From a99b65c9ca7569dcaa24fef933e913e400fa9fef Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 25 十二月 2025 20:18:29 +0800
Subject: [PATCH] 66 【公会】基础主体-服务端(行商地板价后砍价随机范围开配置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  816 +++++++++++++++++++++++++++++++++++++--------------------
 1 files changed, 527 insertions(+), 289 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 dad7fca..3399483 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -27,7 +27,6 @@
 import TurnPassive
 import TurnAttack
 import TurnBuff
-import ObjPool
 import FBLogic
 
 import random
@@ -60,24 +59,31 @@
     if not skillID:
         return
     
+    skillType = useSkill.GetSkillType()
+    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 useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
-            GameWorld.DebugLog("死亡时使用复活自己的技能! skillID=%s" % skillID)
+        if skillType == ChConfig.Def_SkillType_Revive:
+            GameWorld.DebugLogEx("死亡时使用复活技能! skillID=%s", skillID)
         else:
-            # 其他技能死亡状态下无法释放
-            return
-        
+            if byTriggerWay in ChConfig.DeadCanTriggerWayList:
+                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,byTriggerWay=%s", skillID, byTriggerWay)
+            elif batType == ChConfig.TurnBattleType_Enhance:
+                GameWorld.DebugLogEx("死亡状态额外技能不限制,主技能能放的话也就能放! skillID=%s", skillID)                
+            else:
+                GameWorld.DebugLogEx("死亡状态下无法释放该技能! skillID=%s", skillID)
+                return
+            
     objID = curBatObj.GetID()
     
     if hasattr(useSkill, "GetRemainTime") and useSkill.GetRemainTime() > 0:
-        GameWorld.DebugLog("技能CD中! skillID=%s,RemainTime=%s" % (skillID, useSkill.GetRemainTime()))
+        GameWorld.DebugLogEx("技能CD中! skillID=%s,RemainTime=%s", skillID, useSkill.GetRemainTime())
         return
     
     buffStateGroups = useSkill.GetBuffStateLimit()
     if buffStateGroups:
         limitState = curBatObj.IsInBuffStateGroup(buffStateGroups)
         if limitState:
-            GameWorld.DebugLog("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s" % (skillID, buffStateGroups, limitState))
+            GameWorld.DebugLogEx("技能使用处于buff状态限制中! skillID=%s,buffStateGroups=%s,limitState=%s", skillID, buffStateGroups, limitState)
             return
         
     if CheckSkillUseCntLimit(curBatObj, useSkill):
@@ -94,18 +100,24 @@
                 if not curBatObj.IsSkillCanHappen(skillID, rate):
                     tagObjList.remove(tagObj)
                     isRemove = True
-                    GameWorld.DebugLog("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s" % (rate, skillID, tagObj.GetID()))
+                    GameWorld.DebugLogEx("    概率不触发,移除目标! rate=%s,skillID=%s,tagID=%s", rate, skillID, tagObj.GetID())
             if not tagObjList and isRemove:
                 return
             
+    if tagObjList and skillType == ChConfig.Def_SkillType_Revive:
+        for tagObj in tagObjList[::-1]:
+            if tagObj.CheckInState(ChConfig.BatObjState_RebornLimit):
+                GameWorld.DebugLogEx("    目标被禁止复活不处理! tagID=%s", tagObj.GetID())
+                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
-        GameWorld.DebugLog("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s" % (skillID, turnFight.mapID, turnFight.funcLineID), turnFight.playerID)
-        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+        GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
+        if skillType == ChConfig.Def_SkillType_Revive and not isinstance(useSkill, IpyGameDataPY.IPY_Skill):
             otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
             if otherEff:
                 otherSkillID = otherEff.GetEffectValue(0)
-                GameWorld.DebugLog("没有可复活的目标,释放其他技能! otherSkillID=%s" % otherSkillID)
+                GameWorld.DebugLogEx("没有可复活的目标,释放其他技能! otherSkillID=%s", otherSkillID)
                 otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
                 if not otherSkill:
                     otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
@@ -115,39 +127,38 @@
     
     oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
     if oneActionUseCnt >= 20:
-        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.playerID)
+        GameWorld.ErrLog("单次行动累计使用技能达到上限! objID=%s,oneActionUseCnt=%s" % (objID, oneActionUseCnt), turnFight.getReqPlayerID())
         return
     oneActionUseCnt = turnFight.SetOneActionUseSkillCnt(objID, oneActionUseCnt + 1)
     
     # 子技能怒气溢出值也有效,所以子技能不处理
     curXP = curBatObj.GetXP()
-    if batType == ChConfig.TurnBattleType_Enhance:
-        pass
-    elif SkillCommon.isAngerSkill(useSkill):
+    if SkillCommon.isAngerSkill(useSkill):
         maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
         angerOverflow = max(curXP - maxXP, 0)
         curBatObj.SetAngerOverflow(angerOverflow)
+        GameWorld.DebugLogEx("怒气溢出值: curXP=%s/%s,angerOverflow=%s", curXP, maxXP, angerOverflow)
+    elif batType == ChConfig.TurnBattleType_Enhance:
+        pass
     else:
         curBatObj.SetAngerOverflow(0)        
     angerOverflow = curBatObj.GetAngerOverflow()
     
     bySkillID = bySkill.GetSkillID() if bySkill else 0
-    GameWorld.DebugLog("◆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: 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)
     # 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()
-    usePoolSkill = False
     if isinstance(useSkill, IpyGameDataPY.IPY_Skill):
-        usePoolSkill = True
         # 统一使用 BattleObj.PySkill
-        useSkill = poolMgr.acquire(BattleObj.PySkill, useSkill, objID)
+        useSkill = BattleObj.PySkill(useSkill, objID)
         
     useSkill.ResetUseRec()
     useSkill.SetTagObjList(tagObjList)
     useSkill.SetBatType(batType)
     useSkill.SetBySkill(bySkill)
     useSkill.SetByBuff(byBuff)
+    useSkill.SetByTriggerWay(byTriggerWay)
     
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     if isTurnNormalSkill:
@@ -176,7 +187,7 @@
     else:
         __doUseSkill(turnFight, curBatObj, useSkill)
         
-    DoAttackResult(turnFight, curBatObj, useSkill)
+    DoAttackResult(turnFight, curBatObj, useSkill, **kwargs)
     
     if useTag:
         Sync_TurnFightTag(turnFight, useTag, 1)
@@ -188,13 +199,11 @@
             
     # 最后重置、回收对象
     useSkill.ResetUseRec()
-    if usePoolSkill:
-        poolMgr.release(useSkill)
     return True
 
 def CheckSkillUseCntLimit(batObj, useSkill):
     ## 检查技能使用次数是否受限
-    # @return: 是否受限
+    # @return: 是否受限,None-没有受限效果,False-不受限,True-受限了
     if not hasattr(useSkill, "GetEffectByID"):
         return
     effect = useSkill.GetEffectByID(ChConfig.SkillEff_SkillUseCntLimit)
@@ -207,47 +216,56 @@
     if useCntLimit:
         useCnt = batObj.GetSkillUseCnt(skillID)
         if useCnt >= useCntLimit:
-            GameWorld.DebugLog("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s" % (skillID, useCnt, useCntLimit))
+            GameWorld.DebugLogEx("技能每场战斗使用次数受限! skillID=%s,useCnt=%s >= %s", skillID, useCnt, useCntLimit)
             return True
         
     if turnUseCntLimit:
         turnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
         if turnUseCnt >= turnUseCntLimit:
-            GameWorld.DebugLog("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s" % (skillID, turnUseCnt, turnUseCntLimit))
+            GameWorld.DebugLogEx("技能每大回合使用次数受限! skillID=%s,turnUseCnt=%s >= %s", skillID, turnUseCnt, turnUseCntLimit)
             return True
         
-    return
+    return False
 
 def IsNeedSyncSkill(useSkill):
     ## 使用需要同步B427使用技能
-    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
+    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff, 
+                                   ChConfig.Def_SkillType_AtkEx]:
         return True
     if useSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_TurnNormaSkill, ChConfig.Def_SkillFuncType_AngerSkill]:
         return True
     return False
 
-def GetSkillTags(turnFight, curBatObj, useSkill, atkBackTag=None):
+def GetSkillTags(turnFight, curBatObj, useSkill=None, atkBackTag=None, tagSet=None):
     ## 获取技能目标
+    # @param tagSet: 可以外部指定检索目标 [范围, 友好, 细分, 个数]
     # @return: [主目标, 目标2, ...]
     
-    tagAim = useSkill.GetTagAim()
-    tagFriendly = useSkill.GetTagFriendly()
-    tagAffect = useSkill.GetTagAffect()
-    tagCount = useSkill.GetTagCount()
-    
     lineupNumSet = None
-    changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
-    if changeRet:
-        lineupNumSet, changeTagSet = changeRet
-        GameWorld.DebugLog("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s" % (lineupNumSet, changeTagSet))
-        tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+    changeRet = None
+    if tagSet and len(tagSet) == 4:
+        tagAim, tagFriendly, tagAffect, tagCount = tagSet
+    elif useSkill:
+        tagAim = useSkill.GetTagAim()
+        tagFriendly = useSkill.GetTagFriendly()
+        tagAffect = useSkill.GetTagAffect()
+        tagCount = useSkill.GetTagCount()
         
+        changeRet = CheckChangeTagEff(turnFight, curBatObj, useSkill)
+        if changeRet:
+            lineupNumSet, changeTagSet = changeRet
+            GameWorld.DebugLogEx("强制修改技能目标: lineupNumSet=%s, changeTagSet=%s", lineupNumSet, changeTagSet)
+            tagAim, tagFriendly, tagAffect, tagCount = changeTagSet
+    else:
+        return []
+    
     # 自己,直接返回
     if tagAim == ChConfig.SkillTagAim_Self:
         return [curBatObj]
     
-    tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
-    #GameWorld.DebugLog("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s" % (useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount))
+    if useSkill:
+        tagCount += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillTagCnt, useSkill)
+    #GameWorld.DebugLogEx("搜索技能目标: skillID=%s,tagAim=%s,tagFriendly=%s,tagAffect=%s,tagCount=%s", useSkill.GetSkillID(), tagAim, tagFriendly, tagAffect, tagCount)
     
     # 目标选择优先级,集火 > changeRet > 魅惑 > 混乱 > 嘲讽 > 反击 > 常规
     # 集火:直接通过效果5015指定了目标,不会走到这里,所以这里可不处理
@@ -266,12 +284,12 @@
     elif curBatObj.CheckInState(ChConfig.BatObjState_Chaos):
         inChaos = True
         tagFriendly = random.randint(0, 1) # 混乱: 随机敌友
-    #GameWorld.DebugLog("inCharm=%s,inChaos=%s,tagFriendly=%s" % (inCharm, inChaos, tagFriendly))
+    #GameWorld.DebugLogEx("inCharm=%s,inChaos=%s,tagFriendly=%s", inCharm, inChaos, tagFriendly)
     isNoSelf = False # 是否不包含自己
     if inCharm or inChaos:
         if SkillCommon.isAttackDirectSkill(useSkill):
             isNoSelf = True
-            #GameWorld.DebugLog("特殊不包含自己")
+            #GameWorld.DebugLogEx("特殊不包含自己")
             
