From fd46c6afd9024b1739a449786c284461d0394d0b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 01 十二月 2025 15:05:47 +0800
Subject: [PATCH] 358 【内政】红颜系统-服务端(白骨盈野特殊效果改为固定奖励)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 473 +++++++++++++++++++++++++++++++++++++++++++---------------
1 files changed, 350 insertions(+), 123 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 70c820a..3bd8ffd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
## 是否无视防御
return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
'''使用技能通用入口
@param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
@param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
@@ -61,8 +61,12 @@
return
if not curBatObj.IsAlive():
- return
-
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
+ GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
+ else:
+ # 其他技能死亡状态下无法释放
+ return
+
objID = curBatObj.GetID()
if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
@@ -85,13 +89,28 @@
rate = useSkill.GetHappenRate()
if rate:
rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
+ isRemove = False
for tagObj in tagObjList[::-1]:
- if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+ if not curBatObj.IsSkillCanHappen(skillID, rate):
tagObjList.remove(tagObj)
-
+ isRemove = True
+ GameWorld.DebugLog(" 概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
+ if not tagObjList and isRemove:
+ return
+
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.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
+ if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+ otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
+ if otherEff:
+ otherSkillID = otherEff.GetEffectValue(0)
+ GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+ otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
+ if not otherSkill:
+ otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
+ if otherSkill:
+ OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
return
oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
@@ -100,9 +119,21 @@
return
oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
+ # 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):
+ maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ angerOverflow = max(curXP - maxXP, 0)
+ curBatObj.SetAngerOverflow(angerOverflow)
+ else:
+ curBatObj.SetAngerOverflow(0)
+ angerOverflow = curBatObj.GetAngerOverflow()
+
bySkillID = bySkill.GetSkillID() if bySkill else 0
- GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
- % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
+ GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
+ % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
# 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
poolMgr = ObjPool.GetPoolMgr()
@@ -141,7 +172,7 @@
#这个技能是Buff
if SkillCommon.IsBuff(useSkill):
- __doAddBuff(turnFight, curBatObj, useSkill)
+ __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
else:
__doUseSkill(turnFight, curBatObj, useSkill)
@@ -189,7 +220,7 @@
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_CleanBuff]:
+ if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
return True
if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
return True
@@ -389,18 +420,12 @@
# 灼烧/玄火目标优先
elif tagAffect == ChConfig.SkillTagAffect_Burn:
atkBackTagFrist = False
- relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
- sortObjList = [] # 优先灼烧目标,再对位
- for aimObj in aimObjList:
- sortValue = 0
- buffMgr = aimObj.GetBuffManager()
- if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
- sortValue = 2
- elif relativeObj and relativeObj.GetID() == aimObj.GetID():
- sortValue = 1
- sortObjList.append([sortValue, aimObj])
- sortObjList.sort(reverse=True)
- aimObjList = [s[1] for s in sortObjList]
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
+
+ # 承伤盾目标优先
+ elif tagAffect == ChConfig.SkillTagAffect_DamShield:
+ atkBackTagFrist = False
+ aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
# 仅焚血(毒奶)目标
elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -435,6 +460,20 @@
aimObjList = aimObjList[:tagCount]
return aimObjList
+
+def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
+ ## 获取处于xxbuff状态优先,然后再对位目标
+ relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+ sortObjList = [] # 优先灼烧目标,再对位
+ for aimObj in aimObjList:
+ sortValue = 0
+ if aimObj.CheckInState(checkStateList):
+ sortValue = 2
+ elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+ sortValue = 1
+ sortObjList.append([sortValue, aimObj])
+ sortObjList.sort(reverse=True)
+ return [s[1] for s in sortObjList]
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
@@ -588,7 +627,7 @@
# return False
return True
-def __doAddBuff(turnFight, curBatObj, useSkill):
+def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
#执行添加buff
#光环技能,需先添加施法者
@@ -596,14 +635,14 @@
curID = curBatObj.GetID()
skillID = useSkill.GetSkillID()
GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
- if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+ if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
for tagBatObj in useSkill.GetTagObjList():
if tagBatObj.GetID() == curBatObj.GetID():
continue
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
else:
for tagBatObj in useSkill.GetTagObjList():
- TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+ TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
return
@@ -612,6 +651,7 @@
atkType = useSkill.GetAtkType()
GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+ __doStealBuff(turnFight, curBatObj, useSkill)
__doHarmSelf(turnFight, curBatObj, useSkill)
# 通用攻击
@@ -622,7 +662,7 @@
SkillModule_2(turnFight, curBatObj, useSkill)
# 复活
elif atkType == 3:
- pass
+ SkillModule_3(turnFight, curBatObj, useSkill)
# 多次攻击(锁目标多次伤害,非前端的多段飘血)
elif atkType == 4:
pass
@@ -642,6 +682,38 @@
elif atkType == 9:
SkillModule_9(turnFight, curBatObj, useSkill)
+ return
+
+def __doStealBuff(turnFight, curBatObj, useSkill):
+ ## 施法前偷取buff
+ stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
+ if not stealEff:
+ return
+ buffState = stealEff.GetEffectValue(0) # buff状态
+ stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
+ isAll = True if stealCnt == 0 else False
+
+ for tagObj in useSkill.GetTagObjList():
+ if not isAll and stealCnt <= 0:
+ break
+ tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
+ if not tagBuffList:
+ continue
+
+ if not isAll and len(tagBuffList) > stealCnt:
+ random.shuffle(tagBuffList) # 随机
+
+ for tagBuff in tagBuffList:
+ skillID = tagBuff.GetSkillID()
+ buffOwner = curBatObj
+ GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+ addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
+ if not addBuff:
+ continue
+ stealCnt -= 1
+ TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
+ TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
+
return
def __doHarmSelf(turnFight, curBatObj, useSkill):
@@ -669,7 +741,7 @@
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)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
diffType, diffValue = 0, lostHP
skillID = relatedSkillID = useSkill.GetSkillID()
Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
@@ -796,6 +868,41 @@
return
+def SkillModule_3(turnFight, curBatObj, useSkill):
+ ## 复活
+
+ initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+ xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+ for tagBatObj in useSkill.GetTagObjList():
+ skillPer = useSkill.GetSkillPer()
+ skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
+
+ reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
+ reviveHPPer += skillPer
+ reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
+
+ reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
+ reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
+
+ dID = tagBatObj.GetID()
+ dMapHP = tagBatObj.GetMaxHP()
+
+ cureHP = int(dMapHP * reviveHPPer / 10000.0)
+ xp = initXP + int(xpMax * reviveXPPer / 10000.0)
+
+ tagBatObj.SetRevive(cureHP)
+ tagBatObj.SetXP(xp, False)
+
+ hurtObj = useSkill.AddHurtObj(dID)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
+ hurtObj.SetHurtHP(cureHP)
+ hurtObj.SetLostHP(cureHP)
+ hurtObj.SetCurHP(tagBatObj.GetHP())
+ GameWorld.DebugLog(" 复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s"
+ % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
+
+ return
+
def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
'''结算技能治疗
@param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
@@ -808,8 +915,9 @@
for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
# 汇总毒奶
if poisonCureOwner:
- hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
- hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
hurtValue = cureHP
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
@@ -825,7 +933,7 @@
tagBatObj.SetHP(remainHP)
hurtObj = curSkill.AddHurtObj(dID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(tagBatObj.GetHP())
@@ -868,7 +976,7 @@
defID = defObj.GetID()
# 结算需要同步标签
- useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+ useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
@@ -893,8 +1001,9 @@
if poisonCureOwner:
GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
hurtValue = cureHP
- hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
- hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
@@ -904,7 +1013,7 @@
defObj.SetHP(remainHP)
hurtObj = useSkill.AddHurtObj(defID)
- hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
hurtObj.SetHurtHP(cureHP)
hurtObj.SetLostHP(realCureHP)
hurtObj.SetCurHP(defObj.GetHP())
@@ -914,7 +1023,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
@@ -1005,14 +1114,15 @@
if useSkill.GetCoolDownTime():
useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+ __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)
- __doCostZhanchui(turnFight, curBatObj, useSkill)
__doSkillUserAnger(turnFight, curBatObj, useSkill)
- DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+ DoBeAttackResult(turnFight, curBatObj, useSkill)
return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1111,7 +1221,7 @@
for hurtObj in useSkill.GetHurtObjListAll():
if hurtObj.GetObjID() != tagID:
continue
- if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
canAtkBack = True
break
@@ -1137,13 +1247,13 @@
return useSkill
return
-def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
+def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
'''被攻击结果
@param curObj: 施法方或buff归属方
- @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
'''
#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
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
isAngerSkill = SkillCommon.isAngerSkill(useSkill)
@@ -1195,42 +1305,52 @@
# 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
+ isSuckHP = False
missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
+ stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
beHurtObjIDList = [] # 受伤的对象ID列表
+ reviveObjList = [] # 复活的对象列表
for hurtObj in useSkill.GetHurtObjListAll():
hurtObjID = hurtObj.GetObjID()
tagObj = batObjMgr.getBatObj(hurtObjID)
if not tagObj:
continue
- if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+ 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)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
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 hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
