ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -100,9 +100,21 @@
        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()
@@ -389,18 +401,12 @@
    # 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 +441,20 @@
        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
@@ -612,6 +632,7 @@
    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
@@ -642,6 +663,38 @@
    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״̬
    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):
@@ -914,7 +967,7 @@
        
    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)
@@ -1012,7 +1065,7 @@
    __doCostZhanchui(turnFight, curBatObj, useSkill)
    __doSkillUserAnger(turnFight, curBatObj, useSkill)
    
    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
    DoBeAttackResult(turnFight, curBatObj, useSkill)
    return
def DoCombo(turnFight, atkObj, useSkill):
@@ -1137,13 +1190,13 @@
            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)
    
@@ -1195,8 +1248,9 @@
        
    # 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
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
@@ -1224,13 +1278,17 @@
                
        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
            if hurtObjID not in parryObjIDList:
                parryObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
            isSuperHit = True
            if hurtObjID not in superHitObjIDList:
                superHitObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
            isStun = True
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
@@ -1239,9 +1297,9 @@
        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)
@@ -1302,31 +1360,64 @@
        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 missObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
        # 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)
        # 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
        
@@ -1545,7 +1636,7 @@
def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
    '''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 +1644,14 @@
    '''
    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()
@@ -1594,7 +1693,7 @@
    '''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 +1711,14 @@
    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
@@ -1649,10 +1747,12 @@
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        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)
@@ -1691,8 +1791,16 @@
        
        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 +1810,32 @@
        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 +1843,30 @@
    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 +1884,7 @@
        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 +1922,7 @@
    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):
@@ -2291,7 +2422,16 @@
        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
@@ -2316,7 +2456,8 @@
    
    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 +2478,20 @@
    
    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 +2513,7 @@
    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
@@ -2435,10 +2575,15 @@
    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 +2600,7 @@
    
    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)