From 46dbf29a22bd25d8e9c6ea4c34fea35a4828d712 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 31 十二月 2025 12:13:01 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将重置突破支持消耗货币;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  309 +++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 247 insertions(+), 62 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 b6da081..ffed692 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,8 +62,8 @@
     skillType = useSkill.GetSkillType()
     byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
     if not curBatObj.IsAlive():
-        if skillType == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
-            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
+        if skillType == ChConfig.Def_SkillType_Revive:
+            GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
         else:
             if byTriggerWay in ChConfig.DeadCanTriggerWayList:
                 GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
@@ -133,12 +133,13 @@
     
     # 子技能怒气溢出值也有效,所以子技能不处理
     curXP = curBatObj.GetXP()
-    if batType == ChConfig.TurnBattleType_Enhance:
-        pass
-    elif SkillCommon.isAngerSkill(useSkill):
+    if SkillCommon.isAngerSkill(useSkill):
         maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
         angerOverflow = max(curXP - maxXP, 0)
         curBatObj.SetAngerOverflow(angerOverflow)
+        GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
+    elif batType == ChConfig.TurnBattleType_Enhance:
+        pass
     else:
         curBatObj.SetAngerOverflow(0)        
     angerOverflow = curBatObj.GetAngerOverflow()
@@ -184,7 +185,7 @@
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
     else:
-        __doUseSkill(turnFight, curBatObj, useSkill)
+        __doUseSkill(turnFight, curBatObj, useSkill, **kwargs)
         
     DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
     
@@ -202,7 +203,7 @@
 
 def CheckSkillUseCntLimit(batObj, useSkill):
     ## 检查技能使用次数是否受限
-    # @return: 是否受限
+    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
     if not hasattr(useSkill, "GetEffectByID"):
         return
     effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -224,7 +225,7 @@
             GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
             return True
         
-    return
+    return False
 
 def IsNeedSyncSkill(useSkill):
     ## 使用需要同步B427使用技能
@@ -410,6 +411,13 @@
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
+                    
+                    if tagAim == ChConfig.SkillTagAim_Male:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Male:
+                            continue
+                    elif tagAim == ChConfig.SkillTagAim_Female:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Female:
+                            continue
                     aimObjList.append(tagBatObj)
                     
     # 目标细分
@@ -417,6 +425,11 @@
     if tagAffect == ChConfig.SkillTagAffect_HPLowest:
         aimObjList.sort(key=lambda o:(o.GetHP()), reverse=False)
         #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+        
+    # 血量百分比最低
+    elif tagAffect == ChConfig.SkillTagAffect_HPPerLowest:
+        aimObjList.sort(key=lambda o:(o.GetHP() / float(o.GetMaxHP())), reverse=False)
+        #GameWorld.DebugLogEx("血量百分比最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP(), o.GetHP() / float(o.GetMaxHP())] for o in aimObjList])
         
