From 67a84dc38db8f7d0f85b03e2b06ba728d95c1e82 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 07 二月 2026 20:29:42 +0800
Subject: [PATCH] 476 【付费内容】时机礼包-服务端(自定义存储支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  255 +++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 195 insertions(+), 60 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 51f1029..6debe17 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -65,6 +65,19 @@
         return
     
     skillType = useSkill.GetSkillType()
+    byBatObj = kwargs.pop("byBatObj", None)
+    if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
+        if useSkill.GetSkillType() in ChConfig.Def_HurtSkill_List:
+            if not byBatObj:
+                return
+            GameWorld.DebugLogEx("命格攻击类技能施法方算触发者! mgObjID=%s,byObjID=%s,skillID=%s", curBatObj.GetID(), byBatObj.GetID(), skillID)
+            curBatObj = byBatObj
+        else:
+            # 因为命格攻击类技能修改了施法者,后续如果有子技能触发会变成还是变更后的施法者,导致命格全体buff可能存在多个施法来源,可能导致bug
+            batLineup = curBatObj.GetTFBatLineup()
+            curBatObj = batLineup.getMinggeObj()
+            GameWorld.DebugLogEx("命格非攻击类技能强制施法者为命格自己! mgObjID=%s,skillID=%s", curBatObj.GetID(), skillID)
+            
     byTriggerWay = kwargs["byTriggerWay"] if "byTriggerWay" in kwargs else 0 # 不使用参数名 triggerWay, 防止传递过程中参数混乱
     if not curBatObj.IsAlive():
         if skillType == ChConfig.Def_SkillType_Revive:
@@ -150,8 +163,8 @@
     angerOverflow = curBatObj.GetAngerOverflow()
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    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)
+    GameWorld.DebugLogEx("◆使用技能: skillID=%s,curID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s", 
+                         skillID, objID, 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
     
     if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
@@ -385,13 +398,14 @@
                     colNumList.insert(0, specInColNum)
                     
             GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
+            posObjIDDict = batLineup.getPosObjIDDict()
             for col in colNumList:
                 for row in range(1, 1 + ChConfig.TurnFightRows):
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
                     #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
-                    if pNum not in batLineup.posObjIDDict:
+                    if pNum not in posObjIDDict:
                         continue
-                    tagObjID = batLineup.posObjIDDict[pNum]
+                    tagObjID = posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
@@ -410,13 +424,14 @@
                 
             GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
             # 按前排优先原则
+            posObjIDDict = batLineup.getPosObjIDDict()
             for row in range(1, 1 + ChConfig.TurnFightRows):
                 for col in colNumList:
                     pNum = (row - 1) * ChConfig.TurnFightCols + col
                     #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
-                    if pNum not in batLineup.posObjIDDict:
+                    if pNum not in posObjIDDict:
                         continue
-                    tagObjID = batLineup.posObjIDDict[pNum]
+                    tagObjID = posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
@@ -548,7 +563,7 @@
     batObjMgr = BattleObj.GetBatObjMgr()
     for num in lineupNumList:
         batLineup = batFaction.getBatlineup(num)
-        for tagID in batLineup.posObjIDDict.values():
+        for tagID in batLineup.getBatHeroObjIDList():
             tagObj = batObjMgr.getBatObj(tagID)
             if tagObj.IsAlive() and tagObj.CheckInState(checkInStates):
                 return lineupNum, changeTagSet
@@ -584,13 +599,14 @@
         
     GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
     aimObjList = []
+    posObjIDDict = batLineup.getPosObjIDDict()
     for row in rowNumList:
         for col in colNumList:
             pNum = (row - 1) * ChConfig.TurnFightCols + col
             #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
-            if pNum not in batLineup.posObjIDDict:
+            if pNum not in posObjIDDict:
                 continue
-            tagObjID = batLineup.posObjIDDict[pNum]
+            tagObjID = posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
             if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf):
                 continue
@@ -615,13 +631,14 @@
     row = inRowNum # 目标玩家所在横排
     
     batObjMgr = BattleObj.GetBatObjMgr()
-    batLineup = tagObj.GetBatLineup()
+    batLineup = tagObj.GetTFBatLineup()
     aimObjList = []
+    posObjIDDict = batLineup.getPosObjIDDict()
     for col in colNumList:
         pNum = (row - 1) * ChConfig.TurnFightCols + col
-        if pNum not in batLineup.posObjIDDict:
+        if pNum not in posObjIDDict:
             continue
-        tagObjID = batLineup.posObjIDDict[pNum]
+        tagObjID = posObjIDDict[pNum]
         tagBatObj = batObjMgr.getBatObj(tagObjID)
         if not tagBatObj.IsAlive():
             continue
@@ -644,13 +661,14 @@
     col = inColNum # 目标玩家所在纵排
     
     batObjMgr = BattleObj.GetBatObjMgr()
-    batLineup = tagObj.GetBatLineup()
+    batLineup = tagObj.GetTFBatLineup()
     aimObjList = []
+    posObjIDDict = batLineup.getPosObjIDDict()
     for row in range(1, 1 + ChConfig.TurnFightRows):
         pNum = (row - 1) * ChConfig.TurnFightCols + col
-        if pNum not in batLineup.posObjIDDict:
+        if pNum not in posObjIDDict:
             continue
-        tagObjID = batLineup.posObjIDDict[pNum]
+        tagObjID = posObjIDDict[pNum]
         tagBatObj = batObjMgr.getBatObj(tagObjID)
         if not tagBatObj.IsAlive():
             continue
@@ -702,12 +720,13 @@
         colNumList.insert(0, inColNum)
         
     # 按前排优先原则
+    posObjIDDict = batLineup.getPosObjIDDict()
     for row in range(ChConfig.TurnFightRows):
         for col in colNumList:
             pNum = row * ChConfig.TurnFightCols + col
-            if pNum not in batLineup.posObjIDDict:
+            if pNum not in posObjIDDict:
                 continue
-            tagObjID = batLineup.posObjIDDict[pNum]
+            tagObjID = posObjIDDict[pNum]
             tagBatObj = batObjMgr.getBatObj(tagObjID)
             if not __skillTagFilter(curBatObj, tagBatObj, tagAffect, isNoSelf=True):
                 continue
@@ -1402,6 +1421,8 @@
     # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
     relatedSkillID = useSkill.GetSkillID()
     delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
+    beControlledHardDict = {} # 受控目标 {objID:buff, ...}
+    beDotBuffDict = {} # 被添加dot的目标 {objID:buff, ...}
     afterLogicList = useSkill.GetAfterLogicList()
     for logicType, logicData in afterLogicList:
         if logicType == ChConfig.AfterLogic_DelBuff:
@@ -1420,6 +1441,15 @@
             buff = logicData[1]
             TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
             
+        # 统计添加buff需要触发的被动
+        elif logicType == ChConfig.AfterLogic_TriggerAddBuff:
+            triggerType, batObj, buff, buffOwner = logicData
+            if buffOwner.GetID() == curID:
+                if triggerType == ChConfig.TriggerWay_BeControlledHard:
+                    beControlledHardDict[batObj.GetID()] = buff
+                elif triggerType == ChConfig.TriggerWay_AddDOTBuff:
+                    beDotBuffDict[batObj.GetID()] = buff
+                    
     # 统计击杀
     killObjList = [] # 击杀其他阵营目标列表
     dieObjList = [] # 死亡的单位列表,包含友方单位或自己
@@ -1539,6 +1569,10 @@
     
     # ========== 以下触发被动 ==========
     
+    curBatLineup = curObj.GetTFBatLineup()
+    curMGObj = curBatLineup.getMinggeObj()
+    mgTriggerWayList = [] # 命格本次技能已触发方式列表,命格固定只触发一次
+    
     # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式  ChConfig.TriggerWay_BuffDel(立即触发)
     for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
         triggerWay, effInfoList = afterTriggerData
@@ -1562,7 +1596,7 @@
             batFaction = turnFight.getBatFaction(faction)
             for lineupNum in batFaction.lineupDict.keys():
                 batLineup = batFaction.getBatlineup(lineupNum)
-                for lineupObjID in batLineup.posObjIDDict.values():
+                for lineupObjID in batLineup.getBatHeroObjIDList():
                     lineupObj = batObjMgr.getBatObj(lineupObjID)
                     if not lineupObj.IsAlive():
                         continue
@@ -1585,10 +1619,13 @@
         TurnBuff.DoBuffByRevive(turnFight, tagObj)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+    if reviveObjList and curMGObj:
+        tagObj = reviveObjList[0]
+        TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Revive, tagObj, connSkill=useSkill, byFriendObj=curObj)
         
