ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,11 +45,12 @@
    ## 是否无视防御
    return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False):
def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
    '''使用技能通用入口
    @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
    @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
    @param comboLimit: 是否强制限制连击
    @param atkBackTag: 反击目标
    @return: 是否成功
    '''
    if not useSkill:
@@ -60,8 +61,9 @@
        return
    
    objID = curBatObj.GetID()
    if not curBatObj.CanAction():
        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
    if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
        return
    
    buffStateGroups = useSkill.GetBuffStateLimit()
@@ -71,9 +73,12 @@
            GameWorld.DebugLog("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):
        return
    #没有指定目标,则按技能自身的目标逻辑
    if not tagObjList:
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
        tagObjList = GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag)
        rate = useSkill.GetHappenRate()
        if rate:
            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
@@ -83,7 +88,7 @@
                    
    if not tagObjList:
        # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        return
    
    oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
@@ -126,19 +131,19 @@
        curBatObj.SetMainTagIDList(tagIDList)
        
    useTag = ""
    if IsNeedSyncSkill(useSkill):
        # 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
        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
        clientPack.Tag = useTag
        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:
        # 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
            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
            clientPack.Tag = useTag
            clientPack.Len = len(clientPack.Tag)
            clientPack.Sign = 0
            turnFight.addBatPack(clientPack)
        __doUseSkill(turnFight, curBatObj, useSkill)
        
    DoAttackResult(turnFight, curBatObj, useSkill)
@@ -161,7 +166,41 @@
        poolMgr.release(useSkill)
    return True
def GetSkillTags(turnFight, curBatObj, useSkill):
def CheckSkillUseCntLimit(batObj, useSkill):
    ## 检查技能使用次数是否受限
    # @return: 是否受限
    if not hasattr(useSkill, "GetEffectByID"):
        return
    effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
    if not effect:
        return
    useCntLimit = effect.GetEffectValue(0) # 每场战斗最大次数,0不限
    turnUseCntLimit = effect.GetEffectValue(1) # 每大回合最大次数,0不限
    skillID = useSkill.GetSkillID()
    if useCntLimit:
        useCnt = batObj.GetSkillUseCnt(skillID)
        if useCnt >= useCntLimit:
            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
            return True
    if turnUseCntLimit:
        turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
        if turnUseCnt >= turnUseCntLimit:
            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
            return True
    return
def IsNeedSyncSkill(useSkill):
    ## 使用需要同步B427使用技能
    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_CleanBuff]:
        return True
    if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
        return True
    return False
def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
    ## 获取技能目标
    # @return: [主目标, 目标2, ...]
    
@@ -182,38 +221,74 @@
        return [curBatObj]
    
    tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
    
    # 目标选择优先级,集火 > 魅惑 > 混乱 > 嘲讽 > 常规
    # 集火:直接通过效果5015指定了目标,所以这里可不处理
    # 魅惑: 敌友互换; 不打自己,只剩自己互换后是己方时不释放技能
    # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
    # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
    # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
    # 魅惑: 敌友互换; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
    # 混乱: 随机敌友; 直接攻击技能不包含自己,只剩自己互换后是己方时不释放技能
    # 嘲讽: 目标是敌方时强制目标一定包含施法者
    # 反击: 修改技能纵横为反击目标所在纵横且为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
    
