129 【战斗】战斗系统-服务端(王元姬、张宝技能;增加释放方式5-弹射攻击,9-弹射治疗,1002-持续治疗;增加效果6015-增加弹射次数;效果7004-随机弹射次数;效果5005-按类型清除buff;增加技能类型15-清除净化buff类;)
4个文件已修改
3个文件已添加
345 ■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py 75 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5005.py 45 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6015.py 19 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1002.py 30 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 162 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1482,7 +1482,6 @@
) = range( 0, Def_AutoAtkSkillType )
#技能类型
Def_SkillType_Count = 25
(
   Def_SkillType_Special      ,  #特殊技能   0        
   Def_SkillType_Atk          ,  #攻击类   1
@@ -1499,6 +1498,11 @@
   Def_SkillType_Area         ,  #场景技能(buff)  12
   Def_SkillType_Summon       ,  #召唤  13
   Def_SkillType_Action       ,  #影响行为BUFF 14
   Def_SkillType_CleanBuff    ,  #清除buff类(如净化等) 15
) = range(0, 1 + 15)
# 以下废弃
(
   Def_SkillType_LstPlsBuffAtk,  #持续攻击类BUFF 15
   Def_SkillType_PassivePlsBuff,  #被动触发增益类buff 16
   Def_SkillType_PassiveDepBuff,  #被动触发减益类buff 17
@@ -1510,7 +1514,7 @@
   Def_SkillType_AttrSkillNoLearn,   # 可叠加的同类型ID属性类技能 不可学习 算属性直接取表 目前用于神兽技能 23
   Def_SkillType_PassiveLstPlsBuffAtk,  #被动持续攻击类BUFF 24
   
) = range( 0, Def_SkillType_Count )
) = range(115, 125)
#数据库中的Buff类型对应返回C++中的Buff类型对象
Def_SkillBuffList = {
@@ -4063,6 +4067,7 @@
PassiveEff_AddBuffLayerMax = 6012 # 添加buff层级上限:  数值1-增加层级上限
PassiveEff_AddFinalDamPer = 6013 # 增加最终增伤(根据属性转化)
PassiveEff_AddSkillRate = 6014 # 增加技能概率
PassiveEff_AddRicochetCnt = 6015 # 增加弹射次数
# 被动效果ID有触发值时就返回的
PassiveEffHappenValueList = [PassiveEff_ChangeHurtType, PassiveEff_ImmuneControlBuff, PassiveEff_MustSuperHit]
@@ -4075,6 +4080,7 @@
SkillEff_CureWayEx = 7001 # 额外治疗值计算(对CalcType、SkillPer治疗计算方式扩展): 值1-计算方式;值2-万分比
SkillEff_HurtShare = 7002 # 均摊伤害
SkillEff_ChangeTag = 7003 # 修改技能目标
SkillEff_RandRicochetCnt = 7004 # 随机弹射次数(A~B随机,包含AB)
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -73,12 +73,14 @@
def __doSetAttr(curPlayer, msgList):
    ## 设置属性
    attrID = msgList[1] if len(msgList) > 1 else 1
    attrValue = msgList[2] if len(msgList) > 2 else 1
    faction = msgList[3] if len(msgList) > 3 else 1
    posNum = msgList[4] if len(msgList) > 4 else 1
    attrValue = msgList[2] if len(msgList) > 2 else 1
    faction = msgList[3] if len(msgList) > 3 else 0
    pNum = msgList[4] if len(msgList) > 4 else 0
    
    if faction not in FactionList:
        GameWorld.DebugAnswer(curPlayer, "阵营: 1-左边;2-右边")
    factionList = [faction] if faction else FactionList
    if attrID not in ChConfig.AttrIDList:
        GameWorld.DebugAnswer(curPlayer, "不存在该属性ID:%s" % (attrID))
        return
    