     # 根据敌友关系确定阵营及一些敌友关系的特殊逻辑
     sneerObjFirst = True # 嘲讽目标是否优先
@@ -289,10 +307,10 @@
         sneerTagObj = curBatObj.GetSneerTagObj() # 被嘲讽的目标,对敌的强制锁定被嘲讽目标
         if sneerTagObj:
             specMainObj = sneerTagObj
-            #GameWorld.DebugLog("嘲讽特殊主目标")
+            #GameWorld.DebugLogEx("嘲讽特殊主目标")
         elif atkBackTag:
             specMainObj = atkBackTag
-            #GameWorld.DebugLog("反击特殊主目标")
+            #GameWorld.DebugLogEx("反击特殊主目标")
             
     if specMainObj:
         specObjID = specMainObj.GetID()
@@ -357,11 +375,11 @@
                     colNumList.remove(specInColNum)
                     colNumList.insert(0, specInColNum)
                     
-            GameWorld.DebugLog("纵排: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+            GameWorld.DebugLogEx("纵排: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
             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))
+                    #GameWorld.DebugLogEx("    col=%s,row=%s,pNum=%s", col, row, pNum)
                     if pNum not in batLineup.posObjIDDict:
                         continue
                     tagObjID = batLineup.posObjIDDict[pNum]
@@ -381,41 +399,48 @@
                 colNumList.remove(inColNum)
                 colNumList.insert(0, inColNum)
                 
-            GameWorld.DebugLog("全部: colNumList=%s,specObjID-PosNum=%s-%s" % (colNumList, specObjID, specObjPosNum))
+            GameWorld.DebugLogEx("全部: colNumList=%s,specObjID-PosNum=%s-%s", colNumList, specObjID, specObjPosNum)
             # 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))
+                    #GameWorld.DebugLogEx("    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(curBatObj, tagBatObj, tagAffect, isNoSelf):
                         continue
+                    
+                    if tagAim == ChConfig.SkillTagAim_Male:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Male:
+                            continue
+                    elif tagAim == ChConfig.SkillTagAim_Female:
+                        if tagBatObj.GetSex() != ChConfig.BatObjSex_Female:
+                            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])
+        #GameWorld.DebugLogEx("血量最低排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 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])
+        #GameWorld.DebugLogEx("血量最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 攻击力最高
     elif tagAffect == ChConfig.SkillTagAffect_AtkHighest:
         aimObjList.sort(key=lambda o:(o.GetAtk()), reverse=True)
-        #GameWorld.DebugLog("攻击力最高排序: %s" % [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
+        #GameWorld.DebugLogEx("攻击力最高排序: %s", [[o.GetID(), o.GetHP(), o.GetMaxHP()] for o in aimObjList])
         
     # 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])
+        GameWorld.DebugLogEx("未被控制优先: %s", [[o.GetID(), o.IsInControlled()] for o in aimObjList])
                 
     # 灼烧/玄火目标优先
     elif tagAffect == ChConfig.SkillTagAffect_Burn:
@@ -433,6 +458,14 @@
         for aimObj in aimObjList[::-1]:
             if not aimObj.CheckInState(ChConfig.BatObjState_PoisonCure):
                 aimObjList.remove(aimObj)
+        
+    # 仅流血目标
+    elif tagAffect == ChConfig.SkillTagAffect_Bleeding:
+        atkBackTagFrist = False
+        for aimObj in aimObjList[::-1]:
+            if not aimObj.CheckInState(ChConfig.BatObjState_Bleeding):
+                aimObjList.remove(aimObj)
+                
     else:
         # 范围目标超过个数,则随机取
         if tagCount and len(aimObjList) > tagCount:
@@ -535,12 +568,12 @@
         colNumList.remove(inColNum)
         colNumList.insert(0, inColNum)
         
-    GameWorld.DebugLog("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s" % (rowNumList, colNumList, specObjID, specObjPosNum))
+    GameWorld.DebugLogEx("前后排: rowNumList=%s,colNumList=%s,specObjID-PosNum=%s-%s", rowNumList, colNumList, specObjID, specObjPosNum)
     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))
+            #GameWorld.DebugLogEx("    row=%s,col=%s,pNum=%s", row, col, pNum)
             if pNum not in batLineup.posObjIDDict:
                 continue
             tagObjID = batLineup.posObjIDDict[pNum]
@@ -621,7 +654,7 @@
         return False
     if isNoSelf:
         if tagBatObj.GetID() == curBatObj.GetID():
-            #GameWorld.DebugLog("不包含自己")
+            #GameWorld.DebugLogEx("不包含自己")
             return False
     #if not tagBatObj.GetCanAttack(): 策划要求不可攻击的对象也要可选中
     #    return False
@@ -634,7 +667,7 @@
     if useSkill.GetSkillType() == ChConfig.Def_SkillType_Halo:
         curID = curBatObj.GetID()
         skillID = useSkill.GetSkillID()
-        GameWorld.DebugLog("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s" % (skillID, curID))
+        GameWorld.DebugLogEx("光环技能先给施法者添加光源buff! skillID=%s,ownerID=%s", skillID, curID)
         if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
             for tagBatObj in useSkill.GetTagObjList():
                 if tagBatObj.GetID() == curBatObj.GetID():
@@ -649,7 +682,7 @@
 def __doUseSkill(turnFight, curBatObj, useSkill):
     
     atkType = useSkill.GetAtkType()
-    GameWorld.DebugLog("__doUseSkill: curID=%s,skillID=%s,atkType=%s" % (curBatObj.GetID(), useSkill.GetSkillID(), atkType))
+    GameWorld.DebugLogEx("__doUseSkill: curID=%s,skillID=%s,atkType=%s", curBatObj.GetID(), useSkill.GetSkillID(), atkType)
     
     __doStealBuff(turnFight, curBatObj, useSkill)
     __doHarmSelf(turnFight, curBatObj, useSkill)
@@ -706,7 +739,7 @@
         for tagBuff in tagBuffList:
             skillID = tagBuff.GetSkillID()
             buffOwner = curBatObj
-            GameWorld.DebugLog("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s" % (tagObj.GetID(), tagBuff.GetBuffID(), skillID))
+            GameWorld.DebugLogEx("使用技能前偷取buff: tagID=%s,tagBuffID=%s,buffSkillID=%s", tagObj.GetID(), tagBuff.GetBuffID(), skillID)
             addBuff = TurnBuff.DoAddBuffBySkillID(turnFight, curBatObj, skillID, buffOwner, useSkill, isSync=False)
             if not addBuff:
                 continue
@@ -723,9 +756,13 @@
         return
     harmPer = harmEff.GetEffectValue(0) # 自残百分比
     noEnoughDo = harmEff.GetEffectValue(1) # 不足时扣除方式 0-不扣;1-自杀;2-扣剩1点
+    calcType = harmEff.GetEffectValue(2) # 计算方式:0-按最大血量;1-按当前血量
     curHP = curBatObj.GetHP()
     maxHP = curBatObj.GetMaxHP()
-    harmHP = int(maxHP * harmPer / 100.0)
+    if calcType == 1:
+        harmHP = int(curHP * harmPer / 100.0)
+    else:
+        harmHP = int(maxHP * harmPer / 100.0)
     lostHP = harmHP
     if curHP <= harmHP:
         if noEnoughDo == 0:
@@ -735,8 +772,8 @@
             
     updHP = max(curHP - lostHP, 0)
     curBatObj.SetHP(updHP, False)
-    GameWorld.DebugLog("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s" 
-                       % (curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo))
+    GameWorld.DebugLogEx("使用技能时自残: curHP=%s/%s,harmPer=%s,harmHP=%s,lostHP=%s,updHP=%s,noEnoughDo=%s,calcType=%s", 
+                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo, calcType)
     
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
@@ -750,21 +787,37 @@
 def SkillModule_1(turnFight, curBatObj, useSkill):
     ## 通用攻击,单攻、群攻
     
+    addPer = 0
+    # 司马懿特殊潜能
+    if useSkill.GetSkillID() == ChConfig.SkillID_SmyFanzhao:
+        frozenCnt = curBatObj.GetDictByKey("EnemyFrozen")
+        curBatObj.SetDict("EnemyFrozen", 0)
+        effect = useSkill.GetEffect(0)
+        perFrozenAdd = effect.GetEffectValue(0) # 每个冰冻额外增加比例
+        addPerMax = effect.GetEffectValue(1) # 最大增加比例
+        addPer = frozenCnt * perFrozenAdd
+        if addPerMax and addPer > addPerMax:
+            addPer = addPerMax
+        GameWorld.DebugLogEx("司马懿特殊潜能技能额外增加比例: frozenCnt=%s,addPer=%s" % (frozenCnt, addPer))
+        
+    addBatDamPer = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddBatDamPerByLayer, useSkill)
+    
     # 计算伤害
     calcHurtResults = []
     for tagBatObj in useSkill.GetTagObjList():
-        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill)
+        hurtValue, hurtTypes, immuneHurt = __calcSkillHurt(turnFight, curBatObj, tagBatObj, useSkill, addPer, addBatDamPer)
         calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
         
     DoSkillHurtHP(turnFight, curBatObj, useSkill, calcHurtResults)        
     return
 
-def __calcSkillHurt(turnFight, atkObj, defObj, curSkill):
+def __calcSkillHurt(turnFight, atkObj, defObj, curSkill, addPer=0, addBatDamPer=0):
     ## 计算技能伤害,只计算值,不做实际处理
+    # @param addPer: 外部指定增加的比例
     # @return: hurtValue, hurtTypes, immuneHurt
-    atkSkillPer = curSkill.GetSkillPer()
+    atkSkillPer = curSkill.GetSkillPer() + addPer
     atkSkillValue = curSkill.GetSkillValue()
-    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer)
+    hurtValue, hurtTypes = CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer)
     hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
     return hurtValue, hurtTypes, immuneHurt
 
@@ -779,7 +832,7 @@
         tagID = tagObj.GetID()
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -803,7 +856,7 @@
         valueA = randEffect.GetEffectValue(0)
         valueB = max(randEffect.GetEffectValue(1), valueA)
         ricochetCnt = random.randint(valueA, valueB)
-        GameWorld.DebugLog("随机弹射次数: %s,valueA=%s,valueB=%s" % (ricochetCnt, valueA, valueB))
+        GameWorld.DebugLogEx("随机弹射次数: %s,valueA=%s,valueB=%s", ricochetCnt, valueA, valueB)
     ricochetCnt += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddRicochetCnt, useSkill)
     
     # 弹射:优先弹射次数少的目标,相同目标可弹射多次
@@ -817,7 +870,7 @@
         ricochetObjList.append(tagObj)
         ricochetObjIDList.append(tagObj.GetID())
         
-    GameWorld.DebugLog("弹射次数: %s, ricochetObjIDList=%s" % (ricochetCnt, ricochetObjIDList)) 
+    GameWorld.DebugLogEx("弹射次数: %s, ricochetObjIDList=%s", ricochetCnt, ricochetObjIDList)
     return ricochetObjList
 
 def SkillModule_2(turnFight, curBatObj, useSkill):
@@ -825,8 +878,13 @@
     
     calcCureResults = []
     relativeObj = GetRelativeObj(turnFight, curBatObj)
+    multiValue = 1
+    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddCureMulti, useSkill)
+    if addCureMulti:
+        multiValue += addCureMulti / 100.0
+        
     for tagBatObj in useSkill.GetTagObjList():
-        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj)
+        cureHP = CalcCureHP(turnFight, curBatObj, tagBatObj, useSkill, relativeObj=relativeObj, multiValue=multiValue)
         poisonCureOwner = GetPoisonCureOwner(tagBatObj)
         calcCureResults.append([tagBatObj, cureHP, poisonCureOwner])
         
