129 【战斗】战斗系统-服务端(司马懿技能;增加按层级结算持续buff效果5003;增加非按攻击力计算伤害支持;技能伤害增加可限制最大攻击力百分比上限配置;)
6个文件已修改
1个文件已添加
179 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 48 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py 32 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py 80 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -101,6 +101,7 @@
    BYTE        CalcType;    //计算方式
    WORD        SkillPer;    //技能万分比
    DWORD        SkillValue;    //技能固定值
    DWORD        HurtAtkPerMax;    //最大万分比,限制最终伤害不超过攻击力万分率
    WORD        HappenRate;    //释放或添加几率
    DWORD        EffectID1;    //效果ID1
    list        EffectValues1;    //效果值列表1
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -280,6 +280,7 @@
    def GetCalcType(self): return self._ipyData.GetCalcType()
    def GetSkillPer(self): return self._ipyData.GetSkillPer()
    def GetSkillValue(self): return self._ipyData.GetSkillValue()
    def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
    def GetEffectCount(self): return len(self._effList)
@@ -501,6 +502,7 @@
    def GetCalcType(self): return self._skillData.GetCalcType()
    def GetSkillPer(self): return self._skillData.GetSkillPer()
    def GetSkillValue(self): return self._skillData.GetSkillValue()
    def GetHurtAtkPerMax(self): return self._skillData.GetHurtAtkPerMax()
    def GetHappenRate(self): return self._skillData.GetHappenRate() # 触发概率
    def GetEffect(self, index): return self._skillData.GetEffect(index)
    def GetEffectCount(self): return self._skillData.GetEffectCount()
@@ -638,6 +640,7 @@
        self._skillMgr = ObjPool.GetPoolMgr().acquire(SkillManager)
        self._buffMgr = ObjPool.GetPoolMgr().acquire(BuffManager, self)
        self._passiveEffMgr = ObjPool.GetPoolMgr().acquire(PassiveEffManager, self)
        self._lastHurtValue = 0
        
        # 统计
        self.hurtStat = 0 # 输出统计
@@ -826,6 +829,9 @@
        self._skillUseCntDict[skillID] = self._skillUseCntDict.get(skillID, 0) + 1
        self._skillTurnUseCntDict[skillID] = self._skillTurnUseCntDict.get(skillID, 0) + 1
        
    def GetLastHurtValue(self): return self._lastHurtValue
    def SetLastHurtValue(self, lastHurtValue): self._lastHurtValue = lastHurtValue
    def StatHurtValue(self, hurtValue):
        ## 统计输出
        self.hurtStat += hurtValue
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -265,7 +265,7 @@
        @param turnNum: 第x回合
        '''
        self.timeline = timeline
        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
        GameWorld.DebugLog("[时间节点更新]: %s" % self.timeline)
        if isEmpty:
            # 空位置的节点可直接跳过
            return timeline
@@ -1167,7 +1167,7 @@
                turnFight.syncState(FightState_Fighting)
                
            for faction, num in turnFight.actionSortList:
                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
                batFaction = turnFight.getBatFaction(faction)
                batLineup = batFaction.getBatlineup(num)
                batLineup.actionNum = 1
@@ -1258,7 +1258,7 @@
            
        # 回合开始
        for faction, num in turnFight.actionSortList:
            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
            batFaction = turnFight.getBatFaction(faction)
            batLineup = batFaction.getBatlineup(num)
            batLineup.actionNum = 1
@@ -1465,6 +1465,7 @@
    if batObj.GetHP() <= 0:
        return
    
