ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -415,7 +415,7 @@
    def GetLayerCnt(self): return self._ipyData.GetLayerCnt()
    def GetLayerMax(self): return self._ipyData.GetLayerMax()
    def GetBuffRepeat(self): return self._ipyData.GetBuffRepeat() # Buff叠加规则
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() == ChConfig.Def_SkillType_Halo # 驱散限制
    def GetDispersedLimit(self): return self._ipyData.GetDispersedLimit() or self._ipyData.GetSkillType() in ChConfig.Def_HaloSkill_List # 驱散限制
    def GetBuffRetain(self): return self._ipyData.GetBuffRetain()
    def GetFightPower(self): return self._ipyData.GetFightPower()
    
@@ -882,6 +882,12 @@
        curSkill = PySkill(ipyData, self._batObj.GetID())
        self._skillDict[skillID] = curSkill
        self._skillList.append(curSkill)
        learnSkillExEff = curSkill.GetEffectByID(ChConfig.SkillEff_LearnSkillEx)
        if learnSkillExEff:
            skillIDEx = learnSkillExEff.GetEffectValue(0)
            if skillIDEx:
                self.LearnSkillByID(skillIDEx)
        return curSkill
    
    def __deleteSkill(self, curSkill):
@@ -935,6 +941,7 @@
        self._mainTagIDList = [] # 主技能目标ID列表,一般用于技能拆分成多个技能效果时,子技能可能会用到主技能的对象做逻辑
        self._timing = 0 # 当前武将时间节点: 0-回合前;1-回合后
        self._angerOverflow = 0 # 怒气技能怒气溢出值,子技能也生效,因为主技能释放后怒气会被扣除,所以这里做个记录
        self._beFrozenCnt = 0 # 本场战斗累计被冰冻次数
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -1240,6 +1247,9 @@
    def GetTiming(self): return self._timing # 时间节点 0-回合前;1-回合后
    def SetTiming(self, timing): self._timing = timing
    
    def GetBeFrozenCnt(self): return self._beFrozenCnt
    def SetBeFrozenCnt(self, beFrozenCnt): self._beFrozenCnt = beFrozenCnt
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue