From 4baf073008f5bafc7c819eda73cee1dca0f455c4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 17 九月 2025 14:45:55 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将表、NPC表关联优化:武将表可配置NPC怪物,增加是否开放玩家的配置,NPC表去除字段:国家、远近、性别、技能、特长,统一取关联武将的相关数据;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  293 +++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 199 insertions(+), 94 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 5322745..25b07f3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -77,8 +77,8 @@
         return
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID))
+    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP()))
     # 以下为技能可以使用的处理,之后的逻辑默认技能使用成功
     
     poolMgr = ObjPool.GetPoolMgr()
@@ -559,10 +559,10 @@
     __doCostZhanchui(turnFight, curBatObj, useSkill)
     __doSkillUserAnger(turnFight, curBatObj, useSkill)
     
-    DoBeAttackResult(turnFight, curBatObj, useSkill)
+    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
     return
 
-def DoCombo(turnFight, curBatObj, useSkill):
+def DoCombo(turnFight, atkObj, useSkill):
     '''
         格挡、反击、连击规则
         1. 所有武将或怪物均可能产生格挡,群攻时格挡一对一判断,均可能产生格挡
@@ -586,7 +586,7 @@
     
     tagFriendly = useSkill.GetTagFriendly()
     if tagFriendly:
-        tagObj = GetRelativeObj(turnFight, curBatObj)
+        tagObj = GetRelativeObj(turnFight, atkObj)
     else:
         tagObjList = useSkill.GetTagObjList()
         if not tagObjList:
@@ -596,17 +596,31 @@
         if atkBackSkill:
             # 可以反击,打断连击
             GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
-            OnUseSkill(turnFight, tagObj, atkBackSkill, [curBatObj], ChConfig.TurnBattleType_AtkBack)
+            OnUseSkill(turnFight, tagObj, atkBackSkill, [atkObj], ChConfig.TurnBattleType_AtkBack)
             return
         
     if not tagObj:
         return
     
-    if CanCombo(curBatObj, tagObj):
-        # 连击根据技能目标配置逻辑重新选择目标
-        GameWorld.DebugLog("● %s 【连击】" % TurnAttack.GetObjName(curBatObj))
-        OnUseSkill(turnFight, curBatObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
-        
+    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
+    aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
+    aComboRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, tagObj, ChConfig.AttrID_ComboRate, useSkill)
+    
+    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))
+        return
+    GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
+                       % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+    atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
+    
+    # 连击特长
+    DoHeroSpecialty(turnFight, atkObj, ChConfig.HeroSpecialty_Combo, useSkill.GetSkillID())
+    
+    # 连击根据技能目标配置逻辑重新选择目标
+    OnUseSkill(turnFight, atkObj, useSkill, batType=ChConfig.TurnBattleType_Combo)
     return
 
 def __getCanAtkBackSkill(useSkill, tagObj):
@@ -615,8 +629,9 @@
         return
     
     tagID = tagObj.GetID()
-    if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
-        GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+    canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
+    if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
+        GameWorld.DebugLog("该远近类型武将不可反击! tagID=%s,AtkDistType=%s not in %s" % (tagID, tagObj.GetAtkDistType(), canAtkbackDictTypeList))
         return
     
     canAtkBack = False
@@ -636,29 +651,15 @@
         useSkill = skillManager.GetSkillByIndex(index)
         if not useSkill:
             continue
-        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
             GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
             return useSkill
     return
 
-def CanCombo(atkObj, defObj):
-    ## 可否连击
-    comboNum = atkObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnComboNum)
-    aComboRate = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboRate)
-    dComboRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
-    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
-    if GameWorld.CanHappen(happenRate):
-        GameWorld.DebugLog("可以连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
-                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
-        atkObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, comboNum + 1)
-        return True
-    GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
-                       % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
-    return False
-
-def DoBeAttackResult(turnFight, curObj, useSkill):
+def DoBeAttackResult(turnFight, curObj, useSkill, isUseSkill=False):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
     '''
     
     curID = curObj.GetID()
@@ -681,24 +682,27 @@
                 shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
                 
         elif logicType == ChConfig.AfterLogic_AddBuff:
-            batObj, buff, _ = logicData
-            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID)
+            batObj = logicData[0]
+            buff = logicData[1]
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
             
         elif logicType == ChConfig.AfterLogic_SyncBuff:
-            buffObj, buff, _, _ = logicData
+            buffObj = logicData[0]
+            buff = logicData[1]
             TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
             
