From 1890f0643483194e41668032aa75eb755c8a1aad Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 12 八月 2025 17:23:43 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主阵容变更时重新开始战斗;主阵容属性变化时实时更新主线战斗;主线战斗请求CD限制1秒;计算buff属性、buff添加删除通用逻辑;4012效果状态逻辑;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py     |   32 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py                |  142 +++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py           |   44 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini                           |    6 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py              |  287 ++++++++++++--------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py             |   25 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py      |    0 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py |    0 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py             |  121 +++-----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py               |  120 ++++---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                      |   24 +
 11 files changed, 550 insertions(+), 251 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
index 4b8559d..f0009f9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1799,9 +1799,9 @@
 RegType = 0
 RegisterPackCount = 3
 
-PacketCMD_1=0xB4
-PacketSubCMD_1=0x10
-PacketCallFunc_1=OnTurnFight
+PacketCMD_1=
+PacketSubCMD_1=
+PacketCallFunc_1=
 
 PacketCMD_2=0xB4
 PacketSubCMD_2=0x13
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
index a26c3d8..cd9560f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -24,6 +24,8 @@
 import ShareDefine
 import ChConfig
 import ObjPool
+import TurnPassive
+import TurnBuff
 
 class HurtObj():
     ## 伤血统计
@@ -64,10 +66,54 @@
     def GetBounceHP(self): return self._bounceHP
     def SetBounceHP(self, bounceHP): self._bounceHP = bounceHP
     
+class Effect():
+    
+    def __init__(self, effID, values):
+        self._effID = effID
+        self._values = values
+        return
+    
+    def GetEffectID(self): return self._effID
+    def GetEffectValue(self, index): return self._values[index] if len(self._values) > index else 0
+    def GetEffectValueCount(self): return len(self._values)
+    
+class SklllData():
+    
+    def __init__(self, ipyData):
+        self._ipyData = ipyData
+        self._effList = [] # [Effect, ...]
+        for num in range(1, 1 + 3):
+            effID = getattr(ipyData, "GetEffectID%s" % num)()
+            values = getattr(ipyData, "GetEffectValues%s" % num)()
+            self._effList.append(ObjPool.GetPoolMgr().acquire(Effect, effID, values))
+        return
+    
+    def GetSkillID(self): return self._ipyData.GetSkillID()
+    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+    def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
+    def GetSkillName(self): return self._ipyData.GetSkillName()
+    def GetFuncType(self): return self._ipyData.GetFuncType()
+    def GetSkillType(self): return self._ipyData.GetSkillType()
+    def GetHurtType(self): return self._ipyData.GetHurtType()
+    def GetAtkType(self): return self._ipyData.GetAtkType()
+    def GetTagAim(self): return self._ipyData.GetTagAim() # 瞄准位置
+    def GetTagFriendly(self): return self._ipyData.GetTagFriendly() # 敌我目标
+    def GetTagSelf(self): return self._ipyData.GetTagSelf() # 是否含自己
+    def GetTagAffect(self): return self._ipyData.GetTagAffect() # 目标细分
+    def GetTagCount(self): return self._ipyData.GetTagCount() # 目标个数
+    def GetHappenRate(self): return self._ipyData.GetHappenRate() # 释放或添加几率
+    def GetLastTime(self): return self._ipyData.GetLastTime() # 持续时间
+    def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
+    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
+    def GetEffectCount(self): return len(self._effList)
+    def GetConnSkill(self): return self._ipyData.GetConnSkill() # 关联技能
+    def GetEnhanceSkillList(self): return self._ipyData.GetEnhanceSkillList() # 额外触发的技能ID列表
+    def GetFightPower(self): return self._ipyData.GetFightPower()
+    
 class PyBuff():
     
-    def __init__(self, skillData):
-        self._skillData = skillData
+    def __init__(self, ipyData):
+        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
         self._buffID = 0
         self._ownerID = 0
         self._layer = 0
@@ -88,7 +134,7 @@
     def SetValueList(self, valueList): self._valueList = valueList
     def GetValue(self, index):
         return self._valueList[index] if len(self._valueList) > index else 0
-
+    
 class BuffManager():
     ## 战斗对象buff管理器
     
@@ -96,6 +142,7 @@
         self._buffList = [] # [PyBuff, ...]
         self._buffIDDict = {} # {buffID:PyBuff, ...}
         self._skillTypeIDBuffIDs = {} # 技能TypeID对应的buff {skillTypeID:[buffID, ...], ...}
+        self._buffStateDict = {} # buff影响的状态 {state:[buffID, ...], ...}
         self._buffID = 0 # 该对象的唯一buffID,递增,不同对象buffID可重复,buffID非skillID,不同buffID的skillID可能一样
         # 该项目设定同一个对象可能同时存在多个相同skillID的buff,独立算CD
         return
@@ -119,13 +166,13 @@
         
     def AddBuff(self, skillID):
         buff = None
-        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
-        if not skillData:
+        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+        if not ipyData:
             return buff
-        skillTypeID = skillData.GetSkillTypeID()
+        skillTypeID = ipyData.GetSkillTypeID()
         self._buffID += 1
         
-        buff = ObjPool.GetPoolMgr().acquire(PyBuff, skillData)
+        buff = ObjPool.GetPoolMgr().acquire(PyBuff, ipyData)
         buff.SetBuffID(self._buffID)
         
         self._buffList.append(buff)
@@ -139,6 +186,21 @@
         #if False:
         #    buff = PyBuff()
         return buff
+    
+    def DelBuff(self, buffID):
+        if buffID not in self._buffIDDict:
+            return
+        buff = self._buffIDDict.pop(buffID)
+        if buff in self._buffList:
+            self._buffList.remove(buff)
+        for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
+            if buffID not in buffIDList:
+                continue
+            buffIDList.remove(buffID)
+            if not buffIDList:
+                self._skillTypeIDBuffIDs.pop(skillTypeID)
+            break
+        return
     
     def GetBuff(self, buffID):
         buff = None
@@ -165,18 +227,44 @@
             buffs.append(self._buffIDDict[buffID])
         return buffs
     
