From 3047503c169b6f73a383335d0953b489412ce154 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 27 十月 2025 16:44:08 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(孙坚技能;增加释放方式1005支持:根据击中的目标状态目标数额外buff属性; buff状态组限制改为支持配置数组;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  230 +++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 183 insertions(+), 47 deletions(-)

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 6078234..af1e1e4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,24 +62,26 @@
     if not curBatObj.CanAction():
         return
     
-    buffStateLimit = useSkill.GetBuffStateLimit()
-    if buffStateLimit:
-        limitState = curBatObj.IsInBuffStateGroup(buffStateLimit)
+    buffStateGroups = useSkill.GetBuffStateLimit()
+    if buffStateGroups:
+        limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
         if limitState:
-            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateLimit=%s,limitState=%s" % (skillID, buffStateLimit, limitState))
+            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
             return
         
     #没有指定目标,则按技能自身的目标逻辑
     if not tagObjList:
         tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
         rate = useSkill.GetHappenRate()
-        if rate and rate != ChConfig.Def_MaxRateValue: 
+        if rate:
+            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
             for tagObj in tagObjList[::-1]:
                 if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                     tagObjList.remove(tagObj)
                     
     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
+        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()
@@ -123,7 +125,6 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
-    
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
@@ -137,7 +138,6 @@
             clientPack.Len = len(clientPack.Tag)
             clientPack.Sign = 0
             turnFight.addBatPack(clientPack)
-            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -169,8 +169,13 @@
     tagAffect = useSkill.GetTagAffect()
     tagCount = useSkill.GetTagCount()
     
-    curFaction = curBatObj.GetFaction()
-    
+    lineupNumSet = None
+    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+    if changeRet:
+        lineupNumSet, changeTagSet = changeRet
+        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+        
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
@@ -183,6 +188,7 @@
     # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
     # 嘲讽: 目标是敌方时强制目标一定包含施法者
     
+    curFaction = curBatObj.GetFaction()
     sneerObj = None # 嘲讽目标
     sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
@@ -201,7 +207,9 @@
     posNum = curBatObj.GetPosNum()
     
     batFaction = turnFight.getBatFaction(tagFaction)
-    if tagFaction == curFaction:
+    if lineupNumSet != None and not tagFriendly:
+        lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
+    elif tagFaction == curFaction:
         lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
     else:
         lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
@@ -209,6 +217,7 @@
             if tagNum not in lineupNumList:
                 lineupNumList.append(tagNum)
                 
+    batLineup = None
     aimObjList = [] # 先筛选出范围目标
     for num in lineupNumList:
         batLineup = batFaction.getBatlineup(num)
@@ -305,7 +314,27 @@
         sneerObjFirst = False
         aimObjList.sort(key=lambda o:(o.IsInControlled()))
         GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+                
+    # 灼烧/玄火目标优先
+    elif tagAffect == ChConfig.SkillTagAffect_Burn:
+        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+        sortObjList = [] # 优先灼烧目标,再对位
+        for aimObj in aimObjList:
+            sortValue = 0
+            buffMgr = aimObj.GetBuffManager()
+            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
+                sortValue = 2
+            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+                sortValue = 1
+            sortObjList.append([sortValue, aimObj])
+        sortObjList.sort(reverse=True)
+        aimObjList = [s[1] for s in sortObjList]
         
+    # 仅焚血(毒奶)目标
+    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+                aimObjList.remove(aimObj)
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
@@ -326,6 +355,38 @@
         aimObjList = aimObjList[:tagCount]
         
     return aimObjList
+
+def CheckChangeTagEff(turnFight, curBatObj, useSkill):
+    ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
+    # IPY_Skill 没有  GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+    if not hasattr(useSkill, "GetEffectByID"):
+        return
+    cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+    if not cureWayExEff:
+        return
+    changeTagSet = cureWayExEff.GetEffectValue(0)
+    checkInStates = cureWayExEff.GetEffectValue(1)
+    if not checkInStates:
+        return None, changeTagSet
+    
+    curFaction = curBatObj.GetFaction()
+    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+    batFaction = turnFight.getBatFaction(tagFaction)
+    
+    lineupNum = curBatObj.GetLineupNum()
+    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+    for tagNum in batFaction.lineupDict.keys():
+        if tagNum not in lineupNumList:
+            lineupNumList.append(tagNum)
+            
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for num in lineupNumList:
+        batLineup = batFaction.getBatlineup(num)
+        for tagID in batLineup.posObjIDDict.values():
+            tagObj = batObjMgr.getBatObj(tagID)
+            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+                return lineupNum, changeTagSet
+    return
 