     # 血量最高
     elif tagAffect == ChConfig.SkillTagAffect_HPHighest:
@@ -578,6 +591,64 @@
         
     return aimObjList
 
+def __getSameRowObjList(tagObj):
+    ## 获取目标对应的同排对象列表,只算活着的
+    
+    posNum = tagObj.GetPosNum()
+    inRowNum = ChConfig.GetInRowNum(posNum)
+    inColNum = ChConfig.GetInColNum(posNum)
+    # 优先目标所在纵,为主目标
+    colNumList = range(1, 1 + ChConfig.TurnFightCols)
+    if inColNum in colNumList:
+        colNumList.remove(inColNum)
+        colNumList.insert(0, inColNum)
+        
+    row = inRowNum # 目标玩家所在横排
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    batLineup = tagObj.GetBatLineup()
+    aimObjList = []
+    for col in colNumList:
+        pNum = (row - 1) * ChConfig.TurnFightCols + col
+        if pNum not in batLineup.posObjIDDict:
+            continue
+        tagObjID = batLineup.posObjIDDict[pNum]
+        tagBatObj = batObjMgr.getBatObj(tagObjID)
+        if not tagBatObj.IsAlive():
+            continue
+        aimObjList.append(tagBatObj)
+        
+    return aimObjList
+
+def __getSameColObjList(tagObj):
+    ## 获取目标对应的同列对象列表,只算活着的
+    
+    posNum = tagObj.GetPosNum()
+    inRowNum = ChConfig.GetInRowNum(posNum)
+    inColNum = ChConfig.GetInColNum(posNum)
+    
+    rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+    if inRowNum in rowNumList:
+        rowNumList.remove(inRowNum)
+        rowNumList.insert(0, inRowNum)
+        
+    col = inColNum # 目标玩家所在纵排
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    batLineup = tagObj.GetBatLineup()
+    aimObjList = []
+    for row in range(1, 1 + ChConfig.TurnFightRows):
+        pNum = (row - 1) * ChConfig.TurnFightCols + col
+        if pNum not in batLineup.posObjIDDict:
+            continue
+        tagObjID = batLineup.posObjIDDict[pNum]
+        tagBatObj = batObjMgr.getBatObj(tagObjID)
+        if not tagBatObj.IsAlive():
+            continue
+        aimObjList.append(tagBatObj)
+        
+    return aimObjList
+
 def GetRelativeObj(turnFight, curBatObj):
     '''获取对位目标,仅用于非技能目标的对位逻辑,如连击、弱疗等相对属性的判断,技能目标统一使用 GetSkillTags
     '''
@@ -671,7 +742,7 @@
         
     return
 
-def __doUseSkill(turnFight, curBatObj, useSkill):
+def __doUseSkill(turnFight, curBatObj, useSkill, **kwargs):
     
     atkType = useSkill.GetAtkType()
     GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
@@ -681,7 +752,7 @@
     
     # 通用攻击
     if atkType == 1:
-        SkillModule_1(turnFight, curBatObj, useSkill)
+        SkillModule_1(turnFight, curBatObj, useSkill, **kwargs)
     # 治疗
     if atkType == 2:
         SkillModule_2(turnFight, curBatObj, useSkill)
@@ -748,9 +819,13 @@
         return
     harmPer = harmEff.GetEffectValue(0) # 自残百分比
     noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+    calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
     curHP = curBatObj.GetHP()
     maxHP = curBatObj.GetMaxHP()
-    harmHP = int(maxHP * harmPer / 100.0)
+    if calcType == 1:
+        harmHP = int(curHP * harmPer / 100.0)
+    else:
+        harmHP = int(maxHP * harmPer / 100.0)
     lostHP = harmHP
     if curHP <= harmHP:
         if noEnoughDo == 0:
@@ -760,8 +835,8 @@
             
     updHP = max(curHP - lostHP, 0)
     curBatObj.SetHP(updHP, False)
-    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s", 
-                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
+    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s", 
+                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
     
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
@@ -772,7 +847,7 @@
     Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
     return
 
-def SkillModule_1(turnFight, curBatObj, useSkill):
+def SkillModule_1(turnFight, curBatObj, useSkill, **kwargs):
     ## 通用攻击,单攻、群攻
     
     addPer = 0
@@ -788,7 +863,10 @@
             addPer = addPerMax
         GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
         
-    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+    addBatDamPer = 0
+    if "addBatDamPer" in kwargs:
+        addBatDamPer += kwargs.pop("addBatDamPer", 0)
+    addBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
     