    # 确认敌友
    inCharm, inChaos = False, False # 是否魅惑中, 是否混乱中
    if changeRet:
        pass
    elif curBatObj.CheckInState(ChConfig.BatObjState_Charm):
        inCharm = True
        tagFriendly = 0 if tagFriendly else 1 # 魅惑: 敌友互换
    elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
        inChaos = True
        tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
    isNoSelf = False # 是否不包含自己
    if inCharm or inChaos:
        if SkillCommon.isAttackDirectSkill(useSkill):
            isNoSelf = True
            #GameWorld.DebugLog("特殊不包含自己")
    # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
    sneerObjFirst = True # 嘲讽目标是否优先
    sneerTagObj = None # 嘲讽目标
    atkBackTagFrist = True # 反击目标是否优先
    specMainObj = None # 特殊主目标,目前仅敌对关系有效,如嘲讽、反击等优先设定为主目标,可兼容魅惑、混乱
    specObjID, specObjPosNum, sepcObjLineupNum = 0, 0, 0
    curFaction = curBatObj.GetFaction()
    sneerObj = None # 嘲讽目标
    sneerObjID, sneerObjPosNum = 0, 0
    if tagFriendly:
        tagFaction = curFaction
        sneerTagObj = None
        atkBackTag = None
    else:
        tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
    sneerObjFirst = True # 嘲讽目标优先
    if sneerObj:
        sneerObjID = sneerObj.GetID()
        sneerObjPosNum = sneerObj.GetPosNum()
        sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
        if sneerTagObj:
            specMainObj = sneerTagObj
            #GameWorld.DebugLog("嘲讽特殊主目标")
        elif atkBackTag:
            specMainObj = atkBackTag
            #GameWorld.DebugLog("反击特殊主目标")
    if specMainObj:
        specObjID = specMainObj.GetID()
        specObjPosNum = specMainObj.GetPosNum()
        sepcObjLineupNum = specMainObj.GetLineupNum()
    batObjMgr = BattleObj.GetBatObjMgr()
    lineupNum = curBatObj.GetLineupNum()
    posNum = curBatObj.GetPosNum()
    
    # 确认阵容编号顺序,多V多时有用
    batFaction = turnFight.getBatFaction(tagFaction)
    if lineupNumSet != None and not tagFriendly:
        lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
    elif tagFaction == curFaction:
        lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
    else:
        lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
        # 敌方优先: 特殊目标阵容 > 对位阵容 > 其他阵容
        if specMainObj:
            lineupNumList = [sepcObjLineupNum]
        else:
            lineupNumList = [lineupNum]
        for tagNum in batFaction.lineupDict.keys():
            if tagNum not in lineupNumList:
                lineupNumList.append(tagNum)
@@ -225,8 +300,8 @@
        
        # 对位
        if tagAim == ChConfig.SkillTagAim_Relative:
            if sneerObj:
                aimObjList.append(sneerObj)
            if specMainObj:
                aimObjList.append(specMainObj)
            else:
                relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
                if relativeObj:
@@ -234,11 +309,11 @@
                    
        # 前排
        elif tagAim == ChConfig.SkillTagAim_FrontRow:
            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, False, isNoSelf)
            
        # 后排
        elif tagAim == ChConfig.SkillTagAim_BackRow:
            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
            aimObjList = __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, True, isNoSelf)
            
        # 竖排/纵排
        elif tagAim == ChConfig.SkillTagAim_Vertical:
@@ -249,14 +324,14 @@
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
                
            # 优先嘲讽所在纵
            if sneerObj:
                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
                if sneerInColNum in colNumList:
                    colNumList.remove(sneerInColNum)
                    colNumList.insert(0, sneerInColNum)
            # 优先特殊目标所在纵
            if specMainObj:
                specInColNum = ChConfig.GetInColNum(specObjPosNum)
                if specInColNum in colNumList:
                    colNumList.remove(specInColNum)
                    colNumList.insert(0, specInColNum)
                    
            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
            for col in colNumList:
                for row in range(1, 1 + ChConfig.TurnFightRows):
                    pNum = (row - 1) * ChConfig.TurnFightCols + col
@@ -265,7 +340,7 @@
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
                    aimObjList.append(tagBatObj)
                if aimObjList:
@@ -280,7 +355,7 @@
                colNumList.remove(inColNum)
                colNumList.insert(0, inColNum)
                
            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
            # 按前排优先原则
            for row in range(1, 1 + ChConfig.TurnFightRows):
                for col in colNumList:
@@ -290,7 +365,7 @@
                        continue
                    tagObjID = batLineup.posObjIDDict[pNum]
                    tagBatObj = batObjMgr.getBatObj(tagObjID)
                    if not __skillTagFilter(tagBatObj, tagAffect):
                    if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                        continue
                    aimObjList.append(tagBatObj)
                    
@@ -318,6 +393,7 @@
                
    # 灼烧/玄火目标优先
    elif tagAffect == ChConfig.SkillTagAffect_Burn:
        atkBackTagFrist = False
        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
        sortObjList = [] # 优先灼烧目标,再对位
        for aimObj in aimObjList:
@@ -333,6 +409,7 @@
        
