From 97fef842ed56dfd7c7dd73f9c7acf20df55b9a23 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 05 九月 2025 11:35:20 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化主线掉落装备:改为按Boss类型掉落,祝福树区分不同的Boss类型掉落概率;分解装备按消耗的战锤进行均分计算分解所得;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py | 1046 ++++++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 772 insertions(+), 274 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 b41a26b..e9f1b23 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -24,6 +24,7 @@
 import ChPyNetSendPack
 import PlayerControl
 import ShareDefine
+import TurnPassive
 import TurnAttack
 import TurnBuff
 import ObjPool
@@ -44,11 +45,11 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None):
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
-    @param isEnhanceSkill: 是否附加触发的技能,即主技能的EnhanceSkillList字段中的技能
+    @param isEnhanceSkill: 是否附加触发的技能,即主技能拆分成多个技能,额外释放的
     @return: 是否成功
     '''
     if not useSkill:
@@ -65,14 +66,19 @@
         tagAffect = useSkill.GetTagAffect()
         tagCount = useSkill.GetTagCount()
         tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
-        
-    bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,isEnhanceSkill=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
+        rate = useSkill.GetHappenRate()
+        if rate and rate != ChConfig.Def_MaxRateValue: 
+            for tagObj in tagObjList[::-1]:
+                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+                    tagObjList.remove(tagObj)
+                    
     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
         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))
     # 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()
@@ -82,11 +88,10 @@
         # 统一使用 BattleObj.PySkill
         useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill)
         
+    useSkill.ResetUseRec()
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
     useSkill.SetBySkill(bySkill)
-    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
-    useSkill.ClearHurtObj()
     
     curBatObj.ClearSkillTempAttr()
     for tagObj in tagObjList:
@@ -94,21 +99,25 @@
         
     objID = curBatObj.GetID()
     useTag = ""
-    if not isEnhanceSkill:
-        # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
-        useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
-        clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
-        clientPack.Tag = useTag
-        clientPack.Len = len(clientPack.Tag)
-        clientPack.Sign = 0
-        turnFight.addBatPack(clientPack)
-        
+    
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
         __doAddBuff(turnFight, curBatObj, useSkill)
     else:
+        # 主技能额外触发的技能可不下发,前端视为仅释放一个主技能
+        if batType != ChConfig.TurnBattleType_Enhance:
+            # 因为可能触发连击,所以标记需带上累计使用技能次数,确保唯一
+            useTag = "Skill_%s_%s_%s" % (objID, skillID, curBatObj.GetSkillUseCnt(skillID) + 1)
+            clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
+            clientPack.Tag = useTag
+            clientPack.Len = len(clientPack.Tag)
+            clientPack.Sign = 0
+            turnFight.addBatPack(clientPack)
+            
         __doUseSkill(turnFight, curBatObj, useSkill)
         
+    DoAttackResult(turnFight, curBatObj, useSkill)
+    
     if useTag:
         clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCTurnFightTag)
         clientPack.Tag = useTag
@@ -116,28 +125,38 @@
         clientPack.Sign = 1
         turnFight.addBatPack(clientPack)
         
+    # 处理反击 或 连击
+    DoCombo(turnFight, curBatObj, useSkill)
+    
     # 最后重置、回收对象
-    useSkill.SetTagObjList([])
-    useSkill.SetBySkill(None) # 需重置,防止被误回收
-    useSkill.SetIsEnhanceSkill(False)
-    useSkill.ClearHurtObj()
+    useSkill.ResetUseRec()
     if usePoolSkill:
         poolMgr.release(useSkill)
     return True
 
 def GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount):
-    ## 获取技能目标    
+    ## 获取技能目标
+    # @return: [主目标, 目标2, ...]
+    
     curFaction = curBatObj.GetFaction()
     
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
     
+    sneerObj = None # 嘲讽目标
+    sneerObjID, sneerObjPosNum = 0, 0
     if tagFriendly:
         tagFaction = curFaction
     else:
         tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
-        
+        sneerObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
+                
+    sneerObjFirst = True # 嘲讽目标优先
+    if sneerObj:
+        sneerObjID = sneerObj.GetID()
+        sneerObjPosNum = sneerObj.GetPosNum()
+    
     batObjMgr = BattleObj.GetBatObjMgr()
     lineupNum = curBatObj.GetLineupNum()
     posNum = curBatObj.GetPosNum()
@@ -157,123 +176,224 @@
         
         # 对位
         if tagAim == ChConfig.SkillTagAim_Relative:
-            posNumList = [posNum] # 优先对位位置,再其他位置按顺序遍历
-            pNumList = batLineup.posObjIDDict.keys()
-            pNumList.sort()
-            for pNum in pNumList:
-                if pNum > 0 and pNum not in posNumList:
-                    posNumList.append(pNum)
-            for pNum in posNumList:
-                if pNum not in batLineup.posObjIDDict:
-                    continue
-                tagObjID = batLineup.posObjIDDict[pNum]
-                tagBatObj = batObjMgr.getBatObj(tagObjID)
-                if not __skillTagFilter(tagBatObj, tagAffect):
-                    continue
-                aimObjList.append(tagBatObj) # 对位的默认只选1个
-                break
-            
+            if sneerObj:
+                aimObjList.append(sneerObj)
+            else:
+                relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+                if relativeObj:
+                    aimObjList.append(relativeObj)
+                    
         # 前排
         elif tagAim == ChConfig.SkillTagAim_FrontRow:
-            # 优先前排,如果没有则后排亦是前排
-            for pNumList in [[1, 2, 3], [4, 5, 6]]:
-                hasObj = False
-                for pNum in pNumList:
-                    if pNum not in batLineup.posObjIDDict:
-                        continue
-                    tagObjID = batLineup.posObjIDDict[pNum]
-                    tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
-                        continue
-                    hasObj = True
-                    aimObjList.append(tagBatObj)
-                if hasObj:
-                    break
-                
+            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, False)
+            
         # 后排
         elif tagAim == ChConfig.SkillTagAim_BackRow:
-            # 优先后排,如果没有则前排亦是后排
-            for pNumList in [[4, 5, 6], [1, 2, 3]]:
-                hasObj = False
-                for pNum in pNumList:
-                    if pNum not in batLineup.posObjIDDict:
-                        continue
-                    tagObjID = batLineup.posObjIDDict[pNum]
-                    tagBatObj = batObjMgr.getBatObj(tagObjID)
-                    if not __skillTagFilter(tagBatObj, tagAffect):
-                        continue
-                    hasObj = True
-                    aimObjList.append(tagBatObj)
-                if hasObj:
-                    break
-                
+            aimObjList = __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, True)
+            
         # 竖排/纵排
         elif tagAim == ChConfig.SkillTagAim_Vertical:
-            verticalNumList = [[1, 4], [2, 5], [3, 6]]
-            for pNumList in verticalNumList:
-                # 优先对位排
-                if posNum in pNumList:
-                    verticalNumList.remove(pNumList)
-                    verticalNumList.insert(0, pNumList)
-                    break
-            for pNumList in verticalNumList:
-                hasObj = False
-                for pNum in pNumList:
+            # 优先自己所在纵
+            inColNum = ChConfig.GetInColNum(posNum)
+            colNumList = range(1, 1 + ChConfig.TurnFightCols)
+            if inColNum in colNumList:
+                colNumList.remove(inColNum)
+                colNumList.insert(0, inColNum)
+                
+            # 优先嘲讽所在纵
+            if sneerObj:
+                sneerInColNum = ChConfig.GetInColNum(sneerObjPosNum)
+                if sneerInColNum in colNumList:
+                    colNumList.remove(sneerInColNum)
+                    colNumList.insert(0, sneerInColNum)
+                    
+            GameWorld.DebugLog("纵排: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            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))
                     if pNum not in batLineup.posObjIDDict:
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
                     tagBatObj = batObjMgr.getBatObj(tagObjID)
                     if not __skillTagFilter(tagBatObj, tagAffect):
                         continue
-                    hasObj = True
                     aimObjList.append(tagBatObj)
-                if hasObj:
+                if aimObjList:
                     break
                 
         # 其他,默认全部
         else:
-            pNumList = batLineup.posObjIDDict.keys()
-            for pNum in pNumList:
-                if pNum <= 0:
-                    continue
-                tagObjID = batLineup.posObjIDDict[pNum]
-                tagBatObj = batObjMgr.getBatObj(tagObjID)
-                if not __skillTagFilter(tagBatObj, tagAffect):
-                    continue
-                aimObjList.append(tagBatObj)
+            inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+            # 优先自己所在纵
+            colNumList = range(1, 1 + ChConfig.TurnFightCols)
+            if inColNum in colNumList:
+                colNumList.remove(inColNum)
+                colNumList.insert(0, inColNum)
                 
+            GameWorld.DebugLog("全部: colNumList=%s,sneerObjID-PosNum=%s-%s" % (colNumList, sneerObjID, sneerObjPosNum))
+            # 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))
+                    if pNum not in batLineup.posObjIDDict:
+                        continue
+                    tagObjID = batLineup.posObjIDDict[pNum]
+                    tagBatObj = batObjMgr.getBatObj(tagObjID)
+                    if not __skillTagFilter(tagBatObj, tagAffect):
+                        continue
+                    aimObjList.append(tagBatObj)
+                    
     # 目标细分
     # 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])
-        aimObjList = aimObjList[:tagCount]
         
     # 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])
-        aimObjList = aimObjList[:tagCount]
+        
+    # 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])
         
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
             random.shuffle(aimObjList)
-            aimObjList = aimObjList[:tagCount]
             
