ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -38,6 +38,11 @@
    ght = useSkill.GetHurtType() % 10
    if ght == IPY_GameWorld.ghtMag: # 做配置兼容用,优先验证法伤,否则默认物伤
        return IPY_GameWorld.ghtMag
    if ght == 3: # 由触发的技能决定
        bySkill = useSkill.GetBySkill()
        if bySkill:
            #GameWorld.DebugLogEx("物法类型取触发的技能: useSkillID=%s,bySkillID=%s", useSkill.GetSkillID(), bySkill.GetSkillID())
            return GetPMType(batObj, bySkill)
    return IPY_GameWorld.ghtPhy
def IsIgnoreDef(useSkill):
@@ -60,6 +65,19 @@
        return
    
    skillType = useSkill.GetSkillType()
    byBatObj = kwargs.pop("byBatObj", None)
    if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
        if useSkill.GetSkillType() in ChConfig.Def_HurtSkill_List:
            if not byBatObj:
                return
            GameWorld.DebugLogEx("命格攻击类技能施法方算触发者! mgObjID=%s,byObjID=%s,skillID=%s", curBatObj.GetID(), byBatObj.GetID(), skillID)
            curBatObj = byBatObj
        else:
            # 因为命格攻击类技能修改了施法者,后续如果有子技能触发会变成还是变更后的施法者,导致命格全体buff可能存在多个施法来源,可能导致bug
            batLineup = curBatObj.GetTFBatLineup()
            curBatObj = batLineup.getMinggeObj()
            GameWorld.DebugLogEx("命格非攻击类技能强制施法者为命格自己! mgObjID=%s,skillID=%s", curBatObj.GetID(), skillID)
    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 skillType == ChConfig.Def_SkillType_Revive:
@@ -86,7 +104,7 @@
            GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
            return
        
    if CheckSkillUseCntLimit(curBatObj, useSkill):
    if CheckSkillUseCntLimit(turnFight, curBatObj, useSkill):
        return
    
    #没有指定目标,则按技能自身的目标逻辑
@@ -145,8 +163,8 @@
    angerOverflow = curBatObj.GetAngerOverflow()
    
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLogEx("◆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)
    GameWorld.DebugLogEx("◆使用技能: skillID=%s,curID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s",
                         skillID, objID, 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
    
    if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
@@ -158,6 +176,8 @@
    useSkill.SetBatType(batType)
    useSkill.SetBySkill(bySkill)
    useSkill.SetByBuff(byBuff)
    # 注:理论上原先的 byFriendObj 都可以直接用这个,但是旧的代码先不修改了,后续的累计敌军、友军之类的触发可以统一使用 byBatObj
    useSkill.SetByBatObj(kwargs.pop("byBatObj", None))
    useSkill.SetByTriggerWay(byTriggerWay)
    
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
@@ -185,7 +205,7 @@
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
        
    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
    
@@ -201,7 +221,7 @@
    useSkill.ResetUseRec()
    return True
def CheckSkillUseCntLimit(batObj, useSkill):
def CheckSkillUseCntLimit(turnFight, batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @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"):
@@ -214,12 +234,14 @@
    
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        useCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnAll=1)
        useCnt = batObj.GetSkillUseCnt(skillID)
        if useCnt >= useCntLimit:
            GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
            return True
        
    if turnUseCntLimit:
        turnUseCntLimit += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillUseCntLimit, useSkill, LimitByTurnPer=1)
        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        if turnUseCnt >= turnUseCntLimit:
            GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
@@ -376,13 +398,14 @@
                    colNumList.insert(0, specInColNum)
                    
            GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            posObjIDDict = batLineup.getPosObjIDDict()
            for col in colNumList:
                for row in range(1, 1 + ChConfig.TurnFightRows):
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                    if pNum not in posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagObjID = posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
@@ -401,13 +424,14 @@
                
            GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
            # 按前排优先原则
            posObjIDDict = batLineup.getPosObjIDDict()
            for row in range(1, 1 + ChConfig.TurnFightRows):
                for col in colNumList:
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                    if pNum not in batLineup.posObjIDDict:
                    if pNum not in posObjIDDict:
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagObjID = posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
@@ -539,7 +563,7 @@
    batObjMgr = BattleObj.GetBatObjMgr()
    for num in lineupNumList:
        batLineup = batFaction.getBatlineup(num)
        for tagID in batLineup.posObjIDDict.values():
        for tagID in batLineup.getBatHeroObjIDList():
            tagObj = batObjMgr.getBatObj(tagID)
            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
                return lineupNum, changeTagSet
@@ -575,19 +599,80 @@
        
    GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in rowNumList:
        for col in colNumList:
            pNum = (row - 1) * ChConfig.TurnFightCols + col
            #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
            if pNum not in batLineup.posObjIDDict:
            if pNum not in posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagObjID = posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                continue
            aimObjList.append(tagBatObj)
        if aimObjList:
            break
    return aimObjList
def __getSameRowObjList(tagObj):
    ## 获取目标对应的同排对象列表,只算活着的
    posNum = tagObj.GetPosNum()
    inRowNum = ChConfig.GetInRowNum(posNum)
    inColNum = ChConfig.GetInColNum(posNum)
    # 优先目标所在纵,为主目标
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
    row = inRowNum # 目标玩家所在横排
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetTFBatLineup()
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for col in colNumList:
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in posObjIDDict:
            continue
        tagObjID = posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
        aimObjList.append(tagBatObj)
    return aimObjList
def __getSameColObjList(tagObj):
    ## 获取目标对应的同列对象列表,只算活着的
    posNum = tagObj.GetPosNum()
    inRowNum = ChConfig.GetInRowNum(posNum)
    inColNum = ChConfig.GetInColNum(posNum)
    rowNumList = range(1, 1 + ChConfig.TurnFightRows)
    if inRowNum in rowNumList:
        rowNumList.remove(inRowNum)
        rowNumList.insert(0, inRowNum)
    col = inColNum # 目标玩家所在纵排
    batObjMgr = BattleObj.GetBatObjMgr()
    batLineup = tagObj.GetTFBatLineup()
    aimObjList = []
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in range(1, 1 + ChConfig.TurnFightRows):
        pNum = (row - 1) * ChConfig.TurnFightCols + col
        if pNum not in posObjIDDict:
            continue
        tagObjID = posObjIDDict[pNum]
        tagBatObj = batObjMgr.getBatObj(tagObjID)
        if not tagBatObj.IsAlive():
            continue
        aimObjList.append(tagBatObj)
        
    return aimObjList
@@ -635,12 +720,13 @@
        colNumList.insert(0, inColNum)
        
    # 按前排优先原则
    posObjIDDict = batLineup.getPosObjIDDict()
    for row in range(ChConfig.TurnFightRows):
        for col in colNumList:
            pNum = row * ChConfig.TurnFightCols + col
            if pNum not in batLineup.posObjIDDict:
            if pNum not in posObjIDDict:
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagObjID = posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                continue
@@ -684,7 +770,7 @@
        
    return
def __doUseSkill(turnFight, curBatObj, useSkill):
def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -694,7 +780,7 @@
    
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
        SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
    # 治疗
    if atkType == 2:
        SkillModule_2(turnFight, curBatObj, useSkill)
@@ -789,7 +875,7 @@
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
    ## 通用攻击,单攻、群攻
    
    addPer = 0
@@ -805,7 +891,10 @@
            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)
    addBatDamPer = 0
    if "addBatDamPer" in kwargs:
        addBatDamPer += kwargs.pop("addBatDamPer", 0)
    addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
    
    # 计算伤害
    calcHurtResults = []
@@ -1332,6 +1421,8 @@
    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
    relatedSkillID = useSkill.GetSkillID()
    delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
    beControlledHardDict = {} # 受控目标 {objID:buff, ...}
    beDotBuffDict = {} # 被添加dot的目标 {objID:buff, ...}
    afterLogicList = useSkill.GetAfterLogicList()
    for logicType, logicData in afterLogicList:
        if logicType == ChConfig.AfterLogic_DelBuff:
@@ -1350,6 +1441,15 @@
            buff = logicData[1]
            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
            
        # 统计添加buff需要触发的被动
        elif logicType == ChConfig.AfterLogic_TriggerAddBuff:
            triggerType, batObj, buff, buffOwner = logicData
            if buffOwner.GetID() == curID:
                if triggerType == ChConfig.TriggerWay_BeControlledHard:
                    beControlledHardDict[batObj.GetID()] = buff
                elif triggerType == ChConfig.TriggerWay_AddDOTBuff:
                    beDotBuffDict[batObj.GetID()] = buff
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
@@ -1469,6 +1569,10 @@
    
    # ========== 以下触发被动 ==========
    
    curBatLineup = curObj.GetTFBatLineup()
    curMGObj = curBatLineup.getMinggeObj()
    mgTriggerWayList = [] # 命格本次技能已触发方式列表,命格固定只触发一次
    # 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
@@ -1492,7 +1596,7 @@
            batFaction = turnFight.getBatFaction(faction)
            for lineupNum in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(lineupNum)
                for lineupObjID in batLineup.posObjIDDict.values():
                for lineupObjID in batLineup.getBatHeroObjIDList():
                    lineupObj = batObjMgr.getBatObj(lineupObjID)
                    if not lineupObj.IsAlive():
                        continue
@@ -1515,10 +1619,13 @@
        TurnBuff.DoBuffByRevive(turnFight, tagObj)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
    if reviveObjList and curMGObj:
        tagObj = reviveObjList[0]
        TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Revive, tagObj, connSkill=useSkill, byFriendObj=curObj)
        
    # 曹仁防护触发,暂写死
    for tagObj in caorenProtectList:
        tagBatLineup = tagObj.GetBatLineup()
        tagBatLineup = tagObj.GetTFBatLineup()
        caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
        if not caorenObj or not caorenObj.IsAlive():
            continue
@@ -1533,7 +1640,6 @@
    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()
        
@@ -1541,7 +1647,11 @@
        if tagID in missObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
            if tagMGObj and ChConfig.TriggerWay_Miss not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Miss)
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill, byBatObj=tagObj)
        # 免疫
        if tagID in immuneObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
@@ -1589,30 +1699,65 @@
        if tagID in stunObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
            if curMGObj and ChConfig.TriggerWay_Stun not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Stun)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 控制
        if tagID in beControlledHardDict:
            buff = beControlledHardDict[tagID]
            if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
                if curMGObj and ChConfig.TriggerWay_Frozen not in mgTriggerWayList:
                    mgTriggerWayList.append(ChConfig.TriggerWay_Frozen)
                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
            
        # 附加dot
        if tagID in beDotBuffDict:
            if curMGObj and ChConfig.TriggerWay_AddDOTBuff not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_AddDOTBuff)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_AddDOTBuff, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 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)
            if curMGObj and ChConfig.TriggerWay_SuperHit not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_SuperHit)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 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)
            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
            if tagMGObj and ChConfig.TriggerWay_Parry not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Parry)
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill, byBatObj=tagObj)
        # 吸血
        if tagID in suckObjIDList:
            if not triggerOne:
                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
            if curMGObj and ChConfig.TriggerWay_SuckHPOne not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_SuckHPOne)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 连击
        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)
            if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
                mgTriggerWayList.append(ChConfig.TriggerWay_Combo)
                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill, byBatObj=curObj)
        # 追击
        elif batType == ChConfig.TurnBattleType_Pursue:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
            if isAttackDirect:
                if curMGObj and ChConfig.TriggerWay_PursueAtk not in mgTriggerWayList:
                    mgTriggerWayList.append(ChConfig.TriggerWay_PursueAtk)
                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
        # 反击
        elif batType == ChConfig.TurnBattleType_AtkBack:
@@ -1621,10 +1766,8 @@
            
            
        # 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():
        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt or tagID in beControlledHardDict:
            for lineupObjID in curBatLineup.getBatHeroObjIDList():
                lineupObj = batObjMgr.getBatObj(lineupObjID)
                if not lineupObj.IsAlive():
                    continue
@@ -1640,6 +1783,10 @@
                    if not triggerOne:
                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                        
                # 敌方被控时
                if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
                # 连击
                if batType == ChConfig.TurnBattleType_Combo:
                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -1664,9 +1811,7 @@
    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])
    dongbaiObj = batLineup.getHeroObj(ChConfig.HeroID_Dongbai)
    if not dongbaiObj or dongbaiObj.IsAlive():
        return
    skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
@@ -1844,6 +1989,10 @@
            GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
            return
        
    if checkHeroSex:
        if TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_IgnoreSex, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID):
            checkHeroSex = 0
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
@@ -1918,7 +2067,7 @@
    @param effectID: 被动效果ID
    注:可能由A引起触发B技能的效果释放技能C
    '''
    if not passiveSkill:
    if not passiveSkill or not batObj:
        return
    if isinstance(passiveSkill, int):
        passiveSkillID = passiveSkill
@@ -1935,9 +2084,11 @@
        bySkillID = connBuff.GetSkillID()
    passiveSkillID = passiveSkill.GetSkillID()
    if passiveSkillID == bySkillID:
        #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
        return
        if not connSkill or connSkill.GetObjID() == batObj.GetID():
            GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
            return
        # 不同施法者的相同技能ID可触发,如双方都有相同武将相同技能的情况下,如吕玲绮
    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
        #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
        return
@@ -1974,6 +2125,20 @@
        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=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    # 继承主技能目标同横排 11
    elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
        if not tagObj:
            return
        GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        passiveTagObjList = __getSameRowObjList(tagObj)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
    # 继承主技能目标同纵排 12
    elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
        if not tagObj:
            return
        GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
        passiveTagObjList = __getSameColObjList(tagObj)
        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, 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=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
@@ -1984,8 +2149,8 @@
    '''按公式计算伤害,默认按攻击计算
    '''
    
