > 0 and hurtValue > lostHPProtect:
+ GameWorld.DebugLogEx(" 扣血时最大伤血保护: defID=%s,hurtValue=%s,lostHPProtect=%s", defObj.GetID(), hurtValue, lostHPProtect)
+ hurtValue = lostHPProtect
+
atkID = atkObj.GetID()
defID = defObj.GetID()
skillID = curSkill.GetSkillID()
@@ -2443,6 +2596,11 @@
shieldBuffList = []
buffMgr = defObj.GetBuffManager()
for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
+ if ignoreShield == None:
+ if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_IgnoreShield, curSkill):
+ ignoreShield = True # 无视承伤盾
+ break
+ ignoreShield = False
skillData = buff.GetSkillData()
remainTime = buff.GetRemainTime() # 剩余回合
if not skillData.GetLastTime():
@@ -2471,7 +2629,9 @@
shieldHurtValue -= decShieldValue # 承伤值
if decShieldValue >= buffValue:
GameWorld.DebugLogEx(" 删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
- TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
+ #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
+ effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
+ TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
else:
updShieldValue = buffValue - decShieldValue
GameWorld.DebugLogEx(" 更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
@@ -2492,7 +2652,7 @@
GameWorld.DebugLogEx(" 扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s",
atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
- return lostHP
+ return lostHP, ignoreShield, hurtValue
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
'''计算反弹反弹伤害
@@ -2514,12 +2674,12 @@
return
GameWorld.DebugLogEx(" 反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
- bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
+ bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
if bounceHP <= 0:
GameWorld.DebugLogEx(" bounceHP=%s", bounceHP)
return
hurtObj.SetBounceHP(bounceHP)
- DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
+ DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
return
def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -2576,7 +2736,7 @@
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
return
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None, multiValue=1):
''' 计算治疗值
'''
@@ -2617,6 +2777,10 @@
cureHP += cureHPEx
GameWorld.DebugLogEx(" 额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
+ if multiValue and multiValue != 1:
+ cureHP = int(cureHP * multiValue)
+ GameWorld.DebugLogEx(" 治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
+
hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
if hurtShareEff:
tagCnt = max(1, len(curSkill.GetTagObjList()))
--
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