@@ -852,7 +910,7 @@
             continue
         if tagID == ChConfig.HeroID_Caoren:
             continue
-        if tagObj.CheckInState(ChConfig.BatObjState_Wudi):
+        if tagObj.CheckInState(ChConfig.ImmuneHurtStateList):
             continue
         if not caorenProtectObj or tagObj.GetHP() < caorenProtectObj.GetHP():
             caorenProtectObj = tagObj
@@ -898,8 +956,8 @@
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(cureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
-        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s" 
-                           % (dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer))
+        GameWorld.DebugLogEx("    复活: dID=%s,cureHP=%s,skillPer=%s,reviveHPPer=%s,%s/%s,xp=%s,reviveXPPer=%s", 
+                             dID, cureHP, skillPer, reviveHPPer, tagBatObj.GetHP(), dMapHP, xp, reviveXPPer)
         
     return
 
@@ -937,7 +995,7 @@
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
-        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP))
+        GameWorld.DebugLogEx("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", dID, cureHP, realCureHP, tagBatObj.GetHP(), dMapHP)
         
         TurnAttack.AddTurnObjCureHP(tagBatObj, atkObj, cureHP, realCureHP, skillID)
         
@@ -981,25 +1039,24 @@
     
     dHP = defObj.GetHP()
     dMaxHP = defObj.GetMaxHP()
-    GameWorld.DebugLog("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s" 
-                       % (atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP))
+    GameWorld.DebugLogEx("结算持续治疗: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,cureHP=%s,dHP=%s/%s", 
+                         atkID, defID, buffID, skillID, ownerID, cureHP, dHP, dMaxHP)
     layer = curBuff.GetLayer()
     if layer > 0:
         cureHP *= layer
-        GameWorld.DebugLog("    多层buff: cureHP=%s,layer=%s" % (cureHP, layer))
+        GameWorld.DebugLogEx("    多层buff: cureHP=%s,layer=%s", cureHP, layer)
     #if "FinalDamPer" in kwargs:
     #    FinalDamPer = kwargs["FinalDamPer"]
     #    hurtValue *= (10000 + FinalDamPer) / 10000.0
-    #    GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+    #    GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
     
-    poolMgr = ObjPool.GetPoolMgr()
-    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+    useSkill = BattleObj.PySkill(skillIpyData, atkID)
     useSkill.SetTagObjList([defObj])
     useSkill.SetBatType(ChConfig.TurnBattleType_Cot)
     
     poisonCureOwner = GetPoisonCureOwner(defObj)
     if poisonCureOwner:
-        GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
+        GameWorld.DebugLogEx("本次治疗为毒奶: cureHP=%s", cureHP)
         hurtValue = cureHP
         hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
@@ -1017,7 +1074,7 @@
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(defObj.GetHP())
-        GameWorld.DebugLog("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s" % (defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP))
+        GameWorld.DebugLogEx("    治疗: dID=%s,cureHP=%s,realCureHP=%s,%s/%s", defID, cureHP, realCureHP, defObj.GetHP(), dMaxHP)
         
         TurnAttack.AddTurnObjCureHP(defObj, atkObj, cureHP, realCureHP, skillID)
         
@@ -1029,7 +1086,6 @@
     Sync_TurnFightTag(turnFight, useTag, 1)
     
     useSkill.ResetUseRec()
-    poolMgr.release(useSkill)
     return
 
 def SkillModule_6(turnFight, curBatObj, useSkill, opType):
@@ -1048,8 +1104,8 @@
     calcValue = int(xpMax * skillPer / 10000.0 + skillValue)
     attrID = ChConfig.AttrID_XP
     
-    GameWorld.DebugLog("怒气%s: curID=%s,calcValue=%s,skillID=%s,skillPer=%s,skillValue=%s,relatedSkillID=%s" 
-                       % (opType, curID, calcValue, skillID, skillPer, skillValue, relatedSkillID))
+    GameWorld.DebugLogEx("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():
         
@@ -1061,7 +1117,7 @@
             diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
             updValue = tagXP - diffValue
             tagBatObj.SetXP(updValue, False)
-            GameWorld.DebugLog("    减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+            GameWorld.DebugLogEx("    减怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
         # 偷
@@ -1071,7 +1127,7 @@
             diffValue = min(tagXP, calcValue) # 取较小值,不足时剩多少减多少
             updValue = tagXP - diffValue
             tagBatObj.SetXP(updValue, False)
-            GameWorld.DebugLog("    偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+            GameWorld.DebugLogEx("    偷怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
             curStealTotal += diffValue
@@ -1080,10 +1136,10 @@
         else:
             diffType = 1
             tagXP = tagBatObj.GetXP()
-            diffValue = GetEnhanceXP(tagBatObj, calcValue)
+            diffValue = GetEnhanceXP(tagBatObj, calcValue, useSkill)
             updValue = tagXP + diffValue
             tagBatObj.SetXP(updValue, False)
-            GameWorld.DebugLog("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s" % (tagID, diffValue, tagXP, updValue))
+            GameWorld.DebugLogEx("    加怒气: tagID=%s,diffValue=%s,tagXP=%s,updXP=%s", tagID, diffValue, tagXP, updValue)
             Sync_PropertyRefreshView(turnFight, tagBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
             
     if curStealTotal > 0:
@@ -1092,12 +1148,12 @@
         diffValue = GetEnhanceXP(tagBatObj, curStealTotal)
         updValue = curXP + diffValue
         curBatObj.SetXP(updValue, False)
-        GameWorld.DebugLog("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s" % (curID, curStealTotal, curXP, diffValue, updValue))
+        GameWorld.DebugLogEx("    加总怒气: curID=%s,curStealTotal=%s,curXP=%s,diffValue=%s,updXP=%s", curID, curStealTotal, curXP, diffValue, updValue)
         Sync_PropertyRefreshView(turnFight, curBatObj, attrID, updValue, diffValue, diffType, skillID, relatedSkillID)
         
     return
 
-def DoAttackResult(turnFight, curBatObj, useSkill):
+def DoAttackResult(turnFight, curBatObj, useSkill, **kwargs):
     '''执行攻击结果
     @param curBatObj: 施法方或buff归属方
     '''
@@ -1114,12 +1170,21 @@
     if useSkill.GetCoolDownTime():
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
+    if "byEffSkill" in kwargs:
+        byEffSkill = kwargs["byEffSkill"]
+        cdTime = byEffSkill.GetCoolDownTime()
+        if cdTime:
+            if hasattr(byEffSkill, "GetRemainTime"):
+                byEffSkill.SetRemainTime(cdTime)
+                GameWorld.DebugLogEx("提前设置效果技能触发后CD,防止嵌套循环触发! effSkillID=%s,cdTime=%s", byEffSkill.GetSkillID(), cdTime)
+                
+    __doCostZhanchui(turnFight, curBatObj, useSkill) # 先扣除再同步技能
+    
     # 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 IsNeedSyncSkill(useSkill):
         Sync_UseSkill(turnFight, curBatObj, useSkill)
         
-    __doCostZhanchui(turnFight, curBatObj, useSkill)
-    __doSkillUserAnger(turnFight, curBatObj, useSkill)
+    __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs)
     
     DoBeAttackResult(turnFight, curBatObj, useSkill)
     return
@@ -1162,7 +1227,7 @@
         atkBackSkill = __getCanAtkBackSkill(atkObj, tagObj, useSkill)
         if atkBackSkill:
             # 可以反击,打断连击
-            GameWorld.DebugLog("● %s 【反击】" % TurnAttack.GetObjName(tagObj))
+            GameWorld.DebugLogEx("● %s 【反击】", TurnAttack.GetObjName(tagObj))
             OnUseSkill(turnFight, tagObj, atkBackSkill, batType=ChConfig.TurnBattleType_AtkBack, atkBackTag=atkObj)
             return
         
@@ -1176,11 +1241,11 @@
     dComboRateDef = tagObj.GetBatAttrValue(ChConfig.AttrID_ComboRateDef)
     happenRate = eval(IpyGameDataPY.GetFuncCompileCfg("ComboCfg", 1))
     if not GameWorld.CanHappen(happenRate):
-        GameWorld.DebugLog("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
-                           % (atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum))
+        GameWorld.DebugLogEx("无法连击! atkID=%s,happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s", 
+                             atkObj.GetID(), happenRate, aComboRate, dComboRateDef, comboNum)
         return
-    GameWorld.DebugLog("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s" 
-                       % (TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum))
+    GameWorld.DebugLogEx("● %s 【连击】 happenRate=%s,aComboRate=%s,dComboRateDef=%s,comboNum=%s", 
+                         TurnAttack.GetObjName(atkObj), happenRate, aComboRate, dComboRateDef, comboNum)
     useSkill.SetComboNum(comboNum + 1)
     
     # 连击特长
@@ -1203,17 +1268,17 @@
     atkID = atkObj.GetID()
     tagID = tagObj.GetID()
     if not tagObj.CanAction():
-        GameWorld.DebugLog("当前状态无法反击! tagID=%s" % (tagID))
+        GameWorld.DebugLogEx("当前状态无法反击! tagID=%s", tagID)
         return
     
     if atkObj.GetFaction() == tagObj.GetFaction():
-        #GameWorld.DebugLog("同阵营不触发反击!") # 魅惑可能导致打自己人
+        #GameWorld.DebugLogEx("同阵营不触发反击!") # 魅惑可能导致打自己人
         return
     
     canAtkbackDictTypeList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     if atkObj.GetAtkDistType() not in canAtkbackDictTypeList:
         heroID = atkObj.GetHeroID()
-        GameWorld.DebugLog("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s" % (atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList))
+        GameWorld.DebugLogEx("攻击方远近类型武将不可反击! atkID=%s,heroID=%s,AtkDistType=%s not in %s", atkID, heroID, atkObj.GetAtkDistType(), canAtkbackDictTypeList)
         return
     
     canAtkBack = False
@@ -1225,7 +1290,7 @@
             break
         
     if not canAtkBack:
-        GameWorld.DebugLog("没有格挡不可反击! tagID=%s" % tagID)
+        GameWorld.DebugLogEx("没有格挡不可反击! tagID=%s", tagID)
         return
     
     # 大回合单武将反击次数限制
@@ -1233,7 +1298,7 @@
     if bigTurnAtkbackCntMax:
         atkbackCnt = tagObj.GetBigTurnAtkbackCnt()
         if atkbackCnt >= bigTurnAtkbackCntMax:
-            GameWorld.DebugLog("本大回合累计反击次数达上限! atkbackCnt=%s >= %s" % (atkbackCnt, bigTurnAtkbackCntMax))
+            GameWorld.DebugLogEx("本大回合累计反击次数达上限! atkbackCnt=%s >= %s", atkbackCnt, bigTurnAtkbackCntMax)
             return
         
     skillManager = tagObj.GetSkillManager()
@@ -1242,17 +1307,18 @@
         if not useSkill:
             continue
         if useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_TurnNormaSkill: # 使用普攻反击
-            GameWorld.DebugLog("可以反击! tagID=%s" % tagID)
+            GameWorld.DebugLogEx("可以反击! tagID=%s", tagID)
             return useSkill
     return
 
-def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
+def DoBeAttackResult(turnFight, curObj, useSkill, timeBuff=None):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
+    @param timeBuff: 持续结算的buff,如持续攻击、持续治疗等
     '''
     