 def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
     ## 获取行排目标对象列表
@@ -409,7 +470,8 @@
 
 def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
     ## 获取在某一阵营中的默认对位目标
-    
+    if not batLineup:
+        return
     tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
     inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
     # 优先自己所在纵
@@ -501,6 +563,11 @@
         if cureHP <= 0:
             continue
         
+        dID = tagBatObj.GetID()
+        hurtObj = useSkill.AddHurtObj(dID)
+        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+            continue
+        
         dHP = tagBatObj.GetHP()
         dMapHP = tagBatObj.GetMaxHP()
         
@@ -508,8 +575,6 @@
         realCureHP = max(remainHP - dHP, 0)
         tagBatObj.SetHP(remainHP)
         
-        dID = tagBatObj.GetID()
-        hurtObj = useSkill.AddHurtObj(dID)
         hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
@@ -629,7 +694,13 @@
                 纵排: 优先前面的单位
     '''
     
+    if turnFight.winFaction:
+        return
+    
     if not useSkill.ComboEnable():
+        return
+    
+    if not atkObj.IsAlive():
         return
     
     tagFriendly = useSkill.GetTagFriendly()
@@ -790,8 +861,10 @@
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
-    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
-    
+    # 记录最后一次总伤害,有伤害目标才记录
+    if useSkill.GetHurtObjList():
+        curObj.SetLastHurtValue(totalHurtValue)
+        
     # 群攻只触发一次特长
     if isSuperHit:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -806,6 +879,7 @@
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     effIgnoreObjIDList = missObjIDList + immuneObjIDList
+    useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
     # 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
     __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
     
@@ -854,6 +928,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
             
         triggerOne = True # 设置已经触发过一次
+        
+    # 有击杀时验证是否结算,最后处理
+    if killObjList:
+        turnFight.checkOverByKilled()
         
     return
 
@@ -992,6 +1070,7 @@
         GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
         # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
         enhanceRate = enhanceSkillData.GetHappenRate()
+        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
         enchanceTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
@@ -1064,6 +1143,7 @@
     # 继承主技能目标
     if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
         happenRate = passiveSkill.GetHappenRate()
+        happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
         GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
         if not tagObj:
             return
@@ -1071,7 +1151,7 @@
         if not tagObj.IsAlive():
             GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
             return
-        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
             GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
             return
         passiveTagObjList = [tagObj]
@@ -1126,7 +1206,7 @@
     CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
     
     #吸血
-    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
+    CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
     return
 
 def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
@@ -1186,6 +1266,8 @@
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
         aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
+        
         dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
         
     if isParry:
@@ -1205,10 +1287,7 @@
     dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
     dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1312,6 +1391,15 @@
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
 
+def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
+    ## 获取额外增加的技能万分比
+    atkSkillPer = 0
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    return atkSkillPer
+
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
     if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
         GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
@@ -1370,17 +1458,13 @@
     if hurtValue <= 0:
         return 0, 0, hurtTypes
     