+    # 嘲讽优先
+    if sneerObjFirst and sneerObj:
+        if sneerObj in aimObjList and aimObjList.index(sneerObj) != 0:
+            aimObjList.remove(sneerObj)
+            aimObjList.insert(0, sneerObj)
+            
+    if tagCount and len(aimObjList) > tagCount:
+        aimObjList = aimObjList[:tagCount]
+        
     return aimObjList
+
+def __getRowAimObjList(batObjMgr, posNum, sneerObj, batLineup, tagAffect, rowReverse):
+    ## 获取行排目标对象列表
+    # @param rowReverse: 是否后排优先原则
+    
+    # 前后排顺序
+    if rowReverse:
+        rowNumList = range(1, 1 + ChConfig.TurnFightRows)[::-1]
+    else:
+        rowNumList = range(1, 1 + ChConfig.TurnFightRows)
+        
+    # 优先嘲讽对象所在行
+    sneerObjID, sneerObjPosNum = 0, 0
+    if sneerObj:
+        sneerObjID = sneerObj.GetID()
+        sneerObjPosNum = sneerObj.GetPosNum()
+        sneerInRowNum = ChConfig.GetInRowNum(sneerObjPosNum) # 所在行排
+        if sneerInRowNum in rowNumList:
+            rowNumList.remove(sneerInRowNum)
+            rowNumList.insert(0, sneerInRowNum)
+            
+    inColNum = ChConfig.GetInColNum(posNum) # 玩家所在纵列
+    # 优先自己所在纵,为主目标
+    colNumList = range(1, 1 + ChConfig.TurnFightCols)
+    if inColNum in colNumList:
+        colNumList.remove(inColNum)
+        colNumList.insert(0, inColNum)
+        
+    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,sneerObjID-PosNum=%s-%s" % (rowNumList, colNumList, sneerObjID, sneerObjPosNum))
+    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))
+            if pNum not in batLineup.posObjIDDict:
+                continue
+            tagObjID = batLineup.posObjIDDict[pNum]
+            tagBatObj = batObjMgr.getBatObj(tagObjID)
+            if not __skillTagFilter(tagBatObj, tagAffect):
+                continue
+            aimObjList.append(tagBatObj)
+        if aimObjList:
+            break
+        
+    return aimObjList
+
+def GetRelativeObj(turnFight, curBatObj):
+    '''获取对位目标,嘲讽时优先对位嘲讽目标
+    对位目标用途: 
+    1. 对位目标并不代表仅攻击该目标
+    2. 攻击时根据技能攻击目标范围优先攻击对位目标所在的横排或纵排
+    3. 对位目标可用于判断连击、弱疗
+    '''
+    sneerObj = curBatObj.GetSneerTagObj()
+    if sneerObj:
+        # 有嘲讽目标优先直接对位
+        return sneerObj
+    
+    curFaction = curBatObj.GetFaction()
+    # 默认对位敌对阵营
+    tagFaction = ChConfig.Def_FactionB if curFaction == ChConfig.Def_FactionA else ChConfig.Def_FactionA
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    lineupNum = curBatObj.GetLineupNum()
+    posNum = curBatObj.GetPosNum()
+    
+    batFaction = turnFight.getBatFaction(tagFaction)
+    lineupNumList = [lineupNum] # 敌方优先对位阵容,再其他阵容,支持多阵容对战
+    for tagNum in batFaction.lineupDict.keys():
+        if tagNum not in lineupNumList:
+            lineupNumList.append(tagNum)
+            
+    for num in lineupNumList:
+        batLineup = batFaction.getBatlineup(num)
+        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+        if relativeObj:
+            return relativeObj
+        
+    # 理论上只要战斗没有结束,一定会有对位目标,这里默认返回自己,外层可不需要判断是否存在对位目标
+    return curBatObj
+
+def __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup):
+    ## 获取在某一阵营中的默认对位目标
+    
+    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
+    colNumList = range(1, 1 + ChConfig.TurnFightCols)
+    if inColNum in colNumList:
+        colNumList.remove(inColNum)
+        colNumList.insert(0, inColNum)
+        
+    # 按前排优先原则
+    for row in range(ChConfig.TurnFightRows):
+        for col in colNumList:
+            pNum = row * ChConfig.TurnFightCols + col
+            if pNum not in batLineup.posObjIDDict:
+                continue
+            tagObjID = batLineup.posObjIDDict[pNum]
+            tagBatObj = batObjMgr.getBatObj(tagObjID)
+            if not __skillTagFilter(tagBatObj, tagAffect):
+                continue
+            return tagBatObj
+        
+    return
 
 def __skillTagFilter(tagBatObj, tagAffect):
     ## 技能目标过滤器
     # @return: 是否允许添加该单位
     if not tagBatObj:
         return False
-    if tagAffect != ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() <= 0:
+    if tagAffect != ChConfig.SkillTagAffect_Death and not tagBatObj.IsAlive():
         return False
-    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.GetHP() > 0:
+    if tagAffect == ChConfig.SkillTagAffect_Death and tagBatObj.IsAlive():
         return False
-    if not tagBatObj.GetCanAttack():
-        return False
+    #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
+    #    return False
     return True
 
 def __doAddBuff(turnFight, curBatObj, useSkill):
@@ -282,7 +402,6 @@
     for tagBatObj in useSkill.GetTagObjList():
         TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def __doUseSkill(turnFight, curBatObj, useSkill):
@@ -292,40 +411,36 @@
     # 通用攻击
     if atkType == 1:
         SkillModule_1(turnFight, curBatObj, useSkill)
-        return
-    
     # 治疗
     if atkType == 2:
         SkillModule_2(turnFight, curBatObj, useSkill)
-        return
-    
     # 复活
-    if atkType == 3:
-        return
-    
+    elif atkType == 3:
+        pass
     # 多次攻击(锁目标多次伤害,非前端的多段飘血)
-    if atkType == 4:
-        return
-    
+    elif atkType == 4:
+        pass
     # 弹射(多次攻击,切换目标)
-    if atkType == 5:
-        return
-    
-    # 6 怒气增减偷
-    if atkType == 6:
-        SkillModule_6(turnFight, curBatObj, useSkill)
-        return
-    
+    elif atkType == 5:
+        pass
+    # 怒气增
+    elif atkType == 6:
+        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
+    # 怒气减
+    elif atkType == 7:
+        SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
+    # 怒气偷
+    elif atkType == 8:
+        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
+        
     return
 
 def SkillModule_1(turnFight, curBatObj, useSkill):
     ## 通用攻击,单攻、群攻
     
-    #执行攻击结果
     for tagBatObj in useSkill.GetTagObjList():
-        __doSkillHurtHP(curBatObj, tagBatObj, useSkill)
+        __doSkillHurtHP(turnFight, curBatObj, tagBatObj, useSkill)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -354,10 +469,9 @@
         