-    #curID = curObj.GetID()
-    isUseSkill = False if curBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
+    curID = curObj.GetID()
+    isUseSkill = False if timeBuff else True # buff的视为持续性的,否则为直接使用技能的攻击结果
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
@@ -1260,16 +1326,14 @@
     
     # 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
+    delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
     afterLogicList = useSkill.GetAfterLogicList()
     for logicType, logicData in afterLogicList:
         if logicType == ChConfig.AfterLogic_DelBuff:
-            buffObjID, buff, tagObjID = logicData
-            buffSkillData = buff.GetSkillData()
-            buffSkillTypeID = buffSkillData.GetSkillTypeID()
+            buffObjID, buff, tagObjID, afterTriggerData = logicData
             TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
-            if SkillCommon.isDamageShieldSkill(buffSkillData):
-                shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
+            if afterTriggerData:
+                delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
                 
         elif logicType == ChConfig.AfterLogic_AddBuff:
             batObj = logicData[0]
@@ -1284,36 +1348,43 @@
     # 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
+    nodeadObjList = [] # 不死的单位列表
     tagObjList = useSkill.GetTagObjList() # 主要目标列表
     tagObjListEx = useSkill.GetTagObjListEx() # 额外目标列表
     tagObjListAll = tagObjList + tagObjListEx
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         if tagObj.IsAlive() and tagObj.GetHP() <= 0:
-            dieObjList.append(tagObj)
-            if tagObj.GetFaction() != curObj.GetFaction():
-                killObjList.append(tagObj)
-            TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
+            if tagObj.CanNoDead():
+                tagObj.SetHP(1, True) # 触发不死,保留1点血量
+                nodeadObjList.append(tagObj)
+            else:
+                dieObjList.append(tagObj)
+                if tagObj.GetFaction() != curObj.GetFaction():
+                    killObjList.append(tagObj)
+                TurnAttack.SetObjKilled(turnFight, tagObj, curObj, useSkill)
     useSkill.SetKillObjList(killObjList)
-    # 判断自己,因为反弹、平摊伤害的原因,有可能自己干死自己
-    selfAlive = curObj.IsAlive()
-    if selfAlive and curObj.GetHP() <= 0:
-        selfAlive = False
-        dieObjList.append(curObj)
-        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
     totalHurtValue = 0
-    isSuckHP = False
+    suckObjIDList = [] # 吸血的对象ID列表
     missObjIDList, immuneObjIDList = [], [] # 闪避、免疫对象ID列表
     stunObjIDList, superHitObjIDList, parryObjIDList = [], [], []
     beHurtObjIDList = [] # 受伤的对象ID列表
     reviveObjList = [] # 复活的对象列表
+    bounceObjList = [] # 有反弹的对象列表
+    caorenProtectList = [] # 有被曹仁防护的对象列表
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
+        
+        bounceHP = hurtObj.GetBounceHP()
+        if bounceHP:
+            if tagObj not in bounceObjList:
+                bounceObjList.append(tagObj)
+                
         if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt) and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune) \
             and (isTurnNormalSkill or isAngerSkill) and tagObj.IsAlive():
             __doSkillHurtAnger(tagObj, hurtObj.GetLostHP(), useSkill)
@@ -1350,9 +1421,24 @@
             if hurtObjID not in stunObjIDList:
                 stunObjIDList.append(hurtObjID)
                 
-        if hurtObj.GetSuckHP() > 0:
-            isSuckHP = True
-            
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_CaorenProtect):
+            if tagObj not in caorenProtectList:
+                caorenProtectList.append(tagObj)
+                
+        if hurtObj.GetSuckHP() > 0 and not hurtObj.HaveHurtType(ChConfig.HurtAtkType_PoisonCureSuck):
+            if hurtObjID not in suckObjIDList:
+                suckObjIDList.append(hurtObjID)
+                
+    # 判断自己死亡,因为反弹、平摊伤害的原因,有可能自己干死自己
+    if curObj.IsAlive() and curObj.GetHP() <= 0:
+        if curObj.CanNoDead():
+            curObj.SetHP(1, True) # 触发不死,保留1点血量
+            nodeadObjList.append(curObj)
+        else:
+            dieObjList.append(curObj)
+            killer = bounceObjList[0] if bounceObjList else None
+            TurnAttack.SetObjKilled(turnFight, curObj, killer)
+        
     # 记录最后一次总伤害,有伤害目标才记录
     if totalHurtValue:
         curObj.SetLastHurtValue(totalHurtValue)
@@ -1362,7 +1448,7 @@
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
     if stunObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
-    if isSuckHP:
+    if suckObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
         
     # 结算副本相关的攻击结果,仅主动发起玩家阵容武将触发
@@ -1373,16 +1459,18 @@
     effIgnoreObjIDList = missObjIDList + immuneObjIDList
     useSkill.SetEffIgnoreObjIDList(effIgnoreObjIDList)
     # 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 selfAlive:
+    if curObj not in dieObjList:
         __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill)
     
     # ========== 以下触发被动 ==========
     
-    # 破盾时
-    for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
+    # 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
         buffObj = batObjMgr.getBatObj(buffObjID)
-        tagObj = batObjMgr.getBatObj(tagObjID)
-        TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
+        tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
+        GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
+        TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
         
     # 有击杀时
     for index, tagObj in enumerate(killObjList):
@@ -1391,6 +1479,10 @@
         TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_KillTagObj, tagObj, connSkill=useSkill)
         
     if dieObjList:
+        for dieObj in dieObjList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, dieObj, ChConfig.TriggerWay_WhenDie, curObj, connSkill=useSkill)
+            __dongbaiRevive(turnFight, dieObj, useSkill) # 写死特殊处理董白复活
+            
         for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
             batFaction = turnFight.getBatFaction(faction)
             for lineupNum in batFaction.lineupDict.keys():
@@ -1402,11 +1494,15 @@
                     for dieObj in dieObjList:
                         # 敌方单位死亡时
                         if lineupObj.GetFaction() != dieObj.GetFaction():
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill)
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyDie, dieObj, connSkill=useSkill, byKiller=curObj)
                         # 己方单位死亡时
                         else:
-                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-                 
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill, byFriendObj=dieObj)
+    
+    # 触发不死
+    for tagObj in nodeadObjList:
+        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_NoDead, curObj, connSkill=useSkill)
+        
     # 复活时
     for tagObj in reviveObjList:
         # 同步最新的怒气及buff,血量已经在技能中通知了
@@ -1415,9 +1511,24 @@
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
         TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
         
+    # 曹仁防护触发,暂写死
+    for tagObj in caorenProtectList:
+        tagBatLineup = tagObj.GetBatLineup()
+        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
+        caoRenSkill = caorenObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_CaorenProtect)
+        if not caoRenSkill:
+            continue
+        passiveSkillID = caoRenSkill.GetEffect(0).GetEffectValue(0) # 防护成功后的触发技能ID,默认写在效果1的值
+        GameWorld.DebugLogEx("曹仁防护后触发技能: caorenID=%s,protectID=%s,passiveSkillID=%s", caorenObj.GetID(), tagObj.GetID(), passiveSkillID)
+        if passiveSkillID:
+            OnUsePassiveSkill(turnFight, caorenObj, curObj, passiveSkillID, connSkill=useSkill)
+            
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
+    curBatLineup = None
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
         
@@ -1425,6 +1536,10 @@
         if tagID in missObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+            
+        # 免疫
+        if tagID in immuneObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_ImmuneHurt, curObj, connSkill=useSkill)
             
         if tagID in effIgnoreObjIDList:
             continue
@@ -1434,6 +1549,7 @@
         # 掉血时
         if tagID in beHurtObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
+            #TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_HurtTag, tagObj, connSkill=useSkill) 暂时用不到先屏蔽
             
         #  受到任意效果时(除直接攻击外的任意效果,如buff、dot、治疗、额外怒技)
         if not isAttackDirect:
@@ -1443,6 +1559,7 @@
         if isExObj:
             continue
         
+        isDotHurt = False
         # 直接攻击
         if isAttackDirect:
             if not triggerOne:
@@ -1453,7 +1570,9 @@
         elif not isAttackDirect:
             # 受到持续伤害
             if tagID in beHurtObjIDList:
-                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
+                isDotHurt = True
+                TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_DOTHurt, tagObj, connSkill=useSkill, connBuff=timeBuff)
+                TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill, connBuff=timeBuff)
                 
         # 使用技能后
         if isUseSkill:
@@ -1476,6 +1595,12 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
             
+        # 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)
+            
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
@@ -1489,12 +1614,68 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
             
+            
+        # 敌友方
+        if isAttackDirect or batType in [ChConfig.TurnBattleType_Combo, ChConfig.TurnBattleType_Pursue] or isDotHurt:
+            if not curBatLineup:
+                curBatLineup = curObj.GetBatLineup()
+            for lineupObjID in curBatLineup.posObjIDDict.values():
+                lineupObj = batObjMgr.getBatObj(lineupObjID)
+                if not lineupObj.IsAlive():
+                    continue
+                
+                # 直接攻击
+                if isAttackDirect:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOne, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        if curID != lineupObj.GetID():
+                            TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAttackOverDirectOneNoSelf, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                # 持续伤害
+                elif isDotHurt:
+                    if not triggerOne:
+                        TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDotHurt, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                        
+                # 连击
+                if batType == ChConfig.TurnBattleType_Combo:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendCombo, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                    
+                # 追击
+                elif batType == ChConfig.TurnBattleType_Pursue:
+                    TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendPursue, tagObj, connSkill=useSkill, byFriendObj=curObj)
+                    
         triggerOne = True # 设置已经触发过一次
         
     # 验证是否结算,最后处理
     if dieObjList:
         turnFight.checkOverByKilled()
         
+    return
+
+def __dongbaiRevive(turnFight, batObj, useSkill):
+    '''特殊处理董白复活: 董白死亡之后的时间,若有敌方单位阵亡,董白以50%血量复活
+    '''
+    faction = batObj.GetFaction()
+    batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA if faction == ChConfig.Def_FactionB else ChConfig.Def_FactionB)
+    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])
+    if not dongbaiObj or dongbaiObj.IsAlive():
+        return
+    skill = dongbaiObj.GetSkillManager().FindSkillByID(ChConfig.SkillID_DongbaiRevive)
+    if not skill:
+        GameWorld.DebugLogEx("董白还还未学习特殊复活技能! %s", ChConfig.SkillID_DongbaiRevive)
+        return
+    enemyDeadCnt = dongbaiObj.GetDictByKey("EnemyDeadCnt") + 1
+    dongbaiObj.SetDict("EnemyDeadCnt", enemyDeadCnt)
+    GameWorld.DebugLogEx("董白记录自身死亡后的敌方阵亡单位数: %s" % enemyDeadCnt)
+    needDeadCnt = skill.GetEffect(0).GetEffectValue(0) # 固定配置在效果1值
+    if enemyDeadCnt < needDeadCnt:
+        return
+    dongbaiObj.SetDict("EnemyDeadCnt", 0)
+    OnUseSkill(turnFight, dongbaiObj, skill, batType=ChConfig.TurnBattleType_Passive, bySkill=useSkill)
     return
 
 def __doCostZhanchui(turnFight, curBatObj, useSkill):
@@ -1534,13 +1715,17 @@
         
     return
 
-def __doSkillUserAnger(turnFight, curBatObj, useSkill):
+def __doSkillUserAnger(turnFight, curBatObj, useSkill, **kwargs):
     ## 技能释放者怒气相关
     if SkillCommon.isAngerSkill(useSkill):
-        curBatObj.SetXP(0)
+        if "noUseXP" in kwargs:
+            kwargs.pop("noUseXP")
+            GameWorld.DebugLogEx("本次不消耗怒气")
+        else:
+            curBatObj.SetXP(0)
     elif SkillCommon.isTurnNormalSkill(useSkill) and useSkill.GetBatType() == ChConfig.TurnBattleType_Normal:
         addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 3)
-        AddTurnFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+        AddFightXP(curBatObj, addXP, "skillID:%s" % useSkill.GetSkillID())
     return
 
 def __doSkillHurtAnger(batObj, lostHP, useSkill):
@@ -1550,13 +1735,13 @@
     addXP = IpyGameDataPY.GetFuncCfg("AngerXP", 4)
     if addXP <= 0:
         return
-    AddTurnFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
+    AddFightXP(batObj, addXP, "skillID:%s" % useSkill.GetSkillID())
     return
 
