From a65d363c813b7d554de1ce2edad271162ad86d55 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 八月 2025 17:33:53 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(计算战力支持属性系数参数,技能战力参数支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  277 +++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 179 insertions(+), 98 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 7cbef56..b35f747 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -44,10 +44,11 @@
     ## 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, enhanceBySkill=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, isEnhanceSkill=False):
     '''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 enhanceBySkill: 由哪个主技能额外触发的
+    @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
     @return: 是否成功
     '''
     if not useSkill:
@@ -64,14 +65,19 @@
         tagAffect = useSkill.GetTagAffect()
         tagCount = useSkill.GetTagCount()
         tagObjList = GetSkillTags(turnFight, curBatObj, tagAim, tagFriendly, tagAffect, tagCount)
-        
-    enhanceBySkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
-    GameWorld.DebugLog("使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,enhanceBySkill=%s" 
-                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, enhanceBySkillID))
+        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,isEnhanceSkill=%s" 
+                       % (curBatObj.GetID(), skillID, len(tagObjList), batType, bySkillID, isEnhanceSkill))
     # 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()
@@ -83,7 +89,8 @@
         
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
-    useSkill.SetEnhanceBySkill(enhanceBySkill)
+    useSkill.SetBySkill(bySkill)
+    useSkill.SetIsEnhanceSkill(isEnhanceSkill)
     useSkill.ClearHurtObj()
     
     curBatObj.ClearSkillTempAttr()
@@ -92,7 +99,7 @@
         
     objID = curBatObj.GetID()
     useTag = ""
-    if not enhanceBySkill:
+    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)
@@ -114,10 +121,8 @@
         clientPack.Sign = 1
         turnFight.addBatPack(clientPack)
         
-    # 最后重置、清空回收对象池
-    useSkill.SetTagObjList([])
-    useSkill.SetEnhanceBySkill(None) # 需重置,防止主技能被误回收
-    useSkill.ClearHurtObj()
+    # 最后重置、回收对象
+    useSkill.ResetUseRec()
     if usePoolSkill:
         poolMgr.release(useSkill)
     return True
@@ -243,11 +248,13 @@
     # 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]
         
     else:
@@ -306,9 +313,19 @@
     if atkType == 5:
         return
     
-    # 6 怒气增减偷
+    # 怒气增
     if atkType == 6:
-        SkillModule_6(turnFight, curBatObj, useSkill)
+        SkillModule_6(turnFight, curBatObj, useSkill, "Increase")
+        return
+    
+    # 怒气减
+    if atkType == 7:
+        SkillModule_6(turnFight, curBatObj, useSkill, "Reduce")
+        return
+    
+    # 怒气偷
+    if atkType == 8:
+        SkillModule_6(turnFight, curBatObj, useSkill, "Steal")
         return
     
     return
@@ -352,30 +369,30 @@
     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()
     skillID = useSkill.GetSkillID()
-    enhanceBySkill = useSkill.GetEnhanceBySkill()
-    relatedSkillID = enhanceBySkill.GetSkillID() if enhanceBySkill else 0
+    bySkill = useSkill.GetBySkill()
+    relatedSkillID = bySkill.GetSkillID() if bySkill else 0
     
-    effIDNum = useSkill.FindEffectID(ChConfig.Def_Skill_Effect_Anger)
-    angerPer = useSkill.GetEffectValue(effIDNum, 0) # 最大值的百分比,万分率
-    angerValue = useSkill.GetEffectValue(effIDNum, 1) # 固定值
-    calcType = useSkill.GetEffectValue(effIDNum, 2) # 计算方式(1增 2减 3偷)
+    #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
@@ -385,7 +402,7 @@
             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
@@ -412,14 +429,14 @@
         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
     '''
     
@@ -430,38 +447,55 @@
             
     skillID = useSkill.GetSkillID()
     curBatObj.AddSkillUseCnt(skillID)
-    
-    # 需先通知伤血 - 前端按顺序优先表现主技能内容,
-    enhanceBySkill = useSkill.GetEnhanceBySkill()
-    if not enhanceBySkill:
+    if useSkill.GetCoolDownTime():
+        useSkill.SetCalcTime(turnFight.getTimeline())
+        useSkill.SetRemainTime(useSkill.GetCoolDownTime())
+        
+    # 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)
         