if hurtObjID not in missObjIDList:
missObjIDList.append(hurtObjID)
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
+ if tagObj not in reviveObjList:
+ reviveObjList.append(tagObj)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
if hurtObjID not in immuneObjIDList:
immuneObjIDList.append(hurtObjID)
- if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry):
DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
-
- if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
- isSuperHit = True
-
- if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
- isStun = True
-
+ if hurtObjID not in parryObjIDList:
+ parryObjIDList.append(hurtObjID)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
+ if hurtObjID not in superHitObjIDList:
+ superHitObjIDList.append(hurtObjID)
+
+ if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
+ if hurtObjID not in stunObjIDList:
+ stunObjIDList.append(hurtObjID)
+
if hurtObj.GetSuckHP() > 0:
isSuckHP = True
@@ -1239,9 +1359,9 @@
curObj.SetLastHurtValue(totalHurtValue)
# 群攻只触发一次特长
- if isSuperHit:
+ if superHitObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
- if isStun:
+ if stunObjIDList:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
if isSuckHP:
DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1287,12 +1407,26 @@
# 己方单位死亡时
else:
TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-
+
+ # 复活时
+ for tagObj in reviveObjList:
+ # 同步最新的怒气及buff,血量已经在技能中通知了
+ tagObj.SetXP(tagObj.GetXP())
+ TurnBuff.DoBuffByRevive(turnFight, tagObj)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+
triggerOne = False
batType = useSkill.GetBatType()
isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
for tagObj in tagObjListAll:
tagID = tagObj.GetID()
+
+ # 闪避
+ if tagID in missObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+
if tagID in effIgnoreObjIDList:
continue
@@ -1302,31 +1436,59 @@
if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+ # 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:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+
+ # 额外目标不再触发以下内容
+ if isExObj:
+ continue
+
# 直接攻击
- if isAttackDirect and not isExObj:
+ if isAttackDirect:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
# 持续伤害
elif not isAttackDirect:
- TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
# 受到持续伤害
- if tagID in beHurtObjIDList and not isExObj:
+ if tagID in beHurtObjIDList:
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
# 使用技能后
- if isUseSkill and not isExObj:
+ if isUseSkill:
if not triggerOne:
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
+ # 击晕
+ if tagID in stunObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+
+ # 暴击
+ if tagID in superHitObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
+
+ # 格挡
+ if tagID in parryObjIDList:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+
# 连击
- if batType == ChConfig.TurnBattleType_Combo and not isExObj:
+ if batType == ChConfig.TurnBattleType_Combo:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
# 追击
- elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
+ elif batType == ChConfig.TurnBattleType_Pursue:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+ # 反击
+ elif batType == ChConfig.TurnBattleType_AtkBack:
+ TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
+ TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
triggerOne = True # 设置已经触发过一次
@@ -1474,7 +1636,8 @@
enhanceSkillID = curEffect.GetEffectValue(0)
checkInStateList = curEffect.GetEffectValue(1)
checkHeroJob = curEffect.GetEffectValue(2)
- GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+ checkHeroSex = curEffect.GetEffectValue(3)
+ GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
tagObjList = useSkill.GetTagObjList()
enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1494,7 +1657,8 @@
GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
# 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
enhanceRate = enhanceSkillData.GetHappenRate()
- enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
+ if enhanceRate:
+ enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
enchanceTagObjList = []
for tagObj in tagObjList:
tagID = tagObj.GetID()
@@ -1511,7 +1675,10 @@
if checkHeroJob and checkHeroJob != tagObj.GetJob():
GameWorld.DebugLog(" 非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
continue
- if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
+ if checkHeroSex and checkHeroSex != tagObj.GetSex():
+ GameWorld.DebugLog(" 非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+ continue
+ if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
GameWorld.DebugLog(" 概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
continue
@@ -1524,8 +1691,8 @@
# 只执行一次,防止群攻时额外触发多次
GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
- if checkInStateList or checkHeroJob:
- inState, haveJob = False, False
+ if checkInStateList or checkHeroJob or checkHeroSex:
+ inState, haveJob, haveSex = False, False, False
for tagObj in tagObjList:
tagID = tagObj.GetID()
if tagID in effIgnoreObjIDList:
@@ -1534,18 +1701,23 @@
inState = True
if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
haveJob = True
+ if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
+ haveSex = True
if checkInStateList and not inState:
GameWorld.DebugLog(" 没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
return
if checkHeroJob and not haveJob:
GameWorld.DebugLog(" 没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
return
+ if checkHeroSex and not haveSex:
+ GameWorld.DebugLog(" 没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+ return
OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
return
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