     # 曹仁防护触发,暂写死
     for tagObj in caorenProtectList:
-        tagBatLineup = tagObj.GetBatLineup()
+        tagBatLineup = tagObj.GetTFBatLineup()
         caorenObj = tagBatLineup.getHeroObj(ChConfig.HeroID_Caoren) # 获取被防护目标阵容的曹仁
         if not caorenObj or not caorenObj.IsAlive():
             continue
@@ -1603,8 +1640,6 @@
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
-    curBatLineup = curObj.GetBatLineup()
-    curMGObj = curBatLineup.getMinggeObj()
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         
@@ -1612,7 +1647,11 @@
         if tagID in missObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
-            
+            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
+            if tagMGObj and ChConfig.TriggerWay_Miss not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Miss)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill, byBatObj=tagObj)
+                
         # 免疫
         if tagID in immuneObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
@@ -1660,32 +1699,64 @@
         if tagID in stunObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+            if curMGObj and ChConfig.TriggerWay_Stun not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Stun)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
+        # 控制
+        if tagID in beControlledHardDict:
+            buff = beControlledHardDict[tagID]
+            if buff.GetCurBuffState() == ChConfig.BatObjState_Frozen:
+                if curMGObj and ChConfig.TriggerWay_Frozen not in mgTriggerWayList:
+                    mgTriggerWayList.append(ChConfig.TriggerWay_Frozen)
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Frozen, tagObj, connSkill=useSkill, byBatObj=curObj)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeControlledHard, curObj, connSkill=useSkill, connBuff=buff)
             
+        # 附加dot
+        if tagID in beDotBuffDict:
+            if curMGObj and ChConfig.TriggerWay_AddDOTBuff not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_AddDOTBuff)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_AddDOTBuff, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 暴击
         if tagID in superHitObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
-            
+            if curMGObj and ChConfig.TriggerWay_SuperHit not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_SuperHit)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 格挡
         if tagID in parryObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
-            
+            tagMGObj = tagObj.GetTFBatLineup().getMinggeObj()
+            if tagMGObj and ChConfig.TriggerWay_Parry not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Parry)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagMGObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill, byBatObj=tagObj)
+                
         # 吸血
         if tagID in suckObjIDList:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuckHP, curObj, connSkill=useSkill)
-            
+            if curMGObj and ChConfig.TriggerWay_SuckHPOne not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_SuckHPOne)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_SuckHPOne, tagObj, connSkill=useSkill, byBatObj=curObj)
+                
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
+            if curMGObj and ChConfig.TriggerWay_Combo not in mgTriggerWayList:
+                mgTriggerWayList.append(ChConfig.TriggerWay_Combo)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill, byBatObj=curObj)
         # 追击
         elif batType == ChConfig.TurnBattleType_Pursue:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
             if isAttackDirect:
-                if curMGObj:
+                if curMGObj and ChConfig.TriggerWay_PursueAtk not in mgTriggerWayList:
+                    mgTriggerWayList.append(ChConfig.TriggerWay_PursueAtk)
                     TurnPassive.OnTriggerPassiveEffect(turnFight, curMGObj, ChConfig.TriggerWay_PursueAtk, tagObj, connSkill=useSkill, byBatObj=curObj)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
         # 反击
@@ -1695,8 +1766,8 @@
             
             
         # 敌友方
-        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
-            for lineupObjID in curBatLineup.posObjIDDict.values():
+        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt or tagID in beControlledHardDict:
+            for lineupObjID in curBatLineup.getBatHeroObjIDList():
                 lineupObj = batObjMgr.getBatObj(lineupObjID)
                 if not lineupObj.IsAlive():
                     continue
@@ -1712,6 +1783,10 @@
                     if not triggerOne:
                         TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
                         
