ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -100,9 +100,21 @@
        return
    oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
    
    # 子技能怒气溢出值也有效,所以子技能不处理
    curXP = curBatObj.GetXP()
    if batType == ChConfig.TurnBattleType_Enhance:
        pass
    elif SkillCommon.isAngerSkill(useSkill):
        maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
        angerOverflow = max(curXP - maxXP, 0)
        curBatObj.SetAngerOverflow(angerOverflow)
    else:
        curBatObj.SetAngerOverflow(0)
    angerOverflow = curBatObj.GetAngerOverflow()
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), oneActionUseCnt))
    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s"
                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
    # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
    
    poolMgr = ObjPool.GetPoolMgr()
@@ -998,6 +1010,8 @@
        if curBatObj.GetHP() < 0:
            curBatObj.SetHP(0)
            
    if useSkill.GetBatType() == ChConfig.TurnBattleType_AtkBack:
        curBatObj.AddBigTurnAtkbackCnt()
    skillID = useSkill.GetSkillID()
    curBatObj.AddSkillUseCnt(skillID)
    if useSkill.GetCoolDownTime():
@@ -1099,8 +1113,6 @@
        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
        return
    
    # 大回合单武将反击次数限制
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
        heroID = atkObj.GetHeroID()
@@ -1119,6 +1131,14 @@
        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
        return
    
    # 大回合单武将反击次数限制
    bigTurnAtkbackCntMax = IpyGameDataPY.GetFuncCfg("ParryCfg", 4)
    if bigTurnAtkbackCntMax:
        atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
        if atkbackCnt >= bigTurnAtkbackCntMax:
            GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
            return
    skillManager = tagObj.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
@@ -1586,7 +1606,7 @@
    '''按公式计算伤害,默认按攻击计算
    '''
    
    mapID = turnFight.mapID
    #mapID = turnFight.mapID
    skillID = curSkill.GetSkillID()
    pmType = GetPMType(atkObj, curSkill)
    ignoreDef = IsIgnoreDef(curSkill)
@@ -1604,15 +1624,14 @@
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False # 是否必命中
    if not isTurnNormalSkill: # 仅普攻判断是否闪避
        mustHit = True
        
    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
    if isAngerSkill:
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        
    #命中公式 攻击方类型不同,公式不同
@@ -1641,10 +1660,12 @@
        
    if isSuperHit:
        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
        aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
        
        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
        
    if isParry:
        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
@@ -1683,6 +1704,12 @@
        
        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
        
    aDOTPer, dDOTPerDef = 0, 0
    if isDot:
        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
    aAddSkillPer = 0 # 技能增伤
    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
    
@@ -1694,18 +1721,32 @@
        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
        
    aComboDamPer = 0 # 连击增伤
    # 阵营增减伤
    aCountry = atkObj.GetCountry()
    dCountry = defObj.GetCountry()
    countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef],
                         2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
                         3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
                         4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
                         }
    aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
    dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
    aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
    if batType == ChConfig.TurnBattleType_Combo:
        aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
        dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
        
    aPursueDamPer = 0 # 追击增伤
    aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
    if batType == ChConfig.TurnBattleType_Pursue:
        aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
        
    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)
    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
    if turnFight.getPVPPlayerID() > 0:
        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
        
    # 所有万分率参数统一除10000.0
    atkSkillPer /= 10000.0
@@ -1713,6 +1754,8 @@
    dNormalSkillPerDef /= 10000.0
    aAngerSkillPer /= 10000.0
    dAngerSkillPerDef /= 10000.0
    aDOTPer /= 10000.0
    dDOTPerDef /= 10000.0
    aAddSkillPer /= 10000.0
    aPMDamPer /= 10000.0
    dPMDamPerDef /= 10000.0
@@ -1720,15 +1763,20 @@
    dSuperDamPerDef /= 10000.0
    aFinalDamPer /= 10000.0
    dFinalDamPerDef /= 10000.0
    aCountryDamPer /= 10000.0
    dCountryDamPerDef /= 10000.0
    aComboDamPer /= 10000.0
    dComboDamPerDef /= 10000.0
    aPursueDamPer /= 10000.0
    aArenaDamPer /= 10000.0
    dArenaDamPerDef /= 10000.0
    dPursueDamPerDef /= 10000.0
    aPVPDamPer /= 10000.0
    dPVPDamPerDef /= 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,aFinalDamPer=%s" 
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
    
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
@@ -1746,7 +1794,7 @@
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
        
    if isParry:
@@ -2283,7 +2331,16 @@
        return
    
    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
    aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
    dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
    aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
    aCurePer /= float(ChConfig.Def_MaxRateValue)
    dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
    if suckHP <= 0:
        return
@@ -2308,7 +2365,8 @@
    
    hurtObj.SetSuckHP(suckHP)
    atkObj.SetHP(remainHP)
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s"
                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
    
    # 吸血暂定算治疗
    TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2329,31 +2387,31 @@
    
    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
    
    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)
    aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
    dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
    angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
    skillPer /= float(ChConfig.Def_MaxRateValue)
    curePer /= float(ChConfig.Def_MaxRateValue)
    cureDefPer /= float(ChConfig.Def_MaxRateValue)
    aCurePer /= float(ChConfig.Def_MaxRateValue)
    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
    
    baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
    
    cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s"
                       % (cureHP, skillID, cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s"
                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
    
    # 额外治疗值
    cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
    if cureWayExEff:
        cureType = cureWayExEff.GetEffectValue(0)
        skillPer = cureWayExEff.GetEffectValue(1)
        skillPer /= float(ChConfig.Def_MaxRateValue)
        baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
        cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
        cureHP += cureHPEx
        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, skillPer, cureHP))
        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
        
    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
    if hurtShareEff:
@@ -2364,7 +2422,7 @@
    if cureHP < 1:
        cureHP = 1
        GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
    return cureHP
    return int(cureHP)
def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
    ##获得基础计算值