From f7f55b690a02105991f07014b59916c50c02f611 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期日, 28 九月 2025 09:46:07 +0800 Subject: [PATCH] 129 【战斗】战斗系统-服务端(周瑜、小乔技能;增加技能目标细分7-仅焚血(毒奶)目标,增加技能毒奶支持;增加效果7003-修改技能目标;增加技能buff状态24-焚血(毒奶);优化效果6011;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 100 +++++++++++++++++++++++++++++++++++++++++++++---- 1 files changed, 91 insertions(+), 9 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 17d5e40..61f5ac4 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py @@ -168,8 +168,13 @@ tagAffect = useSkill.GetTagAffect() tagCount = useSkill.GetTagCount() - curFaction = curBatObj.GetFaction() - + lineupNumSet = None + changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill) + if changeRet: + lineupNumSet, changeTagSet = changeRet + GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet)) + tagAim, tagFriendly, tagAffect, tagCount = changeTagSet + # 自己,直接返回 if tagAim == ChConfig.SkillTagAim_Self: return [curBatObj] @@ -182,6 +187,7 @@ # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能 # 嘲讽: 目标是敌方时强制目标一定包含施法者 + curFaction = curBatObj.GetFaction() sneerObj = None # 嘲讽目标 sneerObjID, sneerObjPosNum = 0, 0 if tagFriendly: @@ -200,7 +206,9 @@ posNum = curBatObj.GetPosNum() batFaction = turnFight.getBatFaction(tagFaction) - if tagFaction == curFaction: + if lineupNumSet != None and not tagFriendly: + lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容 + elif tagFaction == curFaction: lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容 else: lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容 @@ -321,6 +329,11 @@ sortObjList.sort(reverse=True) aimObjList = [s[1] for s in sortObjList] + # 仅焚血(毒奶)目标 + elif tagAffect == ChConfig.SkillTagAffect_PoisonCure: + for aimObj in aimObjList[::-1]: + if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure): + aimObjList.remove(aimObj) else: # 范围目标超过个数,则随机取 if tagCount and len(aimObjList) > tagCount: @@ -341,6 +354,38 @@ aimObjList = aimObjList[:tagCount] return aimObjList + +def CheckChangeTagEff(turnFight, curBatObj, useSkill): + ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控 + # IPY_Skill 没有 GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说 + if not hasattr(useSkill, "GetEffectByID"): + return + cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag) + if not cureWayExEff: + return + changeTagSet = cureWayExEff.GetEffectValue(0) + checkInStates = cureWayExEff.GetEffectValue(1) + if not checkInStates: + return None, changeTagSet + + curFaction = curBatObj.GetFaction() + tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA + batFaction = turnFight.getBatFaction(tagFaction) + + lineupNum = curBatObj.GetLineupNum() + lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容 + for tagNum in batFaction.lineupDict.keys(): + if tagNum not in lineupNumList: + lineupNumList.append(tagNum) + + batObjMgr = BattleObj.GetBatObjMgr() + for num in lineupNumList: + batLineup = batFaction.getBatlineup(num) + for tagID in batLineup.posObjIDDict.values(): + tagObj = batObjMgr.getBatObj(tagID) + if tagObj.IsAlive() and tagObj.CheckInState(checkInStates): + return lineupNum, changeTagSet + return def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse): ## 获取行排目标对象列表 @@ -517,6 +562,11 @@ if cureHP <= 0: continue + dID = tagBatObj.GetID() + hurtObj = useSkill.AddHurtObj(dID) + if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill): + continue + dHP = tagBatObj.GetHP() dMapHP = tagBatObj.GetMaxHP() @@ -524,8 +574,6 @@ realCureHP = max(remainHP - dHP, 0) tagBatObj.SetHP(remainHP) - dID = tagBatObj.GetID() - hurtObj = useSkill.AddHurtObj(dID) hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery) hurtObj.SetHurtHP(cureHP) hurtObj.SetLostHP(realCureHP) @@ -1146,7 +1194,7 @@ CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill) #吸血 - CalcSuckBlood(atkObj, defObj, hurtObj, curSkill) + CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill) return def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs): @@ -1483,7 +1531,7 @@ TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True) return -def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill): +def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill): '''计算吸血 ''' @@ -1495,6 +1543,9 @@ dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef) suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1))) if suckHP <= 0: + return + + if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True): return curHP = atkObj.GetHP() @@ -1509,6 +1560,39 @@ # 吸血暂定算治疗 TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP) return + +def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False): + ## 毒奶逻辑 + buffMgr = curObj.GetBuffManager() + poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一 + if not poisonCureBuff: + return + ownerID = poisonCureBuff.GetOwnerID() + buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方 + if not buffOwner: + return + atkObj, defObj = buffOwner, curObj + + hurtTypes = hurtObj.GetHurtTypes() + hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes) + + dHP = defObj.GetHP() + remainHP = max(0, dHP - realHurtHP) # 剩余血量 + lostHP = dHP - remainHP # 实际掉血量 + defObj.SetHP(remainHP) + GameWorld.DebugLog(" 毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck)) + + if isSuck: + hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck) + hurtObj.SetSuckHP(hurtValue) + else: + hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt) + hurtObj.SetHurtHP(hurtValue) + hurtObj.SetLostHP(lostHP) + hurtObj.SetHurtTypes(hurtTypes) + + TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID()) + return True def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False): ''' 计算治疗值 @@ -1620,8 +1704,6 @@ hurtValue *= layer GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer)) hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes) - - # dot的反弹、吸血待定 remainHP = max(0, dHP - realHurtHP) # 剩余血量 lostHP = dHP - remainHP # 实际掉血量 -- Gitblit v1.8.0