+                # 敌方被控时
+                if tagID in beControlledHardDict and lineupObj.GetFaction() != tagObj.GetFaction():
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyBeControlledHard, tagObj, connSkill=useSkill)
+                    
                 # 连击
                 if batType == ChConfig.TurnBattleType_Combo:
                     TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
@@ -1736,9 +1811,7 @@
     if not batFaction:
         return
     batLineup = batFaction.getBatlineup(1)
-    if ChConfig.HeroID_Dongbai not in batLineup.heroObjIDDict:
-        return
-    dongbaiObj = BattleObj.GetBatObjMgr().getBatObj(batLineup.heroObjIDDict[ChConfig.HeroID_Dongbai])
+    dongbaiObj = batLineup.getHeroObj(ChConfig.HeroID_Dongbai)
     if not dongbaiObj or dongbaiObj.IsAlive():
         return
     skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
@@ -1994,7 +2067,7 @@
     @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:
+    if not passiveSkill or not batObj:
         return
     if isinstance(passiveSkill, int):
         passiveSkillID = passiveSkill
@@ -2011,9 +2084,11 @@
         bySkillID = connBuff.GetSkillID()
     passiveSkillID = passiveSkill.GetSkillID()
     if passiveSkillID == bySkillID:
-        #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 not connSkill or connSkill.GetObjID() == batObj.GetID():
+            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
+        # 不同施法者的相同技能ID可触发,如双方都有相同武将相同技能的情况下,如吕玲绮
+        
     if hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
         #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
         return
@@ -2075,17 +2150,12 @@
     '''
     
     skillID = curSkill.GetSkillID()
-    # 命格攻击类技能,取触发者为施法方,因为部分战斗属性需要取施法方的,如最终增伤等
-    if curSkill.GetFuncType() == ChConfig.Def_SkillFuncType_MinggeSkill:
-        byBatObj = curSkill.GetByBatObj()
-        if byBatObj:
-            GameWorld.DebugLogEx("命格攻击类技能计算伤害属性取触发者! mgObjID=%s,byObjID=%s,skillID=%s", atkObj.GetID(), byBatObj.GetID(), skillID)
-            atkObj = byBatObj
-            
     #mapID = turnFight.mapID
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
     batType = curSkill.GetBatType()
+    atkMGObj = atkObj.GetTFBatLineup().getMinggeObj()
+    defMGObj = defObj.GetTFBatLineup().getMinggeObj()
     
     changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
     if not changeHurtType:
@@ -2102,23 +2172,33 @@
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
     
-    mustHit = False # 是否必命中
-    if not isTurnNormalSkill: # 仅普攻判断是否闪避
-        mustHit = True
-        
-    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
-    
-    #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():
+    # 常规闪避 - 仅针对普攻
+    if isTurnNormalSkill and not curSkill.GetEffectByID(ChConfig.SkillEff_MustHit) and not defObj.IsInControlledHard():
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
         dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = curSkill.GetTagMissNum(defID)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
             GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
-            curSkill.SetTagMissNum(defID, missRate + 1)
+            curSkill.SetTagMissNum(defID, missNum + 1)
             return 0, pow(2, ChConfig.HurtAtkType_Miss)
         
+    # 绝对闪避 - 除dot外的所有技能,因为绝对闪避不触发常规闪避的被动,所以在常规闪避后判断
+    if not isDot:
+        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRateDef)
+        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
+        if defMGObj:
+            dMissRate += defMGObj.GetBatAttrValue(ChConfig.AttrID_AbsoluteMissRate)
+        missNum = curSkill.GetTagMissNum(defID)
+        if dMissRate > 0:
+            missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
+            if GameWorld.CanHappen(missRate):
+                GameWorld.DebugLogEx("绝对闪避了! missRate=%s,dAbsoluteMissRate=%s,aAbsoluteMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
+                curSkill.SetTagMissNum(defID, missNum + 1)
+                return 0, pow(2, ChConfig.HurtAtkType_AbsoluteMiss)
+            
+    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
+    
     hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
     
     isSuperHit, isParry, isStun = False, False, False
@@ -2137,7 +2217,8 @@
         aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
         aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
         aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
-        
+        if atkMGObj:
+            aSuperDamPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
         dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
         
     if isParry:
@@ -2166,6 +2247,9 @@
     aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
     aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
     
+    if defMGObj:
+        dFinalDamPerDef += defMGObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef)
+        
     #招架  - 无视攻击方最终增伤百分比
     dZhaojia = defObj.GetBatAttrValue(ChConfig.AttrID_Zhaojia)
     aZhaojiaDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ZhaojiaDef)
@@ -2213,6 +2297,8 @@
             aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
             dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
             GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+        if atkMGObj:
+            aDOTPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
             
