ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,11 +62,11 @@
    if not curBatObj.CanAction():
        return
    
    buffStateLimit = useSkill.GetBuffStateLimit()
    if buffStateLimit:
        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
    buffStateGroups = useSkill.GetBuffStateLimit()
    if buffStateGroups:
        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
        if limitState:
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
            return
        
    #没有指定目标,则按技能自身的目标逻辑
@@ -81,6 +81,7 @@
                    
    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.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        return
    
    objID = curBatObj.GetID()
@@ -693,7 +694,13 @@
                纵排: 优先前面的单位
    '''
    
    if turnFight.winFaction:
        return
    if not useSkill.ComboEnable():
        return
    if not atkObj.IsAlive():
        return
    
    tagFriendly = useSkill.GetTagFriendly()
@@ -872,6 +879,7 @@
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    effIgnoreObjIDList = missObjIDList + immuneObjIDList
    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
    
@@ -920,6 +928,10 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
            
        triggerOne = True # 设置已经触发过一次
    # 有击杀时验证是否结算,最后处理
    if killObjList:
        turnFight.checkOverByKilled()
        
    return
@@ -1254,6 +1266,8 @@
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        
    if isParry:
@@ -1728,6 +1742,8 @@
def Sync_UseSkill(turnFight, curBatObj, useSkill):
    ## 通知释放技能
    bySkill = useSkill.GetBySkill()
    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
    clientPack.ObjID = curBatObj.GetID()
@@ -1736,6 +1752,7 @@
    clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
    clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
    clientPack.SkillID = useSkill.GetSkillID()
    clientPack.RelatedSkillID = relatedSkillID
    clientPack.HurtList = []
    for hurtObj in useSkill.GetHurtObjList():
        hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)