     # 统计击杀
-    killObjIDList = [] # 击杀的目标ID列表
+    killObjList = [] # 击杀其他阵营目标列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        if tagObj.IsAlive() and tagObj.GetHP() <= 0:
-            killObjIDList.append(tagID)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+            killObjList.append(tagObj)
             TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
-    if curObj and curObj.IsAlive() and curObj.GetHP() <= 0:
+    if curObj.IsAlive() and curObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curObj)
         
     # 统计伤血,可能单个技能对同一目标造成多次伤害
+    isSuperHit, isStun, isSuckHP = False, False, False
     missObjIDList = []
     for hurtObj in useSkill.GetHurtObjList():
         hurtObjID = hurtObj.GetObjID()
@@ -709,15 +713,31 @@
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
         if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
             missObjIDList.append(hurtObjID)
-            
+            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+            DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
+        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+            isSuperHit = True
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+            isStun = True
+        if hurtObj.GetSuckHP() > 0:
+            isSuckHP = True
+    # 群攻只触发一次特长
+    if isSuperHit:
+        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
+    if isStun:
+        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
+    if isSuckHP:
+        DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
+        
     # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
     curPlayer = turnFight.curPlayer
     if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
-        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
+        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     # 优先触发本技能额外效果,注:仅该技能释放后该技能的额外效果视为主技能的效果,优先级最高
-    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
-    
+    __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill)
+        
     # ========== 以下触发被动 ==========
     
     # 破盾时
@@ -733,7 +753,7 @@
             continue
         
         # 直接攻击
-        if not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
             
@@ -780,7 +800,7 @@
     ## 技能释放者怒气相关
     if SkillCommon.isAngerSkill(useSkill):
         curBatObj.SetXP(0)
-    elif SkillCommon.isTurnNormalSkill(useSkill):
+    elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
         addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
         AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
     return
@@ -810,14 +830,35 @@
     GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
     return
 
-def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
+    ## 执行武将特长
+    if gameObj.GetSpecialty() != specialty:
+        return
+    specialtyAddXPDict = IpyGameDataPY.GetFuncEvalCfg("AngerXP", 5, {})
+    if str(specialty) not in specialtyAddXPDict:
+        return
+    addXP = specialtyAddXPDict[str(specialty)]
+    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))
+    Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
+    return
+
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList, isUseSkill):
     ## 执行本技能/buff释放后额外效果
     for index in xrange(useSkill.GetEffectCount()):
         curEffect = useSkill.GetEffect(index)
-        if curEffect.GetTriggerWay() != ChConfig.TriggerWay_CurSkillEff:
-            continue
-        
+        triggerWay = curEffect.GetTriggerWay()
+        if isUseSkill:
+            if triggerWay != ChConfig.TriggerWay_CurSkillEff:
+                continue
+        else:
+            if triggerWay != ChConfig.TriggerWay_CurSkillEffLst:
+                continue
+            
         effID = curEffect.GetEffectID()
+        GameWorld.DebugLog("执行额外技能效果: %s, triggerWay=%s,missObjIDList=%s" % (effID, triggerWay, missObjIDList))
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
@@ -825,6 +866,7 @@
         
         for tagObj in useSkill.GetTagObjList():
             tagID = tagObj.GetID()
+            GameWorld.DebugLog("    tagID=%s" % (tagID))
             if tagID in missObjIDList:
                 # 闪避了不触发
                 continue
@@ -840,9 +882,6 @@
     #    return
     enhanceSkillID = curEffect.GetEffectValue(0)
     checkInStateList = curEffect.GetEffectValue(1)
-    if checkInStateList:
-        if isinstance(checkInStateList, int):
-            checkInStateList = [checkInStateList]
     GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
     tagObjList = useSkill.GetTagObjList()
     
