ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -1348,16 +1348,21 @@
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表,包含友方单位或自己
    nodeadObjList = [] # 不死的单位列表
    tagObjList = useSkill.GetTagObjList() # 主要目标列表
    tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
    tagObjListAll = tagObjList + tagObjListEx
    for tagObj in tagObjListAll:
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            dieObjList.append(tagObj)
            if tagObj.GetFaction() != curObj.GetFaction():
                killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
            if tagObj.CanNoDead():
                tagObj.SetHP(1, True) # 触发不死,保留1点血量
                nodeadObjList.append(tagObj)
            else:
                dieObjList.append(tagObj)
                if tagObj.GetFaction() != curObj.GetFaction():
                    killObjList.append(tagObj)
                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    
    # 统计伤血,可能单个技能对同一目标造成多次伤害
@@ -1425,9 +1430,13 @@
            
    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        killer = bounceObjList[0] if bounceObjList else None
        TurnAttack.SetObjKilled(turnFight, curObj, killer)
        if curObj.CanNoDead():
            curObj.SetHP(1, True) # 触发不死,保留1点血量
            nodeadObjList.append(curObj)
        else:
            dieObjList.append(curObj)
            killer = bounceObjList[0] if bounceObjList else None
            TurnAttack.SetObjKilled(turnFight, curObj, killer)
        
    # 记录最后一次总伤害,有伤害目标才记录
    if totalHurtValue:
@@ -1488,7 +1497,11 @@
                        # 己方单位死亡时
                        else:
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
    # 触发不死
    for tagObj in nodeadObjList:
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_NoDead, curObj, connSkill=useSkill)
    # 复活时
    for tagObj in reviveObjList:
        # 同步最新的怒气及buff,血量已经在技能中通知了
@@ -2796,6 +2809,9 @@
        cureHP += cureHPEx
        GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
        
    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddCureMultiBySkillType, curSkill)
    if addCureMulti:
        multiValue += addCureMulti / 100.0
    if multiValue and multiValue != 1:
        cureHP = int(cureHP * multiValue)
        GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)