     # 计算伤害
     calcHurtResults = []
@@ -820,7 +898,7 @@
         tagID = tagObj.GetID()
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -898,7 +976,7 @@
             continue
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -1124,7 +1202,7 @@
         else:
             diffType = 1
             tagXP = tagBatObj.GetXP()
-            diffValue = GetEnhanceXP(tagBatObj, calcValue)
+            diffValue = GetEnhanceXP(tagBatObj, calcValue, useSkill)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
             GameWorld.DebugLogEx("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
@@ -1336,34 +1414,43 @@
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
     dieObjList = [] # 死亡的单位列表,包含友方单位或自己
+    nodeadObjList = [] # 不死的单位列表
     tagObjList = useSkill.GetTagObjList() # 主要目标列表
     tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
     tagObjListAll = tagObjList + tagObjListEx
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         if tagObj.IsAlive() and tagObj.GetHP() <= 0:
-            dieObjList.append(tagObj)
-            if tagObj.GetFaction() != curObj.GetFaction():
-                killObjList.append(tagObj)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+            if tagObj.CanNoDead():
+                tagObj.SetHP(1, True) # 触发不死,保留1点血量
+                nodeadObjList.append(tagObj)
+            else:
+                dieObjList.append(tagObj)
+                if tagObj.GetFaction() != curObj.GetFaction():
+                    killObjList.append(tagObj)
+                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
-    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
-    if curObj.IsAlive() and curObj.GetHP() <= 0:
-        dieObjList.append(curObj)
-        TurnAttack.SetObjKilled(turnFight, curObj)
-        
+    
     # 统计伤血,可能单个技能对同一目标造成多次伤害
     totalHurtValue = 0
-    isSuckHP = False
+    suckObjIDList = [] # 吸血的对象ID列表
     missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
     stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
     beHurtObjIDList = [] # 受伤的对象ID列表
     reviveObjList = [] # 复活的对象列表
+    bounceObjList = [] # 有反弹的对象列表
+    caorenProtectList = [] # 有被曹仁防护的对象列表
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
+        
+        bounceHP = hurtObj.GetBounceHP()
+        if bounceHP:
+            if tagObj not in bounceObjList:
+                bounceObjList.append(tagObj)
+                
         if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
             and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
@@ -1400,9 +1487,24 @@
             if hurtObjID not in stunObjIDList:
                 stunObjIDList.append(hurtObjID)
                 
-        if hurtObj.GetSuckHP() > 0:
-            isSuckHP = True
-            
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
+            if tagObj not in caorenProtectList:
+                caorenProtectList.append(tagObj)
+                
+        if hurtObj.GetSuckHP() > 0 and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_PoisonCureSuck):
+            if hurtObjID not in suckObjIDList:
+                suckObjIDList.append(hurtObjID)
+                
+    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
+    if curObj.IsAlive() and curObj.GetHP() <= 0:
+        if curObj.CanNoDead():
+            curObj.SetHP(1, True) # 触发不死,保留1点血量
+            nodeadObjList.append(curObj)
+        else:
+            dieObjList.append(curObj)
+            killer = bounceObjList[0] if bounceObjList else None
+            TurnAttack.SetObjKilled(turnFight, curObj, killer)
+        
     # 记录最后一次总伤害,有伤害目标才记录
     if totalHurtValue:
         curObj.SetLastHurtValue(totalHurtValue)
@@ -1412,7 +1514,7 @@
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
     if stunObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
-    if isSuckHP:
+    if suckObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
         
     # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
@@ -1458,11 +1560,15 @@
                     for dieObj in dieObjList:
                         # 敌方单位死亡时
                         if lineupObj.GetFaction() != dieObj.GetFaction():
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
                         # 己方单位死亡时
                         else:
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-                 
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
+    
+    # 触发不死
+    for tagObj in nodeadObjList:
+        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_NoDead, curObj, connSkill=useSkill)
+        
     # 复活时
     for tagObj in reviveObjList:
         # 同步最新的怒气及buff,血量已经在技能中通知了
@@ -1471,6 +1577,20 @@
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
         
+    # 曹仁防护触发,暂写死
+    for tagObj in caorenProtectList:
+        tagBatLineup = tagObj.GetBatLineup()
+        caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
+        if not caorenObj or not caorenObj.IsAlive():
+            continue
+        caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
+        if not caoRenSkill:
+            continue
+        passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
+        GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
+        if passiveSkillID:
+            OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
+            
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
@@ -1483,6 +1603,10 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
             
+        # 免疫
+        if tagID in immuneObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
+            
         if tagID in effIgnoreObjIDList:
             continue
         
@@ -1491,7 +1615,7 @@
         # 掉血时
         if tagID in beHurtObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
-            #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill)
             