-def AddTurnFightXP(gameObj, addXP, reason=""):
+def AddFightXP(gameObj, addXP, reason=""):
     ## 回合战斗增加XP
     if addXP <= 0 or not addXP:
-        #GameWorld.DebugLog("        没有增加XP! curID=%s" % (gameObj.GetID()))
+        #GameWorld.DebugLogEx("        没有增加XP! curID=%s", gameObj.GetID())
         return
     posNum = gameObj.GetPosNum()
     if posNum <= 0:
@@ -1566,7 +1751,7 @@
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP)
-    GameWorld.DebugLog("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s" % (gameObj.GetID(), curXP, addXP, updXP, reason))
+    GameWorld.DebugLogEx("        更新XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,reason=%s", gameObj.GetID(), curXP, addXP, updXP, reason)
     return
 
 def DoHeroSpecialty(turnFight, gameObj, specialty, relatedSkillID=0):
@@ -1583,19 +1768,22 @@
     curXP = gameObj.GetXP()
     updXP = curXP + addXP
     gameObj.SetXP(updXP, False)
-    GameWorld.DebugLog("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s" % (gameObj.GetID(), curXP, addXP, updXP, specialty))
+    GameWorld.DebugLogEx("        特长加XP: curID=%s,curXP=%s,addXP=%s,updXP=%s,特性=%s", gameObj.GetID(), curXP, addXP, updXP, specialty)
     Sync_PropertyRefreshView(turnFight, gameObj, ChConfig.AttrID_XP, updXP, addXP, diffType=1, relatedSkillID=relatedSkillID)
     return
 
-def GetEnhanceXP(gameObj, addXP):
+def GetEnhanceXP(gameObj, addXP, useSkill=None):
     ## 获取提升后的xp值
     addPer = gameObj.GetBatAttrValue(ChConfig.AttrID_XPRecoverPer)
     # 其他强化、弱化
     if addPer == 0:
         return addXP
+    if useSkill and useSkill.GetFuncType() == ChConfig.Def_SkillFuncType_PotentialSkill and useSkill.GetSkillValue() == 50:
+        GameWorld.DebugLogEx("潜能初始50点暂时写死不受限: objID=%s,addXP=%s,skillID=%s", gameObj.GetID(), addXP, useSkill.GetSkillID())
+        return addXP
     objID = gameObj.GetID()
     updAddXP = int(addXP * max(10000 + addPer, 0) / 10000.0)
-    GameWorld.DebugLog("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s" % (objID, addXP, addPer, updAddXP))
+    GameWorld.DebugLogEx("怒气恢复提升: objID=%s,addXP=%s,addPer=%s,updAddXP=%s", objID, addXP, addPer, updAddXP)
     return updAddXP
 
 def __DoCurSkillEff(turnFight, curObj, useSkill, effIgnoreObjIDList, isUseSkill):
@@ -1611,7 +1799,7 @@
                 continue
             
         effID = curEffect.GetEffectID()
-        GameWorld.DebugLog("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s" % (useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList))
+        GameWorld.DebugLogEx("●执行额外技能效果: skillID=%s,effID=%s, triggerWay=%s,effIgnoreObjIDList=%s", useSkill.GetSkillID(), effID, triggerWay, effIgnoreObjIDList)
         if effID == 5010:
             # 额外技能效果
             __doUseEnhanceSkill(turnFight, curObj, useSkill, curEffect, effIgnoreObjIDList)
@@ -1630,13 +1818,13 @@
 def __doUseEnhanceSkill(turnFight, curBatObj, useSkill, curEffect, effIgnoreObjIDList):
     ## 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())
+    #    #GameWorld.DebugLogEx("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)
     checkHeroJob = curEffect.GetEffectValue(2)
     checkHeroSex = curEffect.GetEffectValue(3)
-    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s" % (enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex))
+    GameWorld.DebugLogEx("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s,checkHeroSex=%s", enhanceSkillID, checkInStateList, checkHeroJob, checkHeroSex)
     tagObjList = useSkill.GetTagObjList()
     
     enhanceSkillData = IpyGameDataPY.GetIpyGameData("Skill", enhanceSkillID)
@@ -1648,12 +1836,12 @@
         invalidSkillID = TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_SkillInvalid, useSkill,
                                                            triggerWay=ChConfig.TriggerWay_KillOneObj)
         if invalidSkillID and invalidSkillID == enhanceSkillID:
-            GameWorld.DebugLog("有击杀目标时该技能无效! enhanceSkillID=%s" % enhanceSkillID)
+            GameWorld.DebugLogEx("有击杀目标时该技能无效! enhanceSkillID=%s", enhanceSkillID)
             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)
+        GameWorld.DebugLogEx("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()
         if enhanceRate:
@@ -1662,23 +1850,26 @@
         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 enhanceSkillData.GetCurBuffState() == ChConfig.BatObjState_RebornLimit:
+                    GameWorld.DebugLogEx("    禁止复活buff允许对死亡对象释放: tagID=%s", tagID)
+                else:
+                    GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
+                    continue
             if tagID in effIgnoreObjIDList:
-                GameWorld.DebugLog("    闪避或免疫的不触发: tagID=%s" % (tagID))
+                GameWorld.DebugLogEx("    闪避或免疫的不触发: tagID=%s", tagID)
                 continue
             if checkInStateList:
                 if not tagObj.CheckInState(checkInStateList):
-                    GameWorld.DebugLog("    不在状态下不触发: tagID=%s not in state:%s" % (tagID, checkInStateList))
+                    GameWorld.DebugLogEx("    不在状态下不触发: tagID=%s not in state:%s", tagID, checkInStateList)
                     continue
             if checkHeroJob and checkHeroJob != tagObj.GetJob():
-                GameWorld.DebugLog("    非目标职业不触发: tagID=%s,job=%s != %s" % (tagID, tagObj.GetJob(), checkHeroJob))
+                GameWorld.DebugLogEx("    非目标职业不触发: tagID=%s,job=%s != %s", tagID, tagObj.GetJob(), checkHeroJob)
                 continue
             if checkHeroSex and checkHeroSex != tagObj.GetSex():
-                GameWorld.DebugLog("    非目标性别不触发: tagID=%s,sex=%s != %s" % (tagID, tagObj.GetSex(), checkHeroSex))
+                GameWorld.DebugLogEx("    非目标性别不触发: tagID=%s,sex=%s != %s", tagID, tagObj.GetSex(), checkHeroSex)
                 continue
             if not curBatObj.IsSkillCanHappen(enhanceSkillID, enhanceRate):
-                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+                GameWorld.DebugLogEx("    概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
                 continue
             
             enchanceTagObjList.append(tagObj)
@@ -1689,7 +1880,7 @@
         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)
+    GameWorld.DebugLogEx("重新锁定目标! enhanceSkillID=%s", enhanceSkillID)
     if checkInStateList or checkHeroJob or checkHeroSex:
         inState, haveJob, haveSex = False, False, False
         for tagObj in tagObjList:
@@ -1703,18 +1894,18 @@
             if not haveSex and checkHeroSex and checkHeroSex == tagObj.GetSex():
                 haveSex = True
         if checkInStateList and not inState:
-            GameWorld.DebugLog("    没有命中目标在状态下不触发: tagObj not in state:%s" % str(checkInStateList))
+            GameWorld.DebugLogEx("    没有命中目标在状态下不触发: tagObj not in state:%s", str(checkInStateList))
             return
         if checkHeroJob and not haveJob:
-            GameWorld.DebugLog("    没有命中目标为目标职业不触发: checkHeroJob=%s" % checkHeroJob)
+            GameWorld.DebugLogEx("    没有命中目标为目标职业不触发: checkHeroJob=%s", checkHeroJob)
             return
         if checkHeroSex and not haveSex:
-            GameWorld.DebugLog("    没有命中目标为目标性别不触发: checkHeroSex=%s" % checkHeroSex)
+            GameWorld.DebugLogEx("    没有命中目标为目标性别不触发: checkHeroSex=%s", checkHeroSex)
             return
     OnUseSkill(turnFight, curBatObj, enhanceSkillData, batType=ChConfig.TurnBattleType_Enhance, bySkill=useSkill)
     return
 
-def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **kwargs):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, batType=ChConfig.TurnBattleType_Passive, **kwargs):
     '''被动触发使用技能
     @param passiveSkill: 释放的被动技能 或 技能ID
     @param connSkill: 由什么技能引起的
@@ -1739,38 +1930,52 @@
         bySkillID = connBuff.GetSkillID()
     passiveSkillID = passiveSkill.GetSkillID()
     if passiveSkillID == bySkillID:
-        #GameWorld.DebugLog("###被动触发技能不触发自身,防止死循环! effSkillID=%s,effectID=%s,passiveSkillID=%s" % (effSkillID, effectID, passiveSkillID))
+        #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 hasattr(passiveSkill, "GetRemainTime") and passiveSkill.GetRemainTime() > 0:
-        #GameWorld.DebugLog("被动触发技能CD中! skillID=%s,RemainTime=%s" % (passiveSkillID, passiveSkill.GetRemainTime()))
+        #GameWorld.DebugLogEx("被动触发技能CD中! skillID=%s,RemainTime=%s", passiveSkillID, passiveSkill.GetRemainTime())
         return
     
     isOK = False
     # 继承主技能目标
-    if passiveSkill.GetTagAim() == ChConfig.SkillTagAim_MainSkill:
+    tagAim = passiveSkill.GetTagAim()
+    if tagAim == ChConfig.SkillTagAim_MainSkill:
         if not tagObj:
             return
         happenRate = passiveSkill.GetHappenRate()
         if happenRate:
             happenRate += TurnPassive.GetTriggerEffectValue(turnFight, batObj, None, ChConfig.PassiveEff_AddSkillRate, passiveSkill)
-        GameWorld.DebugLog("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, happenRate, bySkillID))
+        GameWorld.DebugLogEx("被动触发技能,继承主技能目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,happenRate=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, happenRate, bySkillID)
         tagID = tagObj.GetID()
         if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
-            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+            GameWorld.DebugLogEx("    已被击杀不触发: tagID=%s", tagID)
             return
         if not batObj.IsSkillCanHappen(passiveSkillID, happenRate):
-            GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
+            GameWorld.DebugLogEx("    概率不触发: tagID=%s,happenRate=%s", tagID, happenRate)
             return
         passiveTagObjList = [tagObj]
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
+        if not connSkill:
+            return
+        passiveTagObjList = connSkill.GetTagObjList()
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    elif tagAim == ChConfig.SkillTagAim_MainSkillFriend:
+        if "byFriendObj" not in kwargs:
+            return
+        byFriendObj = kwargs.pop("byFriendObj") # 触发即移除,防止一直传递引发其他问题,如触发的技能再触发其他技能会被视为也是有byFriendObj
+        passiveTagObjList = [byFriendObj]
+        GameWorld.DebugLogEx("被动触发技能,针对来源友军! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s,byFriendID=%s", 
+                             effSkillID, effectID, passiveSkillID, bySkillID, byFriendObj.GetID())
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
     else:
-        GameWorld.DebugLog("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s" % (effSkillID, effectID, passiveSkillID, bySkillID))
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+        GameWorld.DebugLogEx("被动触发技能,重新锁定目标! effSkillID=%s,effectID=%s,passiveSkillID=%s,bySkillID=%s", effSkillID, effectID, passiveSkillID, bySkillID)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=batType, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
-def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, **kwargs):
+def CalcFormatHurt(turnFight, atkObj, defObj, curSkill, atkSkillValue, atkSkillPer, addBatDamPer=0, **kwargs):
     '''按公式计算伤害,默认按攻击计算
     '''
     