    # 仅焚血(毒奶)目标
    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
        atkBackTagFrist = False
        for aimObj in aimObjList[::-1]:
            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                aimObjList.remove(aimObj)
@@ -341,17 +418,24 @@
        if tagCount and len(aimObjList) > tagCount:
            random.shuffle(aimObjList)
            
    # 以下优先级先处理的优先级视为较低
    if atkBackTagFrist and atkBackTag:
        if atkBackTag in aimObjList and aimObjList.index(atkBackTag) != 0:
            aimObjList.remove(atkBackTag)
            aimObjList.insert(0, atkBackTag)
    # 嘲讽优先
    if sneerObjFirst and sneerObj:
        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
            aimObjList.remove(sneerObj)
            aimObjList.insert(0, sneerObj)
    if sneerObjFirst and sneerTagObj:
        if sneerTagObj in aimObjList and aimObjList.index(sneerTagObj) != 0:
            aimObjList.remove(sneerTagObj)
            aimObjList.insert(0, sneerTagObj)
            
    # 一定包含自己
    if tagFriendly == 2:
    if tagFriendly == 2 and not isNoSelf:
        if curBatObj not in aimObjList:
            aimObjList.append(curBatObj)
            
    # 最后去除多余的目标
    if tagCount and len(aimObjList) > tagCount:
        aimObjList = aimObjList[:tagCount]
        
@@ -389,9 +473,10 @@
                return lineupNum, changeTagSet
    return
def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
    ## 获取行排目标对象列表
def __getRowAimObjList(batObjMgr, curBatObj, specMainObj, batLineup, tagAffect, rowReverse, isNoSelf=False):
    ## 获取横排目标对象列表
    # @param rowReverse: 是否后排优先原则
    # @param noSelf: 是否限制包含自己
    
    # 前后排顺序
    if rowReverse:
@@ -399,24 +484,24 @@
    else:
        rowNumList = range(1, 1 + ChConfig.TurnFightRows)
        
    # 优先嘲讽对象所在行
    sneerObjID, sneerObjPosNum = 0, 0
    if sneerObj:
        sneerObjID = sneerObj.GetID()
        sneerObjPosNum = sneerObj.GetPosNum()
        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
    # 优先特殊对象所在行
    specObjID, specObjPosNum = 0, 0
    if specMainObj:
        specObjID = specMainObj.GetID()
        specObjPosNum = specMainObj.GetPosNum()
        sneerInRowNum = ChConfig.GetInRowNum(specObjPosNum) # 所在行排
        if sneerInRowNum in rowNumList:
            rowNumList.remove(sneerInRowNum)
            rowNumList.insert(0, sneerInRowNum)
            
    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
    inColNum = ChConfig.GetInColNum(curBatObj.GetPosNum()) # 玩家所在纵列
    # 优先自己所在纵,为主目标
    colNumList = range(1, 1 + ChConfig.TurnFightCols)
    if inColNum in colNumList:
        colNumList.remove(inColNum)
        colNumList.insert(0, inColNum)
        
    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
    aimObjList = []
    for row in rowNumList:
        for col in colNumList:
@@ -426,7 +511,7 @@
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(tagBatObj, tagAffect):
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                continue
            aimObjList.append(tagBatObj)
        if aimObjList:
@@ -435,11 +520,7 @@
    return aimObjList
def GetRelativeObj(turnFight, curBatObj):
    '''获取对位目标,嘲讽时优先对位嘲讽目标
    对位目标用途:
    1. 对位目标并不代表仅攻击该目标
    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
    3. 对位目标可用于判断连击、弱疗
    '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
    '''
    sneerObj = curBatObj.GetSneerTagObj()
    if sneerObj:
@@ -466,11 +547,11 @@
        if relativeObj:
            return relativeObj
        
    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,方便外层逻辑处理,外层可不需要判断是否存在对位目标
    return curBatObj
def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
    ## 获取在某一阵营中的默认对位目标
    ## 获取在某一阵容中的默认对位目标,不包括自己
    if not batLineup:
        return
    tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
@@ -489,13 +570,13 @@
                continue
            tagObjID = batLineup.posObjIDDict[pNum]
            tagBatObj = batObjMgr.getBatObj(tagObjID)
            if not __skillTagFilter(tagBatObj, tagAffect):
            if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                continue
            return tagBatObj
        
