From 54d9849e67665b6a20dc723adaf91b5455054165 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期日, 28 九月 2025 14:38:42 +0800
Subject: [PATCH] 219 【付费内容】首充-服务端(支持给定制属性装备)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  281 +++++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 219 insertions(+), 62 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
index 1ee372c..61f5ac4 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -73,7 +73,8 @@
     if not tagObjList:
         tagObjList = GetSkillTags(turnFight, curBatObj, useSkill)
         rate = useSkill.GetHappenRate()
-        if rate and rate != ChConfig.Def_MaxRateValue: 
+        if rate:
+            rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
             for tagObj in tagObjList[::-1]:
                 if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
                     tagObjList.remove(tagObj)
@@ -123,7 +124,6 @@
         curBatObj.SetMainTagIDList(tagIDList)
         
     useTag = ""
-    
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
@@ -137,7 +137,6 @@
             clientPack.Len = len(clientPack.Tag)
             clientPack.Sign = 0
             turnFight.addBatPack(clientPack)
-            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
     DoAttackResult(turnFight, curBatObj, useSkill)
@@ -169,8 +168,13 @@
     tagAffect = useSkill.GetTagAffect()
     tagCount = useSkill.GetTagCount()
     
-    curFaction = curBatObj.GetFaction()
-    
+    lineupNumSet = None
+    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+    if changeRet:
+        lineupNumSet, changeTagSet = changeRet
+        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
+        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+        
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
@@ -183,6 +187,7 @@
     # 混乱: 随机敌友; 不打自己,只剩自己随机后是己方时不释放技能
     # 嘲讽: 目标是敌方时强制目标一定包含施法者
     
+    curFaction = curBatObj.GetFaction()
     sneerObj = None # 嘲讽目标
     sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
@@ -201,7 +206,9 @@
     posNum = curBatObj.GetPosNum()
     
     batFaction = turnFight.getBatFaction(tagFaction)
-    if tagFaction == curFaction:
+    if lineupNumSet != None and not tagFriendly:
+        lineupNumList = [lineupNumSet] # 已经有指定敌方的某一阵容
+    elif tagFaction == curFaction:
         lineupNumList = [lineupNum] # 友方暂时仅限制自己阵容
     else:
         lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
@@ -209,6 +216,7 @@
             if tagNum not in lineupNumList:
                 lineupNumList.append(tagNum)
                 
+    batLineup = None
     aimObjList = [] # 先筛选出范围目标
     for num in lineupNumList:
         batLineup = batFaction.getBatlineup(num)
@@ -305,7 +313,27 @@
         sneerObjFirst = False
         aimObjList.sort(key=lambda o:(o.IsInControlled()))
         GameWorld.DebugLog("未被控制优先: %s" % [[o.GetID(), o.IsInControlled()] for o in aimObjList])
+                
+    # 灼烧/玄火目标优先
+    elif tagAffect == ChConfig.SkillTagAffect_Burn:
+        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+        sortObjList = [] # 优先灼烧目标,再对位
+        for aimObj in aimObjList:
+            sortValue = 0
+            buffMgr = aimObj.GetBuffManager()
+            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
+                sortValue = 2
+            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+                sortValue = 1
+            sortObjList.append([sortValue, aimObj])
+        sortObjList.sort(reverse=True)
+        aimObjList = [s[1] for s in sortObjList]
         
+    # 仅焚血(毒奶)目标
+    elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
+                aimObjList.remove(aimObj)
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
@@ -326,6 +354,38 @@
         aimObjList = aimObjList[:tagCount]
         
     return aimObjList
+
+def CheckChangeTagEff(turnFight, curBatObj, useSkill):
+    ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
+    # IPY_Skill 没有  GetEffectByID,暂不做支持,目前小乔怒技专用,以后有用于别的再说
+    if not hasattr(useSkill, "GetEffectByID"):
+        return
+    cureWayExEff = useSkill.GetEffectByID(ChConfig.SkillEff_ChangeTag)
+    if not cureWayExEff:
+        return
+    changeTagSet = cureWayExEff.GetEffectValue(0)
+    checkInStates = cureWayExEff.GetEffectValue(1)
+    if not checkInStates:
+        return None, changeTagSet
+    
+    curFaction = curBatObj.GetFaction()
+    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+    batFaction = turnFight.getBatFaction(tagFaction)
+    
+    lineupNum = curBatObj.GetLineupNum()
+    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容
+    for tagNum in batFaction.lineupDict.keys():
+        if tagNum not in lineupNumList:
+            lineupNumList.append(tagNum)
+            
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for num in lineupNumList:
+        batLineup = batFaction.getBatlineup(num)
+        for tagID in batLineup.posObjIDDict.values():
+            tagObj = batObjMgr.getBatObj(tagID)
+            if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
+                return lineupNum, changeTagSet
+    return
 