         TurnAttack.AddTurnObjCureHP(tagBatObj, curBatObj, cureHP, realCureHP, skillID)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
-def SkillModule_6(turnFight, curBatObj, useSkill):
+def SkillModule_6(turnFight, curBatObj, useSkill, opType):
     ## 怒气增减偷
     
     curID = curBatObj.GetID()
@@ -365,24 +479,22 @@
     bySkill = useSkill.GetBySkill()
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     
-    angerPer, angerValue, calcType = 0, 0, 0
-    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_Anger)
-    if effect:
-        angerPer = effect.GetEffectValue(0)
-        angerValue = effect.GetEffectValue(1)
-        calcType = effect.GetEffectValue(2)
+    #cureType = useSkill.GetCalcType()
+    skillPer = useSkill.GetSkillPer()
+    skillValue = useSkill.GetSkillValue()
+    
     xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
-    calcValue = int(xpMax * angerPer / 10000.0 + angerValue)
+    calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
     attrID = ChConfig.AttrID_XP
     
-    GameWorld.DebugLog("怒气增减偷: curID=%s,calcValue=%s,skillID=%s,angerPer=%s,angerValue=%s,calcType=%s,relatedSkillID=%s" 
-                       % (curID, calcValue, skillID, angerPer, angerValue, calcType, relatedSkillID))
+    GameWorld.DebugLog("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():
         
         tagID = tagBatObj.GetID()
         # 减
-        if calcType == 2:
+        if opType == "Reduce":
             diffType = 0
             tagXP = tagBatObj.GetXP()
             diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
@@ -392,7 +504,7 @@
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
         # 偷
-        elif calcType == 3:
+        elif opType == "Steal":
             diffType = 0
             tagXP = tagBatObj.GetXP()
             diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
@@ -419,14 +531,13 @@
         diffValue = curStealTotal
         updValue = curXP + diffValue
         curBatObj.SetXP(updValue, False)
-        GameWorld.DebugLog("    偷总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
+        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,updXP=%s" % (curID, curStealTotal, curXP, updValue))
         Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def DoAttackResult(turnFight, curBatObj, useSkill):
-    '''执行攻击结果,技能、buff通用
+    '''执行攻击结果
     @param curBatObj: 施法方或buff归属方
     '''
     