    return
def __skillTagFilter(tagBatObj, tagAffect):
def __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=False):
    ## 技能目标过滤器
    # @return: 是否允许添加该单位
    if not tagBatObj:
@@ -504,6 +585,10 @@
        return False
    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
        return False
    if isNoSelf:
        if tagBatObj.GetID() == curBatObj.GetID():
            #GameWorld.DebugLog("不包含自己")
            return False
    #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
    #    return False
    return True
@@ -520,6 +605,9 @@
    
    atkType = useSkill.GetAtkType()
    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
    __doHarmSelf(turnFight, curBatObj, useSkill)
    # 通用攻击
    if atkType == 1:
        SkillModule_1(turnFight, curBatObj, useSkill)
@@ -548,6 +636,36 @@
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    return
def __doHarmSelf(turnFight, curBatObj, useSkill):
    harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
    if not harmEff:
        return
    harmPer = harmEff.GetEffectValue(0) # 自残百分比
    noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
    curHP = curBatObj.GetHP()
    maxHP = curBatObj.GetMaxHP()
    harmHP = int(maxHP * harmPer / 100.0)
    lostHP = harmHP
    if curHP <= harmHP:
        if noEnoughDo == 0:
            lostHP = 0
        elif noEnoughDo == 2:
            lostHP -= 1
    updHP = max(curHP - lostHP, 0)
    curBatObj.SetHP(updHP, False)
    GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s"
                       % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
    curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
    # 单独通知前端表现
    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
    diffType, diffValue = 0, lostHP
    skillID = relatedSkillID = useSkill.GetSkillID()
    Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
    return
def SkillModule_1(turnFight, curBatObj, useSkill):
@@ -592,22 +710,24 @@
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## 治疗
    
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    for tagBatObj in useSkill.GetTagObjList():
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
        
    return
def SkillModule_9(turnFight, curBatObj, useSkill):
    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
    
    relativeObj = GetRelativeObj(turnFight, curBatObj)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj)
        
    return
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=None):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True, relativeObj=relativeObj)
    if cureHP <= 0:
        return
    
@@ -748,7 +868,7 @@
        else:
            diffType = 1
            tagXP = tagBatObj.GetXP()
            diffValue = calcValue
            diffValue = GetEnhanceXP(tagBatObj, calcValue)
            updValue = tagXP + diffValue
            tagBatObj.SetXP(updValue, False)
            GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
@@ -757,10 +877,10 @@
    if curStealTotal > 0:
        diffType = 1
        curXP = curBatObj.GetXP()
        diffValue = curStealTotal
        diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
        updValue = curXP + diffValue
        curBatObj.SetXP(updValue, False)
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
        Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
        
    return
@@ -778,11 +898,10 @@
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    if useSkill.GetCoolDownTime():
        useSkill.SetCalcTime(turnFight.getTimeline())
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
    if IsNeedSyncSkill(useSkill):
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -826,11 +945,11 @@
        if not tagObjList:
            return
        tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
        atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
        if atkBackSkill:
            # 可以反击,打断连击
            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
            OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
            return
        
    if not tagObj:
@@ -857,19 +976,30 @@
    OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
    return True
def __getCanAtkBackSkill(useSkill, tagObj):
    ## 获取是否可反击及反击技能
def __getCanAtkBackSkill(atkObj, tagObj, useSkill):
    '''获取是否可反击及反击技能
    B进攻A1 A2 A3,主目标(从A1 A2 A3选)
    主目标触发格挡时,若B为近战,发动反击,非近战,不发动反击,反击以普攻进行反击
    若为非攻击类,则按技能原来的目标
    若普攻是攻击类技能则修改技能纵横为B所在纵横且B为主目标(优先级低于软控、指定buff状态目标,高于属性条件目标)
    '''
    if not tagObj:
        return
    
    atkID = atkObj.GetID()
    tagID = tagObj.GetID()
    if not tagObj.CanAction():
        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
        return
    
    if atkObj.GetFaction() == tagObj.GetFaction():
        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
        return
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
    if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
        heroID = atkObj.GetHeroID()
        GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
        return
    
    canAtkBack = False
@@ -931,19 +1061,24 @@
            
    # 统计击杀
    killObjList = [] # 击杀其他阵营目标列表
    dieObjList = [] # 死亡的单位列表
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
            killObjList.append(tagObj)
            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
            dieObjList.append(tagObj)
            if tagObj.GetFaction() != curObj.GetFaction():
                killObjList.append(tagObj)
                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
    useSkill.SetKillObjList(killObjList)
    if curObj.IsAlive() and curObj.GetHP() <= 0:
        dieObjList.append(curObj)
        TurnAttack.SetObjKilled(turnFight, curObj)
        