'''被动触发使用技能
- @param passiveSkill: 释放的被动技能
+ @param passiveSkill: 释放的被动技能 或 技能ID
@param connSkill: 由什么技能引起的
@param effSkillID: 被动效果所属的技能ID
@param effectID: 被动效果ID
@@ -1553,6 +1725,14 @@
'''
if not passiveSkill:
return
+ if isinstance(passiveSkill, int):
+ passiveSkillID = passiveSkill
+ passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
+ if not passiveSkill:
+ passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
+ if not passiveSkill:
+ return
+
bySkillID = 0
if connSkill:
bySkillID = connSkill.GetSkillID()
@@ -1570,23 +1750,24 @@
isOK = False
# 继承主技能目标
if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
- happenRate = passiveSkill.GetHappenRate()
- happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
- GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
if not tagObj:
return
+ happenRate = passiveSkill.GetHappenRate()
+ if happenRate:
+ happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+ GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
tagID = tagObj.GetID()
- if not tagObj.IsAlive():
+ if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
GameWorld.DebugLog(" 已被击杀不触发: tagID=%s" % (tagID))
return
- if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+ if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
GameWorld.DebugLog(" 概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
return
passiveTagObjList = [tagObj]
- isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
else:
GameWorld.DebugLog("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)
+ isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
return isOK
@@ -1594,7 +1775,7 @@
'''按公式计算伤害,默认按攻击计算
'''
- mapID = turnFight.mapID
+ #mapID = turnFight.mapID
skillID = curSkill.GetSkillID()
pmType = GetPMType(atkObj, curSkill)
ignoreDef = IsIgnoreDef(curSkill)
@@ -1612,15 +1793,14 @@
isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
isAngerSkill = SkillCommon.isAngerSkill(curSkill)
isDot = ("damageoftime" in kwargs)
- angerOverflow = 0 # 怒气溢出值
mustHit = False # 是否必命中
if not isTurnNormalSkill: # 仅普攻判断是否闪避
mustHit = True
+ angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
if isAngerSkill:
curXP = atkObj.GetXP()
- angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
#命中公式 攻击方类型不同,公式不同
@@ -1632,9 +1812,9 @@
if GameWorld.CanHappen(missRate):
GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
curSkill.SetTagMissNum(defID, missRate + 1)
- return 0, pow(2, ChConfig.HurtType_Miss)
+ return 0, pow(2, ChConfig.HurtAtkType_Miss)
- hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
isSuperHit, isParry, isStun = False, False, False
aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1648,21 +1828,23 @@
isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
if isSuperHit:
- hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
- aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
+ aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
+ aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
- dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+ GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
if isParry:
- hurtTypes |= pow(2, ChConfig.HurtType_Parry)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
if ignoreDef:
GameWorld.DebugLog("无视防御/真实伤害!")
- hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
if isStun:
- hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
#参与运算的数值
#rand = random.random() #种子数 0~1
@@ -1691,8 +1873,16 @@
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)
+ aDOTPer, dDOTPerDef = 0, 0
+ if isDot:
+ aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+ dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+ GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+
+ #aAddSkillPer = 0 # 技能增伤
+ aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+ aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
# 物法增减伤
if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1702,18 +1892,32 @@
aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer)
dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
- aComboDamPer = 0 # 连击增伤
+ # 阵营增减伤
+ aCountry = atkObj.GetCountry()
+ dCountry = defObj.GetCountry()
+ countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
+ 2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+ 3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+ 4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+ }
+ aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+ dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+
+ aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
if batType == ChConfig.TurnBattleType_Combo:
aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+ dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
- aPursueDamPer = 0 # 追击增伤
+ aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
if batType == ChConfig.TurnBattleType_Pursue:
aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+ dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
- aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
- if mapID == ChConfig.Def_FBMapID_ArenaBattle:
- aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
- dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+ aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+ if turnFight.getPVPPlayerID() > 0:
+ aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+ dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+ GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
# 所有万分率参数统一除10000.0
atkSkillPer /= 10000.0
@@ -1721,22 +1925,30 @@
dNormalSkillPerDef /= 10000.0
aAngerSkillPer /= 10000.0
dAngerSkillPerDef /= 10000.0
- aAddSkillPer /= 10000.0
+ aDOTPer /= 10000.0