+    DoBeAttackOver(turnFight, curBatObj, useSkill)
+    
+    # 最后处理反击 或 连击
+    
+    return
+
+def DoBeAttackOver(turnFight, curBatObj, useSkill):
+    '''被攻击结果
+    @param curBatObj: 施法方或buff归属方
+    '''
+    
+    isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
+    isAngerSkill = SkillCommon.isAngerSkill(useSkill)
+    
     # 统计死亡
     killObjIDList = [] # 击杀的目标ID列表
     for tagObj in useSkill.GetTagObjList():
         tagID = tagObj.GetID()
-        hurtObj = useSkill.GetHurtObj(tagID)
-        if hurtObj and not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Recovery):
-            __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
+        # 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) and (isTurnNormalSkill or isAngerSkill):
+                __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
         if tagObj.GetHP() <= 0:
             killObjIDList.append(tagID)
             TurnAttack.SetObjKilled(turnFight, tagObj, curBatObj, useSkill)
-    if curBatObj.GetHP() <= 0:
+    if curBatObj and curBatObj.GetHP() <= 0:
         TurnAttack.SetObjKilled(turnFight, curBatObj)
         
     # 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():
+    if curPlayer and curBatObj and curBatObj.GetOwnerID() == curPlayer.GetPlayerID():
         FBLogic.OnPlayerLineupAttackResult(curPlayer, curBatObj, killObjIDList, useSkill, turnFight.mapID, turnFight.funcLineID)
         
     # 额外触发技能
     __doUseEnhanceSkill(turnFight, curBatObj, useSkill)
     
     # 循环触发被动,待扩展
-    
-    # 最后处理反击 或 连击
     
     return
 
@@ -481,12 +515,12 @@
     
     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)
         
@@ -537,8 +571,10 @@
     return
 
 def __doUseEnhanceSkill(turnFight, curBatObj, useSkill):
-    if useSkill.GetEnhanceBySkill():
-        GameWorld.DebugLog("自身为额外触发的技能不再触发额外技能! skillID=%s" % useSkill.GetSkillID())
+    if not curBatObj:
+        return
+    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:
@@ -555,19 +591,23 @@
         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()            
+            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
-                hurtObj = useSkill.GetHurtObj(tagID)
-                if not hurtObj:
+                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 hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
-                    GameWorld.DebugLog("    闪避的对象不再触发技能: tagID=%s,enhanceSkillID=%s" % (tagID, enhanceSkillID))
                     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))
@@ -576,12 +616,12 @@
                 enchanceTagObjList.append(tagObj)
                 
             if enchanceTagObjList:
-                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, enhanceBySkill=useSkill)
+                OnUseSkill(turnFight, curBatObj, enhanceSkillData, enchanceTagObjList, bySkill=useSkill, isEnhanceSkill=True)
                 
             continue
         
         GameWorld.DebugLog("    额外触发技能,重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-        OnUseSkill(turnFight, curBatObj, enhanceSkillData, enhanceBySkill=useSkill)
+        OnUseSkill(turnFight, curBatObj, enhanceSkillData, bySkill=useSkill, isEnhanceSkill=True)
         
     return
 
@@ -592,21 +632,11 @@
     atkObj = attacker
     atkID = atkObj.GetID()
     defID = defObj.GetID()
+    skillID = curSkill.GetSkillID()
     hurtObj = curSkill.AddHurtObj(defID)
     
-    #检查是否几率触发
-    if not curSkill.GetEnhanceBySkill(): # 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
-        
-    atkEffIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Attack)
-    atkSkillValue = 0
-    atkSkillPer = curSkill.GetEffectValue(atkEffIDNum, 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
@@ -640,11 +670,11 @@
     #吸血
     CalcSuckBlood(atkObj, defObj, hurtObj, curSkill)
     
-    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, curSkill)
-    return hurtObj
+    TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID)
+    return
 
-def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **atkwargs):
-    '''计算伤害
+def CalcHurtHP(atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+    '''计算伤害,默认按攻击计算
     '''
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -656,19 +686,20 @@
     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
     if isAngerSkill:
         mustHit = True
-        GameWorld.DebugLog("        XP必命中")
+        curXP = atkObj.GetXP()
         angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
+        GameWorld.DebugLog("XP必命中! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
         
     #命中公式 攻击方类型不同,公式不同
     if not mustHit:
-        aMissRateDef = atkObj.GetAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
-        dMissRate = defObj.GetAttrValue(ChConfig.AttrID_MissRate) # 闪避率
+        aMissRateDef = atkObj.GetBatAttrValue(ChConfig.AttrID_MissRateDef) #atkObj.GetHit() # 抗闪避率 - 命中
+        dMissRate = defObj.GetBatAttrValue(ChConfig.AttrID_MissRate) # 闪避率
         missNum = defObj.GetDictByKey(ChConfig.Def_Obj_Dict_TurnMissNum)
         missRate = eval(IpyGameDataPY.GetFuncCompileCfg("MissCfg", 1))
         if GameWorld.CanHappen(missRate):
@@ -676,7 +707,11 @@
         
     hurtTypes = pow(2, ChConfig.HurtType_Normal)
     