@@ -1781,9 +1986,11 @@
     batType = curSkill.GetBatType()
     
     changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, curSkill)
+    if not changeHurtType:
+        changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtTypeByBuff, curSkill)
     if changeHurtType == 1:
         ignoreDef = True
-        GameWorld.DebugLog("强制变更本次伤害为无视防御! skillID=%s" % skillID)
+        GameWorld.DebugLogEx("强制变更本次伤害为无视防御! skillID=%s", skillID)
         
     atkID = atkObj.GetID()
     defID = defObj.GetID()
@@ -1800,7 +2007,7 @@
     angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
     if isAngerSkill:
         curXP = atkObj.GetXP()
-        GameWorld.DebugLog("怒技攻击! curXP=%s,angerOverflow=%s" % (curXP, angerOverflow))
+        GameWorld.DebugLogEx("怒技攻击! curXP=%s,angerOverflow=%s", curXP, angerOverflow)
         
     #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():
@@ -1809,7 +2016,7 @@
         missNum = curSkill.GetTagMissNum(defID)
         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))
+            GameWorld.DebugLogEx("闪避了! missRate=%s,dMissRate=%s,aMissRateDef=%s,missNum=%s", missRate, dMissRate, aMissRateDef, missNum)
             curSkill.SetTagMissNum(defID, missRate + 1)
             return 0, pow(2, ChConfig.HurtAtkType_Miss)
         
@@ -1833,13 +2040,13 @@
         aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
         
         dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
-        GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
+        GameWorld.DebugLogEx("aSuperDamPer=%s,dSuperDamPerDef=%s", aSuperDamPer, dSuperDamPerDef)
         
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
         
     if ignoreDef:
-        GameWorld.DebugLog("无视防御/真实伤害!")
+        GameWorld.DebugLogEx("无视防御/真实伤害!")
         hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
         
     if isStun:
@@ -1859,6 +2066,7 @@
     dFinalDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_FinalDamPerDef) # 最终减伤
     
     aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddFinalDamPer, curSkill)
+    aFinalDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_FinalDamPer, curSkill)
     
     aNormalSkillPer, dNormalSkillPerDef = 0, 0
     if isTurnNormalSkill:
@@ -1876,12 +2084,18 @@
     if isDot:
         aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
         dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
-        GameWorld.DebugLog("aDOTPer=%s,dDOTPerDef=%s" % (aDOTPer, dDOTPerDef))
-        
+        GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+        if curSkill.GetCurBuffState() in ChConfig.BurnStateList:
+            aDOTPer += atkObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPer)
+            dDOTPerDef += defObj.GetBatAttrValue(ChConfig.AttrID_DOTBurnPerDef)
+            GameWorld.DebugLogEx("是灼烧: aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+            
     #aAddSkillPer = 0 # 技能增伤
-    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+    dBatDamPerDef = 0 # 战斗增减伤
+    aBatDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_BatDamPer)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
     aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
+    aBatDamPer += addBatDamPer
     
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1913,10 +2127,10 @@
         dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
         
     aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
-    if turnFight.getPVPPlayerID() > 0:
+    if turnFight.isPVP() > 0:
         aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
         dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
-        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
+        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -1945,52 +2159,53 @@
     
     if calcType != ChConfig.Def_Calc_Attack:
         aAtk = GetCalcBaseValue(calcType, atkObj, defObj, curSkill)
-    GameWorld.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
-    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
+    GameWorld.DebugLogEx("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s", 
+                         atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer)
+    #GameWorld.DebugLogEx("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s", aCountry, dCountry, aCountryDamPer, dCountryDamPerDef)
     
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
-        GameWorld.DebugLog("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s" % (hurtValue, aNormalSkillPer, dNormalSkillPerDef))
+        GameWorld.DebugLogEx("    普攻技能伤害=%s,aNormalSkillPer=%s,dNormalSkillPerDef=%s", hurtValue, aNormalSkillPer, dNormalSkillPerDef)
     elif isAngerSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 2))
-        GameWorld.DebugLog("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s" % (hurtValue, aAngerSkillPer, dAngerSkillPerDef))
+        GameWorld.DebugLogEx("    怒气技能伤害=%s,aAngerSkillPer=%s,dAngerSkillPerDef=%s", hurtValue, aAngerSkillPer, dAngerSkillPerDef)
     elif isDot:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("DOTFormula", 1))
-        GameWorld.DebugLog("    持续技能伤害=%s" % (hurtValue))
+        GameWorld.DebugLogEx("    持续技能伤害=%s" % (hurtValue))
     elif calcType == ChConfig.Def_Calc_ByBuffValue:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 2))
-        GameWorld.DebugLog("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s" % (hurtValue, calcType, aAtk))
+        GameWorld.DebugLogEx("    按最后一次buff值计算伤害=%s,calcType=%s,LastHurt=%s", hurtValue, calcType, aAtk)
     elif calcType != ChConfig.Def_Calc_Attack:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
-        GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
+        GameWorld.DebugLogEx("    非按攻击力伤害=%s,calcType=%s,aAtk=%s", hurtValue, calcType, aAtk)
     else:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
-        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
+        GameWorld.DebugLogEx("    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))
+        GameWorld.DebugLogEx("    格挡后伤害=%s,parryReduceRatio=%s", hurtValue, parryReduceRatio)
         
     multiValue = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtMulti, curSkill)
     if multiValue and multiValue != 1:
         hurtValue = int(hurtValue * multiValue)
-        GameWorld.DebugLog("    伤害倍值: hurtValue=%s,multiValue=%s" % (hurtValue, multiValue))
+        GameWorld.DebugLogEx("    伤害倍值: hurtValue=%s,multiValue=%s", hurtValue, multiValue)
         
     hurtAtkPerMax = curSkill.GetHurtAtkPerMax() # 最大万分比,限制最终伤害不超过攻击力万分率
     if hurtAtkPerMax:
+        hurtAtkPerMax += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddHurtAtkPerMax, curSkill)
         aAtk = atkObj.GetAtk()
         hurtValueMax = aAtk * hurtAtkPerMax / 10000.0
         hurtValue = min(hurtValue, hurtValueMax)
-        GameWorld.DebugLog("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s" % (hurtValue, hurtAtkPerMax, aAtk))
+        GameWorld.DebugLogEx("    伤害最高限制: hurtValue=%s,hurtAtkPerMax=%s,aAtk=%s", hurtValue, hurtAtkPerMax, aAtk)
         
     # 均摊
     hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
     if hurtShareEff:
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         hurtValue = hurtValue / tagCnt
-        GameWorld.DebugLog("    目标均摊伤害: hurtValue=%s,tagCnt=%s" % (hurtValue, tagCnt))
+        GameWorld.DebugLogEx("    目标均摊伤害: hurtValue=%s,tagCnt=%s", hurtValue, tagCnt)
         
     hurtValue = max(1, int(hurtValue)) # 负值、保底防范,放最后
     return hurtValue, hurtTypes
@@ -2008,7 +2223,7 @@
 
 def CanSuperHit(turnFight, atkObj, defObj, curSkill):
     if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_MustSuperHit, curSkill):
-        GameWorld.DebugLog("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s" % (defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP()))
+        GameWorld.DebugLogEx("目标血量低于百分x时必定暴击: defID=%s,hp:%s/%s", defObj.GetID(), defObj.GetHP(), defObj.GetMaxHP())
         return True
     
     aSuperHitRate = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperHitRate)
@@ -2016,7 +2231,7 @@
     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))
+        GameWorld.DebugLogEx("暴击了: happenRate=%s,aSuperHitRate=%s,dSuperHitRateDef=%s", happenRate, aSuperHitRate, dSuperHitRateDef)
         return True
     return False
 
@@ -2029,7 +2244,7 @@
         return False
     stunSkillID = IpyGameDataPY.GetFuncCfg("StunCfg", 2)
     if TurnBuff.DoAddBuffBySkillID(turnFight, defObj, stunSkillID, atkObj, curSkill, afterLogic=True):
-        GameWorld.DebugLog("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s" % (happenRate, aStunRate, dStunRateDef))
+        GameWorld.DebugLogEx("击晕了: happenRate=%s,aStunRate=%s,dStunRateDef=%s", happenRate, aStunRate, dStunRateDef)
         return True
     return False
 
@@ -2043,7 +2258,7 @@
     buffMgr = defObj.GetBuffManager()
     parryYJBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_ParryYJ)
     if parryYJBuff and parryYJBuff.GetLayer():
-        GameWorld.DebugLog("格挡印记格挡了: buffID=%s,buffLayer=%s" % (parryYJBuff.GetBuffID(), parryYJBuff.GetLayer()))
+        GameWorld.DebugLogEx("格挡印记格挡了: buffID=%s,buffLayer=%s", parryYJBuff.GetBuffID(), parryYJBuff.GetLayer())
         TurnBuff.DoBuffLayerChange(turnFight, defObj, parryYJBuff, parryYJBuff.GetLayer() - 1, curSkill)
         return True
     
@@ -2052,7 +2267,7 @@
     parryNum = curSkill.GetTagParryNum(defID)
     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))
+        GameWorld.DebugLogEx("格挡了: happenRate=%s,aParryRateDef=%s,dParryRate=%s,parryNum=%s", happenRate, aParryRateDef, dParryRate, parryNum)
         curSkill.SetTagParryNum(defID, parryNum + 1)
         return True
     return False
@@ -2069,7 +2284,7 @@
         return hurtValue, hurtTypes, immuneHurt
     
     hurtValue = int(hurtValue)
-    if defObj.CheckInState(ChConfig.BatObjState_Wudi):
+    if defObj.CheckInState(ChConfig.ImmuneHurtStateList):
         hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         immuneHurt = hurtValue
         hurtValue = 0
@@ -2099,8 +2314,10 @@
         defObj, hurtValue, hurtTypes, immuneHurt = hurtInfo[:4]
         isEx = hurtInfo[4] if len(hurtInfo) > 4 else 0 # 是否是额外目标
         