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    buffMgr = defObj.GetBuffManager()
+    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+    if wudiBuffList:
         hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
-        buffMgr = defObj.GetBuffManager()
-        for index in range(buffMgr.GetBuffCount()):
-            buff = buffMgr.GetBuffByIndex(index)
-            if not buff:
-                continue
+        for buff in wudiBuffList:
             skillData = buff.GetSkillData()
-            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
-                continue
-            # 记录免疫的积攒伤害
+            # 记录免疫积攒的伤害
             buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
             updBuffValue = buffValue + hurtValue
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1395,18 +1479,14 @@
     # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
     realHurtHP = hurtValue
     shieldBuffList = []
-    buffMgr = defObj.GetBuffManager()
-    for index in range(buffMgr.GetBuffCount()):
-        buff = buffMgr.GetBuffByIndex(index)
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
         skillData = buff.GetSkillData()
-        # 承伤盾
-        if SkillCommon.isDamageShieldSkill(skillData):
-            remainTime = buff.GetRemainTime() # 剩余回合
-            if not skillData.GetLastTime():
-                remainTime = 999 # 永久盾
-            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
-            shieldBuffList.append([remainTime, buffValue, buff])
-            
+        remainTime = buff.GetRemainTime() # 剩余回合
+        if not skillData.GetLastTime():
+            remainTime = 999 # 永久盾
+        buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+        shieldBuffList.append([remainTime, buffValue, buff])
+        
     if shieldBuffList:
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
@@ -1433,15 +1513,24 @@
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
+    注:反伤/荆棘暂不做属性支持,仅做buff效果支持
     '''
     if not atkObj.GetCanAttack():
         return
     
-    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+    damBackPer = 0
+    buffMgr = defObj.GetBuffManager()
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+        damBackPer += buff.GetValue1()
+        
+    if damBackPer <= 0:
+        return
+    
+    bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
     bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
@@ -1456,7 +1545,7 @@
     TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
     return
 
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算吸血
     '''
     
@@ -1468,6 +1557,9 @@
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
     suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
+        return
+    
+    if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
         return
     
     curHP = atkObj.GetHP()
@@ -1483,6 +1575,39 @@
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
     return
 
+def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
+    ## 毒奶逻辑
+    buffMgr = curObj.GetBuffManager()
+    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+    if not poisonCureBuff:
+        return
+    ownerID = poisonCureBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    if not buffOwner:
+        return
+    atkObj, defObj = buffOwner, curObj
+    
+    hurtTypes = hurtObj.GetHurtTypes()
+    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
+    
+    dHP = defObj.GetHP()
+    remainHP = max(0, dHP - realHurtHP) # 剩余血量
+    lostHP = dHP - remainHP # 实际掉血量
+    defObj.SetHP(remainHP)
+    GameWorld.DebugLog("    毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
+    
+    if isSuck:
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
+        hurtObj.SetSuckHP(hurtValue)
+    else:
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+        hurtObj.SetHurtHP(hurtValue)
+        hurtObj.SetLostHP(lostHP)
+    hurtObj.SetHurtTypes(hurtTypes)
+    
+    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
+    return True
+
 def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
     ''' 计算治疗值
     '''
@@ -1490,7 +1615,7 @@
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
-    skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
     cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
     
@@ -1501,6 +1626,12 @@
         GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
         cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
         cureHP += cureHPEx
+        
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if hurtShareEff:
+        tagCnt = max(1, len(curSkill.GetTagObjList()))
+        cureHP = cureHP / tagCnt
+        GameWorld.DebugLog("    目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
         
     return max(1, int(cureHP)) # 保底1点
 
@@ -1582,9 +1713,11 @@
     dHP = defObj.GetHP()
     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))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        hurtValue *= layer
+        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
     hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
-    
-    # dot的反弹、吸血待定
     
     remainHP = max(0, dHP - realHurtHP) # 剩余血量
     lostHP = dHP - remainHP # 实际掉血量
@@ -1609,6 +1742,8 @@
 
 def Sync_UseSkill(turnFight, curBatObj, useSkill):
     ## 通知释放技能
+    bySkill = useSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     poolMgr = ObjPool.GetPoolMgr()
     clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
     clientPack.ObjID = curBatObj.GetID()
@@ -1617,6 +1752,7 @@
     clientPack.CurHP = curBatObj.GetHP() % ChConfig.Def_PerPointValue
     clientPack.CurHPEx = curBatObj.GetHP() / ChConfig.Def_PerPointValue
     clientPack.SkillID = useSkill.GetSkillID()
+    clientPack.RelatedSkillID = relatedSkillID
     clientPack.HurtList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)

--
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