    #mapID = turnFight.mapID
    skillID = curSkill.GetSkillID()
    #mapID = turnFight.mapID
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
    batType = curSkill.GetBatType()
@@ -2005,26 +2170,31 @@
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    
    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()
        GameWorld.DebugLogEx("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
    if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
    # 常规闪避 - 仅针对普攻
    if isTurnNormalSkill and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = curSkill.GetTagMissNum(defID)
        missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
        if GameWorld.CanHappen(missRate):
            GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
            curSkill.SetTagMissNum(defID, missRate + 1)
            curSkill.SetTagMissNum(defID, missNum + 1)
            return 0, pow(2, ChConfig.HurtAtkType_Miss)
        
    # 绝对闪避 - 除dot外的所有技能,因为绝对闪避不触发常规闪避的被动,所以在常规闪避后判断
    if not isDot:
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRateDef)
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
        missNum = curSkill.GetTagMissNum(defID)
        if dMissRate > 0:
            missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
            if GameWorld.CanHappen(missRate):
                GameWorld.DebugLogEx("绝对闪避了! missRate=%s,dAbsoluteMissRate=%s,aAbsoluteMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
                curSkill.SetTagMissNum(defID, missNum + 1)
                return 0, pow(2, ChConfig.HurtAtkType_AbsoluteMiss)
    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
    hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
    
    isSuperHit, isParry, isStun = False, False, False
@@ -2045,7 +2215,6 @@
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        
        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
@@ -2073,6 +2242,32 @@
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
    
    #招架  - 无视攻击方最终增伤百分比
    dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
    aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
    if dZhaojia > aZhaojiaDef:
        perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
        reducePer = (dZhaojia - aZhaojiaDef) / float(perMoreValue) * perReduce
        reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("ZhaojiaCfg", 2) # 最小无视百分比|最大无视百分比
        if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("ZhaojiaCfg", 3)):
            reducePer = min(reducePer, reduceMax)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Zhaojia)
            aFinalDamPer = int(aFinalDamPer * (100 - reducePer) / 100.0) # 按百分比减少
            GameWorld.DebugLogEx("dZhaojia=%s,aZhaojiaDef=%s,reducePer=%s,aFinalDamPer=%s", dZhaojia, aZhaojiaDef, reducePer, aFinalDamPer)
    #贯穿  - 无视防守方最终减伤百分比
    aGuanchuan = atkObj.GetBatAttrValue(ChConfig.AttrID_Guanchuan)
    dGuanchuanDef = defObj.GetBatAttrValue(ChConfig.AttrID_GuanchuanDef)
    if aGuanchuan > dGuanchuanDef:
        perMoreValue, perReduce = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 1) # 每高与对方抗贯穿x值无视y%最终减伤
        reducePer = (aGuanchuan - dGuanchuanDef) / float(perMoreValue) * perReduce
        reduceMin, reduceMax = IpyGameDataPY.GetFuncEvalCfg("GuanchuanCfg", 2) # 最小无视百分比|最大无视百分比
        if reducePer >= reduceMin and GameWorld.CanHappen(IpyGameDataPY.GetFuncCfg("GuanchuanCfg", 3)):
            reducePer = min(reducePer, reduceMax)
            hurtTypes |= pow(2, ChConfig.HurtAtkType_Guanchuan)
            dFinalDamPerDef = int(dFinalDamPerDef * (100 - reducePer) / 100.0) # 按百分比减少
            GameWorld.DebugLogEx("aGuanchuan=%s,dGuanchuanDef=%s,reducePer=%s,dFinalDamPerDef=%s", aGuanchuan, dGuanchuanDef, reducePer, dFinalDamPerDef)
    aNormalSkillPer, dNormalSkillPerDef = 0, 0
    if isTurnNormalSkill:
        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
@@ -2135,7 +2330,6 @@
    if turnFight.isPVP() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -2164,19 +2358,30 @@
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    GameWorld.DebugLogEx("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.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
    GameWorld.DebugLogEx("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,dBatDamPerDef=%s,aFinalDamPer=%s,dFinalDamPerDef=%s",
                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, dBatDamPerDef, aFinalDamPer, dFinalDamPerDef)
    if isSuperHit:
        GameWorld.DebugLogEx("    暴击 aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
    if aPMDamPer or dPMDamPerDef:
        GameWorld.DebugLogEx("    物法 aPMDamPer=%s,dPMDamPerDef=%s,pmType=%s", aPMDamPer, dPMDamPerDef, pmType)
    if aComboDamPer or dComboDamPerDef:
        GameWorld.DebugLogEx("    连击 aComboDamPer=%s,dComboDamPerDef=%s", aComboDamPer, dComboDamPerDef)
    if aPursueDamPer or dPursueDamPerDef:
        GameWorld.DebugLogEx("    追击 aPursueDamPer=%s,dPursueDamPerDef=%s", aPursueDamPer, dPursueDamPerDef)
    if aPVPDamPer or dPVPDamPerDef:
        GameWorld.DebugLogEx("    PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
    if aCountryDamPer or dCountryDamPerDef:
        GameWorld.DebugLogEx("    国家 aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLogEx("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s,angerOverflow=%s,curXP=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef, angerOverflow, atkObj.GetXP())
    elif isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLogEx("    持续技能伤害=%s" % (hurtValue))
        GameWorld.DebugLogEx("    持续技能伤害=%s,aDOTPer=%s,dDOTPerDef=%s", hurtValue, aDOTPer, dDOTPerDef)
    elif calcType == ChConfig.Def_Calc_ByBuffValue:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
        GameWorld.DebugLogEx("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
@@ -2206,14 +2411,25 @@
        GameWorld.DebugLogEx("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
        
