Main/System/Battle/Define/BattleDmgInfo.cs
@@ -99,17 +99,14 @@
                
                case ServerDamageType.DamageReverse:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    // Debug.LogWarning($"[BattleDmgInfo] 服务器伤害类型 DamageReverse({serverValue}) 在客户端没有对应的枚举值");
                    break;
                
                case ServerDamageType.SuckHpReverse:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    // Debug.LogWarning($"[BattleDmgInfo] 服务器伤害类型 SuckHpReverse({serverValue}) 在客户端没有对应的枚举值");
                    break;
                
                case ServerDamageType.SelfHarm:
                    convertedAttackTypes |= (int)DamageType.Damage;
                    // Debug.LogWarning($"[BattleDmgInfo] 服务器伤害类型 SelfHarm({serverValue}) 在客户端没有对应的枚举值");
                    break;
                
                default:
@@ -118,6 +115,18 @@
            }
        }
    
        // DOT技能特殊处理(SkillType == 3 或 4)
        if (skillConfig != null && (skillConfig.SkillType == 3 || skillConfig.SkillType == 4))
        {
            // 如果是伤害类型,替换为流血类型
            if ((convertedAttackTypes & (int)DamageType.Damage) != 0)
            {
                // 流血标记
                convertedAttackTypes = (int)DamageType.Bloody;
            }
            // 治疗类型保持不变
        }
        // 检查是否包含占位符类型
        if ((convertedAttackTypes & (int)DamageType.TakePlace2) == (int)DamageType.TakePlace2)
        {