-class PySkill():
-    
-    def __init__(self, skillData):
-        self._skillData = skillData
-        self._remainTime = 0
-        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
-        self._enhanceBySkill = None # 由哪个主技能触发的
-        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
-        self._hurtList = [] # 本次伤血列表 [HurtObj, ...]
+    def AddBuffState(self, state, buffID):
+        ## 添加buff影响的状态,ChConfig.BatObjStateList
+        if state not in self._buffStateDict:
+            self._buffStateDict[state] = []
+        buffIDList = self._buffStateDict[state]
+        if buffID not in buffIDList:
+            buffIDList.append(buffID)
+        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
         return
     
-    def SetSkillData(self, skillData): self._skillData = skillData
+    def DelBuffState(self, state, buffID):
+        ## 删除buff影响的状态
+        if state not in self._buffStateDict: return
+        buffIDList = self._buffStateDict[state]
+        if buffID not in buffIDList:
+            return
+        buffIDList.remove(buffID)
+        if not len(buffIDList):
+            self._buffStateDict.pop(state)
+        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        return
+    
+    def IsInBuffState(self, state):
+        ## 是否处于某种状态下
+        return state in self._buffStateDict and len(self._buffStateDict[state]) > 0
+    
+class PySkill():
+    
+    def __init__(self, ipyData):
+        self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._remainTime = 0
+        self._batType = 0 # 战斗类型,普通、连击、反击、追击等
+        self._tagObjList = [] # 本次技能目标列表 [BatObj, ...]
+        self._hurtList = [] # 本次伤血列表,可能同一个对象有多个伤害,如弹射等 [HurtObj, ...]
+        self._bySkill = None # 由哪个技能触发的
+        self._isEnhanceSkill = False # 是否由主技能额外触发的(非被动触发,即主技能的EnhanceSkillList字段中的技能)
+        return
+    
     def GetSkillID(self): return self._skillData.GetSkillID()
     def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
     def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
@@ -193,38 +281,8 @@
     def GetHappenRate(self): return self._skillData.GetHappenRate() # 释放或添加几率
     def GetLastTime(self): return self._skillData.GetLastTime() # 持续时间
     def GetCoolDownTime(self): return self._skillData.GetCoolDownTime()
-    def FindEffectID(self, effID):
-        ## 查找是否有某个效果ID
-        # @return: 大于0该ID所在的效果ID编号; 0-不存在该效果ID
-        for idNum in range(1, 1 + 3):
-            if self.GetEffectID(idNum) == effID:
-                return idNum
-        return 0
-    def GetEffectID(self, idNum):
-        ## 获取效果ID
-        # @param idNum: 效果ID编号,从1开始
-        if idNum == 1:
-            return self._skillData.GetEffectID1()
-        if idNum == 2:
-            return self._skillData.GetEffectID2()
-        if idNum == 3:
-            return self._skillData.GetEffectID3()
-        return 0
-    def GetEffectValue(self, idNum, index):
-        ## 获取效果对应值
-        # @param idNum: 效果ID编号,从1开始
-        # @param index: 值索引,从0开始代表第1个值
-        if idNum <= 0:
-            return 0
-        if idNum == 1:
-            values = self._skillData.GetEffectValues1()
-        elif idNum == 2:
-            values = self._skillData.GetEffectValues2()
-        elif idNum == 3:
-            values = self._skillData.GetEffectValues3()
-        else:
-            return 0
-        return values[index] if len(values) > index else 0
+    def GetEffect(self, index): return self._skillData.GetEffect(index)
+    def GetEffectCount(self): return self._skillData.GetEffectCount()
     def GetConnSkill(self): return self._skillData.GetConnSkill() # 关联技能
     def GetEnhanceSkillList(self): return self._skillData.GetEnhanceSkillList() # 额外触发的技能ID列表
     def GetFightPower(self): return self._skillData.GetFightPower()
@@ -234,8 +292,10 @@
     def SetRemainTime(self, remainTime): self._remainTime = remainTime
     def GetBatType(self): return self._batType
     def SetBatType(self, batType): self._batType = batType
-    def GetEnhanceBySkill(self): return self._enhanceBySkill
-    def SetEnhanceBySkill(self, enhanceBySkill): self._enhanceBySkill = enhanceBySkill
+    def GetIsEnhanceSkill(self): return self._isEnhanceSkill
+    def SetIsEnhanceSkill(self, isEnhanceSkill): self._isEnhanceSkill = isEnhanceSkill
+    def GetBySkill(self): return self._bySkill
+    def SetBySkill(self, bySkill): self._bySkill = bySkill
     def GetTagObjList(self): return self._tagObjList # 技能目标列表
     def SetTagObjList(self, tagObjList): self._tagObjList = tagObjList
     def ClearHurtObj(self):
@@ -252,12 +312,6 @@
         self._hurtList.append(hurtObj)
         return hurtObj
     def GetHurtObjList(self): return self._hurtList
-    def GetHurtObj(self, tagID):
-        ## 获取某个伤血,如果目标没有在伤血列表里则返回None
-        for hurtObj in self._hurtList:
-            if hurtObj.GetObjID() == tagID:
-                return hurtObj
-        return
     
 class SkillManager():
     ## 战斗对象技能管理器
@@ -276,45 +330,42 @@
         return
     
     def GetSkillCount(self): return len(self._skillList)
-    def GetSkillByIndex(self, index):
-        skill = self._skillList[index]
-        #if False:
-        #    skill = PySkill()
-        return skill
-    def FindSkillByID(self, skillID):
-        skill = self._skillDict.get(skillID, None)
-        #if False:
-        #    skill = PySkill()
-        return skill
+    def GetSkillByIndex(self, index): return self._skillList[index]
+    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
         for s in self._skillList:
             if s.GetSkillTypeID() == skillTypeID:
                 skill = s
                 break
-        #if False:
-        #    skill = PySkill()
         return skill
     