@@ -437,41 +548,199 @@
             
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
-    
-    # 需先通知伤血 - 前端按顺序优先表现技能释放内容,
-    isEnhanceSkill = useSkill.GetIsEnhanceSkill()
-    if not isEnhanceSkill or len(useSkill.GetHurtObjList()):
-        Sync_UseSkill(turnFight, curBatObj, useSkill)
-    if not isEnhanceSkill:
-        __doCostZhanchui(turnFight, curBatObj, useSkill)
-        __doSkillUserAnger(turnFight, curBatObj, useSkill)
+    if useSkill.GetCoolDownTime():
+        useSkill.SetCalcTime(turnFight.getTimeline())
+        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
-    # 统计死亡
-    killObjIDList = [] # 击杀的目标ID列表
+    # 需先技能使用 - 前端按顺序优先表现技能释放内容,前端需要动作或有伤血则通知
+    if useSkill.GetSkillMotionName() or len(useSkill.GetHurtObjList()):
+        Sync_UseSkill(turnFight, curBatObj, useSkill)
+        
+    __doCostZhanchui(turnFight, curBatObj, useSkill)
+    __doSkillUserAnger(turnFight, curBatObj, useSkill)
+    
+    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+    return
+
+def DoCombo(turnFight, curBatObj, 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
+        2. 仅普攻时可被反击,反判断本次技能目标中的主目标(即对位目标)是否产生格挡,且是近战武将,是的话可反击
+        
+        连击:
+        1. 仅普攻可连击,反击打断连击
+        2. 非对敌技能,如奶妈回血普攻,判断对位目标抗连属性是否可连击
+        3. 对敌技能,判断本次技能目标中的主目标(即对位目标)抗连属性是否可连击
+        
+        对敌技能主目标:
+                单体: 默认该目标
+                嘲讽: 优先被嘲讽的目标
+                横排: 优先该排中与自己同列的,否则按顺序
+                纵排: 优先前面的单位
+    '''
+    
+    if not SkillCommon.isTurnNormalSkill(useSkill):
+        #GameWorld.DebugLog("非普攻不处理反击连击")
+        return
+    
+    tagFriendly = useSkill.GetTagFriendly()
+    if tagFriendly:
+        tagObj = GetRelativeObj(turnFight, curBatObj)
+    else:
+        tagObjList = useSkill.GetTagObjList()
+        if not tagObjList:
+            return
+        tagObj = tagObjList[0] # 第一个默认为主目标,技能对象选择逻辑时决定主目标
+        atkBackSkill = __getCanAtkBackSkill(useSkill, tagObj)
+        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)
+            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)
+        
+    return
+
+def __getCanAtkBackSkill(useSkill, tagObj):
+    ## 获取是否可反击及反击技能
+    if not tagObj:
+        return
+    
+    tagID = tagObj.GetID()
+    if tagObj.GetAtkDistType() != ChConfig.AtkDistType_Short:
+        GameWorld.DebugLog("非近战不可反击! tagID=%s" % tagID)
+        return
+    
+    canAtkBack = False
+    for hurtObj in useSkill.GetHurtObjList():
+        if hurtObj.GetObjID() != tagID:
+            continue
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+            canAtkBack = True
+            break
+        
+    if not canAtkBack:
+        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
+        return
+    
+    skillManager = tagObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        useSkill = skillManager.GetSkillByIndex(index)
+        if not useSkill:
+            continue
+        if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_AtkbackSkill:
+            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, 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
+    '''
+    
+    curID = curObj.GetID()
+    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
+    isAngerSkill = SkillCommon.isAngerSkill(useSkill)
+    
+    batObjMgr = BattleObj.GetBatObjMgr()
+    
+    # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
+    relatedSkillID = useSkill.GetSkillID()
+    shieldBrokenList = [] # 记录盾破
+    afterLogicList = useSkill.GetAfterLogicList()
+    for logicType, logicData in afterLogicList:
+        if logicType == ChConfig.AfterLogic_DelBuff:
+            buffObjID, buff, tagObjID = logicData
+            buffSkillData = buff.GetSkillData()
+            buffSkillTypeID = buffSkillData.GetSkillTypeID()
+            TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
+            if SkillCommon.isDamageShieldSkill(buffSkillData):
+                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
+                
+        elif logicType == ChConfig.AfterLogic_AddBuff:
+            batObj = logicData[0]
+            buff = logicData[1]
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff, relatedSkillID, isNewAdd=True)
+            
+        elif logicType == ChConfig.AfterLogic_SyncBuff:
+            buffObj = logicData[0]
+            buff = logicData[1]
+            TurnBuff.SyncBuffRefresh(turnFight, buffObj, buff, relatedSkillID)
+            
+    # 统计击杀
+    killObjList = [] # 击杀其他阵营目标列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        # 可能单个技能对同一目标造成多次伤害,所以这里遍历,如弹射等
-        for hurtObj in useSkill.GetHurtObjList():
-            if hurtObj.GetObjID() == tagID and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
-                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
-        if tagObj.GetHP() <= 0:
-            killObjIDList.append(tagID)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
-    if curBatObj.GetHP() <= 0:
-        TurnAttack.SetObjKilled(turnFight, curBatObj)
+        if tagObj.IsAlive() and tagObj.GetHP() <= 0 and tagObj.GetFaction() != curObj.GetFaction():
+            killObjList.append(tagObj)
+            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+    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
+    missObjIDList = []
+    for hurtObj in useSkill.GetHurtObjList():
+        hurtObjID = hurtObj.GetObjID()
+        tagObj = batObjMgr.getBatObj(hurtObjID)
+        if not tagObj:
+            continue
+        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery) and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
+            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+            missObjIDList.append(hurtObjID)
+            
     # 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 curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
-        FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
+    if curPlayer and curObj and curObj.GetOwnerID() == curPlayer.GetPlayerID():
+        FBLogic.OnPlayerLineupAttackResult(curPlayer, curObj, killObjList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
-    # 额外触发技能
-    __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
+    # 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
+    if isUseSkill:
+        __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList)
+        
+    # ========== 以下触发被动 ==========
     
-    # 循环触发被动,待扩展
-    
-    # 最后处理反击 或 连击
-    
+    # 破盾时
+    for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
+        buffObj = batObjMgr.getBatObj(buffObjID)
+        tagObj = batObjMgr.getBatObj(tagObjID)
+        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+        
+    for tagObj in useSkill.GetTagObjList():
+        tagID = tagObj.GetID()
+        if tagID == curID or tagID in missObjIDList:
+            # 自己或对方闪避了不再触发被动
+            continue
+        
+        # 直接攻击
+        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)
+            
     return
 
 def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -490,12 +759,12 @@
     
     costZhanchui = 0
     batType = useSkill.GetBatType()
+    if batType != ChConfig.TurnBattleType_Normal:
+        # 暂定仅常规主动点击行为的需要扣除战锤(与前端手动战斗点击的触发点同步),被动触发的暂定不扣
+        return
+    
     if SkillCommon.isAngerSkill(useSkill):
         costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 2)
-    elif batType == ChConfig.TurnBattleType_Combo:
-        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 3)
-    elif batType == ChConfig.TurnBattleType_AtkBack:
-        costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 4)
     elif SkillCommon.isTurnNormalSkill(useSkill):
         costZhanchui = IpyGameDataPY.GetFuncCfg("ZhanchuiCost", 1)
         
@@ -545,81 +814,144 @@
     GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
     return
 