 def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
     ## 获取行排目标对象列表
@@ -409,7 +469,8 @@
 
 def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
     ## 获取在某一阵营中的默认对位目标
-    
+    if not batLineup:
+        return
     tagAffect = ChConfig.SkillTagAffect_None # 默认对位目标不需要细分目标,默认规则即可
     inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
     # 优先自己所在纵
@@ -501,6 +562,11 @@
         if cureHP <= 0:
             continue
         
+        dID = tagBatObj.GetID()
+        hurtObj = useSkill.AddHurtObj(dID)
+        if DoPoisonCure(turnFight, tagBatObj, cureHP, hurtObj, useSkill):
+            continue
+        
         dHP = tagBatObj.GetHP()
         dMapHP = tagBatObj.GetMaxHP()
         
@@ -508,8 +574,6 @@
         realCureHP = max(remainHP - dHP, 0)
         tagBatObj.SetHP(remainHP)
         
-        dID = tagBatObj.GetID()
-        hurtObj = useSkill.AddHurtObj(dID)
         hurtObj.AddHurtType(ChConfig.HurtTYpe_Recovery)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
@@ -676,6 +740,9 @@
     if not tagObj:
         return
     
+    if not tagObj.IsAlive():
+        return
+    
     tagID = tagObj.GetID()
     canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     if tagObj.GetAtkDistType() not in canAtkbackDictTypeList:
@@ -710,7 +777,7 @@
     @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()
+    #curID = curObj.GetID()
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
@@ -746,6 +813,7 @@
         if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
             killObjList.append(tagObj)
             TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+    useSkill.SetKillObjList(killObjList)
     if curObj.IsAlive() and curObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curObj)
         
@@ -786,8 +854,10 @@
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
-    curObj.SetLastHurtValue(totalHurtValue) # 记录最后一次总伤害
-    
+    # 记录最后一次总伤害,有伤害目标才记录
+    if useSkill.GetHurtObjList():
+        curObj.SetLastHurtValue(totalHurtValue)
+        
     # 群攻只触发一次特长
     if isSuperHit:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
@@ -813,19 +883,33 @@
         tagObj = batObjMgr.getBatObj(tagObjID)
         TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
         
+    # 有击杀时
+    for index, tagObj in enumerate(killObjList):
+        if index == 0:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
+        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+        
+    triggerOne = False
     batType = useSkill.GetBatType()
+    isAttackDirect = (isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk])
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
         if tagID in effIgnoreObjIDList:
             continue
         
         # 直接攻击
-        if isUseSkill and not SkillCommon.IsBuff(useSkill) and useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk]:
+        if isAttackDirect:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
+        else:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
             
         # 使用技能后
         if isUseSkill:
+            if not triggerOne:
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
             
         # 连击
@@ -835,11 +919,7 @@
         elif batType == ChConfig.TurnBattleType_Pursue:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
             
-    if killObjList:
-        tagObj = killObjList[0]
-        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillOneObj, tagObj, connSkill=useSkill)
-    for tagObj in killObjList:
-        TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
+        triggerOne = True # 设置已经触发过一次
         
     return
 
@@ -942,7 +1022,7 @@
                 continue
             
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("●执行额外技能效果: %s, triggerWay=%s,effIgnoreObjIDList=%s" % (effID, triggerWay, effIgnoreObjIDList))
+        GameWorld.DebugLog("●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)
@@ -965,7 +1045,8 @@
     #    return
     enhanceSkillID = curEffect.GetEffectValue(0)
     checkInStateList = curEffect.GetEffectValue(1)
-    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s" % (enhanceSkillID, checkInStateList))
+    checkHeroJob = curEffect.GetEffectValue(2)
+    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
     tagObjList = useSkill.GetTagObjList()
     
     enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -977,6 +1058,7 @@
         GameWorld.DebugLog("继承主技能目标! enhanceSkillID=%s" % enhanceSkillID)
         # 额外触发的技能直接在外层检查概率,如果都没有触发则不需要再处理
         enhanceRate = enhanceSkillData.GetHappenRate()
+        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
         enchanceTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
@@ -990,6 +1072,9 @@
                 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 checkHeroJob and checkHeroJob != tagObj.GetJob():
+                GameWorld.DebugLog("    非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+                continue
             if enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
                 GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
                 continue
@@ -1003,14 +1088,21 @@
     
     # 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)
-    if checkInStateList:
-        inState = False
+    if checkInStateList or checkHeroJob:
+        inState, haveJob = False, False
         for tagObj in tagObjList:
-            if tagObj.CheckInState(checkInStateList):
+            tagID = tagObj.GetID()
+            if tagID in effIgnoreObjIDList:
+                continue
+            if not inState and 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))
+            if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
+                haveJob = 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))
+            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)
             return
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
@@ -1025,25 +1117,35 @@
     '''
     if not passiveSkill:
         return
-    isOK = False
+    bySkillID = 0
+    if connSkill:
+        bySkillID = connSkill.GetSkillID()
+    elif connBuff:
+        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))
+        return
+    
+    isOK = False
     # 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))
+        happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
+        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
         if not tagObj:
             return
         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):
+        if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
             GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
             return
         passiveTagObjList = [tagObj]
         isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
     else:
-        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        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))
         isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
         
     return isOK
@@ -1092,7 +1194,7 @@
     CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
     
     #吸血
-    CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
+    CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill)
     return
 
 def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
@@ -1168,14 +1270,15 @@
     
     aAtk = atkObj.GetAtk() # 攻击方最大攻击
     
-    dHP = defObj.GetHP()
+    dHP, dMaxHP = defObj.GetHP(), defObj.GetMaxHP()
     dDef = 0 if ignoreDef else defObj.GetDef() # 防守方防御力
     
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
-    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+    atkSkillPer += GetAddSkillPer(turnFight, atkObj, defObj, curSkill)
     
     aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+    
+    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
     
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
@@ -1224,8 +1327,8 @@
     
     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,hurtTypes=%s,aAddSkillPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, hurtTypes, aAddSkillPer))
+    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,aAddSkillPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer))
     
     # 持续性伤害
     if isTurnNormalSkill:
@@ -1273,6 +1376,15 @@
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
+
+def GetAddSkillPer(turnFight, atkObj, defObj, curSkill):
+    ## 获取额外增加的技能万分比
+    atkSkillPer = 0
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByHP, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
+    return atkSkillPer
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
     if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
@@ -1332,17 +1444,13 @@
     if hurtValue <= 0:
         return 0, 0, hurtTypes
     
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    buffMgr = defObj.GetBuffManager()
+    wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
+    if wudiBuffList:
         hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
-        buffMgr = defObj.GetBuffManager()
-        for index in range(buffMgr.GetBuffCount()):
-            buff = buffMgr.GetBuffByIndex(index)
-            if not buff:
-                continue
+        for buff in wudiBuffList:
             skillData = buff.GetSkillData()
-            if skillData.GetCurBuffState() != ChConfig.BatObjState_Wudi:
-                continue
-            # 记录免疫的积攒伤害
+            # 记录免疫积攒的伤害
             buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue
             updBuffValue = buffValue + hurtValue
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
@@ -1357,18 +1465,14 @@
     # 承伤盾承伤,剩余时间短的优先承伤,承伤不影响输出,相当于额外的HP,仅用于抵扣掉血,仅 改变 realHurtHP
     realHurtHP = hurtValue
     shieldBuffList = []
-    buffMgr = defObj.GetBuffManager()
-    for index in range(buffMgr.GetBuffCount()):
-        buff = buffMgr.GetBuffByIndex(index)
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
         skillData = buff.GetSkillData()
-        # 承伤盾
-        if SkillCommon.isDamageShieldSkill(skillData):
-            remainTime = buff.GetRemainTime() # 剩余回合
-            if not skillData.GetLastTime():
-                remainTime = 999 # 永久盾
-            buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
-            shieldBuffList.append([remainTime, buffValue, buff])
-            
+        remainTime = buff.GetRemainTime() # 剩余回合
+        if not skillData.GetLastTime():
+            remainTime = 999 # 永久盾
+        buffValue = buff.GetValue1() + buff.GetValue2() * ChConfig.Def_PerPointValue # 剩余盾值
+        shieldBuffList.append([remainTime, buffValue, buff])
+        
     if shieldBuffList:
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
@@ -1395,15 +1499,24 @@
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
+    注:反伤/荆棘暂不做属性支持,仅做buff效果支持
     '''
     if not atkObj.GetCanAttack():
         return
     