     def LearnSkillByID(self, skillID):
-        skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
-        if not skillData:
+        ipyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+        if not ipyData:
             return
         if skillID in self._skillDict:
             return
-        skillTypeID = skillData.GetSkillTypeID()
+        skillTypeID = ipyData.GetSkillTypeID()
         curSkill = self.FindSkillByTypeID(skillTypeID)
         if curSkill:
             if curSkill.GetSkillID() >= skillID:
                 return
-            # 升级技能
-            curSkill.SetSkillData(skillData)
-        else:
-            # 学新技能
-            curSkill = ObjPool.GetPoolMgr().acquire(PySkill, skillData)
-            self._skillDict[skillID] = curSkill
-            self._skillList.append(curSkill)
+            self.__deleteSkill(curSkill)
+            
+        # 学新技能
+        curSkill = ObjPool.GetPoolMgr().acquire(PySkill, ipyData)
+        self._skillDict[skillID] = curSkill
+        self._skillList.append(curSkill)
         return curSkill
+    
+    def __deleteSkill(self, curSkill):
+        skillID = curSkill.GetSkillID()
+        self._skillDict.pop(skillID, None)
+        if curSkill in self._skillList:
+            self._skillList.remove(curSkill)
+        ObjPool.GetPoolMgr().release(curSkill)
+        return
     
 class BatObj():
     ## 战斗实体对象数据,目前与某个NPCObj绑定
@@ -332,6 +383,8 @@
         self.faction = 0 # 所属阵营,一般只有双方阵营, 1 或 2,发起方默认1
         self.lineupNum = 1 # 阵容位置编号,一般多V多时有用,通常默认1
         self.posNum = 0 # 所在阵容站位
+        self._hp = 0 # 当前生命值
+        self._xp = 0 # 当前怒气值
         self._initAttrDict = {} # 初始化时的属性,固定不变,初始化时已经算好的属性  {attrID:value, ...}
         self._batAttrDict = {} # 实际战斗属性,包含buff层级的实际属性
         self._skillTempAttrDict = {} # 某次技能释放中临时的属性增减 {attrID:+-value, ...}
@@ -348,14 +401,31 @@
         return
     
     def InitBatAttr(self, initAttrDict, initXP=0):
-        ## 初始化战斗属性
+        '''初始化战斗属性
+        @param initAttrDict: 已经算好的在阵容中的属性,包含羁绊、阵容属性等,战斗中只要计算buff属性即可
+        @param initXP: 初始化的怒气值
+        '''
         self._initAttrDict = initAttrDict
         self._batAttrDict = {}
         self._batAttrDict.update(initAttrDict)
-        self._batAttrDict[ChConfig.AttrID_XP] = initXP
-        self._batAttrDict[ChConfig.AttrID_HP] = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
         self._skillTempAttrDict = {}
+        self._xp = initXP
+        self._hp = initAttrDict.get(ChConfig.AttrID_MaxHP, 1)
+        TurnBuff.RefreshBuffAttr(self)
+        TurnPassive.RefreshPassive(self)
         return
+    
+    def UpdInitBatAttr(self, initAttrDict):
+        ## 更新战斗属性,一般只有主阵容需要更新,战斗中养成、装备变化等引起的主阵容属性变更时需要实时更新
+        self._initAttrDict = initAttrDict
+        TurnBuff.RefreshBuffAttr(self)
+        return
+    
+    def ResetBattleEffect(self):
+        self._batAttrDict = {}
+        self._batAttrDict.update(self._initAttrDict)
+        return self._batAttrDict
+    
     def GetTFGUID(self): return self.tfGUID # 所属的某场战斗
     def SetTFGUID(self, tfGUID): self.tfGUID = tfGUID
     def GetTurnFight(self): return TurnAttack.GetTurnFightMgr().getTurnFight(self.tfGUID)
@@ -398,31 +468,41 @@
         #    return False
         return True
     
+    def IsInState(self, state):
+        ## 是否处于某种状态下
+        return self._buffMgr.IsInBuffState(state)
+    
     # 战斗属性
     def GetMaxHP(self): return self._batAttrDict.get(ChConfig.AttrID_MaxHP, 0)
-    def SetMaxHP(self, maxHP): self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
-    def GetHP(self): return self._batAttrDict.get(ChConfig.AttrID_HP, 0)
+    def SetMaxHP(self, maxHP, isNotify=False):
+        self._batAttrDict[ChConfig.AttrID_MaxHP] = maxHP
+        if isNotify:
+            NotifyObjInfoRefresh(self, ChConfig.AttrID_MaxHP, maxHP)
+        return
+    def GetHP(self): return self._hp
     def SetHP(self, hp, isNotify=False):
-        self._batAttrDict[ChConfig.AttrID_HP] = hp
+        self._hp = hp
         if isNotify:
             NotifyObjInfoRefresh(self, ChConfig.AttrID_HP, hp)
         return
-    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP())
-    def GetXP(self): return self._batAttrDict.get(ChConfig.AttrID_XP, 0)
+    def SetHPFull(self, isNotify=True): self.SetHP(self.GetMaxHP(), isNotify)
+    def GetXP(self): return self._xp
     def SetXP(self, xp, isNotify=True):
-        self._batAttrDict[ChConfig.AttrID_XP] = xp
+        self._xp = xp
         if isNotify:
             NotifyObjInfoRefresh(self, ChConfig.AttrID_XP, xp)
         return
-    def GetAtk(self): return self.GetAttrValue(ChConfig.AttrID_Atk)
-    def GetDef(self): return self.GetAttrValue(ChConfig.AttrID_Def)
+    def GetAtk(self): return self.GetBatAttrValue(ChConfig.AttrID_Atk)
+    def GetDef(self): return self.GetBatAttrValue(ChConfig.AttrID_Def)
     
-    def GetAttrValue(self, attrID):
+    def GetBatAttrValue(self, attrID, includeTemp=True):
+        #ChConfig.AttrID_HP ChConfig.AttrID_XP
         value = self._batAttrDict.get(attrID, 0)
-        if attrID in self._skillTempAttrDict:
+        if includeTemp and attrID in self._skillTempAttrDict:
             value += self._skillTempAttrDict[attrID] # 支持正负值
             value = max(1, value)
         return value
+    def SetBatAttrValue(self, attrID, value): self._batAttrDict[attrID] = value
     def AddSkillTempAttr(self, attrID, value):
         ## 增加技能临时属性,支持正负值
         # @param value: 正值-加属性;负值-减属性
@@ -453,29 +533,6 @@
     def TurnReset(self):
         ## 回合重置
         self._skillTurnUseCntDict = {}
-        
-    def ResetBatObj(self, isReborn=True):
-        ## 重置战斗相关
-        # @param isReborn: 死亡的是否复活
-        
-        # 重置统计
-        self.hurtStat = 0
-        self.defStat = 0
-        self.cureStat = 0
-        
-        if self.GetHP() <= 0 and not isReborn:
-            return
-        
-        # 清除buff
-        
-        # 回满血
-        self.SetHPFull()
-        
-        # 重置怒气
-        initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
-        self.SetXP(initXP)
-        return
-    
     
 class BattleObjMgr():
     ## 战斗对象管理器
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 1bc7528..4e600cb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -43,7 +43,6 @@
 import time
 import json
 
