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
@@ -1368,6 +1373,7 @@
    beHurtObjIDList = [] # 受伤的对象ID列表
    reviveObjList = [] # 复活的对象列表
    bounceObjList = [] # 有反弹的对象列表
    caorenProtectList = [] # 有被曹仁防护的对象列表
    for hurtObj in useSkill.GetHurtObjListAll():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -1415,14 +1421,22 @@
            if hurtObjID not in stunObjIDList:
                stunObjIDList.append(hurtObjID)
                
        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
            if tagObj not in caorenProtectList:
                caorenProtectList.append(tagObj)
        if hurtObj.GetSuckHP() > 0:
            isSuckHP = True
            
    # 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:
@@ -1483,7 +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
@@ -1492,6 +1510,20 @@
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
        
    # 曹仁防护触发,暂写死
    for tagObj in caorenProtectList:
        tagBatLineup = tagObj.GetBatLineup()
        caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
        if not caorenObj or not caorenObj.IsAlive():
            continue
        caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
        if not caoRenSkill:
            continue
        passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
        GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
        if passiveSkillID:
            OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
@@ -2412,7 +2444,7 @@
    # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
    # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
    # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
    caorenSkillID = 1015070
    caorenSkillID = ChConfig.SkillID_CaorenProtect
    effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
    
    isAve = False
@@ -2777,6 +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)