-    bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+    damBackPer = 0
+    buffMgr = defObj.GetBuffManager()
+    for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+        damBackPer += buff.GetValue1()
+        
+    if damBackPer <= 0:
+        return
+    
+    bounceHP = int(hurtObj.GetHurtHP() * damBackPer / 10000.0)
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
     bounceHP, realBounceHP, _ = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
     if bounceHP <= 0:
         GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
@@ -1418,7 +1531,7 @@
     TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
     return
 
-def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
+def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算吸血
     '''
     
@@ -1430,6 +1543,9 @@
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
     suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
+        return
+    
+    if DoPoisonCure(turnFight, atkObj, suckHP, hurtObj, curSkill, True):
         return
     
     curHP = atkObj.GetHP()
@@ -1445,6 +1561,39 @@
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
     return
 
+def DoPoisonCure(turnFight, curObj, cureHP, hurtObj, curSkill, isSuck=False):
+    ## 毒奶逻辑
+    buffMgr = curObj.GetBuffManager()
+    poisonCureBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_PoisonCure) # 毒奶暂定唯一
+    if not poisonCureBuff:
+        return
+    ownerID = poisonCureBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    if not buffOwner:
+        return
+    atkObj, defObj = buffOwner, curObj
+    
+    hurtTypes = hurtObj.GetHurtTypes()
+    hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, cureHP, hurtTypes)
+    
+    dHP = defObj.GetHP()
+    remainHP = max(0, dHP - realHurtHP) # 剩余血量
+    lostHP = dHP - remainHP # 实际掉血量
+    defObj.SetHP(remainHP)
+    GameWorld.DebugLog("    毒奶: hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s,isSuck=%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP(), isSuck))
+    
+    if isSuck:
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureSuck)
+        hurtObj.SetSuckHP(hurtValue)
+    else:
+        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+        hurtObj.SetHurtHP(hurtValue)
+        hurtObj.SetLostHP(lostHP)
+    hurtObj.SetHurtTypes(hurtTypes)
+    
+    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill.GetSkillID())
+    return True
+
 def CalcCureHP(turnFight, userObj, tagObj, curSkill, largeNum=False):
     ''' 计算治疗值
     '''
@@ -1452,7 +1601,7 @@
     skillPer = curSkill.GetSkillPer()
     #skillValue = curSkill.GetSkillValue()
     
-    skillPer += TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddSkillPer, curSkill)
+    skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
     cureHP = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
     
@@ -1463,6 +1612,12 @@
         GameWorld.DebugLog("额外计算治疗方式: cureType=%s,skillPer=%s" % (cureType, skillPer))
         cureHPEx = __calcCureHP(turnFight, userObj, tagObj, curSkill, cureType, skillPer, largeNum)
         cureHP += cureHPEx
+        
+    hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
+    if hurtShareEff:
+        tagCnt = max(1, len(curSkill.GetTagObjList()))
+        cureHP = cureHP / tagCnt
+        GameWorld.DebugLog("    目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
         
     return max(1, int(cureHP)) # 保底1点
 
@@ -1544,9 +1699,11 @@
     dHP = defObj.GetHP()
     GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s" 
                        % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP))
+    layer = curBuff.GetLayer()
+    if layer > 0:
+        hurtValue *= layer
+        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
     hurtValue, realHurtHP, hurtTypes = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue, hurtTypes)
-    
-    # dot的反弹、吸血待定
     
     remainHP = max(0, dHP - realHurtHP) # 剩余血量
     lostHP = dHP - remainHP # 实际掉血量

--
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