-FighterNPCID = 100 # 战斗NPCID,仅后端用,除怪物外,所有玩家武将均使用该NPCID
 PosNumMax = 10 # 最大站位编号
 ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
 
@@ -85,16 +84,6 @@
         SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
         return
     
-    def resetLineup(self, isReborn=True):
-        ## 重置阵容
-        batObjMgr = BattleObj.GetBatObjMgr()
-        for objID in self.posObjIDDict.values():
-            batObj = batObjMgr.getBatObj(objID)
-            if not batObj:
-                continue
-            batObj.ResetBatObj(isReborn)
-        return
-    
     def clearLineup(self):
         ## 清除阵容
         if not self.posObjIDDict:
@@ -125,12 +114,6 @@
             self.lineupDict[num] = lineup
         return lineup
     
-    def resetLineups(self):
-        ## 重置所有战斗阵容
-        for lineup in self.lineupDict.values():
-            lineup.resetLineup()
-        return
-    
     def clearLineups(self):
         ## 清除所有战斗阵容
         for lineup in self.lineupDict.values():
@@ -154,6 +137,7 @@
         self.curPlayer = GameWorld.GetPlayerManager().FindPlayerByID(playerID) if playerID else None
         self.mapID = mapID
         self.funcLineID = funcLineID
+        self.state = -1 # -1 代表未战斗
         self.turnNum = 1 # 当前第x回合,默认第1回合开始
         self.turnMax = 15 # 最大回合数
         self.enterLogic = False # 是否已执行进场逻辑
@@ -195,21 +179,15 @@
         self.costTime = 0
         return
     
-    def setFactionLineup(self, faction, lineupDict, onlyReset=False):
+    def setFactionLineup(self, faction, lineupDict):
         ## 设置阵营阵容
         # @param lineupDict: {阵容编号:阵容信息, ...} 每个阵营支持多个阵容,即支持多V多
-        # @param onlyReset: 是否仅重置,一般用于玩家的阵容,重复利用阵容实例,
         batFaction = self.getBatFaction(faction)
-        if onlyReset:
-            batFaction.resetLineups()
-        else:
-            batFaction.clearLineups()
+        batFaction.clearLineups()
         for num, lineupInfo in lineupDict.items():
-            batLineup = batFaction.getBatlineup(num)
-            if onlyReset and not batLineup.isEmpty():
-                continue
             if not lineupInfo:
                 continue
+            batLineup = batFaction.getBatlineup(num)
             batLineup.setLineup(lineupInfo)
         return
     
@@ -274,16 +252,21 @@
             
         return 0
     
-    def clearBatFaction(self, faction):
-        batFaction = self.getBatFaction(faction)
-        batFaction.clearLineups()
-        return
-    
-    def clearFight(self):
+    def exitFight(self):
+        ## 退出战斗
         self.syncState(FightState_Over)
         for batFaction in self.factionDict.values():
             batFaction.clearLineups()
+        self.state = -1
         return
+    
+    def startFight(self):
+        ## 准备就绪,开始战斗
+        self.state = FightState_Start
+        self.syncInit()
+        return
+    
+    def isInFight(self): return self.state != -1
     
     def syncInit(self):
         ## 初始化通知
@@ -336,6 +319,7 @@
         return
     
     def syncState(self, state, msgDict={}):
+        self.state = state
         msg = json.dumps(msgDict, ensure_ascii=False)
         msg = msg.replace(" ", "")
         clientPack = ChPyNetSendPack.tagMCTurnFightState()
@@ -390,7 +374,7 @@
         turnFight = self.getTurnFight(guid)
         if not turnFight:
             return
-        turnFight.clearFight()
+        turnFight.exitFight()
         self.turnFightDict.pop(guid, None)
         return
     
@@ -590,8 +574,7 @@
             batObj.SetNPCID(npcID)
         elif lineupPlayerID:
             batObj.SetOwnerHero(lineupPlayerID, heroID, skinID)
-        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
-        
+            
         if atkDistType == ChConfig.AtkDistType_Short:
             atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
         elif atkDistType == ChConfig.AtkDistType_Long:
@@ -604,8 +587,8 @@
             skillManager.LearnSkillByID(skillID)
             
         batLineup.posObjIDDict[posNum] = objID
-        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s,atk=%s,def=%s,hp=%s" 
-                           % (objID, faction, num, posNum, skillIDList, batObj.GetAtk(), batObj.GetDef(), batObj.GetHP()))
+        GameWorld.DebugLog("AddBatObj ID:%s,faction:%s,num=%s,posNum=%s,skill=%s" % (objID, faction, num, posNum, skillIDList))
+        batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
         
     return
 
@@ -636,7 +619,7 @@
     if reqType == 2: # 前端主动请求开始关卡小怪的视为从休息中开始
         __doMainLevelWave(curPlayer, True)
     elif reqType == 3:
-        __doMainBossStart(curPlayer, tick)
+        __doMainBossStart(curPlayer)
     elif reqType == 4:
         __doMainFight(curPlayer, tick)
     else:
@@ -652,7 +635,7 @@
     mainFightMgr = GetMainFightMgr(curPlayer)
     turnFight = mainFightMgr.turnFight
     if turnFight:
-        turnFight.clearFight()
+        turnFight.exitFight()
     return
 
 def __doSetFightPoint(curPlayer, fightPoint):
@@ -735,13 +718,13 @@
     
     turnFight = mainFightMgr.turnFight
     turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
-    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
     turnFight.sortActionQueue()
-    turnFight.syncInit()
+    turnFight.startFight()
     return
 