         #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
         if not isAttackDirect:
@@ -1501,6 +1625,7 @@
         if isExObj:
             continue
         
+        isDotHurt = False
         # 直接攻击
         if isAttackDirect:
             if not triggerOne:
@@ -1511,7 +1636,9 @@
         elif not isAttackDirect:
             # 受到持续伤害
             if tagID in beHurtObjIDList:
-                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                isDotHurt = True
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
                 
         # 使用技能后
         if isUseSkill:
@@ -1534,6 +1661,12 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
             
+        # 吸血
+        if tagID in suckObjIDList:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
+            
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
@@ -1549,7 +1682,7 @@
             
             
         # 敌友方
-        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue]:
+        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
             if not curBatLineup:
                 curBatLineup = curObj.GetBatLineup()
             for lineupObjID in curBatLineup.posObjIDDict.values():
@@ -1563,7 +1696,11 @@
                         TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
                         if curID != lineupObj.GetID():
                             TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
-                            
+                # 持续伤害
+                elif isDotHurt:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        
                 # 连击
                 if batType == ChConfig.TurnBattleType_Combo:
                     TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -1701,11 +1838,14 @@
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
-def GetEnhanceXP(gameObj, addXP):
+def GetEnhanceXP(gameObj, addXP, useSkill=None):
     ## 获取提升后的xp值
     addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
     # 其他强化、弱化
     if addPer == 0:
+        return addXP
+    if useSkill and useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PotentialSkill and useSkill.GetSkillValue() == 50:
+        GameWorld.DebugLogEx("潜能初始50点暂时写死不受限: objID=%s,addXP=%s,skillID=%s", gameObj.GetID(), addXP, useSkill.GetSkillID())
         return addXP
     objID = gameObj.GetID()
     updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
@@ -1765,6 +1905,10 @@
             GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
             return
         
+    if checkHeroSex:
+        if TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_IgnoreSex, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID):
+            checkHeroSex = 0
+            
     # 继承主技能目标
     if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
         GameWorld.DebugLogEx("继承主技能目标! enhanceSkillID=%s", enhanceSkillID)
@@ -1776,8 +1920,11 @@
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
             if not tagObj.IsAlive():
-                GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
-                continue
+                if enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
+                    GameWorld.DebugLogEx("    禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
+                else:
+                    GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
+                    continue
             if tagID in effIgnoreObjIDList:
                 GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                 continue
@@ -1828,7 +1975,7 @@
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, batType=ChConfig.TurnBattleType_Passive, **kwargs):
     '''被动触发使用技能
     @param passiveSkill: 释放的被动技能 或 技能ID
     @param connSkill: 由什么技能引起的
@@ -1878,12 +2025,12 @@
             GameWorld.DebugLogEx("    概率不触发: tagID=%s,happenRate=%s", tagID, happenRate)
             return
         passiveTagObjList = [tagObj]
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
         if not connSkill:
             return
         passiveTagObjList = connSkill.GetTagObjList()
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
         if "byFriendObj" not in kwargs:
             return
@@ -1891,10 +2038,24 @@
         passiveTagObjList = [byFriendObj]
         GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s", 
                              effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    # 继承主技能目标同横排 11
+    elif tagAim == ChConfig.SkillTagAim_MainSkillRow:
+        if not tagObj:
+            return
+        GameWorld.DebugLogEx("被动触发技能,针对目标同排对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+        passiveTagObjList = __getSameRowObjList(tagObj)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    # 继承主技能目标同纵排 12
+    elif tagAim == ChConfig.SkillTagAim_MainSkillCol:
+        if not tagObj:
+            return
+        GameWorld.DebugLogEx("被动触发技能,针对目标同纵对象! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+        passiveTagObjList = __getSameColObjList(tagObj)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     else:
         GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
@@ -2008,9 +2169,14 @@
         aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
         dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
         GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
-        
+        if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
+            aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
+            dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
+            GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+            
     #aAddSkillPer = 0 # 技能增伤
-    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+    dBatDamPerDef = 0 # 战斗增减伤
+    aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
     aBatDamPer += addBatDamPer
@@ -2119,14 +2285,25 @@
         GameWorld.DebugLogEx("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
         