    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
@@ -86,34 +88,35 @@
    if not turnFight.isInFight():
        GameWorld.DebugAnswer(curPlayer, "主线非战斗中")
        return
    batFaction = turnFight.getBatFaction(faction)
    batLineup = batFaction.getBatlineup(1)
    objID = batLineup.posObjIDDict.get(posNum)
    batObj = None
    GameWorld.DebugAnswer(curPlayer, "----- 设置属性 -----")
    batObjMgr = BattleObj.GetBatObjMgr()
    if objID:
        batObj = batObjMgr.getBatObj(objID)
    if not batObj:
        GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
        return
    if not batObj.IsAlive():
        GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
        return
    if attrID not in ChConfig.AttrIDList:
        GameWorld.DebugAnswer(curPlayer, "不存在该属性ID:%s" % (attrID))
        return
    objName = TurnAttack.GetObjName(batObj)
    GameWorld.DebugAnswer(curPlayer, "%s" % (objName))
    batObj.GMSetBatAttr(attrID, attrValue)
    if attrID == ChConfig.AttrID_HP:
        GameWorld.DebugAnswer(curPlayer, "设置生命:%s/%s" % (batObj.GetHP(), batObj.GetMaxHP()))
    elif attrID == ChConfig.AttrID_XP:
        GameWorld.DebugAnswer(curPlayer, "设置怒气:%s" % (batObj.GetXP()))
    else:
        GameWorld.DebugAnswer(curPlayer, "设置属性ID:%s,V=%s" % (attrID, attrValue))
    for faction in factionList:
        if faction not in FactionList:
            GameWorld.DebugAnswer(curPlayer, "阵营: 1-左边;2-右边")
            continue
        batFaction = turnFight.getBatFaction(faction)
        batLineup = batFaction.getBatlineup(1)
        posNumList = [pNum] if pNum else batLineup.posObjIDDict.keys()
        for posNum in posNumList:
            objID = batLineup.posObjIDDict.get(posNum)
            batObj = batObjMgr.getBatObj(objID)
            if not batObj:
                GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
                continue
            if not batObj.IsAlive():
                GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
                continue
            objName = TurnAttack.GetObjName(batObj)
            GameWorld.DebugAnswer(curPlayer, "%s" % (objName))
            batObj.GMSetBatAttr(attrID, attrValue)
            if attrID == ChConfig.AttrID_HP:
                GameWorld.DebugAnswer(curPlayer, "设置生命:%s/%s" % (batObj.GetHP(), batObj.GetMaxHP()))
            elif attrID == ChConfig.AttrID_XP:
                GameWorld.DebugAnswer(curPlayer, "设置怒气:%s" % (batObj.GetXP()))
            else:
                GameWorld.DebugAnswer(curPlayer, "设置属性ID:%s,V=%s" % (attrID, attrValue))
    return
def __doKillObj(curPlayer, msgList):
@@ -139,10 +142,10 @@
            continue
        batObj = batObjMgr.getBatObj(objID)
        if not batObj:
            GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
            GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
            continue
        if not batObj.IsAlive():
            GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
            GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
            continue
        GameWorld.DebugAnswer(curPlayer, "击杀: %s" % TurnAttack.GetObjName(batObj))
        TurnAttack.SetObjKilled(turnFight, batObj)
@@ -172,10 +175,10 @@
    objID = batLineup.posObjIDDict.get(posNum)
    batObj = batObjMgr.getBatObj(objID)
    if not batObj:
        GameWorld.DebugAnswer(curPlayer, "不存在该战斗对象:阵营:%s,位置:%s" % (faction, posNum))
        GameWorld.DebugAnswer(curPlayer, "对象不存在:阵营:%s,位置:%s" % (faction, posNum))
        return
    if not batObj.IsAlive():
        GameWorld.DebugAnswer(curPlayer, "该对象已被击杀:阵营:%s,位置:%s" % (faction, posNum))
        GameWorld.DebugAnswer(curPlayer, "对象已阵亡:阵营:%s,位置:%s" % (faction, posNum))
        return
    
    addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, batObj, skillID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5004.py
@@ -75,12 +75,12 @@
        if not buffList:
            continue
        
        if delBuffCnt > len(buffList):
        if delBuffCnt and delBuffCnt < len(buffList):
            random.shuffle(buffList) # 随机buff
            buffList = buffList[:delBuffCnt]
            
        for buff in buffList:
            GameWorld.DebugLog("    随机移除buff: tagID=%s,buffID=%s" % (tagObj.GetID(), buff.GetBuffID()))
            TurnBuff.DoBuffDel(turnFight, tagObj, buff)
            TurnBuff.DoBuffDel(turnFight, tagObj, buff, connSkill)
            