+ dDOTPerDef /= 10000.0
+ aBatDamPer /= 10000.0
+ dBatDamPerDef /= 10000.0
aPMDamPer /= 10000.0
dPMDamPerDef /= 10000.0
aSuperDamPer /= 10000.0
dSuperDamPerDef /= 10000.0
aFinalDamPer /= 10000.0
dFinalDamPerDef /= 10000.0
+ aCountryDamPer /= 10000.0
+ dCountryDamPerDef /= 10000.0
aComboDamPer /= 10000.0
+ dComboDamPerDef /= 10000.0
aPursueDamPer /= 10000.0
- aArenaDamPer /= 10000.0
- dArenaDamPerDef /= 10000.0
+ dPursueDamPerDef /= 10000.0
+ aPVPDamPer /= 10000.0
+ dPVPDamPerDef /= 10000.0
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,aFinalDamPer=%s"
- % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+ 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,aBatDamPer=%s,aFinalDamPer=%s"
+ % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
+ GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
if isTurnNormalSkill:
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
@@ -1754,7 +1966,7 @@
hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
GameWorld.DebugLog(" 非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
else:
- hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
+ hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
GameWorld.DebugLog(" 其他伤害=%s" % (hurtValue))
if isParry:
@@ -1792,6 +2004,7 @@
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)
+ atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1858,7 +2071,7 @@
hurtValue = int(hurtValue)
if defObj.CheckInState(ChConfig.BatObjState_Wudi):
- hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
immuneHurt = hurtValue
hurtValue = 0
return hurtValue, hurtTypes, immuneHurt
@@ -1987,7 +2200,7 @@
immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
# 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
if caorenProtectID == tagID:
- hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
@@ -1999,11 +2212,11 @@
tagObj = batObjMgr.getBatObj(tagID)
if not tagObj:
continue
- hurtTypes = pow(2, ChConfig.HurtType_Normal)
+ hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
finalHurt = int(hurtValueDict.pop(tagID, 0))
immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
if immuneHurt > 0:
- hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+ hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
@@ -2291,7 +2504,16 @@
return
aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+ aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
+
dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+ dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+
+ aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+
suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
if suckHP <= 0:
return
@@ -2305,7 +2527,7 @@
GameWorld.DebugLog(" 本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
- hurtObj.AddHurtType(ChConfig.HurtType_PoisonCureSuck)
+ hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
return
@@ -2316,7 +2538,8 @@
hurtObj.SetSuckHP(suckHP)
atkObj.SetHP(remainHP)
- GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+ GameWorld.DebugLog(" 吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
+ % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
# 吸血暂定算治疗
TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2337,21 +2560,20 @@
skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
- curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
- cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
- angerOverflow = 0 # 怒气溢出值
- if SkillCommon.isAngerSkill(curSkill):
- angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-
+ aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+ dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
+
+ angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+
skillPer /= float(ChConfig.Def_MaxRateValue)
- curePer /= float(ChConfig.Def_MaxRateValue)
- cureDefPer /= float(ChConfig.Def_MaxRateValue)
+ aCurePer /= float(ChConfig.Def_MaxRateValue)
+ dCureDefPer /= float(ChConfig.Def_MaxRateValue)
baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
- GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
- % (cureHP, skillID, cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
+ GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s"
+ % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
# 额外治疗值
cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2373,7 +2595,7 @@
if cureHP < 1:
cureHP = 1
GameWorld.DebugLog(" 保底治疗值: cureHP=%s" % (cureHP))
- return cureHP
+ return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
##获得基础计算值
@@ -2428,17 +2650,22 @@
defID = defObj.GetID()
# 结算需要同步标签
- useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+ useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
Sync_TurnFightTag(turnFight, useTag, 0)
dHP = defObj.GetHP()
dMaxHP = defObj.GetMaxHP()
GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s"
% (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+ costLayer = kwargs.get("costLayer")
layer = curBuff.GetLayer()
- if layer > 0:
- hurtValue *= layer
- GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+ if costLayer > 0:
+ hurtValue *= min(costLayer, max(1, layer))
+ GameWorld.DebugLog(" 消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+ else:
+ if layer > 0:
+ hurtValue *= layer
+ GameWorld.DebugLog(" 多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
if "FinalDamPer" in kwargs:
FinalDamPer = kwargs["FinalDamPer"]
hurtValue *= (10000 + FinalDamPer) / 10000.0
@@ -2455,7 +2682,7 @@
Sync_UseSkill(turnFight, atkObj, useSkill)
- DoBeAttackResult(turnFight, atkObj, useSkill)
+ DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
# 通知结束标签
Sync_TurnFightTag(turnFight, useTag, 1)
--
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