    # 均摊
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
    if HaveShareEff(atkObj, curSkill):
        tagCnt = max(1, len(curSkill.GetTagObjList()))
        hurtValue = hurtValue / tagCnt
        GameWorld.DebugLogEx("    目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
        
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
    return hurtValue, hurtTypes
def HaveShareEff(atkObj, curSkill):
    ## 玩家技能是否有分摊效果: 均摊伤害/治疗/承伤盾值
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if not hurtShareEff:
        return False
    needLearnSkillID = hurtShareEff.GetEffectValue(0)
    if needLearnSkillID:
        if not atkObj.GetSkillManager().FindSkillByID(needLearnSkillID):
            GameWorld.DebugLogEx("所需技能未学习,分摊效果不生效! skillID=%s,needLearnSkillID=%s", curSkill.GetSkillID(), needLearnSkillID)
            return False
    return True
def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
    ## 获取额外增加的技能万分比
@@ -2228,7 +2444,6 @@
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
    if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
        GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
        return True
    
    aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
@@ -2473,12 +2688,10 @@
                         faction, lineupNum, hurtValueDict, immuneHurtDict)
    # 按优先级顺序处理拥有分摊效果的武将
    for effHeroID in effHeroIDList:
        if effHeroID not in batLineup.heroObjIDDict:
            continue
        objID = batLineup.heroObjIDDict[effHeroID]
        batObj = batObjMgr.getBatObj(objID)
        batObj = batLineup.getHeroObj(effHeroID)
        if not batObj or not batObj.IsAlive():
            continue
        objID = batObj.GetID()
        buffMgr = batObj.GetBuffManager()
        
        inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
@@ -2712,7 +2925,9 @@
    damBackPer = 0
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
        damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
        connSkillTypeID = buff.GetSkillTypeID()
        damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
        
    if damBackPer <= 0:
        return
@@ -2832,8 +3047,7 @@
        cureHP = int(cureHP * multiValue)
        GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
        
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
    if HaveShareEff(userObj, curSkill):
        tagCnt = max(1, len(curSkill.GetTagObjList()))
        cureHP = cureHP / tagCnt
        GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
@@ -2935,6 +3149,43 @@
    useSkill.ResetUseRec()
    return
def DoHurtExAtk(turnFight, atkObj, defObj, hurtValue, skillID, hurtTypes=0):
    ## 额外结算指定伤害
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    # 结算需要同步标签
    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue()) # 复用dot的标签
    Sync_TurnFightTag(turnFight, useTag, 0)
    dHP = defObj.GetHP()
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLogEx("额外结算指定伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,,dHP=%s/%s",
                         atkID, defID, skillID, hurtValue, dHP, dMaxHP)
    useSkill = BattleObj.PySkill(skillIpyData, atkID)
    useSkill.SetTagObjList([defObj])
    useSkill.SetBatType(ChConfig.TurnBattleType_Dot) # 要修改表现的话等前端同步修改
    hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt) # 确保有基础的伤害类型
    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "HurtExAtk")
    Sync_UseSkill(turnFight, atkObj, useSkill)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    # 通知结束标签
    Sync_TurnFightTag(turnFight, useTag, 1)
    useSkill.ResetUseRec()
    return True
def Sync_TurnFightTag(turnFight, useTag, sign):
    ## 通知技能标签
    clientPack = ChPyNetSendPack.tagSCTurnFightTag()