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5005.py
New file
@@ -0,0 +1,45 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_5005
#
# @todo:移除/驱散目标身上某种类型buff
# @author hxp
# @date 2025-10-28
# @version 1.0
#
# 详细描述: 移除/驱散目标身上某种类型buff
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-28 17:00"""
#-------------------------------------------------------------------------------
import GameWorld
import TurnBuff
import random
def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
    skillTypeList = curEffect.GetEffectValue(0) # buff技能类型
    delBuffCnt = curEffect.GetEffectValue(1) # 移除个数,0为全部
    buffList = []
    buffMgr = tagObj.GetBuffManager()
    for index in range(buffMgr.GetBuffCount()):
        buff = buffMgr.GetBuffByIndex(index)
        skillData = buff.GetSkillData()
        if skillData.GetSkillType() not in skillTypeList:
            continue
        if skillData.GetDispersedLimit():
            continue
        buffList.append(buff)
    if delBuffCnt and delBuffCnt < len(buffList):
        random.shuffle(buffList) # 随机buff
        buffList = buffList[:delBuffCnt]
    for buff in buffList:
        GameWorld.DebugLog("移除/驱散buff: tagID=%s,buffID=%s" % (tagObj.GetID(), buff.GetBuffID()))
        TurnBuff.DoBuffDel(turnFight, tagObj, buff, connSkill)
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_6015.py
New file
@@ -0,0 +1,19 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_6015
#
# @todo:增加弹射次数
# @author hxp
# @date 2025-10-28
# @version 1.0
#
# 详细描述: 增加弹射次数
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-28 17:00"""
#-------------------------------------------------------------------------------
def GetHappenValue(attacker, defender, curEffect, effSkill, effBuff, **skillkwargs):
    return curEffect.GetEffectValue(0)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/BuffAtkType_1002.py
New file
@@ -0,0 +1,30 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.TurnBuffs.BuffAtkType_1002
#
# @todo:buff持续治疗
# @author hxp
# @date 2025-10-28
# @version 1.0
#
# 详细描述: buff持续治疗
#
#-------------------------------------------------------------------------------
#"""Version = 2025-10-28 17:00"""
#-------------------------------------------------------------------------------
import TurnSkill
import ChConfig
def CalcBuffValue(turnFight, attacker, defender, curSkill):
    cureHP = TurnSkill.CalcCureHP(turnFight, attacker, defender, curSkill, largeNum=True)
    return [cureHP % ChConfig.Def_PerPointValue, cureHP / ChConfig.Def_PerPointValue]
def DoBuffProcess(turnFight, batObj, curBuff, **kwargs):
    ## 执行单次逻辑
    cureHP = curBuff.GetValue1() + curBuff.GetValue2() * ChConfig.Def_PerPointValue # 单次值
    TurnSkill.DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -59,7 +59,9 @@
    if not skillID:
        return
    
    objID = curBatObj.GetID()
    if not curBatObj.CanAction():
        GameWorld.DebugLog("当前状态无法使用技能! objID=%s,skillID=%s" % (objID, skillID))
        return
    
    buffStateGroups = useSkill.GetBuffStateLimit()
@@ -84,7 +86,6 @@
        GameWorld.ErrLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
        return
    
    objID = curBatObj.GetID()
    oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
    if oneActionUseCnt >= 20:
        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
@@ -531,9 +532,9 @@
    # 多次攻击(锁目标多次伤害,非前端的多段飘血)
    elif atkType == 4:
        pass
    # 弹射(多次攻击,切换目标)
    # 弹射攻击
    elif atkType == 5:
        pass
        SkillModule_5(turnFight, curBatObj, useSkill)
    # 怒气增
    elif atkType == 6:
        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
@@ -543,6 +544,9 @@
    # 怒气偷
    elif atkType == 8:
        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
    # 弹射治疗
    elif atkType == 9:
        SkillModule_9(turnFight, curBatObj, useSkill)
        
    return
@@ -554,35 +558,146 @@
        
    return
def SkillModule_5(turnFight, curBatObj, useSkill):
    ## 弹射(多次攻击,切换目标,单目标可多次)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
    return
def GetRicochetObjList(turnFight, curBatObj, useSkill):
    ## 获取弹射目标队列
    ricochetCnt = useSkill.GetTagCount() # 弹射次数,默认取技能目标数
    randEffect = useSkill.GetEffectByID(ChConfig.SkillEff_RandRicochetCnt)
    if randEffect:
        valueA = randEffect.GetEffectValue(0)
        valueB = max(randEffect.GetEffectValue(1), valueA)
        ricochetCnt = random.randint(valueA, valueB)
        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
    ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
    GameWorld.DebugLog("弹射次数: %s" % (ricochetCnt))
    # 弹射:优先弹射次数少的目标,相同目标可弹射多次
    tagObjList = useSkill.GetTagObjList()
    random.shuffle(tagObjList)
    objCnt = len(tagObjList)
    ricochetObjList = []
    for index in range(ricochetCnt):
        tagObj = tagObjList[index % objCnt]
        ricochetObjList.append(tagObj)
    return ricochetObjList
def SkillModule_2(turnFight, curBatObj, useSkill):
    ## 治疗
    
