ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -1816,20 +1816,36 @@
        buffID = buff.GetBuffID()
        skillID = buff.GetSkillID()
        skillData = buff.GetSkillData()
        if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
        lastType = skillData.GetLastTimeType()
        if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer]:
            continue
        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
            #GameWorld.DebugLogEx("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
            continue
        if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
            GameWorld.DebugLogEx("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
            continue
        remainTime = buff.GetRemainTime()
        if remainTime <= 0:
            continue
        remainTime -= 1
        GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
        TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
        # 每大回合固定减1回合
        if lastType == ChConfig.BuffLastTimeType_BigTurn:
            remainTime = buff.GetRemainTime()
            if remainTime <= 0:
                continue
            remainTime -= 1
            GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
            TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
        # 每大回合固定减1层
        elif skillData.GetLastTimeType() == ChConfig.BuffLastTimeType_BigTurnLayer:
            curLayer = buff.GetLayer()
            if curLayer <= 0:
                continue
            updLayer = curLayer - 1
            GameWorld.DebugLogEx("    更新buff层级: curID=%s,buffID=%s,skillID=%s,updLayer=%s", curID, buffID, skillID, updLayer)
            TurnBuff.DoBuffLayerChange(turnFight, batObj, buff, updLayer)
    return
def RefreshObjBuffTime(turnFight, batObj):