-        lostHP = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
-        
+        lostHP, ignoreShield, hurtValue = DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, lostType, hpCanNegative=True, immuneHurt=immuneHurt)
+        if ignoreShield:
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreShield)
+            
         #伤害结构体
         defID = defObj.GetID()
         if isEx:
@@ -2161,10 +2378,10 @@
             
     isAve, caorenProtectID, otherFactionHurtDict = __calcFactionAverageHurt(turnFight, tagFaction, tagLineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj)
     if not isAve:
-        #GameWorld.DebugLog("没有分摊伤害原值返回")
+        #GameWorld.DebugLogEx("没有分摊伤害原值返回")
         return calcHurtResults
-    GameWorld.DebugLog("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s" 
-                       % (hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID))
+    GameWorld.DebugLogEx("本阵营分摊伤害结果: %s,免疫伤害=%s,给敌阵营=%s,caorenProtectID=%s", 
+                         hurtValueDict, immuneHurtDict, otherFactionHurtDict, caorenProtectID)
     
     # 均摊给其他阵营的算非直接伤害,即曹仁无效
     for key, otherHurtDict in otherFactionHurtDict.items():
@@ -2174,8 +2391,8 @@
         # 其他阵营分摊后的最终伤害累加到实际最终伤害
         for objID, aveHurt in otherHurtDict.items():
             hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
-        GameWorld.DebugLog("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s" 
-                           % (isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx))
+        GameWorld.DebugLogEx("其他阵营分摊后的最终伤害: isAveEx=%s,%s,免疫伤害=%s,给敌阵营=%s", 
+                             isAveEx, hurtValueDict, immuneHurtDict, otherFactionHurtDictEx)
         
         # 其他阵营再次分摊给其他阵营的,董白效果引起
         # 董白暂时只能再次摊给源头一次伤害,在多V多场景下暂不做支持 A董白 摊 B董白 摊 C董白,目前只做 A->B->A
@@ -2186,8 +2403,8 @@
             
             for objID, aveHurt in otherHurtDictEx.items():
                 hurtValueDict[objID] = hurtValueDict.get(objID, 0) + aveHurt
-            GameWorld.DebugLog("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s" 
-                               % (otherHurtDictEx, hurtValueDict, immuneHurtDict))
+            GameWorld.DebugLogEx("其他阵营再分摊给源阵营的伤害: %s,最终伤害=%s,免疫伤害=%s", 
+                                 otherHurtDictEx, hurtValueDict, immuneHurtDict)
             
     finalHurtTotal = 0
     finalHurtResults = []
@@ -2202,7 +2419,7 @@
             hurtTypes |= pow(2, ChConfig.HurtAtkType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
         finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt])
         finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
-        GameWorld.DebugLog("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+        GameWorld.DebugLogEx("得出主要目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
         
     # 剩下伤害则默认为额外目标伤害,放主要目标后面
     isEx = 1
@@ -2217,12 +2434,12 @@
         if immuneHurt > 0:
             hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         finalHurtTotal = finalHurtTotal + finalHurt + immuneHurt
-        GameWorld.DebugLog("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s" % (tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal))
+        GameWorld.DebugLogEx("得出额外目标分摊后的最终伤害: tagID=%s,finalHurt=%s,hurtTypes=%s,immuneHurt=%s,finalHurtTotal=%s", tagID, finalHurt, hurtTypes, immuneHurt, finalHurtTotal)
         if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
             finalHurtResults.append([tagObj, finalHurt, hurtTypes, immuneHurt, isEx])
             
     if finalHurtTotal != srcHurtTotal:
-        GameWorld.DebugLog("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s" % (srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal))
+        GameWorld.DebugLogEx("[分摊伤害后误差值]=%s,srcHurtTotal=%s,finalHurtTotal=%s", srcHurtTotal - finalHurtTotal, srcHurtTotal, finalHurtTotal)
     return finalHurtResults
 
 def __calcFactionAverageHurt(turnFight, faction, lineupNum, hurtValueDict, immuneHurtDict, caorenProtectObj=None):
@@ -2238,7 +2455,7 @@
     # 曹仁的分担触发条件暂时程序内固定,有修改时程序同步修改
     # 曹仁: 我方英雄受到直接攻击时(受到群攻时选择血量最低的友方进行防护),曹仁有30%概率为其分担一半所受伤害,每成功分担一次,曹仁获得1层坚韧,使我方全体减伤提升5%,最多6层,曹仁死亡效果消失
     # 董白怒气    同命锁    对敌方攻击最高的1个目标造成攻击力450%物理伤害,并与其连接,使两人受到的任意伤害平摊(平摊伤害不会被再次平摊),持续2回合
-    caorenSkillID = 1015070
+    caorenSkillID = ChConfig.SkillID_CaorenProtect
     effHeroIDList = [ChConfig.HeroID_Zhenfu, ChConfig.HeroID_Caoren, ChConfig.HeroID_Dongbai] # 暂固定,有增加武将再同步修改
     
     isAve = False
@@ -2247,8 +2464,8 @@
     batFaction = turnFight.getBatFaction(faction)
     batLineup = batFaction.getBatlineup(lineupNum)
     batObjMgr = BattleObj.GetBatObjMgr()
-    GameWorld.DebugLog("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s" 
-                       % (faction, lineupNum, hurtValueDict, immuneHurtDict))
+    GameWorld.DebugLogEx("----开始计算阵营分摊伤害: faction=%s,lineupNum=%s,hurtValueDict=%s,免疫伤害=%s", 
+                         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:
@@ -2264,28 +2481,28 @@
         aveObjList = [] # 可均摊伤害的对象列表
         if effHeroID == ChConfig.HeroID_Caoren:
             if not caorenProtectObj:
-                GameWorld.DebugLog("没有曹仁可防护的对象")
+                GameWorld.DebugLogEx("没有曹仁可防护的对象")
                 continue
             hpLowestID = caorenProtectObj.GetID()
             if hpLowestID == objID:
-                GameWorld.DebugLog("曹仁不防护自己")
+                GameWorld.DebugLogEx("曹仁不防护自己")
                 continue
             if not inHurt and hpLowestID not in hurtValueDict:
-                GameWorld.DebugLog("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s" % hpLowestID)
+                GameWorld.DebugLogEx("曹仁及防护对象都不在受伤列表里不处理! hpLowestID=%s", hpLowestID)
                 continue
             if batObj.IsInControlledHard():
-                GameWorld.DebugLog("曹仁被硬控中不防护")
+                GameWorld.DebugLogEx("曹仁被硬控中不防护")
                 continue
             caoRenSkill = batObj.GetSkillManager().FindSkillByID(caorenSkillID)
             if not caoRenSkill:
-                GameWorld.DebugLog("曹仁还未学习分担伤害技能! caorenSkillID=%s" % caorenSkillID)
+                GameWorld.DebugLogEx("曹仁还未学习分担伤害技能! caorenSkillID=%s", caorenSkillID)
                 continue
             if not GameWorld.CanHappen(caoRenSkill.GetHappenRate()):
-                GameWorld.DebugLog("曹仁概率未触发防护")
+                GameWorld.DebugLogEx("曹仁概率未触发防护")
                 continue
             inHurt = True
             aveObjList = [batObj, caorenProtectObj]
-            GameWorld.DebugLog("曹仁触发防护! hpLowestID=%s" % hpLowestID)
+            GameWorld.DebugLogEx("曹仁触发防护! hpLowestID=%s", hpLowestID)
             
         elif effHeroID == ChConfig.HeroID_Zhenfu:
             aveBuff = buffMgr.FindBuffByState(ChConfig.BatObjState_Zhiming)
@@ -2298,10 +2515,10 @@
         
         if not aveObjList: # 没有指定均摊伤害的,根据均摊光环buff找
             if not aveBuff:
-                GameWorld.DebugLog("没有分摊伤害光环! effHeroID=%s" % (effHeroID))
+                GameWorld.DebugLogEx("没有分摊伤害光环! effHeroID=%s", effHeroID)
                 continue
             haloObjIDList = aveBuff.GetHaloObjIDList()
-            GameWorld.DebugLog("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s" % (effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList))
+            GameWorld.DebugLogEx("[分摊光环buff] effHeroID=%s,skillID=%s,objID=%s,haloObjIDList=%s", effHeroID, aveBuff.GetSkillID(), objID, haloObjIDList)
             for haloObjID in haloObjIDList:
                 haloObj = batObjMgr.getBatObj(haloObjID)
                 if not haloObj or not haloObj.IsAlive():
@@ -2311,12 +2528,12 @@
                     inHurt = True
                     
         if not inHurt:
-            GameWorld.DebugLog("相关人员没有受伤,不处理分摊伤害! effHeroID=%s" % effHeroID)
+            GameWorld.DebugLogEx("相关人员没有受伤,不处理分摊伤害! effHeroID=%s", effHeroID)
             continue
         
         aveObjCnt = len(aveObjList)
         if aveObjCnt < 2:
-            GameWorld.DebugLog("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s" % (effHeroID, aveObjCnt))
+            GameWorld.DebugLogEx("相关人员少于2个时自行承担所有伤害! effHeroID=%s,aveObjCnt=%s", effHeroID, aveObjCnt)
             continue
         
         if not isAve:
@@ -2324,34 +2541,34 @@
             
         if effHeroID == ChConfig.HeroID_Caoren and caorenProtectObj:
             caorenProtectID = caorenProtectObj.GetID()
-            GameWorld.DebugLog("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s" % (caorenProtectID, objID))
+            GameWorld.DebugLogEx("[曹仁防护目标] caorenProtectID=%s,caorenObjID=%s", caorenProtectID, objID)
             
         aveHurtTotal = 0
         for aveObj in aveObjList:
             aveObjID = aveObj.GetID()
             if effHeroID == ChConfig.HeroID_Caoren and aveObjID == objID:
-                GameWorld.DebugLog("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s" % aveObjID)
+                GameWorld.DebugLogEx("    曹仁的效果不平摊曹仁自身的伤害,只是曹仁帮别人摊! aveObjID=%s", aveObjID)
                 continue
             if aveObjID not in hurtValueDict:
                 continue
             hurtValue = hurtValueDict.pop(aveObjID, 0) # 被分摊的伤害要移除
             if hurtValue <= 0:
-                GameWorld.DebugLog("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s" % aveObjID)
+                GameWorld.DebugLogEx("    无伤害的不处理:可能是非主要目标或自身已经无敌免疫了伤害! aveObjID=%s", aveObjID)
                 continue
             aveHurtTotal += hurtValue
-            GameWorld.DebugLog("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s" % (effHeroID, aveObjID, hurtValue, aveHurtTotal))
+            GameWorld.DebugLogEx("    累计待分摊伤害! effHeroID=%s,aveObjID=%s,hurtValue=%s,aveHurtTotal=%s", effHeroID, aveObjID, hurtValue, aveHurtTotal)
             