@@ -865,12 +904,7 @@
                 GameWorld.DebugLog("    闪避的不触发: tagID=%s" % (tagID))
                 continue
             if checkInStateList:
-                inState = False
-                for state in checkInStateList:
-                    if tagObj.IsInState(state):
-                        inState = True
-                        break
-                if not inState:
+                if not tagObj.CheckInState(checkInStateList):
                     GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
                     continue
             if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
@@ -889,17 +923,47 @@
     if checkInStateList:
         inState = False
         for tagObj in tagObjList:
-            for state in checkInStateList:
-                if not state or tagObj.IsInState(state):
-                    inState = True
-                    break
-            if inState:
+            if tagObj.CheckInState(checkInStateList):
+                inState = True
                 break
         if not inState:
             GameWorld.DebugLog("    没有目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
             return
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
+
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0):
+    '''被动触发使用技能
+    @param passiveSkill: 释放的被动技能
+    @param connSkill: 由什么技能引起的
+    @param effSkillID: 被动效果所属的技能ID
+    @param effectID: 被动效果ID
+    注:可能由A引起触发B技能的效果释放技能C
+    '''
+    if not passiveSkill:
+        return
+    isOK = False
+    passiveSkillID = passiveSkill.GetSkillID()
+    # 继承主技能目标
+    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+        happenRate = passiveSkill.GetHappenRate()
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s" % (effSkillID, effectID, passiveSkillID, happenRate))
+        if not tagObj:
+            return
+        tagID = tagObj.GetID()
+        if not tagObj.IsAlive():
+            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+            return
+        if happenRate and happenRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
+            GameWorld.DebugLog("    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)
+    else:
+        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill)
+        
+    return isOK
 
 def __doSkillHurtHP(turnFight, attacker, defObj, curSkill):
     ## 执行技能伤血,只计算伤血,其他逻辑等技能同步后再处理
@@ -937,6 +1001,7 @@
     hurtObj.SetLostHP(lostHP)
     hurtObj.SetCurHP(remainHP)
     defObj.SetHP(remainHP)
+    atkObj.SetLastHurtValue(hurtValue)
     GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" 
                        % (atkID, defID, hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
@@ -951,31 +1016,34 @@
 def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
     '''计算伤害,默认按攻击计算
     '''
+    
+    skillID = curSkill.GetSkillID()
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
     
+    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)
+        
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     
-    skillID = curSkill.GetSkillID()
+    calcType = curSkill.GetCalcType() # 伤害计算方式 0-按攻击
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
-    isAtkbackSkill = SkillCommon.isAtkbackSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
     angerOverflow = 0 # 怒气溢出值
     
-    mustHit = False
+    mustHit = False # 是否必命中
     if isAngerSkill:
         mustHit = True
         curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
         GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
-    if isDot:
-        mustHit = True
-        
     #命中公式 攻击方类型不同,公式不同
-    if not mustHit:
+    if isTurnNormalSkill and not mustHit:
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
         dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
@@ -987,14 +1055,16 @@
         
     hurtTypes = pow(2, ChConfig.HurtType_Normal)
     
-    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
-    
-    isSuperHit, isParry = False, False
+    isSuperHit, isParry, isStun = False, False, False
     aSuperDamPer, dSuperDamPerDef = 0, 0
+    # 暴击(dot除外)
     if not isDot:
-        isSuperHit = CanSuperHit(atkObj, defObj) # 是否暴击
-        isParry = (isTurnNormalSkill and CanParry(atkObj, defObj)) # 是否格挡,仅针对普攻
-        CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
+        isSuperHit = CanSuperHit(turnFight, atkObj, defObj, curSkill) # 是否暴击
+        
+    # 闪避、击晕、格挡
+    if isTurnNormalSkill:
+        isParry = CanParry(turnFight, atkObj, defObj, curSkill) # 是否格挡
+        isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
@@ -1007,13 +1077,16 @@
     if ignoreDef:
         hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
         
+    if isStun:
+        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+        
     #参与运算的数值
     #rand = random.random()                #种子数 0~1
     
-    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+    aAtk = atkObj.GetAtk() # 攻击方最大攻击
     
     dHP = defObj.GetHP()
-    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+    dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
@@ -1027,7 +1100,10 @@
     if isAngerSkill:
         aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
         dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
-        
+            
+    aAddSkillPer = 0 # 技能增伤
+    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+    
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
         aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
@@ -1042,6 +1118,7 @@
     dNormalSkillPerDef /= 10000.0
     aAngerSkillPer /= 10000.0
     dAngerSkillPerDef /= 10000.0
+    aAddSkillPer /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
     aSuperDamPer /= 10000.0
@@ -1049,22 +1126,24 @@
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
     