     # 均摊
-    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
-    if hurtShareEff:
+    if HaveShareEff(atkObj, curSkill):
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         hurtValue = hurtValue / tagCnt
         GameWorld.DebugLogEx("    目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
+
+def HaveShareEff(atkObj, curSkill):
+    ## 玩家技能是否有分摊效果: 均摊伤害/治疗/承伤盾值
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if not hurtShareEff:
+        return False
+    needLearnSkillID = hurtShareEff.GetEffectValue(0)
+    if needLearnSkillID:
+        if not atkObj.GetSkillManager().FindSkillByID(needLearnSkillID):
+            GameWorld.DebugLogEx("所需技能未学习,分摊效果不生效! skillID=%s,needLearnSkillID=%s", curSkill.GetSkillID(), needLearnSkillID)
+            return False
+    return True
 
 def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
     ## 获取额外增加的技能万分比
@@ -2202,7 +2379,7 @@
         return hurtValue, hurtTypes, immuneHurt
     
     hurtValue = int(hurtValue)
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    if defObj.CheckInState(ChConfig.ImmuneHurtStateList):
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         immuneHurt = hurtValue
         hurtValue = 0
@@ -2232,7 +2409,7 @@
         defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
         isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
         
-        lostHP, ignoreShield = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+        lostHP, ignoreShield, hurtValue = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
         if ignoreShield:
             hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
             
@@ -2373,7 +2550,7 @@
     # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
     # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
     # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
-    caorenSkillID = 1015070
+    caorenSkillID = ChConfig.SkillID_CaorenProtect
     effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
     
     isAve = False
@@ -2486,7 +2663,7 @@
             
             immuneHurt = immuneHurtDict.get(aveObjID)
             if immuneHurt == None:
-                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
+                if aveObj.CheckInState(ChConfig.ImmuneHurtStateList):
                     immuneHurt = 0
                 else:
                     immuneHurt = -1 # 标记没有无敌
@@ -2522,7 +2699,7 @@
     @param hpCanNegative: 扣除后的生命是否允许负值
     @param immuneHurt: 免疫的伤害值
     @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
-    @return: lostHP, ignoreShield
+    @return: lostHP, ignoreShield, hurtValue
     '''
     
     ignoreShield = None
@@ -2540,8 +2717,14 @@
                                  defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
             
     if hurtValue <= 0:
-        return 0, ignoreShield
+        return 0, ignoreShield, hurtValue
     
+    # 伤血上限保护
+    lostHPProtect = TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_LostHPProtect, curSkill)
+    if lostHPProtect > 0 and hurtValue > lostHPProtect:
+        GameWorld.DebugLogEx("    扣血时最大伤血保护: defID=%s,hurtValue=%s,lostHPProtect=%s", defObj.GetID(), hurtValue, lostHPProtect)
+        hurtValue = lostHPProtect
+        
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     skillID = curSkill.GetSkillID()
@@ -2607,7 +2790,7 @@
     GameWorld.DebugLogEx("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s", 
                          atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
-    return lostHP, ignoreShield
+    return lostHP, ignoreShield, hurtValue
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
@@ -2629,12 +2812,12 @@
         return
     
     GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
-    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
+    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLogEx("        bounceHP=%s", bounceHP)
         return
     hurtObj.SetBounceHP(bounceHP)
-    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
+    DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
     return
 
 def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -2732,12 +2915,14 @@
         cureHP += cureHPEx
         GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
         
+    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddCureMultiBySkillType, curSkill)
+    if addCureMulti:
+        multiValue += addCureMulti / 100.0
     if multiValue and multiValue != 1:
         cureHP = int(cureHP * multiValue)
         GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
         
-    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
-    if hurtShareEff:
+    if HaveShareEff(userObj, curSkill):
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         cureHP = cureHP / tagCnt
         GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)

--
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