    skillID = useSkill.GetSkillID()
    for tagBatObj in useSkill.GetTagObjList():
        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
        if cureHP <= 0:
            continue
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        
        dID = tagBatObj.GetID()
        hurtObj = useSkill.AddHurtObj(dID)
        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
            continue
    return
def SkillModule_9(turnFight, curBatObj, useSkill):
    ## 弹射治疗(多次治疗,切换目标,单目标可多次)
    ricochetObjList = GetRicochetObjList(turnFight, curBatObj, useSkill)
    for tagBatObj in ricochetObjList:
        __doCureObj(turnFight, curBatObj, tagBatObj, useSkill)
        
        dHP = tagBatObj.GetHP()
        dMapHP = tagBatObj.GetMaxHP()
        remainHP = min(dHP + cureHP, dMapHP)
    return
def __doCureObj(turnFight, curBatObj, tagBatObj, useSkill):
    cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, largeNum=True)
    if cureHP <= 0:
        return
    dID = tagBatObj.GetID()
    hurtObj = useSkill.AddHurtObj(dID)
    if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
        return
    skillID = useSkill.GetSkillID()
    dHP = tagBatObj.GetHP()
    dMapHP = tagBatObj.GetMaxHP()
    remainHP = min(dHP + cureHP, dMapHP)
    realCureHP = max(remainHP - dHP, 0)
    tagBatObj.SetHP(remainHP)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    hurtObj.SetHurtHP(cureHP)
    hurtObj.SetLostHP(realCureHP)
    hurtObj.SetCurHP(tagBatObj.GetHP())
    GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
    TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
    return
def DoCureOfTime(turnFight, batObj, curBuff, cureHP, **kwargs):
    ## 执行持续治疗单次逻辑
    skillID = curBuff.GetSkillID()
    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
    if not skillIpyData:
        return
    buffID = curBuff.GetBuffID()
    ownerID = curBuff.GetOwnerID()
    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 治疗方
    if not buffOwner:
        return
    atkObj = buffOwner
    defObj = batObj
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    poolMgr = ObjPool.GetPoolMgr()
    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
    useSkill.SetTagObjList(tagObjList)
    useSkill.ClearHurtObj()
    hurtObj = useSkill.AddHurtObj(defID)
    hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
    dHP = defObj.GetHP()
    dMaxHP = defObj.GetMaxHP()
    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s"
                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
    layer = curBuff.GetLayer()
    if layer > 0:
        cureHP *= layer
        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
    #if "FinalDamPer" in kwargs:
    #    FinalDamPer = kwargs["FinalDamPer"]
    #    hurtValue *= (10000 + FinalDamPer) / 10000.0
    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
    if DoPoisonCure(turnFight, defObj, cureHP, hurtObj, useSkill):
        remainHP = defObj.GetHP()
        diffType = 0
        diffValue = hurtObj.GetHurtHP()
    else:
        remainHP = min(dHP + cureHP, dMaxHP)
        realCureHP = max(remainHP - dHP, 0)
        tagBatObj.SetHP(remainHP)
        defObj.SetHP(remainHP)
        
        hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
        hurtObj.SetHurtHP(cureHP)
        hurtObj.SetLostHP(realCureHP)
        hurtObj.SetCurHP(tagBatObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
        hurtObj.SetCurHP(defObj.GetHP())
        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
        
        TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
        TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
        
        diffType = 1
        diffValue = cureHP
    hurtTypes = hurtObj.GetHurtTypes()
    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, diffValue, diffType=diffType, skillID=skillID, hurtTypes=hurtTypes)
    DoBeAttackResult(turnFight, atkObj, useSkill)
    useSkill.ResetUseRec()
    poolMgr.release(useSkill)
    return
def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -667,7 +782,7 @@
        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
        
    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()) or useSkill.GetSkillType() in [ChConfig.Def_SkillType_CleanBuff]:
        Sync_UseSkill(turnFight, curBatObj, useSkill)
        
    __doCostZhanchui(turnFight, curBatObj, useSkill)
@@ -747,10 +862,11 @@
    if not tagObj:
        return
    
    if not tagObj.IsAlive():
    tagID = tagObj.GetID()
    if not tagObj.CanAction():
        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
        return
    
    tagID = tagObj.GetID()
    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))