ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/GameSkills/SkillCommon.py
@@ -1254,8 +1254,10 @@
        return
    
    # 治疗加成
    curePer = PlayerControl.GetCurePer(curObj) if curObjType == IPY_GameWorld.gotPlayer else ChConfig.Def_MaxRateValue
    addValue = int(addValue*curePer*1.0/ChConfig.Def_MaxRateValue)
    curePer = GameObj.GetCurePer(curObj) + ChConfig.Def_MaxRateValue
    curePerReduce = TurnAttack.GetEnemyCureDefPer(curObj) # 弱化治疗,取对方的
    curePerFinal = max(0, curePer - curePerReduce)
    addValueFianl = int(addValue*curePerFinal*1.0/ChConfig.Def_MaxRateValue)
    
    maxHP = GameObj.GetMaxHP(curObj)
    
@@ -1263,15 +1265,16 @@
    if curHP == maxHP:
        #广播加血类型
        if isNotify:
            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
        return
            AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValueFianl, ChConfig.Def_HurtTYpe_Recovery)
        GameWorld.DebugLog("        治疗时已满血: curID=%s,skillTypeID=%s,maxHP=%s" % (curObj.GetID(), skillTypeID, maxHP))
        return addValueFianl
    
    remainHP = min(curHP + addValue, maxHP)
    remainHP = min(curHP + addValueFianl, maxHP)
    
    #---玩家处理---
    if curObjType == IPY_GameWorld.gotPlayer:
        GameObj.SetHP(curObj, remainHP, not isNotify)
        FBLogic.OnFBAddHP(curObj, addValue)
        FBLogic.OnFBAddHP(curObj, addValueFianl)
    
    #---NPC处理---
    elif curObjType == IPY_GameWorld.gotNPC:
@@ -1287,9 +1290,11 @@
           
    #广播加血类型
    if isNotify:
        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValue, ChConfig.Def_HurtTYpe_Recovery)
        AttackCommon.ChangeHPView(curObj, curObj, skillTypeID, addValueFianl, ChConfig.Def_HurtTYpe_Recovery)
            
    return
    GameWorld.DebugLog("        治疗: curID=%s,skillTypeID=%s,curePerFinal=%s(%s-%s),addValue=%s,addValueFianl=%s,HP=%s"
                       % (curObj.GetID(), skillTypeID, curePerFinal, curePer, curePerReduce, addValue, addValueFianl, remainHP))
    return addValueFianl
## 直接扣血不走公式
# view 是否广播客户端飘血