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, aAtk, dDef, dHP, hurtTypes))
+    if calcType != ChConfig.Def_Calc_Attack:
+        aAtk = GetCalcBaseValue(calcType, atkObj, defObj)
+    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s,hurtTypes=%s,aAddSkillPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
     
     # 持续性伤害
-    if isDot:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
-        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
-    elif isTurnNormalSkill:
+    if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
         GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
         GameWorld.DebugLog("    怒气技能伤害=%s" % (hurtValue))
-    elif isAtkbackSkill:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
-        GameWorld.DebugLog("    反击伤害=%s" % (hurtValue))
+    elif isDot:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
+        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
+    elif calcType != ChConfig.Def_Calc_Attack:
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
+        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
     else:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
@@ -1074,11 +1153,24 @@
         hurtValue = hurtValue * (1 - parryReduceRatio)
         GameWorld.DebugLog("    格挡后伤害=%s,parryReduceRatio=%s" % (hurtValue, parryReduceRatio))
         
-    hurtValue = max(1, int(hurtValue)) # 负值、保底防范
+    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))
+        
+    hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
+    if hurtAtkPerMax:
+        aAtk = atkObj.GetAtk()
+        hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
+        hurtValue = min(hurtValue, hurtValueMax)
+        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+        
+    hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
 
-def CanSuperHit(atkObj, defObj):
+def CanSuperHit(turnFight, atkObj, defObj, curSkill):
     aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
+    aSuperHitRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperHitRate, curSkill)
     dSuperHitRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRateDef)
     happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("SuperHitCfg", 1))
     if GameWorld.CanHappen(happenRate):
@@ -1088,6 +1180,7 @@
 
 def CanStun(turnFight, atkObj, defObj, curSkill):
     aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
+    aStunRate += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_StunRate, curSkill)
     dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
     happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
     if not GameWorld.CanHappen(happenRate):
@@ -1097,10 +1190,19 @@
     TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
     return True
 
-def CanParry(atkObj, defObj):
+def CanParry(turnFight, atkObj, defObj, curSkill):
     if defObj.IsInControlled():
         #被控制无法格挡
         return False
+    
+    # 格挡印记
+    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()))
+        TurnBuff.DecBuffLayer(turnFight, defObj, parryYJBuff, 1, curSkill.GetSkillID())
+        return True
+    
     aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
     dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
     parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
@@ -1255,8 +1357,8 @@
         baseValue = curObj.GetAtk()
     elif calcType == ChConfig.Def_Calc_MaxHP:
         baseValue = curObj.GetMaxHP()
-    #elif cureType == ChConfig.Def_Calc_HurtValue:
-    #    baseValue = GameObj.GetLastHurtValue(userObj)
+    elif calcType == ChConfig.Def_Calc_LastHurt:
+        baseValue = curObj.GetLastHurtValue()
     elif calcType == ChConfig.Def_Calc_TagMaxHP:
         baseValue = 0 if not tagObj else tagObj.GetMaxHP()
     return baseValue
@@ -1270,10 +1372,13 @@
     buffID = curBuff.GetBuffID()
     ownerID = curBuff.GetOwnerID()
     buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    if not buffOwner:
+        return
     
     atkObj = buffOwner
     defObj = batObj
     
+    atkID = ownerID
     defID = defObj.GetID()
     tagObjList = [defObj]
     
@@ -1284,8 +1389,8 @@
     hurtObj = useSkill.AddHurtObj(defID)
     
     dHP = defObj.GetHP()
-    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
-                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
+                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
     hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
     
     # dot的反弹、吸血待定
@@ -1293,7 +1398,7 @@
     remainHP = max(0, dHP - realHurtHP) # 剩余血量
     lostHP = dHP - remainHP # 实际掉血量
     defObj.SetHP(remainHP)
-    
+    atkObj.SetLastHurtValue(hurtValue)
     GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
     
     hurtObj.SetHurtTypes(hurtTypes)

--
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