ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1349,14 +1349,16 @@
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False # 是否必命中
    if isAngerSkill:
    if not isTurnNormalSkill: # 仅普攻判断是否闪避
        mustHit = True
    if isAngerSkill:
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        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
    if isTurnNormalSkill and not mustHit and not defObj.IsInControlledHard():
    if not mustHit 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)
@@ -1592,7 +1594,7 @@
    
    # 减伤盾减伤, 会改变 hurtValue
    hurtValue = max(0, hurtValue)
    # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
    realHurtHP = hurtValue
    shieldBuffList = []
@@ -1605,27 +1607,35 @@
        shieldBuffList.append([remainTime, buffValue, buff])
        
    if shieldBuffList:
        #可能需要同步盾伤跟实际扣血值给前端,具体看前端护盾怎么处理再优化
        shieldHurtPer = 10000 # 对护盾伤害比
        shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
        shieldHurtPer /= 10000.0
        shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
        shieldBuffList.sort()
        for _, buffValue, buff in shieldBuffList:
            if realHurtHP <= 0:
            if shieldHurtValue <= 0:
                break
            buffID = buff.GetBuffID()
            if realHurtHP < buffValue:
                damageShieldValue = realHurtHP
            if shieldHurtValue < buffValue:
                decShieldValue = shieldHurtValue
            else:
                damageShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
            realHurtHP -= damageShieldValue # 承伤值
            if damageShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
                decShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
            shieldHurtValue -= decShieldValue # 承伤值
            if decShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
            else:
                updShieldValue = buffValue - damageShieldValue
                GameWorld.DebugLog("        更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
                updShieldValue = buffValue - decShieldValue
                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
                buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                
        realHurtHP = int(shieldHurtValue / shieldHurtPer)
        GameWorld.DebugLog("        承伤后剩余伤血: realHurtHP=%s" % (realHurtHP))
    return hurtValue, max(0, realHurtHP), hurtTypes
def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):