ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -86,7 +86,7 @@
            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
@@ -201,7 +201,7 @@
    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 +214,14 @@
    
    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)
@@ -2152,6 +2154,32 @@
    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
@@ -2318,7 +2346,6 @@
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)
@@ -2803,6 +2830,8 @@
    buffMgr = defObj.GetBuffManager()
    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
        damBackPer += buff.GetValue1()
        connSkillTypeID = buff.GetSkillTypeID()
        damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
        
    if damBackPer <= 0:
        return