-def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
-    if useSkill.GetIsEnhanceSkill():
-        GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
-        return
-    enhanceSkillIDList = useSkill.GetEnhanceSkillList()
-    if not enhanceSkillIDList:
-        return
-    GameWorld.DebugLog("额外触发的技能! skillID=%s,enhanceSkillIDList=%s" % (useSkill.GetSkillID(), enhanceSkillIDList))
-    # 根据触发技能的特点决定是触发一次还是 触发多次
-    # 群体BUFF的请参考 IsPlayerUseSkill 客户端决定对象,一样可以实现同样效果
-    tagObjList = useSkill.GetTagObjList()
-    for enhanceSkillID in enhanceSkillIDList:
-        enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
-        if not enhanceSkillData:
-            continue
-        # 继承主技能目标
-        if enhanceSkillData.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
-            GameWorld.DebugLog("    额外触发技能,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()            
-            enchanceTagObjList = []
-            for tagObj in tagObjList:
-                tagID = tagObj.GetID()
-                if tagObj.GetHP() <= 0:
-                    GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
-                    continue
-                inHurt = False
-                for hurtObj in useSkill.GetHurtObjList():
-                    if hurtObj.GetObjID() != tagID:
-                        continue
-                    if not hurtObj.GetHurtHP() or hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                        continue
-                    inHurt = True
-                    break
-                if not inHurt:
-                    GameWorld.DebugLog("    没有伤血不触发: tagID=%s" % (tagID))
-                    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
-                
-                enchanceTagObjList.append(tagObj)
-                
-            if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
-                
+def __DoCurSkillEff(turnFight, curObj, useSkill, missObjIDList):
+    ## 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
         
-        GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
+        effID = curEffect.GetEffectID()
+        GameWorld.DebugLog("执行额外技能效果: %s, missObjIDList=%s" % (effID, missObjIDList))
+        if effID == 5010:
+            # 额外技能效果
+            __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, missObjIDList)
+            continue
         
+        for tagObj in useSkill.GetTagObjList():
+            tagID = tagObj.GetID()
+            GameWorld.DebugLog("    tagID=%s" % (tagID))
+            if tagID in missObjIDList:
+                # 闪避了不触发
+                continue
+            
+            TurnPassive.DoSkillEffectLogic(turnFight, curObj, tagObj, useSkill, curEffect, useSkill)
+            
     return
 
-def __doSkillHurtHP(attacker, defObj, curSkill):
+def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, missObjIDList):
+    ## 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())
+    #    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()
+    
+    enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
+    if not enhanceSkillData:
+        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)
+        # 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()
+        enchanceTagObjList = []
+        for tagObj in tagObjList:
+            tagID = tagObj.GetID()
+            if not tagObj.IsAlive():
+                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+                continue
+            if tagID in missObjIDList:
+                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:
+                    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):
+                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+                continue
+            
+            enchanceTagObjList.append(tagObj)
+            
+        if enchanceTagObjList:
+            OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
+            
+        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)
+    if checkInStateList:
+        inState = False
+        for tagObj in tagObjList:
+            for state in checkInStateList:
+                if not state or tagObj.IsInState(state):
+                    inState = True
+                    break
+            if inState:
+                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
     # @return: None - 没有执行成功,即忽略该目标
     
     atkObj = attacker
     atkID = atkObj.GetID()
     defID = defObj.GetID()
+    skillID = curSkill.GetSkillID()
     hurtObj = curSkill.AddHurtObj(defID)
     
-    #检查是否几率触发,附加技能、被动触发的外层已检查过概率,不重复检查
-    if not (curSkill.GetIsEnhanceSkill() or SkillCommon.isPassiveTriggerSkill(curSkill)): # 额外触发的技能概率在触发时判断
-        rate = curSkill.GetHappenRate()
-        if rate and rate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
-            #GameWorld.Log('检查是否几率触发 = %s失败 = %s'%(rate, useSkill.GetSkillName()))
-            #放这里,兼容群攻时如果该技能是有概率的,则每个目标单独判断
-            hurtObj.AddHurtType(ChConfig.HurtType_Fail)
-            hurtObj.SetCurHP(defObj.GetHP())
-            return hurtObj
-        
-    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Attack)
-    atkSkillValue = 0
-    atkSkillPer = effect.GetEffectValue(0) if effect else 0
+    atkSkillPer = curSkill.GetSkillPer()
+    atkSkillValue = curSkill.GetSkillValue()
     
     dHP = defObj.GetHP()                # 防守方当前血量
     dMaxHP = defObj.GetMaxHP()          # 防守方最大血量
@@ -630,34 +962,33 @@
         pass
     
     else:
-        hurtValue, hurtTypes = CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
-        
-        # 各种减伤 吸收盾处理
-        #hurtValue = CalcHurtHPWithBuff(atkObj, defObj, hurtValue, curSkill, tick)
+        hurtValue, hurtTypes = CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+        hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue)
         
         #伤害结构体
         hurtObj.SetHurtTypes(hurtTypes)
         hurtObj.SetHurtHP(hurtValue)
-        remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
+        hurtObj.SetRealHurtHP(realHurtHP)
+        remainHP = min(dMaxHP, max(0, dHP - realHurtHP)) # 剩余血量
         
     remainHP = int(remainHP)    #防范
     lostHP = dHP - remainHP # 实际掉血量
     hurtObj.SetLostHP(lostHP)
     hurtObj.SetCurHP(remainHP)
     defObj.SetHP(remainHP)
-    GameWorld.DebugLog("    伤血: atkID=%s,defID=%s,hurtValue=%s,lostHP=%s,%s/%s" % (atkID, defID, hurtValue, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+    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)
     
     #反弹伤害
-    CalcBounceHP(atkObj, defObj, hurtObj, curSkill)
+    CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill)
     
     #吸血
     CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
-    
-    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
-    return hurtObj
+    return
 