+    #calcType = curSkill.GetCalcType() 目前暂时按攻击算伤害,之后可以扩展其他
+    
     isSuperHit = False # 是否暴击
+    if isDot:
+        isSuperHit = False
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
         
@@ -690,31 +725,31 @@
     #参与运算的数值
     rand = random.random()                #种子数 0~1
     
-    aAtk = atkObj.GetAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
+    aAtk = atkObj.GetBatAttrValue(ChConfig.AttrID_Atk) # 攻击方最大攻击
     
     dHP = defObj.GetHP()
-    dDef = 0 if ignoreDef else defObj.GetAttrValue(ChConfig.AttrID_Def) # 防守方防御力
+    dDef = 0 if ignoreDef else defObj.GetBatAttrValue(ChConfig.AttrID_Def) # 防守方防御力
     
-    aFinalDamPer = atkObj.GetAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
-    dFinalDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
+    aFinalDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPer) # 最终加成
+    dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
     
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
-        aNormalSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
-        dNormalSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
+        aNormalSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPer) # 普技增伤
+        dNormalSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_NormalSkillPerDef) # 普技减伤
         
     aAngerSkillPer, dAngerSkillPerDef = 0, 0
     if isAngerSkill:
-        aAngerSkillPer = atkObj.GetAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
-        dAngerSkillPerDef = defObj.GetAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
+        aAngerSkillPer = atkObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPer) # 普技增伤
+        dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 普技减伤
         
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
-        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_MagDamPer)
-        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_MagDamPerDef)
+        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_MagDamPer)
+        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_MagDamPerDef)
     else: # 物伤
-        aPMDamPer = atkObj.GetAttrValue(ChConfig.AttrID_PhyDamPer) 
-        dPMDamPerDef = defObj.GetAttrValue(ChConfig.AttrID_PhyDamPerDef)
+        aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
+        dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -727,15 +762,13 @@
     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))
@@ -767,7 +800,7 @@
     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
     hurtObj.SetBounceHP(bounceHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s" % (bounceHP, remainHP))
+    GameWorld.DebugLog("    反弹伤害=%s,remainHP=%s/%s" % (bounceHP, remainHP, atkObj.GetMaxHP()))
     
     TurnAttack.AddTurnObjHurtValue(defObj, atkObj, bounceHP, bounceHP, isBounce=True)
     return
@@ -798,9 +831,9 @@
     ''' 计算治疗值
     '''
     cureBaseValue = 0     #治疗基础值
-    effIDNum = curSkill.FindEffectID(ChConfig.Def_Skill_Effect_Cure)
-    skillPer = curSkill.GetEffectValue(effIDNum, 0)
-    cureType = curSkill.GetEffectValue(effIDNum, 1)
+    cureType = curSkill.GetCalcType()
+    skillPer = curSkill.GetSkillPer()
+    #skillValue = curSkill.GetSkillValue()
     
     #获得基础治疗值
     if cureType == ChConfig.Def_Cure_Attack:
@@ -824,7 +857,7 @@
         #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)
@@ -840,6 +873,52 @@
     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 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
+    
+    tagObjList = [defObj]
+    dHP = defObj.GetHP()
+    defID = defObj.GetID()
+    GameWorld.DebugLog("结算dot: defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
+                       % (defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, defObj.GetMaxHP()))
+    
+    poolMgr = ObjPool.GetPoolMgr()
+    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData)
+    useSkill.SetTagObjList(tagObjList)
+    useSkill.ClearHurtObj()
+    
+    remainHP = max(0, dHP - hurtValue) # 剩余血量
+    lostHP = dHP - remainHP # 实际掉血量
+    defObj.SetHP(remainHP)
+    
+    hurtObj = useSkill.AddHurtObj(defID)
+    hurtObj.SetHurtTypes(hurtTypes)
+    hurtObj.SetHurtHP(hurtValue)
+    hurtObj.SetLostHP(lostHP)
+    hurtObj.SetCurHP(remainHP)
+    
+    # dot的反弹、吸血待定
+    
+    TurnAttack.AddTurnObjHurtValue(atkObj, batObj, hurtValue, lostHP, skillID)
+    
+    Sync_PropertyRefreshView(turnFight, defObj, ChConfig.AttrID_HP, remainHP, hurtValue, diffType=0, skillID=skillID, hurtTypes=hurtTypes)
+    
+    DoBeAttackOver(turnFight, atkObj, useSkill)
+    
+    useSkill.ResetUseRec()
+    poolMgr.release(useSkill)
+    return
 
 def Sync_UseSkill(turnFight, curBatObj, useSkill):
     ## 通知释放技能
@@ -867,13 +946,14 @@
     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
@@ -882,6 +962,7 @@
     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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