    # 统计伤血,可能单个技能对同一目标造成多次伤害
    totalHurtValue = 0
    isSuperHit, isStun, isSuckHP = False, False, False
    missObjIDList, immuneObjIDList = [], []
    missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
    beHurtObjIDList = [] # 受伤的对象ID列表
    for hurtObj in useSkill.GetHurtObjList():
        hurtObjID = hurtObj.GetObjID()
        tagObj = batObjMgr.getBatObj(hurtObjID)
@@ -955,7 +1090,10 @@
            
        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
            totalHurtValue += hurtObj.GetHurtHP()
            if hurtObj.GetLostHP() > 0: # 有掉血的
                if hurtObjID not in beHurtObjIDList:
                    beHurtObjIDList.append(hurtObjID)
        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
            if hurtObjID not in missObjIDList:
                missObjIDList.append(hurtObjID)
@@ -1013,14 +1151,35 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
        
    if dieObjList:
        for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
            batFaction = turnFight.getBatFaction(faction)
            for lineupNum in batFaction.lineupDict.keys():
                batLineup = batFaction.getBatlineup(lineupNum)
                for lineupObjID in batLineup.posObjIDDict.values():
                    lineupObj = batObjMgr.getBatObj(lineupObjID)
                    if not lineupObj.IsAlive():
                        continue
                    for dieObj in dieObjList:
                        # 敌方单位死亡时
                        if lineupObj.GetFaction() != dieObj.GetFaction():
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
                        # 己方单位死亡时
                        else:
                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
    triggerOne = False
    batType = useSkill.GetBatType()
    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
    isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
    for tagObj in useSkill.GetTagObjList():
        tagID = tagObj.GetID()
        if tagID in effIgnoreObjIDList:
            continue
        
        # 掉血时
        if tagID in beHurtObjIDList:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
        # 直接攻击
        if isAttackDirect:
            if not triggerOne:
@@ -1029,7 +1188,10 @@
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
        else:
            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
            # 受到持续伤害
            if tagID in beHurtObjIDList:
                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
        # 使用技能后
        if isUseSkill:
            if not triggerOne:
@@ -1116,6 +1278,7 @@
    if posNum <= 0:
        #非主战单位不加
        return
    addXP = GetEnhanceXP(gameObj, addXP)
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP)
@@ -1130,12 +1293,24 @@
    if str(specialty) not in specialtyAddXPDict:
        return
    addXP = specialtyAddXPDict[str(specialty)]
    addXP = GetEnhanceXP(gameObj, addXP)
    curXP = gameObj.GetXP()
    updXP = curXP + addXP
    gameObj.SetXP(updXP, False)
    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def GetEnhanceXP(gameObj, addXP):
    ## 获取提升后的xp值
    addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
    # 其他强化、弱化
    if addPer == 0:
        return addXP
    objID = gameObj.GetID()
    updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
    return updAddXP
def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
    ## 执行本技能/buff释放后额外效果
@@ -1181,6 +1356,14 @@
    if not enhanceSkillData:
        return
    
    killObjList = useSkill.GetKillObjList()
    if killObjList:
        invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
                                                           triggerWay=ChConfig.TriggerWay_KillOneObj)
        if invalidSkillID and invalidSkillID == enhanceSkillID:
            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
            return
    # 继承主技能目标
    if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
@@ -1253,6 +1436,10 @@
    passiveSkillID = passiveSkill.GetSkillID()
    if passiveSkillID == bySkillID:
        #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
        return
    if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
        #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
        return
    
    isOK = False
@@ -1329,6 +1516,7 @@
    '''计算伤害,默认按攻击计算
    '''
    
    mapID = turnFight.mapID
    skillID = curSkill.GetSkillID()
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
@@ -1392,6 +1580,7 @@
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
        
    if ignoreDef:
        GameWorld.DebugLog("无视防御/真实伤害!")
        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
        
    if isStun:
@@ -1419,9 +1608,11 @@
        
    aAngerSkillPer, dAngerSkillPerDef = 0, 0
    if isAngerSkill:
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 怒技增伤
        aAngerSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddAngerSkillPerByXP, curSkill)
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    
@@ -1441,6 +1632,11 @@
    if batType == ChConfig.TurnBattleType_Pursue:
        aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
        
    aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
    if mapID == ChConfig.Def_FBMapID_ArenaBattle:
        aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
        dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
    aNormalSkillPer /= 10000.0
@@ -1456,19 +1652,21 @@
    dFinalDamPerDef /= 10000.0
    aComboDamPer /= 10000.0
    aPursueDamPer /= 10000.0
    aArenaDamPer /= 10000.0
    dArenaDamPerDef /= 10000.0
    