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
-    '''计算伤害
+def CalcHurtHP(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+    '''计算伤害,默认按攻击计算
     '''
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -669,7 +1000,7 @@
     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
@@ -679,6 +1010,9 @@
         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:
         aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
@@ -686,15 +1020,26 @@
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
         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))
+            defObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, missRate + 1)
             return 0, pow(2, ChConfig.HurtType_Miss)
         
     hurtTypes = pow(2, ChConfig.HurtType_Normal)
     
-    isSuperHit = False # 是否暴击
+    #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
+    aSuperDamPer, dSuperDamPerDef = 0, 0
+    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
+        
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
         
-    isParry = False # 是否格挡
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtType_Parry)
         
@@ -702,7 +1047,7 @@
         hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
         
     #参与运算的数值
-    rand = random.random()                #种子数 0~1
+    #rand = random.random()                #种子数 0~1
     
     aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
     
@@ -738,18 +1083,18 @@
     dAngerSkillPerDef /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
+    aSuperDamPer /= 10000.0
+    dSuperDamPerDef /= 10000.0
     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 "hurtFormulaKey" in atkwargs:
-        aBurnValue = atkwargs.get('burnValue', 0)
-        aBurnPer = atkwargs.get('burnPer', 0)
-        hurtFormulaKey = atkwargs.get('hurtFormulaKey', None)
+    # 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:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
         GameWorld.DebugLog("    普攻技能伤害=%s" % (hurtValue))
@@ -763,35 +1108,132 @@
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
         GameWorld.DebugLog("    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))
+        
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范
-    
     return hurtValue, hurtTypes
 
-def CalcBounceHP(atkObj, defObj, hurtObj, curSkill):
+def CanSuperHit(atkObj, defObj):
+    aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
+    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))
+        return True
+    return False
+
+def CanStun(turnFight, atkObj, defObj, curSkill):
+    aStunRate = atkObj.GetBatAttrValue(ChConfig.AttrID_StunRate)
+    dStunRateDef = defObj.GetBatAttrValue(ChConfig.AttrID_StunRateDef)
+    happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("StunCfg", 1))
+    if not GameWorld.CanHappen(happenRate):
+        return False
+    GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+    stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
+    TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True)
+    return True
+
+def CanParry(atkObj, defObj):
+    if defObj.IsInControlled():
+        #被控制无法格挡
+        return False
+    aParryRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ParryRateDef)
+    dParryRate = defObj.GetBatAttrValue(ChConfig.AttrID_ParryRate)
+    parryNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnParryNum)
+    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))
+        defObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, parryNum + 1)
+        return True
+    return False
+
+def CalcHurtHPWithBuff(turnFight, atkObj, defObj, curSkill, hurtValue):
+    ## 计算伤害后,因各种buff和状态的影响处理
+    # @return: hurtValue, realHurtHP
+    
+    if hurtValue <= 0:
+        return 0, 0
+    
+    # 减伤盾减伤, 会改变 hurtValue
+    hurtValue = max(0, hurtValue)
+        
+    # 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)
+        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])
+            
+    if shieldBuffList:
+        shieldBuffList.sort()
+        for _, buffValue, buff in shieldBuffList:
+            if realHurtHP <= 0:
+                break
+            buffID = buff.GetBuffID()
+            if realHurtHP < buffValue:
+                damageShieldValue = realHurtHP
+            else:
+                damageShieldValue = buffValue
+            GameWorld.DebugLog("    承伤盾: buffID=%s,buffValue=%s,realHurtHP=%s,damageShieldValue=%s" % (buffID, buffValue, realHurtHP, damageShieldValue))
+            realHurtHP -= damageShieldValue # 承伤值
+            if damageShieldValue >= buffValue:
+                GameWorld.DebugLog("        删除盾: buffID=%s,realHurtHP=%s" % (buffID, realHurtHP))
+                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
+            else:
+                updShieldValue = buffValue - damageShieldValue
+                GameWorld.DebugLog("        更新盾值: updShieldValue=%s,realHurtHP=%s" % (updShieldValue, realHurtHP))
+                buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
+                buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
+                curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
+                
+    return hurtValue, max(0, realHurtHP)
+
+def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
     '''
     if not atkObj.GetCanAttack():
         return
     
     bounceHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
-    
     if bounceHP <= 0:
         return
     
-    remainHP = atkObj.GetHP() - bounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
+    GameWorld.DebugLog("    反弹伤害=%s,%s/%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+    bounceHP, realBounceHP = CalcHurtHPWithBuff(turnFight, defObj, atkObj, curSkill, bounceHP)
+    if bounceHP <= 0:
+        return
     hurtObj.SetBounceHP(bounceHP)
-    atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
     
-    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
+    if realBounceHP > 0:
+        remainHP = atkObj.GetHP() - realBounceHP # 反弹允许弹到负值,如果最终吸血没有吸到正值则算死亡
+        atkObj.SetHP(remainHP)
+        GameWorld.DebugLog("        bounceHP=%s,realBounceHP=%s,%s/%s" % (bounceHP, realBounceHP, atkObj.GetHP(), atkObj.GetMaxHP()))
+        
+    TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, realBounceHP, isBounce=True)
     return
 
 def CalcSuckBlood(atkObj, defObj, hurtObj, curSkill):
     '''计算吸血
     '''
     
-    suckHP = int(hurtObj.GetHurtHP() * random.uniform(0.1, 0.2))
+    hurtHP = hurtObj.GetHurtHP()
+    if hurtHP <= 1:
+        return
     