-def __doMainBossStart(curPlayer, tick):
+def __doMainBossStart(curPlayer):
     ## 开始挑战关卡boss
     playerID = curPlayer.GetPlayerID()
     chapterID, levelNum, wave = PlayerControl.GetMainLevelPassInfo(curPlayer)
@@ -809,17 +792,27 @@
     
     turnFight = mainFightMgr.turnFight
     turnFight.setTurn(mapID, funcLineID, turnMax, False, {"teamNum":teamNum, "teamMax":teamMax})
-    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo}, True)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
     turnFight.sortActionQueue()
-    turnFight.syncInit()
+    turnFight.startFight()
     
     # 挑战boss无中间过程,每次执行直接挑战一队结果
-    __processTurnFight(turnFight.guid, tick)
+    __processTurnFight(turnFight.guid)
     return
 
 def __doMainFight(curPlayer, tick):
     ## 主线执行战斗
+    
+    # 限制请求CD
+    #if not GameWorld.GetGameWorld().GetDebugLevel():
+    key = "MainFightReqTick"
+    lastTick = curPlayer.GetDictByKey(key)
+    if lastTick and tick - lastTick <= 1000:
+        GameWorld.DebugLog("主线战斗请求CD中")
+        return
+    curPlayer.SetDict(key, tick)
+    
     mainFightMgr = GetMainFightMgr(curPlayer)
     turnFight = mainFightMgr.turnFight
     
@@ -840,11 +833,11 @@
             # 切换小队时,玩家阵容不需要处理,保留状态
             turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID)})
             turnFight.sortActionQueue()
-            turnFight.syncInit()
+            turnFight.startFight()
             
             if mainFightMgr.isLevelBoss():
                 # 每次处理一小队的完整战斗,相当于一次完整战报
-                __processTurnFight(turnFight.guid, tick)
+                __processTurnFight(turnFight.guid)
                 return
         else:
             __doMainLevelWave(curPlayer, False)
@@ -975,7 +968,7 @@
             
     return
 
-def __processTurnFight(guid, tick):
+def __processTurnFight(guid):
     ## 一次性处理完一个小队的战斗
     turnFight = GetTurnFightMgr().getTurnFight(guid)
     curPlayer = turnFight.curPlayer
@@ -1052,24 +1045,6 @@
         OnTurnAllOver(turnFight.guid)
     return
 
-#// B4 10 回合制战斗 #tagCMTurnFight
-#
-#struct    tagCMTurnFight
-#{
-#    tagHead        Head;
-#    DWORD        MapID;        // 自定义地图ID,可用于绑定战斗地图场景功能(如主线关卡、主线boss、爬塔、竞技场等)
-#    DWORD        FuncLineID;    // MapID对应的扩展值,如具体某个关卡等
-#    BYTE        TagType;    // 目标类型,0-NPC阵容,1-玩家
-#    DWORD        TagID;    // 目标类型对应的ID,如阵容ID或玩家ID
-#    BYTE        ValueCount;
-#    DWORD        ValueList[ValueCount]; // 附加值列表,可选,具体含义由MapID决定
-#};
-def OnTurnFight(index, clientData, tick):
-    #curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    #mapID = clientData.MapID
-    #funcLineID = clientData.FuncLineID
-    return
-
 def GetObjName(batObj):
     faction = batObj.faction
     num = batObj.lineupNum
@@ -1100,20 +1075,21 @@
     curID = batObj.GetID()
     buffMgr = batObj.GetBuffManager()
     GameWorld.DebugLog("更新buff: curID=%s,buffCount=%s" % (curID, buffMgr.GetBuffCount()))
-    for index in range(buffMgr.GetBuffCount()):
+    for index in range(buffMgr.GetBuffCount())[::-1]:
         buff = buffMgr.GetBuffByIndex(index)
         curRemainTime = buff.GetRemainTime()
         if not curRemainTime:
             # 永久buff不处理
             continue
         buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
         updRemainTime = curRemainTime - 1
-        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,updRemainTime=%s" % (buffID, updRemainTime))
+        GameWorld.DebugLog("    更新buff剩余回合数: buffID=%s,skillID=%s,updRemainTime=%s" % (buffID, skillID, updRemainTime))
         if updRemainTime > 0:
-            buff.SetRemainTime(curRemainTime - 1)
+            buff.SetRemainTime(updRemainTime)
             TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
         else:
-            TurnBuff.SyncBuffDel(turnFight, batObj, buffID)
+            TurnBuff.DoBuffDel(turnFight, batObj, buff)
             
 #    SetTimeline(gameObj, turnNum, 0)
 #    # 重置连击、反击数
@@ -1208,10 +1184,11 @@
         GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
         return
     
-    GameWorld.DebugLog("★回合%s %s 行动 : curHP=%s" % (turnNum, objName, curHP))
+    atk = curBatObj.GetAtk()
+    curXP = curBatObj.GetXP()
+    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
     turnFight.syncObjAction(turnNum, objID)
     
-    curXP = curBatObj.GetXP()
     xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
     skillManager = curBatObj.GetSkillManager()
     useSkillList = []
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 9e9784d..feca7c7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3139,6 +3139,30 @@
 Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力
 
 #玩家状态定义,不能超过31个,如超过,需扩展多个key支持
+BatObjStateList = (
+    BatObjState_Normal, # 无 0
+    BatObjState_Freezed, # 定身状态 1
+    BatObjState_Slow, # 减速状态 2
+    BatObjState_LoseBlood, # 持续掉血状态 3
+    BatObjState_Shield, # 麒麟佑身4
+    BatObjState_DamBackShield, # 东皇附体5
+    BatObjState_Sneer, # 嘲讽 6
+    BatObjState_Stun, # 晕眩状态 7
+    BatObjState_AddAtk, # 加攻状态 8
+    BatObjState_WeakDef, # 减防状态 9
+    BatObjState_LimitSkill, # 禁魔状态 10
+    BatObjState_LimitAddHP, # 禁疗状态 11
+    BatObjState_Blind, # 致盲状态 12
+    BatObjState_Burn, # 灼烧 13
+    BatObjState_LoseBlood2, # 职业2持续掉血状态 14
+    BatObjState_LoseBlood3, # 职业3持续掉血状态 15
+    BatObjState_MissSneerAtk, # 对嘲讽攻击免疫表现为miss 16
+    BatObjState_BeInAir, # 浮空(做法同眩晕类) 17
+    BatObjState_zqdlj, # 紫气东来金灵根技能状态 18
+    BatObjState_Ice, # 寒冰状态(同减速) 19
+) = range(20)
+
+#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
 Def_PlayerStateList = (
     Def_PlayerState_Normal, # 无 0
     Def_PlayerState_Freezed, # 定身状态 1
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 9552131..bf3a1e4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,6 +16,7 @@
 #"""Version = 2025-07-02 17:30"""
 #-------------------------------------------------------------------------------
 
