ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -124,6 +124,10 @@
        curBatObj.SetMainTagIDList(tagIDList)
        
    useTag = ""
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
    # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
    if batType != ChConfig.TurnBattleType_Enhance:
        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
@@ -133,11 +137,6 @@
        clientPack.Len = len(clientPack.Tag)
        clientPack.Sign = 0
        turnFight.addBatPack(clientPack)
    #这个技能是Buff
    if SkillCommon.IsBuff(useSkill):
        __doAddBuff(turnFight, curBatObj, useSkill)
    else:
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
@@ -1599,6 +1598,10 @@
    dHP = defObj.GetHP()
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    layer = curBuff.GetLayer()
    if layer > 0:
        hurtValue *= layer
        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
    
    # dot的反弹、吸血待定