ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -2191,6 +2191,7 @@
        if GameWorld.CanHappen(missRate):
            return 0, ChConfig.Def_HurtType_Miss
        
    hurtValueExPer = 0 # 最终的伤害值附加额外伤害百分比
    hurtType, hurtTypeResultDict = CalcHurtTypeResult(atkObj, defObj, atkObjType, defObjType, happenState, curSkill)
    #GameWorld.DebugLog("GetHurtHP hurtType=%s, hurtTypeResultDict=%s" % (hurtType, hurtTypeResultDict))
    isLuckyHit, aLuckyHit, dLuckyHitReduce = hurtTypeResultDict[ChConfig.Def_HurtType_LuckyHit] # 幸运一击
@@ -2207,6 +2208,9 @@
        superHitPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitPer)
        superHitPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_SuperHitPer)
        aSuperHit = aSuperHit*(superHitPer + ChConfig.Def_MaxRateValue)/ChConfig.Def_MaxRateValue
        if isSuperHit:
            hurtValueExPer += PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, curSkill, ChConfig.TriggerType_BeSuperHitHurtExPer)
    else:
        # 重击加成
        thumpPer = 0
@@ -2452,6 +2456,12 @@
                           % (atkObj.GetID(), defObj.GetID(), skillID, hurtValue, multiValue))
        hurtValue = int(hurtValue * multiValue)
        
    # 附加额外的伤害百分比 - 在最终的伤害计算完后再额外附加的伤害百分比
    if hurtValueExPer > 0:
        GameWorld.DebugLog("        额外附加伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,hurtValueExPer=%s"
                           % (atkObj.GetID(), defObj.GetID(), skillID, hurtValue, hurtValueExPer))
        hurtValue += int(hurtValue * hurtValueExPer / float(ChConfig.Def_MaxRateValue))
    #hurtValue = min(max(hurtValue, 0), ChConfig.Def_UpperLimit_DWord)
    
    if hurtType == ChConfig.Def_HurtType_Normal and atkSkillPerYinji > 0: