From 49687fb87f3ca5fb311cf0caef1185825dfa3ed0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 14:12:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化战斗效率;司马懿所有技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py                              |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py                       |   90 +++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py                     |  164 ++++++---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py |   38 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py |   37 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py                    |   12 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py                            |   16 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                    |  176 +++++----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py                |    4 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py                      |  409 +++++++++++++-----------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                             |   18 
 12 files changed, 608 insertions(+), 360 deletions(-)

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 1a3d1bb..cd2e444 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/BattleObj.py
@@ -32,10 +32,17 @@
     
     def __init__(self, batObj):
         self._batObj = batObj
-        # 被影响的技能ID: 0为所有技能
+        self._objID = batObj.GetID() if batObj else 0
+        
+        # 技能
         self._AffectSkillDict = {} # 被动技能 {(触发方式, 有效来源):{技能ID:[effID, ...], ...}, ...}
+        self._affectSkillEnhanceDict = {} # 未学习的额外子技能被动效果 {skillID:{(触发方式, 有效来源):[effID, ...], ...}, ...}
+        self._skillTriggerWayList = [] # 技能有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
+        
+        # buff
         self._AffectBuffDict = {} # 被动buff {(触发方式, 有效来源):{buffID:[effID, ...], ...}, ...}
         self._buffSkillIDDict = {} # {buffID:skillID, ...}
+        self._buffTriggerWayList = [] # buff有的触发方式 [触发方式, ...] ,优化效率用,减少多余逻辑
         return
     
     def onRelease(self):
@@ -50,20 +57,12 @@
         '''
         effList = []
         
-        if not connSkillTypeID:
-            if connSkill:
-                connSkillTypeID = connSkill.GetSkillTypeID()
-            elif connBuff:
-                skillData = connBuff.GetSkillData()
-                connSkillTypeID = skillData.GetSkillTypeID()
-                
-        # SkillData 对象暂时没有 GetObjID
-        if connSkill and hasattr(connSkill, "GetObjID") and self._batObj.GetID() == connSkill.GetObjID():
+        # 额外子技能的一般是未学习的技能,直接加载自身的被动效果
+        if connSkill and not isinstance(connSkill, IpyGameDataPY.IPY_Skill) and self._objID == connSkill.GetObjID() \
+            and connSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
             skillID = connSkill.GetSkillID()
-            skillManager = self._batObj.GetSkillManager()
-            # 非对象身上的技能,读取本技能被动触发的效果,一般是主技能拆分的子技能
-            if not skillManager.FindSkillByID(skillID):
-                effIDList = []
+            if skillID not in self._affectSkillEnhanceDict:
+                effDict = {}
                 for index in xrange(connSkill.GetEffectCount()):
                     effect = connSkill.GetEffect(index)
                     effectID = effect.GetEffectID()
@@ -80,12 +79,28 @@
                         continue
                     if tWay == ChConfig.TriggerWay_CalcEffValue:
                         tWay = "%s_%s" % (tWay, effectID)
-                    if tWay != triggerWay:
-                        continue
-                    effIDList.append(effectID)
-                if effIDList:
-                    effList.append(["skill", skillID, 0, effIDList])
-                    
+                        
+                    key = (tWay, tSrc)
+                    if key not in effDict:
+                        effDict[key] = {}
+                    effList = effDict[key]
+                    if effectID not in effList:
+                        effList.append(effList)
+                self._affectSkillEnhanceDict[skillID] = effDict
+                
+            effDict = self._affectSkillEnhanceDict[skillID]
+            if triggerWay in effDict:
+                effList.append(["skill", skillID, 0, effDict[triggerWay]])
+                
+        if triggerWay not in self._skillTriggerWayList and triggerWay not in self._buffTriggerWayList:
+            return effList
+        
+        if not connSkillTypeID:
+            if connSkill:
+                connSkillTypeID = connSkill.GetSkillTypeID()
+            elif connBuff:
+                connSkillTypeID = connBuff.GetSkillTypeID()
+                
         # 优先取关联技能的
         if connSkillTypeID and connSkillTypeID not in [ChConfig.TriggerSrc_Skill, ChConfig.TriggerSrc_Buff, ChConfig.TriggerSrc_SkillSelf, ChConfig.TriggerSrc_BuffSelf]:
             # 技能
@@ -100,24 +115,29 @@
             if key in self._AffectBuffDict:
                 effDict = self._AffectBuffDict[key]
                 for buffID, effIDList in effDict.items():
-                    effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
+                    skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+                    effList.append(["buff", skillID, buffID, effIDList])
                     
         # 所有技能有效的
         key = (triggerWay, ChConfig.TriggerSrc_Skill)
-        effDict = self._AffectSkillDict.get(key, {})
-        for skillID, effIDList in effDict.items():
-            effList.append(["skill", skillID, 0, effIDList])
+        if key in self._AffectSkillDict:
+            effDict = self._AffectSkillDict[key]
+            for skillID, effIDList in effDict.items():
+                effList.append(["skill", skillID, 0, effIDList])
             
         # 所有buff有效的
         key = (triggerWay, ChConfig.TriggerSrc_Buff)
-        effDict = self._AffectBuffDict.get(key, {})
-        for buffID, effIDList in effDict.items():
-            effList.append(["buff", self._buffSkillIDDict.get(buffID, 0), buffID, effIDList])
+        if key in self._AffectBuffDict:
+            effDict = self._AffectBuffDict[key]
+            for buffID, effIDList in effDict.items():
+                skillID = self._buffSkillIDDict[buffID] if buffID in self._buffSkillIDDict else 0
+                effList.append(["buff", skillID, buffID, effIDList])
             
         return effList
     
     def RefreshSkillPassiveEffect(self):
         self._AffectSkillDict = {}
+        self._skillTriggerWayList = []
         
         skillManager = self._batObj.GetSkillManager()
         for index in range(0, skillManager.GetSkillCount()):
@@ -161,10 +181,14 @@
         if skillID not in effDict:
             effDict[skillID] = []
         effDict[skillID].append(effectID)
+        if triggerWay not in self._skillTriggerWayList:
+            self._skillTriggerWayList.append(triggerWay)
         return
         
     def RefreshBuffPassiveEffect(self):
         self._AffectBuffDict = {}
+        self._buffTriggerWayList = []
+        
         buffMgr = self._batObj.GetBuffManager()
         for index in range(buffMgr.GetBuffCount()):
             buff = buffMgr.GetBuffByIndex(index)
@@ -214,6 +238,8 @@
         if effectID not in effIDList:
             effIDList.append(effectID)
         self._buffSkillIDDict[buffID] = skillData.GetSkillID()
+        if triggerWay not in self._buffTriggerWayList:
+            self._buffTriggerWayList.append(triggerWay)
         return
     
     def DelBuffPassiveEffect(self, buffID):
@@ -221,10 +247,19 @@
         for key, effDict in self._AffectBuffDict.items():
             if buffID not in effDict:
                 continue
+            self._buffSkillIDDict.pop(buffID, 0)
             effDict.pop(buffID)
             if not effDict:
                 self._AffectBuffDict.pop(key)
-            self._buffSkillIDDict.pop(buffID, 0)
+                # 检查移除存在的触发方式
+                triggerWay = key[0]
+                hasTrigger = False
+                for k in self._AffectBuffDict.keys():
+                    if triggerWay == k[0]:
+                        hasTrigger = True
+                        break
+                if not hasTrigger and triggerWay in self._buffTriggerWayList:
+                    self._buffTriggerWayList.remove(triggerWay)
         return
     
 class HurtObj():
@@ -315,6 +350,8 @@
     
     def __init__(self, ipyData):
         self._ipyData = ipyData
+        self._skillID = self._ipyData.GetSkillID()
+        self._skillTypeID = self._ipyData.GetSkillTypeID()
         self._effList = [] # [Effect, ...]
         self._effDict = {} # {(effID, triggerWay):Effect, ...} ,确保唯一,同个技能可能配置相同的效果ID
         for num in range(1, 1 + 3):
@@ -331,9 +368,11 @@
         ## 回收前处理,主要处理一些其他不需要释放的对象池对象,防止被连同误回收
         return
     
+    def GetObjID(self): return 0 # 减少判断 hasattr 用
+    def GetBatType(self): return -1 # 减少判断 hasattr 用
     def GetIpyData(self): return self._ipyData
-    def GetSkillID(self): return self._ipyData.GetSkillID()
-    def GetSkillTypeID(self): return self._ipyData.GetSkillTypeID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return  self._skillTypeID
     def GetSkillLV(self): return self._ipyData.GetSkillLV()
     def GetSkillMaxLV(self): return self._ipyData.GetSkillMaxLV()
     def GetSkillName(self): return self._ipyData.GetSkillName()
@@ -351,9 +390,11 @@
     def GetSkillValue(self): return self._ipyData.GetSkillValue()
     def GetHurtAtkPerMax(self): return self._ipyData.GetHurtAtkPerMax()
     def GetHappenRate(self): return self._ipyData.GetHappenRate() # 触发概率
-    def GetEffect(self, index): return self._effList[index] if len(self._effList) > index else 0
+    def GetEffect(self, index): return self._effList[index]# if len(self._effList) > index else 0
     def GetEffectCount(self): return len(self._effList)
-    def GetEffectByID(self, effID, triggerWay=0): return self._effDict.get((effID, triggerWay), None)
+    def GetEffectByID(self, effID, triggerWay=0):
+        if (effID, triggerWay) in self._effDict:
+            return self._effDict[(effID, triggerWay)]
     def GetConnSkill(self): return self._ipyData.GetConnSkill()
     def GetCoolDownInit(self): return self._ipyData.GetCoolDownInit()
     def GetCoolDownTime(self): return self._ipyData.GetCoolDownTime()
@@ -372,6 +413,8 @@
     
     def __init__(self, ipyData):
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillID = self._skillData.GetSkillID()
+        self._skillTypeID = self._skillData.GetSkillTypeID()
         self._addTiming = 0 # 添加该buff时间点,0-自身回合前;1-自身回合后
         self._refreshState = 0 # 添加buff后是否刷新过剩余回合,未刷新过的需要先设置为已刷新,防止添加后马上被扣除1回合的时长
         self._buffID = 0
@@ -391,7 +434,8 @@
         return
     
     def GetSkillData(self): return self._skillData
-    def GetSkillID(self): return self._skillData.GetSkillID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return self._skillTypeID
     def GetCurBuffState(self): return self._skillData.GetCurBuffState()
     def GetDispersedLimit(self): return self._skillData.GetDispersedLimit()
     def GetBuffRetain(self): return self._skillData.GetBuffRetain()
@@ -425,7 +469,9 @@
     def SetValue3(self, value): self._value3 = value
     def GetIsCopy(self): return self._isCopy
     def SetIsCopy(self, isCopy): self._isCopy = isCopy
-    def GetEffectValueEx(self, effID): return self._effExDict.get(effID, 0)
+    def GetEffectValueEx(self, effID):
+        if effID in self._effExDict:
+            return self._effExDict[effID]
     def ResetEffectValueEx(self): self._effExDict = {}
     def AddEffectValueEx(self, effID, valueEx): self._effExDict[effID] = self._effExDict.get(effID, 0) + valueEx
     def GetEffectExDict(self): return self._effExDict
@@ -481,7 +527,7 @@
         
         self._buffList.append(buff)
         self._buffIDDict[buffID] = buff
-        #GameWorld.DebugLog("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s" % (self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict))
+        #GameWorld.DebugLogEx("ObjBuff:%s, AddBuff buffID=%s, %s, %s, %s, %s, %s", self._batObj.GetID(), buffID, buff, len(self._buffList), len(self._buffIDDict), self._buffList, self._buffIDDict)
         if skillTypeID not in self._skillTypeIDBuffIDs:
             self._skillTypeIDBuffIDs[skillTypeID] = []
         buffIDs = self._skillTypeIDBuffIDs[skillTypeID]
@@ -492,9 +538,9 @@
     
     def DelBuff(self, buffID, release=True):
         if buffID not in self._buffIDDict:
-            #GameWorld.DebugLog("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s" % (self._batObj.GetID(), buffID, self._buffIDDict.keys()))
+            #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff not in self._buffIDDict, buffID=%s, %s", self._batObj.GetID(), buffID, self._buffIDDict.keys())
             return
-        #GameWorld.DebugLog("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s" % (self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList))
+        #GameWorld.DebugLogEx("ObjBuff:%s, DelBuff %s, buffID=%s, dict:%s, len:%s, list:%s", self._batObj.GetID(), release, buffID, self._buffIDDict, len(self._buffList), self._buffList)
         buff = self._buffIDDict.pop(buffID)
         if buff in self._buffList:
             self._buffList.remove(buff)
@@ -504,7 +550,7 @@
                 if lBuff.GetBuffID() == buffID:
                     self._buffList.remove(lBuff)
                     GameWorld.ErrLog("删除buff异常不在列表里! buffID=%s,lBuff=%s,buff=%s" % (buffID, lBuff, buff))
-        #GameWorld.DebugLog("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s" % (self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList))
+        #GameWorld.DebugLogEx("    ObjBuff:%s, buffID=%s, dict:%s, len:%s, dictKeys:%s, list:%s", self._batObj.GetID(), buffID, len(self._buffIDDict), len(self._buffList), self._buffIDDict.keys(), self._buffList)
         for skillTypeID, buffIDList in self._skillTypeIDBuffIDs.items():
             if buffID not in buffIDList:
                 continue
@@ -516,7 +562,9 @@
             ObjPool.GetPoolMgr().release(buff)
         return
     
-    def GetBuff(self, buffID): return self._buffIDDict.get(buffID, None)
+    def GetBuff(self, buffID):
+        if buffID in self._buffIDDict:
+            return self._buffIDDict[buffID]
     def FindBuffListBySkillID(self, skillID):
         ## 返回该技能ID的所有buff列表
         skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
@@ -545,14 +593,19 @@
         return
     def FindBuffByState(self, state):
         ## 查找某种buff状态的buff
-        buffIDList = self._buffStateDict.get(state, [])
+        if state not in self._buffStateDict:
+            return
+        buffIDList = self._buffStateDict[state]
         if not buffIDList:
             return
         buffID = buffIDList[0]
-        return self._buffIDDict.get(buffID, None)
+        if buffID in self._buffIDDict:
+            return self._buffIDDict[buffID]
     def FindBuffListByState(self, state):
         ## 查找某种buff状态的buff列表
-        buffIDList = self._buffStateDict.get(state, [])
+        if state not in self._buffStateDict:
+            return []
+        buffIDList = self._buffStateDict[state]
         buffs = []
         for buffID in buffIDList:
             if buffID not in self._buffIDDict:
@@ -567,7 +620,7 @@
         buffIDList = self._buffStateDict[state]
         if buffID not in buffIDList:
             buffIDList.append(buffID)
-        GameWorld.DebugLog("    AddBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        GameWorld.DebugLogEx("    AddBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
         return
     
     def DelBuffState(self, state, buffID):
@@ -579,17 +632,22 @@
         buffIDList.remove(buffID)
         if not buffIDList:
             self._buffStateDict.pop(state)
-        GameWorld.DebugLog("    DelBuffState state=%s,buffID=%s,%s" % (state, buffID, self._buffStateDict))
+        GameWorld.DebugLogEx("    DelBuffState state=%s,buffID=%s,%s", state, buffID, self._buffStateDict)
         return
     
     def IsInBuffState(self, state): return state in self._buffStateDict ## 是否处于某种状态下
-    def GetStateBuffIDList(self, state): return self._buffStateDict.get(state, []) # 获取某种状态的所有buffID列表
+    def GetStateBuffIDList(self, state): # 获取某种状态的所有buffID列表
+        if state in self._buffStateDict:
+            return self._buffStateDict[state]
+        return []
     
 class PySkill():
     
     def __init__(self, ipyData, objID):
         self._objID = objID # 该技能谁的
         self._skillData = ObjPool.GetPoolMgr().acquire(SklllData, ipyData)
+        self._skillID = self._skillData.GetSkillID()
+        self._skillTypeID = self._skillData.GetSkillTypeID()
         self._remainTime = 0
         self._batType = 0 # 战斗类型,普通、连击、反击、追击等
         self._tagObjList = [] # 本次技能主要目标列表 [BatObj, ...]
@@ -631,8 +689,8 @@
     
     def GetObjID(self): return self._objID
     def GetSkillData(self): return self._skillData
-    def GetSkillID(self): return self._skillData.GetSkillID()
-    def GetSkillTypeID(self): return self._skillData.GetSkillTypeID()
+    def GetSkillID(self): return self._skillID
+    def GetSkillTypeID(self): return self._skillTypeID
     def GetSkillLV(self): return self._skillData.GetSkillLV()
     def GetSkillMaxLV(self): return self._skillData.GetSkillMaxLV()
     def GetSkillName(self): return self._skillData.GetSkillName()
@@ -733,11 +791,11 @@
         ## 检查并设置开始连击相关,一般是开始使用技能时调用
         if not force:
             if self._comboState == 1:
-                #GameWorld.DebugLog("连击进行中,不重置")
+                #GameWorld.DebugLogEx("连击进行中,不重置")
                 return
         self.__commboClear()
         self._comboState = 1 # 设置已初始化连击相关
-        #GameWorld.DebugLog("连击重置")
+        #GameWorld.DebugLogEx("连击重置")
         return
     
     def ComboEnable(self): return self._comboState == 1 ## 可否执行连击相关
@@ -782,7 +840,9 @@
     def GetSkillCount(self): return len(self._skillList)
     def GetSkillByIndex(self, index): return self._skillList[index]
     def GetSkillIDList(self): return sorted(self._skillDict.keys())
-    def FindSkillByID(self, skillID): return self._skillDict.get(skillID, None)
+    def FindSkillByID(self, skillID):
+        if skillID in self._skillDict:
+            return self._skillDict[skillID]
     def FindSkillByTypeID(self, skillTypeID):
         skill = None
         for s in self._skillList:
@@ -1183,7 +1243,7 @@
         newBatObj = ObjPool.GetPoolMgr().acquire(BatObj)
         newBatObj.objID = newObjID
         self.batObjDict[newObjID] = newBatObj
-        GameWorld.DebugLog("添加战斗单位: objID=%s" % (newObjID))
+        GameWorld.DebugLogEx("添加战斗单位: objID=%s", newObjID)
         if False:
             newBatObj = BatObj(None, 0)
         return newBatObj
@@ -1203,7 +1263,7 @@
         if not batObj:
             return
         objID = batObj.objID
-        GameWorld.DebugLog("回收战斗单位: objID=%s" % (objID))
+        GameWorld.DebugLogEx("回收战斗单位: objID=%s", objID)
         #前端确认不需要通知消失
         #turnFight = batObj.GetTurnFight()
         #if turnFight:
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 7daa0d6..41a9bca 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -302,8 +302,8 @@
         for _, _, _, faction, num in sortList:
             self.actionSortList.append([faction, num])
             
-        GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
-        GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
+        GameWorld.DebugLogEx("阵容战力排序[isPlayer, fp, sortV, f, n]: %s", sortList)
+        GameWorld.DebugLogEx("阵容行动顺序[f, n]: %s", self.actionSortList)
         return
     
     def getBatFaction(self, faction=ChConfig.Def_FactionA):
@@ -458,13 +458,13 @@
         if self._isNeedReport:
             packBuff = clientPack.GetBuffer()
             buffLen = len(packBuff)
-            #GameWorld.DebugLog("回合战斗过程封包: %s, len:%s, %s" % (headStr, buffLen, CommFunc.B2Hex(packBuff)))
-            GameWorld.DebugLog("回合战斗过程封包: %s, len:%s" % (headStr, buffLen))
+            #GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s, %s", headStr, buffLen, CommFunc.B2Hex(packBuff))
+            GameWorld.DebugLogEx("回合战斗过程封包: %s, len:%s", headStr, buffLen)
             self.batBuffer += CommFunc.WriteWORD("", buffLen)
             self.batBuffer += packBuff
             ObjPool.GetPoolMgr().release(clientPack)
         else:
-            GameWorld.DebugLog("回合战斗过程封包: %s" % (headStr))
+            GameWorld.DebugLogEx("回合战斗过程封包: %s", headStr)
             # 有玩家的统一每个包单独发送,同样也支持战报统计
             if self.curPlayer:
                 NetPackCommon.SendFakePack(self.curPlayer, clientPack)
@@ -583,7 +583,7 @@
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
     lineup = olPlayer.GetLineup(lineupID)
     if lineup.IsEmpty():
-        GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID, curPlayer.GetPlayerID())
+        GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
         lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
     return lineup
 
@@ -662,6 +662,24 @@
         
     lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
     return lineupInfo
+
+def GMTestPVP(curPlayer, tagPlayerID=0):
+    ## GM测试PVP战斗
+    if not tagPlayerID:
+        tagPlayerID = curPlayer.GetPlayerID()
+        
+    guid = GameWorld.GetGUID()
+    mapID, funcLineID = 0, 0
+    
+    tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
+    if not tagViewCache:
+        PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
+        return
+    defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
+    lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
+    lineupDictB = {1:defLineupInfo}
+    turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
+    return turnFight.costTime if turnFight else None
 
 def GMTestFight(curPlayer, heroIDList, isAllSkill):
     ## GM测试战斗,指定武将
@@ -794,7 +812,7 @@
                 random.shuffle(randSkillIDExList)
                 randSkillIDExList = randSkillIDExList[:skillExCnt]
             skillIDList += randSkillIDExList
-            GameWorld.DebugLog("阵容boss技能: %s, 随机附加技能: %s" % (skillIDList, randSkillIDExList))
+            GameWorld.DebugLogEx("阵容boss技能: %s, 随机附加技能: %s", skillIDList, randSkillIDExList)
             
     # 成长怪属性
     batAttrDict = GetNPCStrongerAttrDict(npcID, lvIpyData, npcStronger, difficulty)
@@ -824,7 +842,7 @@
                   "SkillIDList":skillIDList,
                   }
     
-    GameWorld.DebugLog("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s" % (npcID, strongerLV, difficulty, battleDict))
+    GameWorld.DebugLogEx("GetNPCBattleDict npcID=%s,strongerLV=%s,difficulty=%s,%s", npcID, strongerLV, difficulty, battleDict)
     return battleDict
 
 def GetNPCHeroSkillIDList(heroID, heroIpyData, breakLV, awakeLV):
@@ -873,9 +891,9 @@
         ratio = getattr(npcStronger, "Get%sRatio" % attrName)() if hasattr(npcStronger, "Get%sRatio" % attrName) else 1 # 属性系数
         attrValue = int(reValue * ratio * difficulty)
         batAttrDict[attrID] = attrValue
-        #GameWorld.DebugLog("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s" % (attrID, attrValue, reValue, ratio, difficulty))
+        #GameWorld.DebugLogEx("    attrID=%s,attrValue=%s,reValue=%s,ratio=%s,difficulty=%s", attrID, attrValue, reValue, ratio, difficulty)
         
-    GameWorld.DebugLog("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s" % (npcID, lv, difficulty, batAttrDict))
+    GameWorld.DebugLogEx("NPC成长属性: npcID=%s,lv=%s,difficulty=%s,%s", npcID, lv, difficulty, batAttrDict)
     return batAttrDict
 
 def SummonLineupObjs(batLineup, faction, num, lineupInfo, reqPlayerID=0):
@@ -887,7 +905,7 @@
     '''
     lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
     npcLineupID = lineupInfo.get("NPCLineupID", 0)
-    GameWorld.DebugLog("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s" % (faction, num, npcLineupID, lineupPlayerID), reqPlayerID)
+    GameWorld.DebugLogEx("SummonLineupObjs faction:%s,num:%s,npcLineupID=%s,lineupPlayerID=%s", faction, num, npcLineupID, lineupPlayerID)
     
     turnFight = batLineup.turnFight
     tfGUID = turnFight.guid
@@ -959,15 +977,16 @@
             
         batLineup.posObjIDDict[posNum] = objID
         batLineup.heroObjIDDict[heroID] = objID
-        GameWorld.DebugLog("AddBatObj %s,lv=%s,star=%s,skill=%s" % (GetObjName(batObj), lv, star, skillManager.GetSkillIDList()))
+        GameWorld.DebugLogEx("AddBatObj %s,lv=%s,star=%s,skill=%s", GetObjName(batObj), lv, star, skillManager.GetSkillIDList())
         ResetObjSkill(batObj)
         
         if npcID:
             #副本指定NPC属性
             fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(turnFight, batObj)
             if fbNPCInitAttrDict:
-                GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
+                GameWorld.DebugLogEx("副本指定NPC初始化属性: npcID=%s, %s", npcID, fbNPCInitAttrDict)
                 attrDict = {str(k):v for k, v in fbNPCInitAttrDict.items()} # 统一格式
+        #attrDict[str(ChConfig.AttrID_MaxHP)] = 10000000000
         batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
         
     return
@@ -978,7 +997,7 @@
     batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
     if not batFaction:
         return
-    GameWorld.DebugLog("切换小队重置玩家阵容武将...")
+    GameWorld.DebugLogEx("切换小队重置玩家阵容武将...")
     batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
     batObjMgr = BattleObj.GetBatObjMgr()
     for objID in batLineup.posObjIDDict.values():
@@ -987,9 +1006,9 @@
             continue
         objName = GetObjName(batObj)
         if not batObj.IsAlive():
-            GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
+            GameWorld.DebugLogEx("    已被击杀不处理! %s", objName)
             continue
-        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
+        GameWorld.DebugLogEx("重置武将: %s, HP:%s/%s, XP:%s", objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP())
         
         # 清除buff
         buffMgr = batObj.GetBuffManager()
@@ -1012,7 +1031,7 @@
     pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
     if pubCD:
         if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
-            GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
+            GameWorld.DebugLogEx("回合制战斗请求服务器公共CD中!")
             PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
             return True
         
@@ -1020,7 +1039,7 @@
     selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
     lastTick = curPlayer.GetDictByKey(selfKey)
     if selfCD and lastTick and tick - lastTick <= selfCD:
-        GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
+        GameWorld.DebugLogEx("回合制战斗请求CD中: %s", selfKey)
         PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
         return True
     
@@ -1051,8 +1070,7 @@
     tagID = clientData.TagID
     valueList = clientData.ValueList
     
-    GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s" 
-                       % (mapID, funcLineID, tagType, tagID, valueList), playerID)
+    GameWorld.DebugLogEx("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s", mapID, funcLineID, tagType, tagID, valueList, playerID)
     
     reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
     if not reqRet:
@@ -1063,7 +1081,7 @@
     fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
     if fbIpyData:
         if not fbLineIpyData:
-            GameWorld.DebugLog("不存在该副本功能线路! mapID=%s,funcLineID=%s" % (mapID, funcLineID))
+            GameWorld.DebugLogEx("不存在该副本功能线路! mapID=%s,funcLineID=%s", mapID, funcLineID)
             return
         if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
             return
@@ -1082,7 +1100,7 @@
     
     atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
     if not atkLineupInfo:
-        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
         return
     
     # 玩家
@@ -1091,13 +1109,13 @@
         tagViewCache = PlayerViewCache.FindBattleViewCache(tagPlayerID)
         if not tagViewCache:
             # 跨服玩家待扩展
-            GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
+            GameWorld.DebugLogEx("目标玩家没有缓存数据! tagPlayerID=%s", tagPlayerID, playerID)
             PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
             return
         
         defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
         if not defLineupInfo:
-            GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
+            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
             PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
             return
         
@@ -1156,6 +1174,7 @@
     fromServerID = GameWorld.GetGameWorld().GetServerID()
     reqInfo = [guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID, playerServerID, npcLineupIDList, strongerLV, difficulty, reqData]
     multiMapSet = IpyGameDataPY.GetFuncCfg("TurnFightProcess", 1)
+    #multiMapSet = 0
     # 多地图战斗 0-本地图处理;1-多地图处理;2-debug模式默认本地图处理,非debug默认多地图处理
     isMultiMap = False
     if multiMapSet == 1:
@@ -1241,7 +1260,7 @@
     
     for index, lineupID in enumerate(npcLineupIDList):
         turnFight.lineupIndex = index
-        GameWorld.DebugLog("对战NPC阵容: index=%s, lineupID=%s" % (index, lineupID))
+        GameWorld.DebugLogEx("对战NPC阵容: index=%s, lineupID=%s", index, lineupID)
         if index > 0:
             turnFight.nextTurnFight()
         turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
@@ -1257,6 +1276,7 @@
     tfMgr.delTurnFight(guid)
     return turnFight if saveOK else None
 
+#@CommFunc.DoCProfile
 def DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB, reqPlayerID=0, playerServerID=0):
     '''执行PVP战斗,只处理战斗,不关心功能及curPlayer相关
     @param lineupDictA: 阵营A所有阵容{阵容编号:{阵容信息}, ...}
@@ -1309,7 +1329,7 @@
         __doSetFightPoint(curPlayer, reqValue)
         return
     
-    GameWorld.DebugLog("------------------- 主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+    GameWorld.DebugLogEx("------------------- 主线战斗请求: reqType=%s", reqType, curPlayer.GetPlayerID())
     mainFightMgr = GetMainFightMgr(curPlayer)
     mainFightMgr.resetMainFightExDataRec() # 请求时补重置,防止异常时重复结算逻辑
     
@@ -1369,14 +1389,14 @@
 
 def __doSetFightPoint(curPlayer, fightPoint):
     ## 设置消耗倍值
-    GameWorld.DebugLog("设置战锤消耗倍值: %s" % fightPoint)
+    GameWorld.DebugLogEx("设置战锤消耗倍值: %s", fightPoint)
     needTreeLVList = IpyGameDataPY.GetFuncEvalCfg("AutoGuaji", 1)
     if fightPoint < 1 or fightPoint > len(needTreeLVList):
         return
     needTreeLV = needTreeLVList[fightPoint - 1]
     treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
     if treeLV < needTreeLV:
-        GameWorld.DebugLog("祝福树等级不足: treeLV=%s < %s" % (treeLV, needTreeLV))
+        GameWorld.DebugLogEx("祝福树等级不足: treeLV=%s < %s", treeLV, needTreeLV)
         return
     curPlayer.SetFightPoint(fightPoint)
     return
@@ -1386,10 +1406,10 @@
     # @param isRestStart: 是否从休息状态重新开始的
     playerID = curPlayer.GetPlayerID()
     chapterID, levelNum, wave = PlayerControl.GetMainLevelNowInfo(curPlayer)
-    GameWorld.DebugLog("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s" % (chapterID, levelNum, wave, isRestStart), playerID)
+    GameWorld.DebugLogEx("请求关卡波战斗: chapterID=%s,levelNum=%s,wave=%s,isRestStart=%s", chapterID, levelNum, wave, isRestStart, playerID)
     fightPoint = max(curPlayer.GetFightPoint(), 1)
     if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
-        GameWorld.DebugLog("战锤不足,无法开始!")
+        GameWorld.DebugLogEx("战锤不足,无法开始!")
         return
     chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
     if not chapterIpyData:
@@ -1421,7 +1441,7 @@
     
     lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
     if not lineupMainInfo:
-        GameWorld.DebugLog("没有设置主阵容!", playerID)
+        GameWorld.DebugLogEx("没有设置主阵容!", playerID)
         return
     
     strongerLV = levelIpyData.GetNPCLV()
@@ -1433,8 +1453,8 @@
     mainFightMgr.wave = wave
     mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
     turnMax = GetTurnMax(mapID)
-    GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
-                       % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
+    GameWorld.DebugLogEx("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s", 
+                         chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty, playerID)
     
     turnFight = mainFightMgr.turnFight
     turnFight.setTurnFight(mapID, funcLineID, turnMax, False, curPlayer)
@@ -1473,7 +1493,7 @@
     if winFaction:
         nextLineupID = turnFight.nextLineupID()
         if nextLineupID:
-            GameWorld.DebugLog("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s" % (turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList))
+            GameWorld.DebugLogEx("---开始进入下一小队: lineupIndex=%s,nextLineupID=%s,%s", turnFight.lineupIndex, nextLineupID, turnFight.lineupIDList)
             
             turnFight.nextTurnFight()
             # 切换小队时,玩家阵容不需要处理,保留状态
@@ -1489,7 +1509,7 @@
     # 小怪战斗,每次消耗1个战锤
     fightPoint = max(curPlayer.GetFightPoint(), 1) # 主线战斗消耗倍值,默认1
     if not PlayerControl.HaveMoney(curPlayer, ShareDefine.TYPE_Price_Xiantao, fightPoint):
-        GameWorld.DebugLog("回合开始时战锤不足!")
+        GameWorld.DebugLogEx("回合开始时战锤不足!")
         return
     
     # 以下均是处理关卡小怪分段实时战斗
@@ -1509,7 +1529,7 @@
         
         # 回合开始
         if turnNumStart < turnNum:
-            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
+            GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】 ", turnNum)
             turnFight.turnNum = turnNum
             turnFight.turnNumStart = turnNum
             if curPlayer:
@@ -1531,10 +1551,10 @@
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
-                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
+                #GameWorld.DebugLogEx("武将位置: faction=%s,posNum=%s", faction, posNum)
                 if posNum not in batLineup.posObjIDDict:
                     batLineup.actionNum = posNum + 1
-                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
+                    #GameWorld.DebugLogEx("没有武将: faction=%s,posNum=%s", faction, posNum)
                     continue
                 
                 objID = batLineup.posObjIDDict[posNum]
@@ -1543,7 +1563,7 @@
                 # 玩家自己阵营,预判可否行动
                 if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                     if batObj.CanAction():
-                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
+                        GameWorld.DebugLogEx("玩家阵容下一个可行动的武将,断点: nextPosNum=%s", posNum)
                         return
                     
                 batLineup.actionNum = posNum + 1
@@ -1586,7 +1606,7 @@
         if turnFight.winFaction:
             break
         turnFight.turnNum = turnNum
-        GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
+        GameWorld.DebugLogEx("【----- 回合制战斗轮次: %s -----】", turnNum)
         if curPlayer:
             turnFight.syncState(FightState_Fighting)
             
@@ -1649,7 +1669,7 @@
     ## 执行进场逻辑
     if turnFight.enterLogic:
         return
-    GameWorld.DebugLog("执行进场逻辑...")
+    GameWorld.DebugLogEx("执行进场逻辑...")
     
     batObjMgr = BattleObj.GetBatObjMgr()
     for faction, num in turnFight.actionSortList:
@@ -1670,7 +1690,7 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     for faction, num in turnFight.actionSortList:
-        GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s,num=%s" % (turnNum, faction, num))
+        GameWorld.DebugLogEx("大回合开始逻辑: turnNum=%s,faction=%s,num=%s", turnNum, faction, num)
         batFaction = turnFight.getBatFaction(faction)
         batLineup = batFaction.getBatlineup(num)
         batLineup.actionNum = 1
@@ -1698,7 +1718,7 @@
     
     batObjMgr = BattleObj.GetBatObjMgr()
     for faction, num in turnFight.actionSortList:
-        GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        GameWorld.DebugLogEx("回合结束逻辑: turnNum=%s,faction=%s, num=%s", turnNum, faction, num)
         batFaction = turnFight.getBatFaction(faction)
         batLineup = batFaction.getBatlineup(num)
         for objID in batLineup.posObjIDDict.values():
@@ -1721,7 +1741,7 @@
     if not batObj.IsAlive():
         return
     
-    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    GameWorld.DebugLogEx("---[武将回合开始] : curID=%s,curHP=%s/%s", batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())
     turnFight.ResetOneActionUseSkillCnt()
     RefreshObjBuffTime(turnFight, batObj)
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
@@ -1738,7 +1758,7 @@
     if not batObj.IsAlive():
         return
     
-    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    GameWorld.DebugLogEx("---[武将回合结束] : curID=%s,curHP=%s/%s", batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP())
     turnFight.ResetOneActionUseSkillCnt()
     RefreshObjBuffTime(turnFight, batObj)
     return
@@ -1756,7 +1776,7 @@
         initCD = curSkill.GetCoolDownInit()
         if initCD:
             curSkill.SetRemainTime(initCD)
-            GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
+            GameWorld.DebugLogEx("技能初始CD: curID=%s,skillID=%s,initCD=%s", curID, skillID, initCD)
         elif curSkill.GetRemainTime():
             curSkill.SetRemainTime(0)
         curSkill.SetEnergy(0)
@@ -1778,11 +1798,11 @@
         if remainTime <= 0:
             continue
         if preTurnUseCnt > 0:
-            GameWorld.DebugLog("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+            GameWorld.DebugLogEx("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s", curID, skillID, remainTime, preTurnUseCnt)
             continue
         remainTime -= 1
         curSkill.SetRemainTime(remainTime)
-        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+        GameWorld.DebugLogEx("    更新技能CD: curID=%s,skillID=%s,remainTime=%s", curID, skillID, remainTime)
     return
 
 def RefreshObjByBigTurn(turnFight, batObj):
@@ -1797,16 +1817,16 @@
         if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
             continue
         if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
-            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            #GameWorld.DebugLogEx("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
             continue
         if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
-            GameWorld.DebugLog("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            GameWorld.DebugLogEx("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
             continue
         remainTime = buff.GetRemainTime()
         if remainTime <= 0:
             continue
         remainTime -= 1
-        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s" % (curID, buffID, skillID, remainTime))
+        GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
         TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
     return
 
@@ -1825,26 +1845,26 @@
         if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_Default:
             continue
         if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
-            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            #GameWorld.DebugLogEx("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
             continue
         if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
-            GameWorld.DebugLog("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            GameWorld.DebugLogEx("    光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
             continue
         remainTime = buff.GetRemainTime()
         if remainTime <= 0:
             # 永久buff不处理
-            #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+            #GameWorld.DebugLogEx("    永久buff不处理! curID=%s,index=%s,skillID=%s", curID, index, skillID)
             continue
         addTiming = buff.GetAddTiming()
         if not buff.GetRefreshState():
-            GameWorld.DebugLog("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            GameWorld.DebugLogEx("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s", curID, index, skillID, buffID, addTiming)
             buff.SetRefreshState(1)
             continue
         if addTiming != curTiming:
-            GameWorld.DebugLog("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            GameWorld.DebugLogEx("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s", curID, index, skillID, buffID, addTiming)
             continue
         remainTime -= 1
-        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+        GameWorld.DebugLogEx("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s", curID, buffID, skillID, remainTime, addTiming)
         TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
     return
 
@@ -1859,8 +1879,8 @@
     curID = curObj.GetID()
     srcID = srcObj.GetID()
     updStatValue = srcObj.StatCureValue(cureHP)
-    GameWorld.DebugLog("        统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s" 
-                   % (curID, srcID, skillID, addValue, cureHP, updStatValue))
+    GameWorld.DebugLogEx("        统计治疗: curID=%s,srcID=%s,skillID=%s,addValue=%s,cureHP=%s,updStatValue=%s", 
+                         curID, srcID, skillID, addValue, cureHP, updStatValue)
         
     return
 
@@ -1872,18 +1892,18 @@
     tagID = tagBatObj.GetID()
     if curID != tagID:
         updStatValue = curBatObj.StatHurtValue(hurtValue)
-        GameWorld.DebugLog("        统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s" 
-                       % (curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
+        GameWorld.DebugLogEx("        统计输出: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,tagHP=%s,lostType=%s", 
+                             curID, tagID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType)
         
         if tagBatObj:
             updStatValue = tagBatObj.StatDefValue(hurtValue)
-            GameWorld.DebugLog("        统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s" 
-                           % (tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType))
+            GameWorld.DebugLogEx("        统计承伤: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,updStatValue=%s,curHP=%s,lostType=%s", 
+                                 tagID, curID, skillID, hurtValue, lostHP, updStatValue, tagBatObj.GetHP(), lostType)
             
     else:
         # 如换血类技能,自残的伤害不算输出
-        GameWorld.DebugLog("        自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s" 
-                           % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
+        GameWorld.DebugLogEx("        自残: curID=%s,tagID=%s,skillID=%s,hurtValue=%s,lostHP=%s,curHP=%s", 
+                             curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP())
     return
 
 def OnObjAction(turnFight, curBatObj, isExtra=False):
@@ -1903,12 +1923,12 @@
     # 是否可行动状态判断
     canAction = curBatObj.CanAction()
     if not canAction:
-        GameWorld.DebugLog("★回合%s %s 当前状态不可行动! isExtra=%s" % (turnNum, objName, isExtra))
+        GameWorld.DebugLogEx("★回合%s %s 当前状态不可行动! isExtra=%s", turnNum, objName, isExtra)
         return
     
     atk = curBatObj.GetAtk()
     curXP = curBatObj.GetXP()
-    GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+    GameWorld.DebugLogEx("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s", turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP)
     turnFight.ResetOneActionUseSkillCnt()
     turnFight.syncObjAction(turnNum, objID)
     
@@ -1917,7 +1937,7 @@
     xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
     skillManager = curBatObj.GetSkillManager()
     useSkillList = []
-    #GameWorld.DebugLog('skillCount=%s' % skillManager.GetSkillCount(), npcID)
+    #GameWorld.DebugLogEx('skillCount=%s', skillManager.GetSkillCount(), npcID)
     for index in range(0, skillManager.GetSkillCount()):
         useSkill = skillManager.GetSkillByIndex(index)
         if not useSkill:
@@ -1937,18 +1957,18 @@
             if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                 continue
             if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
-                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
+                GameWorld.DebugLogEx("嘲讽状态下,无法主动释放怒技! skillID=%s", skillID) # 可被动释放怒技,如怒技追击
                 continue
             useCnt = -1 # xp技能优先释放
         else:
             if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
-                GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+                GameWorld.DebugLogEx("行动时无法释放该技能! skillID=%s", skillID)
                 continue
             useCnt = curBatObj.GetSkillUseCnt(skillID)
         useSkillList.append([useCnt, skillID, useSkill])
         
     useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
-    #GameWorld.DebugLog('    技能使用顺序 = useSkillList%s' % str(useSkillList), npcID)
+    #GameWorld.DebugLogEx('    技能使用顺序 = useSkillList%s', str(useSkillList), npcID)
     
     for useInfo in useSkillList:
         useSkill = useInfo[-1]
@@ -1970,7 +1990,7 @@
     objID = gameObj.GetID()
     killerObjID = killer.GetID() if killer else 0
     skillID = useSkill.GetSkillID() if useSkill else 0
-    GameWorld.DebugLog("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s" % (GetObjName(gameObj), objID, killerObjID, skillID))
+    GameWorld.DebugLogEx("        %s 回合战斗主体被击杀: curID=%s,killerObjID=%s,skillID=%s", GetObjName(gameObj), objID, killerObjID, skillID)
     gameObj.SetDead()
     TurnBuff.DoBuffByDead(turnFight, gameObj)
     
@@ -1987,7 +2007,7 @@
 
 def OnTurnAllOver(guid):
     ## 所有回合已经全部执行完毕
-    GameWorld.DebugLog("所有回合结束")
+    GameWorld.DebugLogEx("所有回合结束")
     turnFight = GetTurnFightMgr().getTurnFight(guid)
     if not turnFight:
         return
@@ -2017,7 +2037,7 @@
     turnFight.isWin = (winFaction == ChConfig.Def_FactionA)
     mapID = turnFight.mapID
     funcLineID = turnFight.funcLineID
-    GameWorld.DebugLog("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s" % (winFaction, turnFight.costTime, guid))
+    GameWorld.DebugLogEx("--- 战斗结束处理 ---, winFaction=%s, costTime=%ss, %s", winFaction, turnFight.costTime, guid)
     if mapID != ChConfig.Def_FBMapID_Main:
         GameWorld.Log("战斗耗时: %ss, mapID=%s,funcLineID=%s,turnNum=%s/%s" % (turnFight.costTime, mapID, funcLineID, turnFight.turnNum, turnFight.turnMax))
         
@@ -2036,7 +2056,7 @@
             lineupStatInfo = facStatInfo[str(num)]
             batLineup = batFaction.getBatlineup(num)
             batLineup.totalHurt = 0
-            GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
+            GameWorld.DebugLogEx("阵容明细: faction=%s,num=%s", faction, num)
             for posNum, objID in batLineup.posObjIDDict.items():
                 batObj = batObjMgr.getBatObj(objID)
                 if not batObj:
@@ -2050,8 +2070,8 @@
                 batLineup.totalHurt += atkHurt
                 batFaction.totalHurt += atkHurt
                 dead = 0 if batObj.IsAlive() else 1
-                GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
-                                   % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
+                GameWorld.DebugLogEx("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s", 
+                                     posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP)
                 lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP, 
                                                "LV":batObj.GetLV(), "Star":batObj.GetStar(), "Skin":batObj.GetSkinID(), "Dead":dead}
                 
@@ -2117,7 +2137,7 @@
                 pass
             
     saveFilePath = os.path.join(ReportDir, "%s.tfr" % guid)
-    GameWorld.DebugLog("战报路径=%s" % saveFilePath)
+    GameWorld.DebugLogEx("战报路径=%s", saveFilePath)
     
     try:
         clientPack = ChPyNetSendPack.tagSCTurnFightReport()
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index c47c362..0ebf652 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -1345,7 +1345,8 @@
 SkillTagAim_Vertical, # 竖排/纵排 4
 SkillTagAim_Self, # 自己 5
 SkillTagAim_MainSkill, # 继承主技能目标 6
-) = range(7)
+SkillTagAim_MainSkillEx, # 继承主技能目标一次性处理 7
+) = range(8)
 
 # 技能目标 - 细分
 (
@@ -3997,12 +3998,13 @@
 TriggerWay_InBattlefield, # 在场时 40
 TriggerWay_Revive, # 复活时 41
 TriggerWay_BigTurnStartByDead, # 大回合开始时(死亡后有效) 42
-) = range(1, 1 + 42)
+TriggerWay_WhenDie, # 死亡时(自己) 43
+) = range(1, 1 + 43)
 
 # 不加载的被动触发方式,一般用于本技能固定触发逻辑用的
 TriggerWayNoLoadList = [TriggerWay_CurSkillEff, TriggerWay_CurSkillEffLst]
 # 死亡可以触发的方式
-DeadCanTriggerWayList = [TriggerWay_BigTurnStartByDead]
+DeadCanTriggerWayList = [TriggerWay_BigTurnStartByDead, TriggerWay_WhenDie]
 
 # 被动触发有效来源
 TriggerSrc_Skill = 1    # 身上技能有效
@@ -4735,9 +4737,13 @@
 ) = range(1, 1 + 6)
 
 # 部分武将ID
-HeroID_Zhenfu = 510013
-HeroID_Caoren = 510015
-HeroID_Dongbai = 540009
+HeroID_Simayi = 510012 # 司马懿
+HeroID_Zhenfu = 510013 # 甄宓
+HeroID_Caoren = 510015 # 曹仁
+HeroID_Dongbai = 540009 # 董白
+
+# 部分技能ID
+SkillID_SmyFanzhao = 1012050 # 返照
 
 # 经验倍率限制类型
 (
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
index e2f98f4..726901b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/TurnFight.py
@@ -42,6 +42,7 @@
         GameWorld.DebugAnswer(curPlayer, "位置: 1~6号位")
         GameWorld.DebugAnswer(curPlayer, "属性ID: 6-攻,7-防,8-HPMax,9-HP,12-怒")
         GameWorld.DebugAnswer(curPlayer, "测试战斗: TurnFight f 是否满技能 [武将ID ...]")
+        GameWorld.DebugAnswer(curPlayer, "测试战斗: TurnFight fp [playerID]")
         return
     
     value = msgList[0]
@@ -55,6 +56,9 @@
         __printInfo(curPlayer, msgList)
     elif value == "f":
         __doFightTest(curPlayer, msgList)
+    elif value == "fp":
+        costTime = TurnAttack.GMTestPVP(curPlayer, msgList[1] if len(msgList) > 1 else 0)
+        GameWorld.DebugAnswer(curPlayer, "GMTestPVP: %s" % costTime)
     elif value > 0 and value != ChConfig.Def_FBMapID_Main:
         __reqTurnFight(curPlayer, msgList)
     return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
index c2bb1c8..3f675a7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
@@ -1293,6 +1293,22 @@
     LogUI.Msg('%s\t%s\tPyDebug:%s'%(par, playerID, msg))
     return
 
+def DebugLogEx(logFormat, *args):
+    ## DEBUG调试输出信息,只传入日志格式跟参数,非debug下不进行日志内容格式化
+    # @param logFormat: 日志内容格式,也可以直接传入完整的日志内容
+    # @param args: 日志参数,最后一个参数可以多传一个参数作为playerID用
+    if not __GameWorld.GetDebugLevel():
+        return
+    par = 0
+    playerID = 0
+    try:
+        msg = logFormat % args
+    except:
+        msg = logFormat % args[:-1]
+        playerID = args[-1]
+    LogUI.Msg('%s\t%s\tPyDebug:%s'%(par, playerID, msg))
+    return
+
 #---------------------------------------------------------------------
 ##获得当前服务器跨服ID
 # @param 无
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py
index 1b1b21b..b410500 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ObjPool.py
@@ -50,6 +50,7 @@
     
     def acquire(self, obj_class, *args, **kwargs):
         """获取对象并记录其所属池"""
+        return obj_class(*args, **kwargs) # 关闭对象池
         if obj_class not in self._pools:
             # 如果池不存在,自动创建大小为0的无限制池
             self.create_pool(obj_class, 0)
@@ -78,6 +79,7 @@
     
     def release(self, obj):
         """释放对象并递归释放其嵌套对象池对象"""
+        return # 释放对象效率有点低,暂时关闭对象池,后续优化
         obj_id = id(obj)
         
         # 检查是否正在递归释放中
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
index 30bcb0e..c977f45 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5011.py
@@ -50,7 +50,7 @@
         return
     effectID = curEffect.GetEffectID()
     effSkillID = effSkill.GetSkillID()
-    return TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID, connBuff)
+    return TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID, connBuff, **kwargs)
 
 def DoBuffEffectLogic(turnFight, batObj, tagObj, effBuff, curEffect, connSkill, connBuff, **kwargs):
     effSkill = effBuff.GetSkillData().GetIpyData()
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py
new file mode 100644
index 0000000..2bdbc19
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5502.py
@@ -0,0 +1,37 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5502
+#
+# @todo:触发释放技能(指定目标)
+# @author hxp
+# @date 2025-12-11
+# @version 1.0
+#
+# 详细描述: 触发释放技能(指定目标)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-12-11 14:30"""
+#-------------------------------------------------------------------------------
+
+import TurnSkill
+import IpyGameDataPY
+import GameWorld
+import ChConfig
+
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+    skillID = curEffect.GetEffectValue(0) # 技能ID,为0时释放本技能
+    tagSet = curEffect.GetEffectValue(1) # 指定目标[范围, 友好, 细分, 个数]
+    tagObjList = TurnSkill.GetSkillTags(turnFight, batObj, None, tagSet=tagSet)
+    GameWorld.DebugLogEx("被动触发技能且指定目标: curID=%s,skillID=%s,tagSet=%s", batObj.GetID(), skillID, tagSet)
+    
+    if not skillID:
+        passiveSkill = effSkill
+    else:
+        passiveSkill = batObj.GetSkillManager().FindSkillByID(skillID)
+        if not passiveSkill:
+            passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not passiveSkill:
+        return
+    return TurnSkill.OnUseSkill(turnFight, batObj, passiveSkill, tagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py
new file mode 100644
index 0000000..e05cf35
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/PassiveTrigger/PassiveEff_5503.py
@@ -0,0 +1,38 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Skill.PassiveTrigger.PassiveEff_5503
+#
+# @todo:触发释放多个技能(可继承触发技能目标或重新设置目标)
+# @author hxp
+# @date 2025-12-11
+# @version 1.0
+#
+# 详细描述: 触发释放多个技能(可继承触发技能目标或重新设置目标)
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2025-12-11 14:30"""
+#-------------------------------------------------------------------------------
+
+import TurnSkill
+import IpyGameDataPY
+import GameWorld
+
+def DoSkillEffectLogic(turnFight, batObj, tagObj, effSkill, curEffect, connSkill, connBuff, **kwargs):
+    skillIDList = curEffect.GetEffectValue(0) # 技能ID列表
+    GameWorld.DebugLogEx("触发释放多个技能: %s", skillIDList)
+    isOK = False
+    effectID = curEffect.GetEffectID()
+    effSkillID = effSkill.GetSkillID()
+    for skillID in skillIDList:
+        if not skillID:
+            continue
+        passiveSkill = batObj.GetSkillManager().FindSkillByID(skillID)
+        if not passiveSkill:
+            passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+        if not passiveSkill:
+            continue
+        if TurnSkill.OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill, effSkillID, effectID, connBuff, **kwargs):
+            isOK = True
+    return isOK
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 831c4f4..1d43d18 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnBuff.py
@@ -53,9 +53,9 @@
     curBuff.SetValue2(tagBuff.GetValue2())
     curBuff.SetValue3(tagBuff.GetValue3())
     curBuff.SetIsCopy(1)
-    GameWorld.DebugLog("    拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s" 
-                       % (curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), 
-                          [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()]))
+    GameWorld.DebugLogEx("    拷贝buff: curBuffID=%s,tagBuffID=%s,Remain=%s,Layer=%s,Value=%s", 
+                         curBuff.GetBuffID(), tagBuff.GetBuffID(), curBuff.GetRemainTime(), curBuff.GetLayer(), 
+                          [curBuff.GetValue1(), curBuff.GetValue2(), curBuff.GetValue3()])
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID, isNewAdd)
     return
@@ -91,15 +91,14 @@
     #无敌免疫持续减益buff、控制类buff
     if skillType in [ChConfig.Def_SkillType_LstDepBuff, ChConfig.Def_SkillType_Action] \
         and batObj.CheckInState(ChConfig.BatObjState_Wudi):
-        GameWorld.DebugLog("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s" 
-                           % (curID, skillID, ownerID, relatedSkillID))
+        GameWorld.DebugLogEx("无敌状态下免疫该buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s", curID, skillID, ownerID, relatedSkillID)
         return
     
     #被动触发免疫控制buff
     if skillType == ChConfig.Def_SkillType_Action:
         if TurnPassive.GetTriggerEffectValue(turnFight, batObj, buffOwner, ChConfig.PassiveEff_ImmuneControlBuff, buffSkill):
-            GameWorld.DebugLog("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s" 
-                               % (curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP()))
+            GameWorld.DebugLogEx("血量低于百分x时免疫控制buff: curID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,hp:%s/%s", 
+                                 curID, skillID, ownerID, relatedSkillID, batObj.GetHP(), batObj.GetMaxHP())
             return
         
     #光环技能,默认施法者身上也必须有,时长与施法者身上的同步
@@ -117,7 +116,7 @@
     setLayerCnt = kwargs.get("setLayerCnt", 0)
     if setLayerCnt > 0:
         addLayerCnt = setLayerCnt
-        GameWorld.DebugLog("外部直接指定添加的buff层级: setLayerCnt=%s" % setLayerCnt)
+        GameWorld.DebugLogEx("外部直接指定添加的buff层级: setLayerCnt=%s", setLayerCnt)
     else:
         addLayerCnt = buffSkill.GetLayerCnt()
         addLayerEff = buffSkill.GetEffectByID(ChConfig.PassiveEff_AddBuffLayerByWeight)
@@ -130,8 +129,8 @@
     if maxLayerCnt:
         maxLayerCnt += TurnPassive.GetTriggerEffectValue(turnFight, buffOwner, batObj, ChConfig.PassiveEff_AddBuffLayerMax, buffSkill)
         
-    GameWorld.DebugLog("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s" 
-                       % (curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID))
+    GameWorld.DebugLogEx("OnAddBuff: curID=%s,skillID=%s,atkType=%s,buffValueList=%s,addLayerCnt=%s/%s,ownerID=%s,relatedSkillID=%s", 
+                         curID, skillID, buffSkill.GetAtkType(), buffValueList, addLayerCnt, maxLayerCnt, ownerID, relatedSkillID)
     #buff重复获得时的叠加规则
     #以下规则默认针对的是相同施法者,即相同来源的处理
     #如果有针对不同施法者的规则会说明
@@ -158,7 +157,7 @@
                     if not delBuff or delBuff.GetRemainTime() < buff.GetRemainTime():
                         delBuff = buff
                 if delBuff:
-                    GameWorld.DebugLog("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s" % (delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime()))
+                    GameWorld.DebugLogEx("删除独立层级多余buff: buffID=%s,ownerID=%s,remainTime=%s", delBuff.GetBuffID(), ownerID, delBuff.GetRemainTime())
                     DoBuffDel(turnFight, batObj, delBuff, bySkill, afterLogic, buffOwner)
                     
     elif buffRepeat == 5: # 5 唯一,强制覆盖不同来源同状态buff,如嘲讽状态
@@ -179,16 +178,16 @@
                 continue
             buffID = buff.GetBuffID()
             nowLayerCnt = buff.GetLayer()
-            GameWorld.DebugLog("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s" % (buffID, skillTypeID, ownerID, buffRepeat))
+            GameWorld.DebugLogEx("    已经存在该buff: buffID=%s,skillTypeID=%s,ownerID=%s,buffRepeat=%s", buffID, skillTypeID, ownerID, buffRepeat)
             
             updLayerCnt = addLayerCnt
             if buffRepeat == 3: # 叠加层级
                 updLayerCnt = nowLayerCnt + addLayerCnt
                 if maxLayerCnt and updLayerCnt > maxLayerCnt:
                     updLayerCnt = maxLayerCnt
-                GameWorld.DebugLog("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s" % (nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt))
+                GameWorld.DebugLogEx("        叠加层级: nowLayerCnt=%s,addLayerCnt=%s,updLayerCnt=%s,maxLayerCnt=%s", nowLayerCnt, addLayerCnt, updLayerCnt, maxLayerCnt)
             else:
-                GameWorld.DebugLog("        默认覆盖")
+                GameWorld.DebugLogEx("        默认覆盖")
                 
             # 重置回合、CD、值等
             buff.SetAddTiming(batObj.GetTiming())
@@ -214,15 +213,15 @@
     skillID = buffSkill.GetSkillID()
     buff = buffMgr.AddBuff(skillID)
     if not buff:
-        GameWorld.DebugLog("    添加buff失败! skillID=%s" % skillID, curID)
+        GameWorld.DebugLogEx("    添加buff失败! skillID=%s", skillID, curID)
         return
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     ownerID = buffOwner.GetID()
     buffID = buff.GetBuffID()
     timing = batObj.GetTiming()
     
-    GameWorld.DebugLog("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s" 
-                       % (buffID, skillID, ownerID, relatedSkillID, timing), curID)
+    GameWorld.DebugLogEx("    __addNewBuff. buffID=%s,skillID=%s,ownerID=%s,relatedSkillID=%s,timing=%s", 
+                         buffID, skillID, ownerID, relatedSkillID, timing, curID)
     buff.SetAddTiming(timing) # 武将当前在什么时机就设置为什么时机
     buff.SetOwnerID(ownerID)
     buff.SetRemainTime(buffSkill.GetLastTime())
@@ -269,8 +268,37 @@
     if isRefreshAttr:
         RefreshBuffAttr(batObj)
         
+    if refreshType in [1, 2] and skillData.GetCurBuffState() == ChConfig.BatObjState_Frozen:
+        __smyRecordEnemyFrozen(turnFight, batObj, curBuff)
     return
 
+def __smyRecordEnemyFrozen(turnFight, batObj, curBuff):
+    '''特殊处理司马懿记录敌方冰冻,比较特殊,使用场景比较专用,直接写,减少每次buff的触发被动遍历次数
+    潜能ID 1012050
+    司马懿存活时,记录敌方被冰冻次数,司马懿死亡后,对敌方返还攻击力100%的伤害,敌方每被冰冻一次,伤害提升100%,最多提升至1000%,本次伤害由敌方所有人均摊。(两个一起死算我方胜利)
+    '''
+    faction = batObj.GetFaction()
+    smyFaction = ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB
+    batFaction = turnFight.getBatFaction(smyFaction)
+    if not batFaction:
+        return
+    batLineup = batFaction.getBatlineup(1)
+    if ChConfig.HeroID_Simayi not in batLineup.heroObjIDDict:
+        return
+    smyObjID = batLineup.heroObjIDDict[ChConfig.HeroID_Simayi]
+    smyObj = BattleObj.GetBatObjMgr().getBatObj(smyObjID)
+    if not smyObj or not smyObj.IsAlive():
+        return
+    smySkillID = ChConfig.SkillID_SmyFanzhao
+    smySkill = smyObj.GetSkillManager().FindSkillByID(smySkillID)
+    if not smySkill:
+        GameWorld.DebugLogEx("司马懿还没有记录敌方被冰冻次数的潜能: %s" % smySkillID)
+        return
+    frozenCnt = smyObj.GetDictByKey("EnemyFrozen") + 1
+    smyObj.SetDict("EnemyFrozen", frozenCnt)
+    GameWorld.DebugLogEx("司马懿记录敌方被冰冻次数: %s" % frozenCnt)
+    return
+ 
 def __addHaloBuffEffObjID(curID, newBuff, skillID, ownerID, haloSrcBuff):
     ## 添加光环buff有效的目标ID,添加光环buff时添加,不移除,由光源管理移除(光源武将死亡时删除)
     if curID == ownerID:
@@ -309,7 +337,7 @@
     
     if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
         haloObjIDList = curBuff.GetHaloObjIDList()
-        GameWorld.DebugLog("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s" % (skillID, ownerID, haloObjIDList))
+        GameWorld.DebugLogEx("光环buff回合变更同步其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
         batObjMgr = BattleObj.GetBatObjMgr()
         for haloObjID in haloObjIDList:
             if haloObjID == buffObjID:
@@ -402,7 +430,7 @@
         
     if skillType == ChConfig.Def_SkillType_Halo and ownerID == buffObjID:
         haloObjIDList = curBuff.GetHaloObjIDList()
-        GameWorld.DebugLog("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s" % (skillID, ownerID, haloObjIDList))
+        GameWorld.DebugLogEx("光环buff删除同步删除其他有效目标该光环: skillID=%s,ownerID=%s,haloObjIDList=%s", skillID, ownerID, haloObjIDList)
         batObjMgr = BattleObj.GetBatObjMgr()
         for haloObjID in haloObjIDList:
             if haloObjID == buffObjID:
@@ -442,7 +470,7 @@
         buffID = buff.GetBuffID()
         skillID = buff.GetSkillID()
         if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Dead):
-            GameWorld.DebugLog("死亡不清除的buff: objID=%s,buffID=%s,skillID=%s" % (objID, buffID, skillID))
+            GameWorld.DebugLogEx("死亡不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
             continue
         if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 可不通知,前端默认都清除,复活后重新同步
             isRefreshAttr = True
@@ -463,7 +491,7 @@
         buffID = buff.GetBuffID()
         skillID = buff.GetSkillID()
         if buff.GetBuffRetain()&pow(2, ChConfig.BuffRetainType_Revive):
-            GameWorld.DebugLog("复活不清除的buff: objID=%s,buffID=%s,skillID=%s" % (objID, buffID, skillID))
+            GameWorld.DebugLogEx("复活不清除的buff: objID=%s,buffID=%s,skillID=%s", objID, buffID, skillID)
             SyncBuffRefresh(turnFight, batObj, buff, isNewAdd=True) # 复活时还存在的buff通知前端视为新添加的
             continue
         if DoBuffDel(turnFight, batObj, buff, noRefreshAttr=True, isSync=False): # 复活可不通知删除的buff
@@ -489,7 +517,7 @@
                 # 非光源
                 continue
             haloSkillID = buff.GetSkillID()
-            GameWorld.DebugLog("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s" % (objID, tagObjID, haloSkillID))
+            GameWorld.DebugLogEx("复活后重新添加本阵营光环: objID=%s,ownerID=%s,haloSkillID=%s", objID, tagObjID, haloSkillID)
             haloSkill = tagObj.GetSkillManager().FindSkillByID(haloSkillID)
             if not haloSkill:
                 continue
@@ -508,8 +536,8 @@
     
     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))
+    GameWorld.DebugLogEx("RefreshBuffAttr ID:%s,atk=%s,def=%s,hp=%s/%s,batAttrDict=%s", 
+                         objID, batObj.GetAtk(), batObj.GetDef(), befHP, befMaxHP, batAttrDict)
     
     skbufAttrDict = {}
     
@@ -535,7 +563,7 @@
                 attrValue = -attrValue
             skillAttrDict[attrID] = skillAttrDict.get(attrID, 0) + attrValue
             skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
-    skillAttrDict and GameWorld.DebugLog("    skillAttrDict=%s" % skillAttrDict)
+    skillAttrDict and GameWorld.DebugLogEx("    skillAttrDict=%s", skillAttrDict)
     
     # buff
     buffsAttrDict = {} # buff属性 {attrID:value, } value可能是负值
@@ -570,8 +598,8 @@
             buffsAttrDict[attrID] = buffsAttrDict.get(attrID, 0) + attrValue
             skbufAttrDict[attrID] = skbufAttrDict.get(attrID, 0) + attrValue
             
-    buffsAttrDict and GameWorld.DebugLog("    buffsAttrDict=%s" % buffsAttrDict)
-    GameWorld.DebugLog("    skbufAttrDict=%s" % skbufAttrDict)
+    buffsAttrDict and GameWorld.DebugLogEx("    buffsAttrDict=%s", buffsAttrDict)
+    GameWorld.DebugLogEx("    skbufAttrDict=%s", skbufAttrDict)
     
     objID = batObj.GetID()
     # 先计算百分比加成或降低的
@@ -586,7 +614,7 @@
         updValue = 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))
+        GameWorld.DebugLogEx("    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 skbufAttrDict.items():
@@ -596,7 +624,7 @@
         updValue = attrValue + addValue
         #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))
+        GameWorld.DebugLogEx("    attrID=%s,attrValue=%s,addValue=%s,updValue=%s", attrID, attrValue, addValue, updValue)
         
     aftHP = batObj.GetHP()
     aftMaxHP = batObj.GetMaxHP()
@@ -606,8 +634,8 @@
         if befHP and aftMaxHP > befMaxHP:
             aftHP += (aftMaxHP - befMaxHP)
             batObj.SetHP(aftHP, isNotify)
-    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,%s" % (objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict()))
+    GameWorld.DebugLogEx("    befHP=%s/%s, aftHP=%s/%s", befHP, befMaxHP, aftHP, aftMaxHP)
+    GameWorld.DebugLogEx("    最终属性 ID:%s,atk=%s,def=%s,hp=%s/%s,%s", objID, batObj.GetAtk(), batObj.GetDef(), aftHP, aftMaxHP, batObj.GetBatAttrDict())
     return
 
 def SyncBuffRefresh(turnFight, curBatObj, curBuff, relatedSkillID=0, isNewAdd=False):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
index a53d5a4..d16dfec 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnPassive.py
@@ -27,8 +27,8 @@
     passiveEffMgr = batObj.GetPassiveEffManager()
     skillEffInfo = passiveEffMgr.RefreshSkillPassiveEffect()
     buffEffInfo = passiveEffMgr.RefreshBuffPassiveEffect()
-    skillEffInfo and GameWorld.DebugLog("    被动技能效果: %s" % skillEffInfo)
-    buffEffInfo and GameWorld.DebugLog("    被动Buff效果: %s" % buffEffInfo)
+    skillEffInfo and GameWorld.DebugLogEx("    被动技能效果: %s", skillEffInfo)
+    buffEffInfo and GameWorld.DebugLogEx("    被动Buff效果: %s", buffEffInfo)
     return
 
 def OnTriggerPassiveEffect(turnFight, batObj, triggerWay, tagObj=None, connSkill=None, connSkillTypeID=0, connBuff=None, **kwargs):
@@ -43,7 +43,7 @@
         return
     # [["skill/buff", skillID, buffID, effIDList], ...]
     tagID = tagObj.GetID() if tagObj else 0
-    GameWorld.DebugLog("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s" % (triggerWay, batObj.GetID(), tagID, effInfoList))
+    GameWorld.DebugLogEx("触发被动: triggerWay=%s,objID=%s,tagID=%s,%s", triggerWay, batObj.GetID(), tagID, effInfoList)
     for effInfo in effInfoList:
         sign = effInfo[0]
         skillID, buffID, effIDList = effInfo[1:]
@@ -63,6 +63,7 @@
     if not effSkill:
         return
     
+    kwargs["triggerWay"] = triggerWay
     for effID in effIDList:
         curEffect = effSkill.GetEffectByID(effID, triggerWay)
         if not curEffect:
@@ -91,6 +92,7 @@
         return
     skillData = effBuff.GetSkillData()
     
+    kwargs["triggerWay"] = triggerWay
     for effID in effIDList:
         curEffect = skillData.GetEffectByID(effID, triggerWay)
         if not curEffect:
@@ -170,7 +172,7 @@
             
             if effID in ChConfig.PassiveEffHappenValueList:
                 if value:
-                    GameWorld.DebugLog("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s" % (calcEffID, atkObj.GetID(), tagID, effInfoList, value))
+                    GameWorld.DebugLogEx("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s", calcEffID, atkObj.GetID(), tagID, effInfoList, value)
                     return value
             elif effID in ChConfig.PassiveEffValueMaxList:
                 curValue = max(curValue, value) # 取最大值
@@ -185,6 +187,6 @@
             #    if curSkill.GetCoolDownTime():
             #        SkillCommon.SetSkillRemainTime(curSkill, 0, tick, attacker)
             
-    GameWorld.DebugLog("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s" % (calcEffID, atkObj.GetID(), tagID, effInfoList, curValue))
+    GameWorld.DebugLogEx("统计被动效果值: calcEffID=%s,objID=%s,tagID=%s,%s,curValue=%s", calcEffID, atkObj.GetID(), tagID, effInfoList, curValue)
     return curValue
 
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 aaf4f3c..0ba5348 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -62,22 +62,26 @@
     
     if not curBatObj.IsAlive():
         if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
-            GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
+            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
         else:
-            # 其他技能死亡状态下无法释放
-            return
-        
+            triggerWay = kwargs.get("triggerWay", 0)
+            if triggerWay in ChConfig.DeadCanTriggerWayList:
+                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+            else:
+                GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
+                return
+            
     objID = curBatObj.GetID()
     
     if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
-        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
+        GameWorld.DebugLogEx("技能CD中! skillID=%s,RemainTime=%s", skillID, useSkill.GetRemainTime())
         return
     
     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,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
+            GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
             return
         
     if CheckSkillUseCntLimit(curBatObj, useSkill):
@@ -94,18 +98,18 @@
                 if not curBatObj.IsSkillCanHappen(skillID, rate):
                     tagObjList.remove(tagObj)
                     isRemove = True
-                    GameWorld.DebugLog("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
+                    GameWorld.DebugLogEx("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s", rate, skillID, tagObj.GetID())
             if not tagObjList and isRemove:
                 return
             
     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.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.getReqPlayerID())
+        GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
         if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
             otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
             if otherEff:
                 otherSkillID = otherEff.GetEffectValue(0)
-                GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+                GameWorld.DebugLogEx("没有可复活的目标,释放其他技能! otherSkillID=%s", otherSkillID)
                 otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
                 if not otherSkill:
                     otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
@@ -132,8 +136,8 @@
     angerOverflow = curBatObj.GetAngerOverflow()
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s" 
-                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
+    GameWorld.DebugLogEx("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s", 
+                         objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt)
     # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
     
     poolMgr = ObjPool.GetPoolMgr()
@@ -207,13 +211,13 @@
     if useCntLimit:
         useCnt = batObj.GetSkillUseCnt(skillID)
         if useCnt >= useCntLimit:
-            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+            GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
             return True
         
     if turnUseCntLimit:
         turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
         if turnUseCnt >= turnUseCntLimit:
-            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+            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
@@ -226,28 +230,36 @@
         return True
     return False
 
-def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
+def GetSkillTags(turnFight, curBatObj, useSkill=None, atkBackTag=None, tagSet=None):
     ## 获取技能目标
+    # @param tagSet: 可以外部指定检索目标 [范围, 友好, 细分, 个数]
     # @return: [主目标, 目标2, ...]
     
-    tagAim = useSkill.GetTagAim()
-    tagFriendly = useSkill.GetTagFriendly()
-    tagAffect = useSkill.GetTagAffect()
-    tagCount = useSkill.GetTagCount()
-    
     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
+    changeRet = None
+    if tagSet and len(tagSet) == 4:
+        tagAim, tagFriendly, tagAffect, tagCount = tagSet
+    elif useSkill:
+        tagAim = useSkill.GetTagAim()
+        tagFriendly = useSkill.GetTagFriendly()
+        tagAffect = useSkill.GetTagAffect()
+        tagCount = useSkill.GetTagCount()
         
+        changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+        if changeRet:
+            lineupNumSet, changeTagSet = changeRet
+            GameWorld.DebugLogEx("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s", lineupNumSet, changeTagSet)
+            tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+    else:
+        return []
+    
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
     
-    tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
-    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
+    if useSkill:
+        tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+    #GameWorld.DebugLogEx("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s", useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount)
     
     # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
     # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
@@ -266,12 +278,12 @@
     elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
         inChaos = True
         tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
-    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+    #GameWorld.DebugLogEx("inCharm=%s,inChaos=%s,tagFriendly=%s", inCharm, inChaos, tagFriendly)
     isNoSelf = False # 是否不包含自己
     if inCharm or inChaos:
         if SkillCommon.isAttackDirectSkill(useSkill):
             isNoSelf = True
-            #GameWorld.DebugLog("特殊不包含自己")
+            #GameWorld.DebugLogEx("特殊不包含自己")
             
     # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
     sneerObjFirst = True # 嘲讽目标是否优先
@@ -289,10 +301,10 @@
         sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
         if sneerTagObj:
             specMainObj = sneerTagObj
-            #GameWorld.DebugLog("嘲讽特殊主目标")
+            #GameWorld.DebugLogEx("嘲讽特殊主目标")
         elif atkBackTag:
             specMainObj = atkBackTag
-            #GameWorld.DebugLog("反击特殊主目标")
+            #GameWorld.DebugLogEx("反击特殊主目标")
             
     if specMainObj:
         specObjID = specMainObj.GetID()
@@ -357,11 +369,11 @@
                     colNumList.remove(specInColNum)
                     colNumList.insert(0, specInColNum)
                     
-            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+            GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
             for col in colNumList:
                 for row in range(1, 1 + ChConfig.TurnFightRows):
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
-                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
+                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                     if pNum not in batLineup.posObjIDDict:
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
@@ -381,12 +393,12 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+            GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
             # 按前排优先原则
             for row in range(1, 1 + ChConfig.TurnFightRows):
                 for col in colNumList:
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
-                    #GameWorld.DebugLog("    col=%s,row=%s,pNum=%s" % (col, row, pNum))
+                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                     if pNum not in batLineup.posObjIDDict:
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
@@ -399,23 +411,23 @@
     # 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])
+        #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 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])
+        #GameWorld.DebugLogEx("血量最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 攻击力最高
     elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
         aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
-        #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+        #GameWorld.DebugLogEx("攻击力最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 未被控制优先
     elif tagAffect == ChConfig.SkillTagAffect_UncontrolledPriority:
         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])
+        GameWorld.DebugLogEx("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:
@@ -535,12 +547,12 @@
         colNumList.remove(inColNum)
         colNumList.insert(0, inColNum)
         
-    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
+    GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
     aimObjList = []
     for row in rowNumList:
         for col in colNumList:
             pNum = (row - 1) * ChConfig.TurnFightCols + col
-            #GameWorld.DebugLog("    row=%s,col=%s,pNum=%s" % (row, col, pNum))
+            #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
             if pNum not in batLineup.posObjIDDict:
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
@@ -621,7 +633,7 @@
         return False
     if isNoSelf:
         if tagBatObj.GetID() == curBatObj.GetID():
-            #GameWorld.DebugLog("不包含自己")
+            #GameWorld.DebugLogEx("不包含自己")
             return False
     #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
     #    return False
@@ -634,7 +646,7 @@
     if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
         curID = curBatObj.GetID()
         skillID = useSkill.GetSkillID()
-        GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
+        GameWorld.DebugLogEx("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s", skillID, curID)
         if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
             for tagBatObj in useSkill.GetTagObjList():
                 if tagBatObj.GetID() == curBatObj.GetID():
@@ -649,7 +661,7 @@
 def __doUseSkill(turnFight, curBatObj, useSkill):
     
     atkType = useSkill.GetAtkType()
-    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+    GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
     
     __doStealBuff(turnFight, curBatObj, useSkill)
     __doHarmSelf(turnFight, curBatObj, useSkill)
@@ -706,7 +718,7 @@
         for tagBuff in tagBuffList:
             skillID = tagBuff.GetSkillID()
             buffOwner = curBatObj
-            GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+            GameWorld.DebugLogEx("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s", tagObj.GetID(), tagBuff.GetBuffID(), skillID)
             addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
             if not addBuff:
                 continue
@@ -735,8 +747,8 @@
             
     updHP = max(curHP - lostHP, 0)
     curBatObj.SetHP(updHP, False)
-    GameWorld.DebugLog("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", 
+                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
     
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
@@ -750,19 +762,33 @@
 def SkillModule_1(turnFight, curBatObj, useSkill):
     ## 通用攻击,单攻、群攻
     
+    addPer = 0
+    # 司马懿特殊潜能
+    if useSkill.GetSkillID() == ChConfig.SkillID_SmyFanzhao:
+        frozenCnt = curBatObj.GetDictByKey("EnemyFrozen")
+        curBatObj.SetDict("EnemyFrozen", 0)
+        effect = useSkill.GetEffect(0)
+        perFrozenAdd = effect.GetEffectValue(0) # 每个冰冻额外增加比例
+        addPerMax = effect.GetEffectValue(1) # 最大增加比例
+        addPer = frozenCnt * perFrozenAdd
+        if addPerMax and addPer > addPerMax:
+            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))
+        
     # 计算伤害
     calcHurtResults = []
     for tagBatObj in useSkill.GetTagObjList():
-        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer)
         calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
         
     DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)        
     return
 
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0):
     ## 计算技能伤害,只计算值,不做实际处理
+    # @param addPer: 外部指定增加的比例
     # @return: hurtValue, hurtTypes, immuneHurt
-    atkSkillPer = curSkill.GetSkillPer()
+    atkSkillPer = curSkill.GetSkillPer() + addPer
     atkSkillValue = curSkill.GetSkillValue()
     hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
     hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
@@ -803,7 +829,7 @@
         valueA = randEffect.GetEffectValue(0)
         valueB = max(randEffect.GetEffectValue(1), valueA)
         ricochetCnt = random.randint(valueA, valueB)
-        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+        GameWorld.DebugLogEx("随机弹射次数: %s,valueA=%s,valueB=%s", ricochetCnt, valueA, valueB)
     ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
     
     # 弹射:优先弹射次数少的目标,相同目标可弹射多次
@@ -817,7 +843,7 @@
         ricochetObjList.append(tagObj)
         ricochetObjIDList.append(tagObj.GetID())
         
-    GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList)) 
+    GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
     return ricochetObjList
 
 def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -898,8 +924,8 @@
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(cureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
-        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s" 
-                           % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
+        GameWorld.DebugLogEx("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s", 
+                             dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer)
         
     return
 
@@ -937,7 +963,7 @@
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
-        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+        GameWorld.DebugLogEx("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP)
         
         TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
         
@@ -981,16 +1007,16 @@
     
     dHP = defObj.GetHP()
     dMaxHP = defObj.GetMaxHP()
-    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" 
-                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+    GameWorld.DebugLogEx("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s", 
+                         atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP)
     layer = curBuff.GetLayer()
     if layer > 0:
         cureHP *= layer
-        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+        GameWorld.DebugLogEx("    多层buff: cureHP=%s,layer=%s", cureHP, layer)
     #if "FinalDamPer" in kwargs:
     #    FinalDamPer = kwargs["FinalDamPer"]
     #    hurtValue *= (10000 + FinalDamPer) / 10000.0
-    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+    #    GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
     
     poolMgr = ObjPool.GetPoolMgr()
     useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
@@ -999,7 +1025,7 @@
     
     poisonCureOwner = GetPoisonCureOwner(defObj)
     if poisonCureOwner:
-        GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
+        GameWorld.DebugLogEx("本次治疗为毒奶: cureHP=%s", cureHP)
         hurtValue = cureHP
         hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
@@ -1017,7 +1043,7 @@
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(defObj.GetHP())
-        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
+        GameWorld.DebugLogEx("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP)
         
         TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
         
@@ -1048,8 +1074,8 @@
     calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
     attrID = ChConfig.AttrID_XP
     
-    GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s" 
-                       % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
+    GameWorld.DebugLogEx("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s",
+                         opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID)
     curStealTotal = 0
     for tagBatObj in useSkill.GetTagObjList():
         
@@ -1061,7 +1087,7 @@
             diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
             updValue = tagXP - diffValue
             tagBatObj.SetXP(updValue, False)
-            GameWorld.DebugLog("    减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+            GameWorld.DebugLogEx("    减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
         # 偷
@@ -1071,7 +1097,7 @@
             diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
             updValue = tagXP - diffValue
             tagBatObj.SetXP(updValue, False)
-            GameWorld.DebugLog("    偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+            GameWorld.DebugLogEx("    偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
             curStealTotal += diffValue
@@ -1083,7 +1109,7 @@
             diffValue = GetEnhanceXP(tagBatObj, calcValue)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
-            GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+            GameWorld.DebugLogEx("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
     if curStealTotal > 0:
@@ -1092,7 +1118,7 @@
         diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
         updValue = curXP + diffValue
         curBatObj.SetXP(updValue, False)
-        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
+        GameWorld.DebugLogEx("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s", curID, curStealTotal, curXP, diffValue, updValue)
         Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
         
     return
@@ -1163,7 +1189,7 @@
         atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
         if atkBackSkill:
             # 可以反击,打断连击
-            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
+            GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
             OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
             return
         
@@ -1177,11 +1203,11 @@
     dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
     happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
     if not GameWorld.CanHappen(happenRate):
-        GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
-                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+        GameWorld.DebugLogEx("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s", 
+                             atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)
         return
-    GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
-                       % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+    GameWorld.DebugLogEx("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s", 
+                         TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)
     useSkill.SetComboNum(comboNum + 1)
     
     # 连击特长
@@ -1204,17 +1230,17 @@
     atkID = atkObj.GetID()
     tagID = tagObj.GetID()
     if not tagObj.CanAction():
-        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
+        GameWorld.DebugLogEx("当前状态无法反击! tagID=%s", tagID)
         return
     
     if atkObj.GetFaction() == tagObj.GetFaction():
-        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+        #GameWorld.DebugLogEx("同阵营不触发反击!") # 魅惑可能导致打自己人
         return
     
     canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
         heroID = atkObj.GetHeroID()
-        GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
+        GameWorld.DebugLogEx("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s", atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList)
         return
     
     canAtkBack = False
@@ -1226,7 +1252,7 @@
             break
         
     if not canAtkBack:
-        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
+        GameWorld.DebugLogEx("没有格挡不可反击! tagID=%s", tagID)
         return
     
     # 大回合单武将反击次数限制
@@ -1234,7 +1260,7 @@
     if bigTurnAtkbackCntMax:
         atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
         if atkbackCnt >= bigTurnAtkbackCntMax:
-            GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
+            GameWorld.DebugLogEx("本大回合累计反击次数达上限! atkbackCnt=%s >= %s", atkbackCnt, bigTurnAtkbackCntMax)
             return
         
     skillManager = tagObj.GetSkillManager()
@@ -1243,7 +1269,7 @@
         if not useSkill:
             continue
         if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
-            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
+            GameWorld.DebugLogEx("可以反击! tagID=%s", tagID)
             return useSkill
     return
 
@@ -1392,6 +1418,9 @@
         TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
         
     if dieObjList:
+        for dieObj in dieObjList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+            
         for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
             batFaction = turnFight.getBatFaction(faction)
             for lineupNum in batFaction.lineupDict.keys():
@@ -1557,7 +1586,7 @@
 def AddFightXP(gameObj, addXP, reason=""):
     ## 回合战斗增加XP
     if addXP <= 0 or not addXP:
-        #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
+        #GameWorld.DebugLogEx("        没有增加XP! curID=%s", gameObj.GetID())
         return
     posNum = gameObj.GetPosNum()
     if posNum <= 0:
@@ -1567,7 +1596,7 @@
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP)
-    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
+    GameWorld.DebugLogEx("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s", gameObj.GetID(), curXP, addXP, updXP, reason)
     return
 
 def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
@@ -1584,7 +1613,7 @@
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP, False)
-    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
+    GameWorld.DebugLogEx("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s", gameObj.GetID(), curXP, addXP, updXP, specialty)
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
@@ -1596,7 +1625,7 @@
         return addXP
     objID = gameObj.GetID()
     updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
-    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+    GameWorld.DebugLogEx("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s", objID, addXP, addPer, updAddXP)
     return updAddXP
 
 def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
@@ -1612,7 +1641,7 @@
                 continue
             
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
+        GameWorld.DebugLogEx("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s", useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -1631,13 +1660,13 @@
 def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
     ## 执行主技能的额外技能效果
     #if useSkill.GetBatType() == ChConfig.TurnBattleType_Enhance:
-    #    #GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+    #    #GameWorld.DebugLogEx("自身为额外触发的技能不再触发额外技能! skillID=%s", useSkill.GetSkillID())
     #    return
     enhanceSkillID = curEffect.GetEffectValue(0)
     checkInStateList = curEffect.GetEffectValue(1)
     checkHeroJob = curEffect.GetEffectValue(2)
     checkHeroSex = curEffect.GetEffectValue(3)
-    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
+    GameWorld.DebugLogEx("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s", enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex)
     tagObjList = useSkill.GetTagObjList()
     
     enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1649,12 +1678,12 @@
         invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
                                                            triggerWay=ChConfig.TriggerWay_KillOneObj)
         if invalidSkillID and invalidSkillID == enhanceSkillID:
-            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+            GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
             return
         
     # 继承主技能目标
     if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-        GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
+        GameWorld.DebugLogEx("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()
         if enhanceRate:
@@ -1663,23 +1692,23 @@
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
             if not tagObj.IsAlive():
-                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+                GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
                 continue
             if tagID in effIgnoreObjIDList:
-                GameWorld.DebugLog("    闪避或免疫的不触发: tagID=%s" % (tagID))
+                GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                 continue
             if checkInStateList:
                 if not tagObj.CheckInState(checkInStateList):
-                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+                    GameWorld.DebugLogEx("    不在状态下不触发: tagID=%s not in state:%s", tagID, checkInStateList)
                     continue
             if checkHeroJob and checkHeroJob != tagObj.GetJob():
-                GameWorld.DebugLog("    非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+                GameWorld.DebugLogEx("    非目标职业不触发: tagID=%s,job=%s != %s", tagID, tagObj.GetJob(), checkHeroJob)
                 continue
             if checkHeroSex and checkHeroSex != tagObj.GetSex():
-                GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+                GameWorld.DebugLogEx("    非目标性别不触发: tagID=%s,sex=%s != %s", tagID, tagObj.GetSex(), checkHeroSex)
                 continue
             if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
-                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+                GameWorld.DebugLogEx("    概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
                 continue
             
             enchanceTagObjList.append(tagObj)
@@ -1690,7 +1719,7 @@
         return
     
     # 只执行一次,防止群攻时额外触发多次
-    GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
+    GameWorld.DebugLogEx("重新锁定目标! enhanceSkillID=%s", enhanceSkillID)
     if checkInStateList or checkHeroJob or checkHeroSex:
         inState, haveJob, haveSex = False, False, False
         for tagObj in tagObjList:
@@ -1704,13 +1733,13 @@
             if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
                 haveSex = True
         if checkInStateList and not inState:
-            GameWorld.DebugLog("    没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+            GameWorld.DebugLogEx("    没有命中目标在状态下不触发: tagObj not in state:%s", str(checkInStateList))
             return
         if checkHeroJob and not haveJob:
-            GameWorld.DebugLog("    没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
+            GameWorld.DebugLogEx("    没有命中目标为目标职业不触发: checkHeroJob=%s", checkHeroJob)
             return
         if checkHeroSex and not haveSex:
-            GameWorld.DebugLog("    没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+            GameWorld.DebugLogEx("    没有命中目标为目标性别不触发: checkHeroSex=%s", checkHeroSex)
             return
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
@@ -1740,33 +1769,39 @@
         bySkillID = connBuff.GetSkillID()
     passiveSkillID = passiveSkill.GetSkillID()
     if passiveSkillID == bySkillID:
-        #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        #GameWorld.DebugLogEx("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s", effSkillID, effectID, passiveSkillID)
         return
     
     if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
-        #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
+        #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
         return
     
     isOK = False
     # 继承主技能目标
-    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+    tagAim = passiveSkill.GetTagAim()
+    if tagAim == ChConfig.SkillTagAim_MainSkill:
         if not tagObj:
             return
         happenRate = passiveSkill.GetHappenRate()
         if happenRate:
             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))
+        GameWorld.DebugLogEx("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)
         tagID = tagObj.GetID()
         if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
-            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+            GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
             return
         if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
-            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+            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)
+    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)
     else:
-        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
+        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)
         
     return isOK
@@ -1784,7 +1819,7 @@
     changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
     if changeHurtType == 1:
         ignoreDef = True
-        GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
+        GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
         
     atkID = atkObj.GetID()
     defID = defObj.GetID()
@@ -1801,7 +1836,7 @@
     angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
     if isAngerSkill:
         curXP = atkObj.GetXP()
-        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+        GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
         
     #命中公式 攻击方类型不同,公式不同
     if not mustHit and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
@@ -1810,7 +1845,7 @@
         missNum = curSkill.GetTagMissNum(defID)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
-            GameWorld.DebugLog("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s" % (missRate, dMissRate, aMissRateDef, missNum))
+            GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
             curSkill.SetTagMissNum(defID, missRate + 1)
             return 0, pow(2, ChConfig.HurtAtkType_Miss)
         
@@ -1834,13 +1869,13 @@
         aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
         
         dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
-        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
+        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
         
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
         
     if ignoreDef:
-        GameWorld.DebugLog("无视防御/真实伤害!")
+        GameWorld.DebugLogEx("无视防御/真实伤害!")
         hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
         
     if isStun:
@@ -1877,7 +1912,7 @@
     if isDot:
         aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
         dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
-        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
+        GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
         
     #aAddSkillPer = 0 # 技能增伤
     aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
@@ -1917,7 +1952,7 @@
     if turnFight.isPVP() > 0:
         aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
         dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
-        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
+        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -1946,52 +1981,52 @@
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
-    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
+    GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s", 
+                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
+    #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
     
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
-        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
+        GameWorld.DebugLogEx("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
-        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
+        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
-        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLogEx("    持续技能伤害=%s" % (hurtValue))
     elif calcType == ChConfig.Def_Calc_ByBuffValue:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
-        GameWorld.DebugLog("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
+        GameWorld.DebugLogEx("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
     elif calcType != ChConfig.Def_Calc_Attack:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
-        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
+        GameWorld.DebugLogEx("    非按攻击力伤害=%s,calcType=%s,aAtk=%s", hurtValue, calcType, aAtk)
     else:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
-        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
+        GameWorld.DebugLogEx("    其他伤害=%s", hurtValue)
         
     if isParry:
         parryReduceRatio = IpyGameDataPY.GetFuncCfg("ParryCfg", 3)
         hurtValue = hurtValue * (1 - parryReduceRatio)
-        GameWorld.DebugLog("    格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
+        GameWorld.DebugLogEx("    格挡后伤害=%s,parryReduceRatio=%s", hurtValue, parryReduceRatio)
         
     multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
     if multiValue and multiValue != 1:
         hurtValue = int(hurtValue * multiValue)
-        GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+        GameWorld.DebugLogEx("    伤害倍值: hurtValue=%s,multiValue=%s", hurtValue, multiValue)
         
     hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
     if hurtAtkPerMax:
         aAtk = atkObj.GetAtk()
         hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
         hurtValue = min(hurtValue, hurtValueMax)
-        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+        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:
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         hurtValue = hurtValue / tagCnt
-        GameWorld.DebugLog("    目标均摊伤害: hurtValue=%s,tagCnt=%s" % (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
@@ -2009,7 +2044,7 @@
 
 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()))
+        GameWorld.DebugLogEx("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())
         return True
     
     aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
@@ -2017,7 +2052,7 @@
     dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
     happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
     if GameWorld.CanHappen(happenRate):
-        GameWorld.DebugLog("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s" % (happenRate, aSuperHitRate, dSuperHitRateDef))
+        GameWorld.DebugLogEx("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s", happenRate, aSuperHitRate, dSuperHitRateDef)
         return True
     return False
 
@@ -2030,7 +2065,7 @@
         return False
     stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
     if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
-        GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+        GameWorld.DebugLogEx("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s", happenRate, aStunRate, dStunRateDef)
         return True
     return False
 
@@ -2044,7 +2079,7 @@
     buffMgr = defObj.GetBuffManager()
     parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
     if parryYJBuff and parryYJBuff.GetLayer():
-        GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
+        GameWorld.DebugLogEx("格挡印记格挡了: buffID=%s,buffLayer=%s", parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())
         TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
         return True
     
@@ -2053,7 +2088,7 @@
     parryNum = curSkill.GetTagParryNum(defID)
     happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ParryCfg", 1))
     if GameWorld.CanHappen(happenRate):
-        GameWorld.DebugLog("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s" % (happenRate, aParryRateDef, dParryRate, parryNum))
+        GameWorld.DebugLogEx("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s", happenRate, aParryRateDef, dParryRate, parryNum)
         curSkill.SetTagParryNum(defID, parryNum + 1)
         return True
     return False
@@ -2162,10 +2197,10 @@
             
     isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
     if not isAve:
-        #GameWorld.DebugLog("没有分摊伤害原值返回")
+        #GameWorld.DebugLogEx("没有分摊伤害原值返回")
         return calcHurtResults
-    GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s" 
-                       % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
+    GameWorld.DebugLogEx("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s", 
+                         hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID)
     
     # 均摊给其他阵营的算非直接伤害,即曹仁无效
     for key, otherHurtDict in otherFactionHurtDict.items():
@@ -2175,8 +2210,8 @@
         # 其他阵营分摊后的最终伤害累加到实际最终伤害
         for objID, aveHurt in otherHurtDict.items():
             hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
-        GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s" 
-                           % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
+        GameWorld.DebugLogEx("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s", 
+                             isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx)
         
         # 其他阵营再次分摊给其他阵营的,董白效果引起
         # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
@@ -2187,8 +2222,8 @@
             
             for objID, aveHurt in otherHurtDictEx.items():
                 hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
-            GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s" 
-                               % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
+            GameWorld.DebugLogEx("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s", 
+                                 otherHurtDictEx, hurtValueDict, immuneHurtDict)
             
     finalHurtTotal = 0
     finalHurtResults = []
@@ -2203,7 +2238,7 @@
             hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
         finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
         finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
-        GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+        GameWorld.DebugLogEx("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
         
     # 剩下伤害则默认为额外目标伤害,放主要目标后面
     isEx = 1
@@ -2218,12 +2253,12 @@
         if immuneHurt > 0:
             hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
-        GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+        GameWorld.DebugLogEx("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
         if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
             finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
             
     if finalHurtTotal != srcHurtTotal:
-        GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
+        GameWorld.DebugLogEx("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s", srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal)
     return finalHurtResults
 
 def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
@@ -2248,8 +2283,8 @@
     batFaction = turnFight.getBatFaction(faction)
     batLineup = batFaction.getBatlineup(lineupNum)
     batObjMgr = BattleObj.GetBatObjMgr()
-    GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s" 
-                       % (faction, lineupNum, hurtValueDict, immuneHurtDict))
+    GameWorld.DebugLogEx("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s", 
+                         faction, lineupNum, hurtValueDict, immuneHurtDict)
     # 按优先级顺序处理拥有分摊效果的武将
     for effHeroID in effHeroIDList:
         if effHeroID not in batLineup.heroObjIDDict:
@@ -2265,28 +2300,28 @@
         aveObjList = [] # 可均摊伤害的对象列表
         if effHeroID == ChConfig.HeroID_Caoren:
             if not caorenProtectObj:
-                GameWorld.DebugLog("没有曹仁可防护的对象")
+                GameWorld.DebugLogEx("没有曹仁可防护的对象")
                 continue
             hpLowestID = caorenProtectObj.GetID()
             if hpLowestID == objID:
-                GameWorld.DebugLog("曹仁不防护自己")
+                GameWorld.DebugLogEx("曹仁不防护自己")
                 continue
             if not inHurt and hpLowestID not in hurtValueDict:
-                GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
+                GameWorld.DebugLogEx("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s", hpLowestID)
                 continue
             if batObj.IsInControlledHard():
-                GameWorld.DebugLog("曹仁被硬控中不防护")
+                GameWorld.DebugLogEx("曹仁被硬控中不防护")
                 continue
             caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
             if not caoRenSkill:
-                GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
+                GameWorld.DebugLogEx("曹仁还未学习分担伤害技能! caorenSkillID=%s", caorenSkillID)
                 continue
             if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
-                GameWorld.DebugLog("曹仁概率未触发防护")
+                GameWorld.DebugLogEx("曹仁概率未触发防护")
                 continue
             inHurt = True
             aveObjList = [batObj, caorenProtectObj]
-            GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
+            GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
             
         elif effHeroID == ChConfig.HeroID_Zhenfu:
             aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
@@ -2299,10 +2334,10 @@
         
         if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
             if not aveBuff:
-                GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
+                GameWorld.DebugLogEx("没有分摊伤害光环! effHeroID=%s", effHeroID)
                 continue
             haloObjIDList = aveBuff.GetHaloObjIDList()
-            GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
+            GameWorld.DebugLogEx("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s", effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList)
             for haloObjID in haloObjIDList:
                 haloObj = batObjMgr.getBatObj(haloObjID)
                 if not haloObj or not haloObj.IsAlive():
@@ -2312,12 +2347,12 @@
                     inHurt = True
                     
         if not inHurt:
-            GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
+            GameWorld.DebugLogEx("相关人员没有受伤,不处理分摊伤害! effHeroID=%s", effHeroID)
             continue
         
         aveObjCnt = len(aveObjList)
         if aveObjCnt < 2:
-            GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
+            GameWorld.DebugLogEx("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s", effHeroID, aveObjCnt)
             continue
         
         if not isAve:
@@ -2325,27 +2360,27 @@
             
         if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
             caorenProtectID = caorenProtectObj.GetID()
-            GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
+            GameWorld.DebugLogEx("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s", caorenProtectID, objID)
             
         aveHurtTotal = 0
         for aveObj in aveObjList:
             aveObjID = aveObj.GetID()
             if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
-                GameWorld.DebugLog("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
+                GameWorld.DebugLogEx("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s", aveObjID)
                 continue
             if aveObjID not in hurtValueDict:
                 continue
             hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
             if hurtValue <= 0:
-                GameWorld.DebugLog("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
+                GameWorld.DebugLogEx("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s", aveObjID)
                 continue
             aveHurtTotal += hurtValue
-            GameWorld.DebugLog("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
+            GameWorld.DebugLogEx("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s", effHeroID, aveObjID, hurtValue, aveHurtTotal)
             
         # 大家分摊
         aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
         aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
-        GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
+        GameWorld.DebugLogEx("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s", effHeroID, aveHurtTotal, aveObjCnt, aveHurt)
         for aveObj in aveObjList:
             aveObjID = aveObj.GetID()
             aveFaction = aveObj.GetFaction()
@@ -2360,12 +2395,12 @@
                 
             if immuneHurt >= 0:
                 immuneHurtDict[aveObjID] = immuneHurt + aveHurt
-                GameWorld.DebugLog("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
+                GameWorld.DebugLogEx("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s", aveObjID, immuneHurtDict)
                 continue
             
             if aveFaction == faction:
                 aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
-                GameWorld.DebugLog("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
+                GameWorld.DebugLogEx("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s", aveObjID, aveHurtDict)
             else:
                 aveLineupNum = aveObj.GetLineupNum()
                 key = (aveFaction, aveLineupNum)
@@ -2373,12 +2408,12 @@
                     otherFactionHurtDict[key] = {}
                 otherHurtDict = otherFactionHurtDict[key]
                 otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
-                GameWorld.DebugLog("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
+                GameWorld.DebugLogEx("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s", aveObjID, key, otherHurtDict)
                 
         # 汇总最新伤害
         for aveObjID, aveHurt in aveHurtDict.items():
             hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
-        GameWorld.DebugLog("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
+        GameWorld.DebugLogEx("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s", hurtValueDict, immuneHurtDict, otherFactionHurtDict)
         
     return isAve, caorenProtectID, otherFactionHurtDict
 
@@ -2401,8 +2436,8 @@
             updBuffValue = buffValue + immuneHurt
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
             buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
-            GameWorld.DebugLog("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s" 
-                               % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
+            GameWorld.DebugLogEx("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s", 
+                                 defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
             
     if hurtValue <= 0:
         return 0
@@ -2429,7 +2464,7 @@
         shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
         shieldHurtPer /= 10000.0
         shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
-        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
+        GameWorld.DebugLogEx("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s", shieldHurtValue, shieldHurtPer, hurtValue)
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
             if shieldHurtValue <= 0:
@@ -2440,20 +2475,20 @@
                 decShieldValue = shieldHurtValue
             else:
                 decShieldValue = buffValue
-            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+            GameWorld.DebugLogEx("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s", buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue)
             shieldHurtValue -= decShieldValue # 承伤值
             if decShieldValue >= buffValue:
-                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
+                GameWorld.DebugLogEx("        删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
                 TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
             else:
                 updShieldValue = buffValue - decShieldValue
-                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
+                GameWorld.DebugLogEx("        更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
                 buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                 buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                 curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                 
         lostHP = int(shieldHurtValue / shieldHurtPer)
-        GameWorld.DebugLog("        承伤后剩余伤血: lostHP=%s" % (lostHP))
+        GameWorld.DebugLogEx("        承伤后剩余伤血: lostHP=%s", lostHP)
         
     dHP = defObj.GetHP()
     remainHP = dHP - lostHP # 剩余血量
@@ -2462,8 +2497,8 @@
     lostHP = dHP - remainHP # 实际掉血量
     defObj.SetHP(remainHP)
     
-    GameWorld.DebugLog("    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()))
+    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
 
@@ -2486,10 +2521,10 @@
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
+    GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
     bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
     if bounceHP <= 0:
-        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
+        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
@@ -2528,7 +2563,7 @@
         atkObj, defObj = poisonCureOwner, atkObj
         hurtValue = suckHP
         hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
-        GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
+        GameWorld.DebugLogEx("    本次吸血为毒奶: suckHP=%s,hurtValue=%s", suckHP, hurtValue)
         DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
         
         hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
@@ -2542,8 +2577,8 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s" 
-                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
+    GameWorld.DebugLogEx("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s", 
+                         suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer)
     
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -2576,8 +2611,8 @@
     baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
     
     cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
-    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s" 
-                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
+    GameWorld.DebugLogEx("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s", 
+                         cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow)
     
     # 额外治疗值
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2588,17 +2623,17 @@
         baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
         cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
         cureHP += cureHPEx
-        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
+        GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
         
     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))
+        GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
         
     if cureHP < 1:
         cureHP = 1
-        GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
+        GameWorld.DebugLogEx("    保底治疗值: cureHP=%s", cureHP)
     return int(cureHP)
 
 def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
@@ -2618,10 +2653,10 @@
         byBuff = curSkill.GetByBuff()
         if byBuff:
             baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
-            GameWorld.DebugLog("根据buff值: %s" % baseValue)
+            GameWorld.DebugLogEx("根据buff值: %s", baseValue)
     elif calcType == ChConfig.Def_Calc_HarmSelfHP:
         baseValue = curObj.GetHarmSelfHP()
-        GameWorld.DebugLog("根据自残值: %s" % baseValue)
+        GameWorld.DebugLogEx("根据自残值: %s", baseValue)
     elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
         bySkill = curSkill.GetBySkill()
         bySkillID = 0
@@ -2631,7 +2666,7 @@
             for hurtObj in bySkill.GetHurtObjListAll():
                 if curID == hurtObj.GetObjID():
                     baseValue += hurtObj.GetHurtHP()
-        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+        GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
         
     return max(0, baseValue)
 
@@ -2659,21 +2694,21 @@
     
     dHP = defObj.GetHP()
     dMaxHP = defObj.GetMaxHP()
-    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
-                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+    GameWorld.DebugLogEx("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s", 
+                         atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP)
     costLayer = kwargs.get("costLayer")
     layer = curBuff.GetLayer()
     if costLayer > 0:
         hurtValue *= min(costLayer, max(1, layer))
-        GameWorld.DebugLog("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+        GameWorld.DebugLogEx("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s", hurtValue, costLayer, layer)
     else:
         if layer > 0:
             hurtValue *= layer
-            GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+            GameWorld.DebugLogEx("    多层buff伤害: hurtValue=%s,layer=%s", hurtValue, layer)
     if "FinalDamPer" in kwargs:
         FinalDamPer = kwargs["FinalDamPer"]
         hurtValue *= (10000 + FinalDamPer) / 10000.0
-        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+        GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
         
     poolMgr = ObjPool.GetPoolMgr()
     useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)

--
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