    GameWorld.DebugLog("---[武将回合开始时] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1319,7 +1319,7 @@
Def_CalcTypeList = (
Def_Calc_Attack, # 攻击 0
Def_Calc_MaxHP, # 最大生命值 1
Def_Calc_HurtValue, # 伤害值 2
Def_Calc_LastHurt, # 最后一次伤害值 2
Def_Calc_TagMaxHP, # 目标最大生命值 3
) = range(4)
@@ -4278,7 +4278,8 @@
TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
TriggerWay_ShieldBroken, # 承伤盾被击破时 12
TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
) = range(1, 1 + 13)
TriggerWay_CurSkillEffLst, # 本持续buff结算后额外触发效果,仅该持续buff结算后有效 14
) = range(1, 1 + 14)
# 被动触发有效来源
TriggerSrc_Skill = 1    # 身上技能有效
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -123,6 +123,7 @@
                        ("BYTE", "CalcType", 0),
                        ("WORD", "SkillPer", 0),
                        ("DWORD", "SkillValue", 0),
                        ("DWORD", "HurtAtkPerMax", 0),
                        ("WORD", "HappenRate", 0),
                        ("DWORD", "EffectID1", 0),
                        ("list", "EffectValues1", 0),
@@ -2694,29 +2695,30 @@
    def GetCalcType(self): return self.attrTuple[13] # 计算方式 BYTE
    def GetSkillPer(self): return self.attrTuple[14] # 技能万分比 WORD
    def GetSkillValue(self): return self.attrTuple[15] # 技能固定值 DWORD
    def GetHappenRate(self): return self.attrTuple[16] # 释放或添加几率 WORD
    def GetEffectID1(self): return self.attrTuple[17] # 效果ID1 DWORD
    def GetEffectValues1(self): return self.attrTuple[18] # 效果值列表1 list
    def GetTriggerWay1(self): return self.attrTuple[19] # 触发方式 BYTE
    def GetTriggerSrc1(self): return self.attrTuple[20] # 有效来源 BYTE
    def GetEffectID2(self): return self.attrTuple[21] # 效果ID2 DWORD
    def GetEffectValues2(self): return self.attrTuple[22] # 效果值列表2 list
    def GetTriggerWay2(self): return self.attrTuple[23] # 触发方式 BYTE
    def GetTriggerSrc2(self): return self.attrTuple[24] # 有效来源 BYTE
    def GetEffectID3(self): return self.attrTuple[25] # 效果ID3 DWORD
    def GetEffectValues3(self): return self.attrTuple[26] # 效果值列表3 list
    def GetTriggerWay3(self): return self.attrTuple[27] # 触发方式 BYTE
    def GetTriggerSrc3(self): return self.attrTuple[28] # 有效来源 BYTE
    def GetCoolDownTime(self): return self.attrTuple[29] # 技能冷却时间 WORD
    def GetIgnoreStates(self): return self.attrTuple[30] # 无视限制列表 list
    def GetCurBuffState(self): return self.attrTuple[31] # Buff״ֵ̬ BYTE
    def GetLastTime(self): return self.attrTuple[32] # 持续时间 WORD
    def GetLayerCnt(self): return self.attrTuple[33] # Buff层数 BYTE
    def GetLayerMax(self): return self.attrTuple[34] # 最大层数 BYTE
    def GetBuffRepeat(self): return self.attrTuple[35] # Buff叠加规则 DWORD
    def GetDieContinue(self): return self.attrTuple[36] # Buff死亡存在 DWORD
    def GetFightPower(self): return self.attrTuple[37] # 技能战斗力 DWORD
    def GetSkillMotionName(self): return self.attrTuple[38] # 技能动作名 char
    def GetHurtAtkPerMax(self): return self.attrTuple[16] # 最大万分比,限制最终伤害不超过攻击力万分率 DWORD
    def GetHappenRate(self): return self.attrTuple[17] # 释放或添加几率 WORD
    def GetEffectID1(self): return self.attrTuple[18] # 效果ID1 DWORD
    def GetEffectValues1(self): return self.attrTuple[19] # 效果值列表1 list
    def GetTriggerWay1(self): return self.attrTuple[20] # 触发方式 BYTE
    def GetTriggerSrc1(self): return self.attrTuple[21] # 有效来源 BYTE
    def GetEffectID2(self): return self.attrTuple[22] # 效果ID2 DWORD
    def GetEffectValues2(self): return self.attrTuple[23] # 效果值列表2 list
    def GetTriggerWay2(self): return self.attrTuple[24] # 触发方式 BYTE
    def GetTriggerSrc2(self): return self.attrTuple[25] # 有效来源 BYTE
    def GetEffectID3(self): return self.attrTuple[26] # 效果ID3 DWORD
    def GetEffectValues3(self): return self.attrTuple[27] # 效果值列表3 list
    def GetTriggerWay3(self): return self.attrTuple[28] # 触发方式 BYTE
    def GetTriggerSrc3(self): return self.attrTuple[29] # 有效来源 BYTE
    def GetCoolDownTime(self): return self.attrTuple[30] # 技能冷却时间 WORD
    def GetIgnoreStates(self): return self.attrTuple[31] # 无视限制列表 list
    def GetCurBuffState(self): return self.attrTuple[32] # Buff״ֵ̬ BYTE
    def GetLastTime(self): return self.attrTuple[33] # 持续时间 WORD
    def GetLayerCnt(self): return self.attrTuple[34] # Buff层数 BYTE
    def GetLayerMax(self): return self.attrTuple[35] # 最大层数 BYTE
    def GetBuffRepeat(self): return self.attrTuple[36] # Buff叠加规则 DWORD
    def GetDieContinue(self): return self.attrTuple[37] # Buff死亡存在 DWORD
    def GetFightPower(self): return self.attrTuple[38] # 技能战斗力 DWORD
    def GetSkillMotionName(self): return self.attrTuple[39] # 技能动作名 char
# 武将表
class IPY_Hero():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5003.py
New file
@@ -0,0 +1,32 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Skill.PassiveTrigger.PassiveEff_5003
#
# @todo:结算某持续buff层数效果(可以是攻击或治疗)
# @author hxp
# @date 2025-09-17
# @version 1.0
#
# 详细描述: 结算某持续buff层数效果(可以是攻击或治疗)
#
#-------------------------------------------------------------------------------
#"""Version = 2025-09-17 12:00"""
#-------------------------------------------------------------------------------
import TurnBuff
def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill):
    #结算一次扣除1回合
    remainLayer = max(0, effBuff.GetLayer() - 1)
    effBuff.SetLayer(remainLayer)
    TurnBuff.DoBuffProcess(turnFight, batObj, effBuff)
    if remainLayer <= 0:
        TurnBuff.DoBuffDel(turnFight, batObj, effBuff)
    else:
        TurnBuff.SyncBuffRefresh(turnFight, batObj, effBuff)
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -77,8 +77,8 @@
        return
    
    bySkillID = bySkill.GetSkillID() if bySkill else 0
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s"
                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
    # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
    
    poolMgr = ObjPool.GetPoolMgr()
@@ -659,7 +659,7 @@
def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
    '''被攻击结果
    @param curObj: 施法方或buff归属方
    @param isUseSkill: 是否是直接使用技能的攻击结果
    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
    '''
    
    curID = curObj.GetID()
@@ -736,8 +736,7 @@
        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
        
    # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
    if isUseSkill:
        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
        
    # ========== 以下触发被动 ==========
    
@@ -846,15 +845,20 @@
    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
    return
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
    ## 执行本技能/buff释放后额外效果
    for index in xrange(useSkill.GetEffectCount()):
        curEffect = useSkill.GetEffect(index)
        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
            continue
        triggerWay = curEffect.GetTriggerWay()
        if isUseSkill:
            if triggerWay != ChConfig.TriggerWay_CurSkillEff:
                continue
        else:
            if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
                continue
        effID = curEffect.GetEffectID()
        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
        GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
        if effID == 5010:
            # 额外技能效果
            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -997,6 +1001,7 @@
    hurtObj.SetLostHP(lostHP)
    hurtObj.SetCurHP(remainHP)
    defObj.SetHP(remainHP)
    atkObj.SetLastHurtValue(hurtValue)
    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" 
                       % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -1024,23 +1029,21 @@
    atkID = atkObj.GetID()
    defID = defObj.GetID()
    
    calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
    isAngerSkill = SkillCommon.isAngerSkill(curSkill)
    isDot = ("damageoftime" in kwargs)
    angerOverflow = 0 # 怒气溢出值
    
    mustHit = False
    mustHit = False # 是否必命中
    if isAngerSkill:
        mustHit = True
        curXP = atkObj.GetXP()
        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
        
    if isDot:
        mustHit = True
    #命中公式 攻击方类型不同,公式不同
    if not mustHit:
    if isTurnNormalSkill and not mustHit:
        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
        missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
@@ -1052,13 +1055,15 @@
        
    hurtTypes = pow(2, ChConfig.HurtType_Normal)
    
    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
    isSuperHit, isParry, isStun = False, False, False
    aSuperDamPer, dSuperDamPerDef = 0, 0
    # 暴击(dot除外)
    if not isDot:
        isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
        isParry = (isTurnNormalSkill and CanParry(turnFight, atkObj, defObj, curSkill)) # 是否格挡,仅针对普攻
    # 闪避、击晕、格挡
    if isTurnNormalSkill:
        isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
        
    if isSuperHit:
@@ -1078,10 +1083,10 @@
    #参与运算的数值
    #rand = random.random()                #种子数 0~1
    
    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
    aAtk = atkObj.GetAtk() # 攻击方最大攻击
    
    dHP = defObj.GetHP()
    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
    dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
    
    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1121,19 +1126,24 @@
    aFinalDamPer /= 10000.0
    dFinalDamPerDef /= 10000.0
    
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
    if calcType != ChConfig.Def_Calc_Attack:
        aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s"
                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
    
    # 持续性伤害
    if isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
    elif isTurnNormalSkill:
    if isTurnNormalSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
        GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
    elif isAngerSkill:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
        GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
    elif isDot:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
    elif calcType != ChConfig.Def_Calc_Attack:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
    else:
        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
@@ -1147,6 +1157,13 @@
    if multiValue and multiValue != 1:
        hurtValue = int(hurtValue * multiValue)
        GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
    hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
    if hurtAtkPerMax:
        aAtk = atkObj.GetAtk()
        hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
        hurtValue = min(hurtValue, hurtValueMax)
        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
        
    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
    return hurtValue, hurtTypes
@@ -1340,8 +1357,8 @@
        baseValue = curObj.GetAtk()
    elif calcType == ChConfig.Def_Calc_MaxHP:
        baseValue = curObj.GetMaxHP()
    #elif cureType == ChConfig.Def_Calc_HurtValue:
    #    baseValue = GameObj.GetLastHurtValue(userObj)
    elif calcType == ChConfig.Def_Calc_LastHurt:
        baseValue = curObj.GetLastHurtValue()
    elif calcType == ChConfig.Def_Calc_TagMaxHP:
        baseValue = 0 if not tagObj else tagObj.GetMaxHP()
    return baseValue
@@ -1361,6 +1378,7 @@
    atkObj = buffOwner
    defObj = batObj
    
    atkID = ownerID
    defID = defObj.GetID()
    tagObjList = [defObj]
    
@@ -1371,8 +1389,8 @@
    hurtObj = useSkill.AddHurtObj(defID)
    
    dHP = defObj.GetHP()
    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s"
                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
    hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
    
    # dot的反弹、吸血待定
@@ -1380,7 +1398,7 @@
    remainHP = max(0, dHP - realHurtHP) # 剩余血量
    lostHP = dHP - remainHP # 实际掉血量
    defObj.SetHP(remainHP)
    atkObj.SetLastHurtValue(hurtValue)
    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
    
    hurtObj.SetHurtTypes(hurtTypes)