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aAddSkillPer=%s,aFinalDamPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
    
    # 持续性伤害
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
    elif isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
@@ -1516,6 +1714,7 @@
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
    return atkSkillPer
def CanSuperHit(turnFight, atkObj, defObj, curSkill):
@@ -1618,11 +1817,12 @@
            if shieldHurtValue <= 0:
                break
            buffID = buff.GetBuffID()
            buffSkillID = buff.GetSkillID()
            if shieldHurtValue < buffValue:
                decShieldValue = shieldHurtValue
            else:
                decShieldValue = buffValue
            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffValue, shieldHurtValue, decShieldValue))
            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
            shieldHurtValue -= decShieldValue # 承伤值
            if decShieldValue >= buffValue:
                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
@@ -1735,23 +1935,28 @@
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
    return True
def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False, relativeObj=None):
    ''' 计算治疗值
    '''
    # 对位目标
    if not relativeObj:
        relativeObj = GetRelativeObj(turnFight, userObj)
    cureType = curSkill.GetCalcType()
    skillPer = curSkill.GetSkillPer()
    #skillValue = curSkill.GetSkillValue()
    
    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
    
    cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
    cureHP = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
    
    cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
    if cureWayExEff:
        cureType = cureWayExEff.GetEffectValue(0)
        skillPer = cureWayExEff.GetEffectValue(1)
        GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
        cureHPEx = __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum)
        cureHP += cureHPEx
        
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
@@ -1762,19 +1967,15 @@
        
    return max(1, int(cureHP)) # 保底1点
def __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum=False):
def __calcCureHP(turnFight, userObj, tagObj, relativeObj, curSkill, cureType, skillPer, largeNum=False):
    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    
    # 回合制
    curePer = 0 # 治疗加成
    cureDefPer = 0 # 敌方的弱化治疗
    curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
    cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
    angerOverflow = 0 # 怒气溢出值
    if SkillCommon.isAngerSkill(curSkill):
        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        #enemyObj = TurnAttack.GetEnemyObj(userObj)
        #curePer += GameObj.GetCurePer(userObj)
        #if enemyObj:
        #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
        
    skillPer /= float(ChConfig.Def_MaxRateValue)
    curePer /= float(ChConfig.Def_MaxRateValue)
@@ -1810,6 +2011,20 @@
        if byBuff:
            baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
            GameWorld.DebugLog("根据buff值: %s" % baseValue)
    elif calcType == ChConfig.Def_Calc_HarmSelfHP:
        baseValue = curObj.GetHarmSelfHP()
        GameWorld.DebugLog("根据自残值: %s" % baseValue)
    elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
        bySkill = curSkill.GetBySkill()
        bySkillID = 0
        if bySkill:
            bySkillID = bySkill.GetSkillID()
            curID = curObj.GetID()
            for hurtObj in bySkill.GetHurtObjList():
                if curID == hurtObj.GetObjID():
                    baseValue += hurtObj.GetHurtHP()
        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
    return baseValue
def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes, **kwargs):
@@ -1941,3 +2156,15 @@
    clientPack.RelatedSkillID = relatedSkillID
    turnFight.addBatPack(clientPack)
    return
def Sync_HPRefresh(turnFight, curBatObj):
    hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
    clientPack.ObjID = curBatObj.GetID()
    clientPack.HP = hp % ShareDefine.Def_PerPointValue
    clientPack.HPEx = hp / ShareDefine.Def_PerPointValue
    clientPack.MaxHP = maxHP % ShareDefine.Def_PerPointValue
    clientPack.MaxHPEx = maxHP / ShareDefine.Def_PerPointValue
    turnFight.addBatPack(clientPack)
    return