+import BattleObj
 import TurnAttack
 import PyGameData
 import ShareDefine
@@ -56,6 +57,7 @@
         self.olPlayer = None
         self.shapeType = 0
         self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
+        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
         self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
         
         self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
@@ -69,6 +71,7 @@
         @param shapeType: 阵型
         @param refreshForce: 是否强制刷属性
         '''
+        self.lineupChange = True
         self.shapeType = shapeType
         self.heroItemDict = heroItemDict
         GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
@@ -129,6 +132,7 @@
         if not self.__refreshState:
             return False
         doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+        self.lineupChange = False
         self.__refreshState = 0
         return True
     
@@ -154,7 +158,7 @@
         return
     
     def OnClear(self):
-        self.mainFight.turnFight.clearFight()
+        self.mainFight.turnFight.exitFight()
         return
     
     def SetPlayer(self, curPlayer):
@@ -702,7 +706,7 @@
         # 计算战力
         fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
         
-        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
+        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList), playerID)
         skillTypeIDDict = {}
         for skillID in lineupHero.heroSkillIDList:
             skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -724,7 +728,7 @@
             skillID = skillData.GetSkillID()
             lineupHero.heroSkillIDList.append(skillID)
             skillFightPower += skillData.GetFightPower()
-        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
+        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
         
         # 最终战力
         fightPowerTotal = fightPower + skillFightPower
@@ -738,10 +742,42 @@
     lineup.fightPower = lineupFightPower
     GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
     
-    # 更新排行榜
+    # 非主线阵容不处理以下内容
     if lineupID != ShareDefine.Lineup_Main:
         return
     
     PlayerControl.SetFightPower(curPlayer, lineupFightPower)
     
+    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+    mainTurnFight = mainFightMgr.turnFight
+    # 主线战斗如果有在战斗中,实时更新
+    if mainTurnFight and mainTurnFight.isInFight():
+        # 如果是阵容变化的,重新开始战斗
+        if lineup.lineupChange:
+            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+            if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
+                TurnAttack.__doMainLevelWave(curPlayer, True)
+            elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
+                TurnAttack.__doMainBossStart(curPlayer)
+                
+        # 否则只重新设置战斗属性
+        else:
+            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+            # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
+            # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
+            faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
+            batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
+            batObjMgr = BattleObj.GetBatObjMgr()
+            for posNum, objID in batLineup.posObjIDDict.items():
+                batObj = batObjMgr.getBatObj(objID)
+                if not batObj:
+                    continue
+                lineupHero = lineup.GetLineupHero(posNum)
+                if lineupHero.heroBatAttrDict:
+                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
+    else:
+        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+        
+    # 更新排行榜
+    
     return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/__init__.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
index 7d4a172..adfc47f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -18,17 +18,21 @@
 import ChConfig
 import GameWorld
 import ChPyNetSendPack
+import SkillCommon
+import TurnBuffs
 import ObjPool
+
+GameWorld.ImportAll("Script\\Skill\\", "TurnBuffs")
 
 def OnAddBuff(turnFight, batObj, curSkill, buffOwner=None):
     skillID = curSkill.GetSkillID()
-    enhanceBySkill = curSkill.GetEnhanceBySkill()
-    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+    bySkill = curSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     curID = batObj.GetID()
     ownerID = buffOwner.GetID() if buffOwner else curID
     GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" % (curID, skillID, ownerID, relatedSkillID))
-    #检查是否几率触发
-    if not enhanceBySkill:
+    #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
+    if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)):
         rate = curSkill.GetHappenRate()
         if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
             GameWorld.DebugLog("    概率不触发buff!")
@@ -51,6 +55,8 @@
     buff.SetRemainTime(curSkill.GetLastTime())
     #buff.SetLayer()
     SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+    
+    DoBuffAddOver(turnFight, batObj, curSkill, buff, buffOwner)
     return True
 
 def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0):
@@ -72,3 +78,131 @@
     clientPack.RelatedSkillID = relatedSkillID
     turnFight.addBatPack(clientPack)
     return
+
+def DoBuffAddOver(turnFight, batObj, curSkill, addBuff, buffOwner=None):
+    ## buff添加成功后处理
+    
+    isRefreshAttr = False # 是否刷属性
+    skillData = addBuff.GetSkillData()
+    # buff效果加入
+    for effectIndex in range(0, skillData.GetEffectCount()):
+        curEffect = skillData.GetEffect(effectIndex)
+        effectID = curEffect.GetEffectID()
+        if effectID == 0:
+            continue
+        
+        if effectID in ChConfig.AttrIDList:
+            isRefreshAttr = True
+            
+        callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffAddOver"))
+        if callFunc:
+            GameWorld.DebugLog("OnBuffAddOver, objID=%s,buffID=%s,effectID=%s" % (batObj.GetID(), addBuff.GetBuffID(), effectID))
+            callFunc(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner)
+            
+        #被动触发的
+        #triggerType = PassiveBuffEffMng.GetBuffTriggerTypeByEffectID(effectID)
+        #if triggerType == -1:
+        #    continue
+        #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().InitObjPassiveEff(curObj)
+        #passiveEff.AddBuffInfoByEffect(curEffect, skillID, onwerID, onwerType)
+        
+    if isRefreshAttr:
+        RefreshBuffAttr(batObj)
+        
+    return
+
+def DoBuffDel(turnFight, batObj, curBuff):
+    ## 删除buff
+    
+    buffMgr = batObj.GetBuffManager()
+    buffID = curBuff.GetBuffID()
+    skillData = curBuff.GetSkillData()
+    #buff消失的触发
+    for effectIndex in range(0, skillData.GetEffectCount()):
+        curEffect = skillData.GetEffect(effectIndex)
+        effectID = curEffect.GetEffectID()
+        
+        if not effectID:
+            continue
+        
+        callFunc = GameWorld.GetExecFunc(TurnBuffs, "Buff_%d.%s" % (effectID, "OnBuffDel"))
+        
+        if callFunc:
+            callFunc(turnFight, batObj, curBuff, curEffect)
+            
+    #passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curObj)
+    #if passiveEff:
+    #    passiveEff.DelBuffInfo(skillData)
+    
+    # 最后删除buff、通知
+    buffMgr.DelBuff(buffID)
+    SyncBuffDel(turnFight, batObj, buffID)
+    return
+
+def RefreshBuffAttr(batObj):
+    ''' 刷新buff属性,如果有涉及到buff属性变更的,只能全部buff重新刷
+    '''
+    
+    objID = batObj.GetID()
+    befHP = batObj.GetHP()
+    befMaxHP = batObj.GetMaxHP()
+    
+    batAttrDict = batObj.ResetBattleEffect()
+    
+    GameWorld.DebugLog("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s" 
+                       % (objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict))
+    
+    # buff
+    buffAttrDict = {} # buff属性 {attrID:value, } value可能是负值
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount()):
+        buff = buffMgr.GetBuffByIndex(index)
+        skillData = buff.GetSkillData()
+        for eIndex in range(skillData.GetEffectCount()):
+            effect = skillData.GetEffect(eIndex)
+            effID = effect.GetEffectID()
+            if effID not in ChConfig.AttrIDList:
+                continue
+            attrID = effID
+            attrValue = effect.GetEffectValue(0)
+            calcType = effect.GetEffectValue(1)
+            if calcType == 2: # 减少,其他默认增加
+                attrValue = -attrValue
+            buffAttrDict[attrID] = buffAttrDict.get(attrID, 0) + attrValue
+            
+    GameWorld.DebugLog("    __addBuffAttr buffAttrDict=%s" % buffAttrDict)
+    
+    objID = batObj.GetID()
+    # 先计算百分比加成或降低的
+    perIDList = ChConfig.AttrPerDict.values()
+    for attrID, attrPerID in ChConfig.AttrPerDict.items():
+        if attrPerID not in buffAttrDict:
+            continue
+        attrPerValue = buffAttrDict[attrPerID] # 可能是负值
+        attrValue = batObj.GetBatAttrValue(attrID, False)
+        if attrValue <= 0:
+            continue
+        updValue = int(attrValue * (10000 + attrPerValue) / 10000.0)
+        updValue = max(0, updValue) # 最多减到0,最大无上限
+        batObj.SetBatAttrValue(attrID, updValue)
+        GameWorld.DebugLog("    attrID=%s(PerID:%s),attrValue=%s(PerValue:%s),updValue=%s" % (attrID, attrPerID, attrValue, attrPerValue, updValue))
+        
+    # 再累加非百分比的固定值
+    for attrID, addValue in buffAttrDict.items():
+        if attrID in perIDList:
+            continue
+        attrValue = batObj.GetBatAttrValue(attrID, False)
+        updValue = max(0, attrValue + addValue) # 最多减到0,最大无上限
+        batObj.SetBatAttrValue(attrID, updValue)
+        GameWorld.DebugLog("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s" % (attrID, attrValue, addValue, updValue))
+        
+    aftHP = batObj.GetHP()
+    aftMaxHP = batObj.GetMaxHP()
+    if aftMaxHP != befMaxHP:
+        batObj.SetMaxHP(aftMaxHP, True)
+        if befHP and aftMaxHP > befMaxHP:
+            aftHP += (aftMaxHP - befMaxHP)
+            batObj.SetHP(aftHP, True)
+    GameWorld.DebugLog("    befHP=%s/%s, aftHP=%s/%s" % (befHP, befMaxHP, aftHP, aftMaxHP))
+    GameWorld.DebugLog("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP))
+    return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py
new file mode 100644
index 0000000..17ce898
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/Buff_4012.py
@@ -0,0 +1,32 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.TurnBuff.Buff_4012
+#
+# @todo:影响玩家状态效果
+# @author hxp
+# @date 2025-08-12
+# @version 1.0
+#
+# 详细描述: 影响玩家状态效果
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-08-12 17:30"""
+#-------------------------------------------------------------------------------
+
+def OnBuffAddOver(turnFight, batObj, curSkill, addBuff, curEffect, buffOwner):
+    stateType = curEffect.GetEffectValue(0)
+    batObj.GetBuffManager().AddBuffState(stateType, addBuff.GetBuffID())
+    
+    #curObj.SetDict("CurPyPlayerState", stateType)
+    #PassiveBuffEffMng.OnPassiveSkillTrigger(curObj, None, None, ChConfig.TriggerType_BuffState, tick) 
+    #buffOwner = SkillCommon.GetBuffOwner(addBuff)
+    #if buffOwner:
+    #    PassiveBuffEffMng.OnPassiveSkillTrigger(buffOwner, curObj, None, ChConfig.TriggerType_TagBuffState, tick)
+    return
+
+def OnBuffDel(turnFight, batObj, curBuff, curEffect):
+    stateType = curEffect.GetEffectValue(0)
+    batObj.GetBuffManager().DelBuffState(stateType, curBuff.GetBuffID())
+    return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuffs/__init__.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
new file mode 100644
index 0000000..24321a0
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -0,0 +1,25 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.TurnPassive
+#
+# @todo:回合被动触发管理
+# @author hxp
+# @date 2025-8-11
+# @version 1.0
+#
+# 详细描述: 回合被动管理,主要被动触发的技能、buff等管理
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-8-11 下午3:47:07"""
+#-------------------------------------------------------------------------------
+
+import GameWorld
+import PassiveTrigger
+
+GameWorld.ImportAll("Script\\Skill\\", "PassiveTrigger")
+
+
+def RefreshPassive(batObj):
+    return
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 7cbef56..b41a26b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, enhanceBySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
-    @param enhanceBySkill: 由哪个主技能额外触发的
+    @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
+    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
     @return: 是否成功
     '''
     if not useSkill:
@@ -65,9 +66,9 @@
         tagCount = useSkill.GetTagCount()
         tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
         
