ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -845,8 +845,13 @@
    
    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])
        
@@ -1279,16 +1284,14 @@
    
    # 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]
@@ -1397,11 +1400,13 @@
    
    # ========== 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):
@@ -1809,6 +1814,8 @@
    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)
@@ -2127,8 +2134,10 @@
        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 = 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 +2424,10 @@
    @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
    '''
    
    ignoreShield = None
    if immuneHurt > 0:
        buffMgr = defObj.GetBuffManager()
        wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
@@ -2432,7 +2442,7 @@
                                 defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
            
    if hurtValue <= 0:
        return 0
        return 0, ignoreShield
    
    atkID = atkObj.GetID()
    defID = defObj.GetID()
@@ -2443,6 +2453,11 @@
    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 +2486,9 @@
            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 +2509,7 @@
    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
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
    '''计算反弹反弹伤害
@@ -2576,7 +2593,7 @@
    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 +2634,10 @@
        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()))