+    aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
+    dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+    suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
         return
     
@@ -802,7 +1244,7 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s" % (suckHP, remainHP, maxHP))
+    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
     
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
@@ -811,21 +1253,12 @@
 def CalcCureHP(userObj, tagObj, curSkill, largeNum=False):
     ''' 计算治疗值
     '''
-    cureBaseValue = 0     #治疗基础值
-    effect = SkillCommon.GetSkillEffectByEffectID(curSkill, ChConfig.Def_Skill_Effect_Cure)
-    skillPer = effect.GetEffectValue(0) if effect else 0
-    cureType = effect.GetEffectValue(1) if effect else 0
+    cureType = curSkill.GetCalcType()
+    skillPer = curSkill.GetSkillPer()
+    #skillValue = curSkill.GetSkillValue()
     
-    #获得基础治疗值
-    if cureType == ChConfig.Def_Cure_Attack:
-        cureBaseValue = userObj.GetAtk()
-    elif cureType == ChConfig.Def_Cure_MaxHP:
-        cureBaseValue = userObj.GetMaxHP()
-    #elif cureType == ChConfig.Def_Cure_HurtValue:
-    #    cureBaseValue = GameObj.GetLastHurtValue(userObj)
-    elif cureType == ChConfig.Def_Cure_TagMaxHP:
-        cureBaseValue = 0 if not tagObj else tagObj.GetMaxHP()
-        
+    cureBaseValue = GetCalcBaseValue(cureType, userObj, tagObj)
+    
     #skillPer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(userObj, None, curSkill, ChConfig.TriggerType_AddHP)
     
     # 回合制
@@ -838,7 +1271,7 @@
         #curePer += GameObj.GetCurePer(userObj)
         #if enemyObj:
         #    cureDefPer += GameObj.GetCureDefPer(enemyObj)
-                
+        
     skillPer /= float(ChConfig.Def_MaxRateValue)
     curePer /= float(ChConfig.Def_MaxRateValue)
     cureDefPer /= float(ChConfig.Def_MaxRateValue)
@@ -854,6 +1287,69 @@
     GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
                        % (cureHP, curSkill.GetSkillID(), cureType, baseValue, skillPer, curePer, cureDefPer, angerOverflow))
     return cureHP
+
+def GetCalcBaseValue(calcType, curObj, tagObj):
+    ##获得基础计算值
+    if calcType == ChConfig.Def_Calc_Attack:
+        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_TagMaxHP:
+        baseValue = 0 if not tagObj else tagObj.GetMaxHP()
+    return baseValue
+
+def DoDOTAttack(turnFight, batObj, curBuff, hurtValue, hurtTypes):
+    ## 执行单次dot逻辑
+    skillID = curBuff.GetSkillID()
+    skillIpyData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
+    if not skillIpyData:
+        return
+    buffID = curBuff.GetBuffID()
+    ownerID = curBuff.GetOwnerID()
+    buffOwner = BattleObj.GetBatObjMgr().getBatObj(ownerID) # 攻击方
+    
+    atkObj = buffOwner
+    defObj = batObj
+    
+    defID = defObj.GetID()
+    tagObjList = [defObj]
+    
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+    useSkill.SetTagObjList(tagObjList)
+    useSkill.ClearHurtObj()
+    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))
+    hurtValue, realHurtHP = CalcHurtHPWithBuff(turnFight, atkObj, defObj, useSkill, hurtValue)
+    
+    # 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
+    defObj.SetHP(remainHP)
+    
+    GameWorld.DebugLog("    hurtValue=%s,realHurtHP=%s,lostHP=%s,%s/%s" % (hurtValue, realHurtHP, lostHP, defObj.GetHP(), defObj.GetMaxHP()))
+    
+    hurtObj.SetHurtTypes(hurtTypes)
+    hurtObj.SetHurtHP(hurtValue)
+    hurtObj.SetRealHurtHP(realHurtHP)
+    hurtObj.SetLostHP(lostHP)
+    hurtObj.SetCurHP(remainHP)
+    
+    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
+    
+    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
+    
+    DoBeAttackResult(turnFight, atkObj, useSkill)
+    
+    useSkill.ResetUseRec()
+    poolMgr.release(useSkill)
+    return
 
 def Sync_UseSkill(turnFight, curBatObj, useSkill):
     ## 通知释放技能
@@ -881,13 +1377,14 @@
     turnFight.addBatPack(clientPack)
     return
 
-def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0):
+def Sync_PropertyRefreshView(turnFight, curBatObj, attrID, value, diffValue, diffType=0, skillID=0, relatedSkillID=0, hurtTypes=0):
     '''通知对象属性刷新展示B418
     @param attrID: 通知变化的属性ID
     @param diffValue: 变化值
     @param diffType: 变化类型,0-减少;1-增加
     @param skillID: 使用的技能表ID,即哪个技能的效果
     @param relatedSkillID: 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
+    @param hurtTypes: 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
     '''
     if attrID not in ChConfig.CDBRefresh_AttrIDDict:
         return
@@ -896,6 +1393,7 @@
     clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
     clientPack.ObjID = curBatObj.GetID()
     clientPack.RefreshType = refreshType
+    clientPack.AttackTypes = hurtTypes    
     if isBig:
         clientPack.Value = value % ShareDefine.Def_PerPointValue
         clientPack.ValueEx = value / ShareDefine.Def_PerPointValue

--
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