-    enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
+    bySkillID = bySkill.GetSkillID() if bySkill else 0
+    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
     if not tagObjList:
         # 可扩展其他目标选择,如复活技能没有死亡单位时则使用另外的效果
         return
@@ -83,7 +84,8 @@
         
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
-    useSkill.SetEnhanceBySkill(enhanceBySkill)
+    useSkill.SetBySkill(bySkill)
+    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
     useSkill.ClearHurtObj()
     
     curBatObj.ClearSkillTempAttr()
@@ -92,7 +94,7 @@
         
     objID = curBatObj.GetID()
     useTag = ""
-    if not enhanceBySkill:
+    if not isEnhanceSkill:
         # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
         useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
         clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
@@ -114,9 +116,10 @@
         clientPack.Sign = 1
         turnFight.addBatPack(clientPack)
         
-    # 最后重置、清空回收对象池
+    # 最后重置、回收对象
     useSkill.SetTagObjList([])
-    useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
+    useSkill.SetBySkill(None) # 需重置,防止被误回收
+    useSkill.SetIsEnhanceSkill(False)
     useSkill.ClearHurtObj()
     if usePoolSkill:
         poolMgr.release(useSkill)
@@ -243,11 +246,13 @@
     # 血量最低
     if tagAffect == ChConfig.SkillTagAffect_HPLowest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
+        #GameWorld.DebugLog("血量最低排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         aimObjList = aimObjList[:tagCount]
-    
+        
     # 血量最高
     elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=True)
+        #GameWorld.DebugLog("血量最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         aimObjList = aimObjList[:tagCount]
         
     else:
@@ -357,13 +362,15 @@
     
     curID = curBatObj.GetID()
     skillID = useSkill.GetSkillID()
-    enhanceBySkill = useSkill.GetEnhanceBySkill()
-    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+    bySkill = useSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     
-    effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
-    angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
-    angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
-    calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
+    angerPer, angerValue, calcType = 0, 0, 0
+    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_Anger)
+    if effect:
+        angerPer = effect.GetEffectValue(0)
+        angerValue = effect.GetEffectValue(1)
+        calcType = effect.GetEffectValue(2)
     xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
     calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
     attrID = ChConfig.AttrID_XP
@@ -431,10 +438,11 @@
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
     
-    # 需先通知伤血 - 前端按顺序优先表现主技能内容,
-    enhanceBySkill = useSkill.GetEnhanceBySkill()
-    if not enhanceBySkill:
+    # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
+    isEnhanceSkill = useSkill.GetIsEnhanceSkill()
+    if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
+    if not isEnhanceSkill:
         __doCostZhanchui(turnFight, curBatObj, useSkill)
         __doSkillUserAnger(turnFight, curBatObj, useSkill)
         
@@ -442,9 +450,10 @@
     killObjIDList = [] # 击杀的目标ID列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        hurtObj = useSkill.GetHurtObj(tagID)
-        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
-            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+        # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
+        for hurtObj in useSkill.GetHurtObjList():
+            if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
+                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
         if tagObj.GetHP() <= 0:
             killObjIDList.append(tagID)
             TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
@@ -537,7 +546,7 @@
     return
 
 def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
-    if useSkill.GetEnhanceBySkill():
+    if useSkill.GetIsEnhanceSkill():
         GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
         return
     enhanceSkillIDList = useSkill.GetEnhanceSkillList()
@@ -562,12 +571,16 @@
                 if tagObj.GetHP() <= 0:
                     GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
                     continue
-                hurtObj = useSkill.GetHurtObj(tagID)
-                if not hurtObj:
+                inHurt = False
+                for hurtObj in useSkill.GetHurtObjList():
+                    if hurtObj.GetObjID() != tagID:
+                        continue
+                    if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+                        continue
+                    inHurt = True
+                    break
+                if not inHurt:
                     GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
-                    continue
-                if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                    GameWorld.DebugLog("    闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
                     continue
                 if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                     GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
@@ -576,12 +589,12 @@
                 enchanceTagObjList.append(tagObj)
                 
             if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
+                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
                 
             continue
         
         GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
+        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
         
     return
 
@@ -594,8 +607,8 @@
     defID = defObj.GetID()
     hurtObj = curSkill.AddHurtObj(defID)
     
-    #检查是否几率触发
-    if not curSkill.GetEnhanceBySkill(): # 额外触发的技能概率在触发时判断
+    #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
+    if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): # 额外触发的技能概率在触发时判断
         rate = curSkill.GetHappenRate()
         if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
             #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
@@ -604,9 +617,9 @@
             hurtObj.SetCurHP(defObj.GetHP())
             return hurtObj
         
-    atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
+    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
     atkSkillValue = 0
-    atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 0)
+    atkSkillPer = effect.GetEffectValue(0) if effect else 0
     
     dHP = defObj.GetHP()                # 防守方当前血量
     dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
@@ -662,13 +675,14 @@
     mustHit = False
     if isAngerSkill:
         mustHit = True
-        GameWorld.DebugLog("        XP必命中")
+        curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
     #命中公式 攻击方类型不同,公式不同
     if not mustHit:
-        aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
-        dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
+        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)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
@@ -690,31 +704,31 @@
     #参与运算的数值
     rand = random.random()                #种子数 0~1
     
-    aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
     
     dHP = defObj.GetHP()
-    dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
     
-    aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
-    dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
+    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
     
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
-        aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
-        dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
+        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
+        dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
         
     aAngerSkillPer, dAngerSkillPerDef = 0, 0
     if isAngerSkill:
-        aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
-        dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
+        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
+        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
         
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
-        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
-        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
+        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
+        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
     else: # 物伤
-        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer) 
-        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
+        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
+        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -767,7 +781,7 @@
     remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
     hurtObj.SetBounceHP(bounceHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
+    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
     
     TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
     return
@@ -798,9 +812,9 @@
     ''' 计算治疗值
     '''
     cureBaseValue = 0     #治疗基础值
-    effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
-    skillPer = curSkill.GetEffectValue(effIDNum, 0)
-    cureType = curSkill.GetEffectValue(effIDNum, 1)
+    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Cure)
+    skillPer = effect.GetEffectValue(0) if effect else 0
+    cureType = effect.GetEffectValue(1) if effect else 0
     
     #获得基础治疗值
     if cureType == ChConfig.Def_Cure_Attack:

--
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