     #aAddSkillPer = 0 # 技能增伤
     dBatDamPerDef = 0 # 战斗增减伤
@@ -2220,7 +2306,9 @@
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
     aBatDamPer += addBatDamPer
-    
+    if atkMGObj:
+        aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkMGObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+        
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
         aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
@@ -2244,12 +2332,15 @@
     if batType == ChConfig.TurnBattleType_Combo:
         aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
         dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
-        
+        if atkMGObj:
+            aComboDamPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
     aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
     if batType == ChConfig.TurnBattleType_Pursue:
         aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
         dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
-        
+        if atkMGObj:
+            aPursueDamPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+            
     aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
     if turnFight.isPVP() > 0:
         aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
@@ -2612,12 +2703,10 @@
                          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:
-            continue
-        objID = batLineup.heroObjIDDict[effHeroID]
-        batObj = batObjMgr.getBatObj(objID)
+        batObj = batLineup.getHeroObj(effHeroID)
         if not batObj or not batObj.IsAlive():
             continue
+        objID = batObj.GetID()
         buffMgr = batObj.GetBuffManager()
         
         inHurt = objID in hurtValueDict # 光环里的人员是否有受伤
@@ -2851,10 +2940,16 @@
     damBackPer = 0
     buffMgr = defObj.GetBuffManager()
     for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
-        damBackPer += buff.GetValue1()
+        damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
         connSkillTypeID = buff.GetSkillTypeID()
         damBackPer += TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_AddDamBackPerByBuffLayer, connSkillTypeID=connSkillTypeID)
         
+    defMGObj = defObj.GetTFBatLineup().getMinggeObj()
+    if defMGObj:
+        mgBuffMgr = defMGObj.GetBuffManager()
+        for buff in mgBuffMgr.FindBuffListByState(ChConfig.BatObjState_DamBackShield):
+            damBackPer += buff.GetValue1() * max(1, buff.GetLayer())
+            
     if damBackPer <= 0:
         return
     
@@ -2883,7 +2978,10 @@
         # dot施法者已死亡不再吸血
         return
     
+    atkMGObj = atkObj.GetTFBatLineup().getMinggeObj()
     aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+    if atkMGObj:
+        aSuckHPPer += atkMGObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
     aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
     
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
@@ -3075,6 +3173,43 @@
     useSkill.ResetUseRec()
     return
 
+def DoHurtExAtk(turnFight, atkObj, defObj, hurtValue, skillID, hurtTypes=0):
+    ## 额外结算指定伤害
+    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not skillIpyData:
+        return
+    
+    atkID = atkObj.GetID()
+    defID = defObj.GetID()
+    
+    # 结算需要同步标签
+    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue()) # 复用dot的标签
+    Sync_TurnFightTag(turnFight, useTag, 0)
+    
+    dHP = defObj.GetHP()
+    dMaxHP = defObj.GetMaxHP()
+    GameWorld.DebugLogEx("额外结算指定伤害: atkID=%s,defID=%s,skillID=%s,hurtValue=%s,,dHP=%s/%s", 
+                         atkID, defID, skillID, hurtValue, dHP, dMaxHP)
+    
+    useSkill = BattleObj.PySkill(skillIpyData, atkID)
+    useSkill.SetTagObjList([defObj])
+    useSkill.SetBatType(ChConfig.TurnBattleType_Dot) # 要修改表现的话等前端同步修改
+    
+    hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt) # 确保有基础的伤害类型
+    hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
+    calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
+    DoSkillHurtHP(turnFight, atkObj, useSkill, calcHurtResults, "HurtExAtk")
+    
+    Sync_UseSkill(turnFight, atkObj, useSkill)
+    
+    DoBeAttackResult(turnFight, atkObj, useSkill)
+    
+    # 通知结束标签
+    Sync_TurnFightTag(turnFight, useTag, 1)
+    
+    useSkill.ResetUseRec()
+    return True
+
 def Sync_TurnFightTag(turnFight, useTag, sign):
     ## 通知技能标签
     clientPack = ChPyNetSendPack.tagSCTurnFightTag()

--
Gitblit v1.8.0