         # 大家分摊
         aveHurtDict = {} # 本阵营该分摊效果分摊伤害记录
         aveHurt = round(aveHurtTotal / float(aveObjCnt), 2)
-        GameWorld.DebugLog("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s" % (effHeroID, aveHurtTotal, aveObjCnt, aveHurt))
+        GameWorld.DebugLogEx("计算分摊伤害! effHeroID=%s,aveHurtTotal=%s,aveObjCnt=%s,aveHurt=%s", effHeroID, aveHurtTotal, aveObjCnt, aveHurt)
         for aveObj in aveObjList:
             aveObjID = aveObj.GetID()
             aveFaction = aveObj.GetFaction()
             
             immuneHurt = immuneHurtDict.get(aveObjID)
             if immuneHurt == None:
-                if aveObj.CheckInState(ChConfig.BatObjState_Wudi):
+                if aveObj.CheckInState(ChConfig.ImmuneHurtStateList):
                     immuneHurt = 0
                 else:
                     immuneHurt = -1 # 标记没有无敌
@@ -2359,12 +2576,12 @@
                 
             if immuneHurt >= 0:
                 immuneHurtDict[aveObjID] = immuneHurt + aveHurt
-                GameWorld.DebugLog("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s" % (aveObjID, immuneHurtDict))
+                GameWorld.DebugLogEx("    累加免疫分摊伤害! aveObjID=%s,免疫伤害=%s", aveObjID, immuneHurtDict)
                 continue
             
             if aveFaction == faction:
                 aveHurtDict[aveObjID] = aveHurtDict.get(aveObjID, 0) + aveHurt
-                GameWorld.DebugLog("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s" % (aveObjID, aveHurtDict))
+                GameWorld.DebugLogEx("    累加本效果本阵营分摊伤害! aveObjID=%s,aveHurtDict=%s", aveObjID, aveHurtDict)
             else:
                 aveLineupNum = aveObj.GetLineupNum()
                 key = (aveFaction, aveLineupNum)
@@ -2372,12 +2589,12 @@
                     otherFactionHurtDict[key] = {}
                 otherHurtDict = otherFactionHurtDict[key]
                 otherHurtDict[aveObjID] = otherHurtDict.get(aveObjID, 0) + aveHurt
-                GameWorld.DebugLog("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s" % (aveObjID, key, otherHurtDict))
+                GameWorld.DebugLogEx("    累加本效果敌阵营分摊伤害! aveObjID=%s,factionKey=%s,otherHurtDict=%s", aveObjID, key, otherHurtDict)
                 
         # 汇总最新伤害
         for aveObjID, aveHurt in aveHurtDict.items():
             hurtValueDict[aveObjID] = hurtValueDict.get(aveObjID, 0) + aveHurt
-        GameWorld.DebugLog("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s" % (hurtValueDict, immuneHurtDict, otherFactionHurtDict))
+        GameWorld.DebugLogEx("    更新本效果分摊后的伤害! %s,免疫伤害=%s,给敌阵营=%s", hurtValueDict, immuneHurtDict, otherFactionHurtDict)
         
     return isAve, caorenProtectID, otherFactionHurtDict
 
@@ -2387,9 +2604,10 @@
     @param hpCanNegative: 扣除后的生命是否允许负值
     @param immuneHurt: 免疫的伤害值
     @param isSkillSelfTag: 是否技能自身的直接目标,如平摊伤害目标、溅射伤害目标这种就不算直接目标
-    @return: lostHP
+    @return: lostHP, ignoreShield, hurtValue
     '''
     
+    ignoreShield = None
     if immuneHurt > 0:
         buffMgr = defObj.GetBuffManager()
         wudiBuffList = buffMgr.FindBuffListByState(ChConfig.BatObjState_Wudi)
@@ -2400,12 +2618,18 @@
             updBuffValue = buffValue + immuneHurt
             buff.SetValue1(updBuffValue % ChConfig.Def_PerPointValue)
             buff.SetValue2(updBuffValue / ChConfig.Def_PerPointValue)
-            GameWorld.DebugLog("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s" 
-                               % (defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType))
+            GameWorld.DebugLogEx("    无敌盾累计免疫伤害: defID=%s,buffID=%s,buffSkillID=%s,buffValue=%s,immuneHurt=%s,updBuffValue=%s,lostType=%s", 
+                                 defObj.GetID(), buff.GetBuffID(), buffSkillID, buffValue, immuneHurt, updBuffValue, lostType)
             
     if hurtValue <= 0:
-        return 0
+        return 0, ignoreShield, hurtValue
     
+    # 伤血上限保护
+    lostHPProtect = TurnPassive.GetTriggerEffectValue(turnFight, defObj, atkObj, ChConfig.PassiveEff_LostHPProtect, curSkill)
+    if lostHPProtect > 0 and hurtValue > lostHPProtect:
+        GameWorld.DebugLogEx("    扣血时最大伤血保护: defID=%s,hurtValue=%s,lostHPProtect=%s", defObj.GetID(), hurtValue, lostHPProtect)
+        hurtValue = lostHPProtect
+        
     atkID = atkObj.GetID()
     defID = defObj.GetID()
     skillID = curSkill.GetSkillID()
@@ -2415,6 +2639,11 @@
     shieldBuffList = []
     buffMgr = defObj.GetBuffManager()
     for buff in buffMgr.FindBuffListByState(ChConfig.BatObjState_DamShield):
+        if ignoreShield == None:
+            if TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_IgnoreShield, curSkill):
+                ignoreShield = True # 无视承伤盾
+                break
+            ignoreShield = False
         skillData = buff.GetSkillData()
         remainTime = buff.GetRemainTime() # 剩余回合
         if not skillData.GetLastTime():
@@ -2428,7 +2657,7 @@
         shieldHurtPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddShieldHurtPer, curSkill)
         shieldHurtPer /= 10000.0
         shieldHurtValue = int(hurtValue * shieldHurtPer)  # 对护盾伤害
-        GameWorld.DebugLog("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s" % (shieldHurtValue, shieldHurtPer, hurtValue))
+        GameWorld.DebugLogEx("    对护盾总伤害: shieldHurtValue=%s,shieldHurtPer=%s,hurtValue=%s", shieldHurtValue, shieldHurtPer, hurtValue)
         shieldBuffList.sort()
         for _, buffValue, buff in shieldBuffList:
             if shieldHurtValue <= 0:
@@ -2439,20 +2668,22 @@
                 decShieldValue = shieldHurtValue
             else:
                 decShieldValue = buffValue
-            GameWorld.DebugLog("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s" % (buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue))
+            GameWorld.DebugLogEx("    承伤盾抵扣: buffID=%s,skillID=%s,buffValue=%s,剩余盾伤=%s,扣除盾值=%s", buffID, buffSkillID, buffValue, shieldHurtValue, decShieldValue)
             shieldHurtValue -= decShieldValue # 承伤值
             if decShieldValue >= buffValue:
-                GameWorld.DebugLog("        删除盾: buffID=%s,剩余盾伤=%s" % (buffID, shieldHurtValue))
-                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
+                GameWorld.DebugLogEx("        删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
+                #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
+                effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
+                TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
             else:
                 updShieldValue = buffValue - decShieldValue
-                GameWorld.DebugLog("        更新盾: updShieldValue=%s,剩余盾伤=%s" % (updShieldValue, shieldHurtValue))
+                GameWorld.DebugLogEx("        更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
                 buff.SetValue1(updShieldValue % ChConfig.Def_PerPointValue)
                 buff.SetValue2(updShieldValue / ChConfig.Def_PerPointValue)
                 curSkill.AddAfterLogic(ChConfig.AfterLogic_SyncBuff, [defObj, buff, atkObj, "ReduceShieldValue"])
                 
         lostHP = int(shieldHurtValue / shieldHurtPer)
-        GameWorld.DebugLog("        承伤后剩余伤血: lostHP=%s" % (lostHP))
+        GameWorld.DebugLogEx("        承伤后剩余伤血: lostHP=%s", lostHP)
         
     dHP = defObj.GetHP()
     remainHP = dHP - lostHP # 剩余血量
@@ -2461,10 +2692,10 @@
     lostHP = dHP - remainHP # 实际掉血量
     defObj.SetHP(remainHP)
     
-    GameWorld.DebugLog("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s" 
-                       % (atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP()))
+    GameWorld.DebugLogEx("    扣血: atkID=%s,defID=%s,hurtValue=%s,lostType=%s,lostHP=%s,dHP=%s,updHP=%s/%s", 
+                         atkID, defID, hurtValue, lostType, lostHP, dHP, defObj.GetHP(), defObj.GetMaxHP())
     TurnAttack.AddTurnObjHurtValue(atkObj, defObj, hurtValue, lostHP, skillID, lostType)
-    return lostHP
+    return lostHP, ignoreShield, hurtValue
 
 def CalcBounceHP(turnFight, atkObj, defObj, hurtObj, curSkill):
     '''计算反弹反弹伤害
@@ -2485,13 +2716,13 @@
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
-    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, bounceHP)
+    GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
+    bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, defObj, atkObj, bounceHP)
     if bounceHP <= 0:
-        GameWorld.DebugLog("        bounceHP=%s" % (bounceHP))
+        GameWorld.DebugLogEx("        bounceHP=%s", bounceHP)
         return
     hurtObj.SetBounceHP(bounceHP)
-    DoLostHP(turnFight, atkObj, defObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
+    DoLostHP(turnFight, defObj, atkObj, bounceHP, curSkill, "Bounce", hpCanNegative=True, immuneHurt=immuneHurt) # 反弹后生命允许负值
     return
 
 def CalcSuckBlood(turnFight, atkObj, defObj, hurtObj, curSkill):
@@ -2500,6 +2731,10 @@
     
     hurtHP = hurtObj.GetHurtHP()
     if hurtHP <= 1:
+        return
+    
+    if not atkObj.IsAlive():
+        # dot施法者已死亡不再吸血
         return
     
     aSuckHPPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPer)
@@ -2523,7 +2758,7 @@
         atkObj, defObj = poisonCureOwner, atkObj
         hurtValue = suckHP
         hurtValue, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue)
-        GameWorld.DebugLog("    本次吸血为毒奶: suckHP=%s,hurtValue=%s" % (suckHP, hurtValue))
+        GameWorld.DebugLogEx("    本次吸血为毒奶: suckHP=%s,hurtValue=%s", suckHP, hurtValue)
         DoLostHP(turnFight, atkObj, defObj, hurtValue, curSkill, "PoisonSuckBlood", hpCanNegative=True, immuneHurt=immuneHurt) # 吸血毒奶生命允许负值
         
         hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
@@ -2537,14 +2772,14 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s" 
-                       % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer))
+    GameWorld.DebugLogEx("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s,aCurePer=%s,dCureDefPer=%s", 
+                         suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef, aCurePer, dCureDefPer)
     
     # 吸血暂定算治疗
     TurnAttack.AddTurnObjCureHP(atkObj, atkObj, suckHP, cureHP)
     return
 
-def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None):
+def CalcCureHP(turnFight, userObj, tagObj, curSkill, relativeObj=None, multiValue=1):
     ''' 计算治疗值
     '''
     
@@ -2571,8 +2806,8 @@
     baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
     
     cureHP = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
-    GameWorld.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s" 
-                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
+    GameWorld.DebugLogEx("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s", 
+                         cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow)
     
     # 额外治疗值
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2583,17 +2818,24 @@
         baseValue = GetCalcBaseValue(cureType, userObj, tagObj, curSkill)
         cureHPEx = eval(IpyGameDataPY.GetFuncCompileCfg("CureFormula", 1))
         cureHP += cureHPEx
-        GameWorld.DebugLog("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s" % (cureHPEx, cureType, baseValue, skillPer, cureHP))
+        GameWorld.DebugLogEx("    额外治疗值(%s): cureType=%s,baseValue=%s,skillPer=%s,cureHP=%s", cureHPEx, cureType, baseValue, skillPer, cureHP)
+        
+    addCureMulti = TurnPassive.GetTriggerEffectValue(turnFight, userObj, tagObj, ChConfig.PassiveEff_AddCureMultiBySkillType, curSkill)
+    if addCureMulti:
+        multiValue += addCureMulti / 100.0
+    if multiValue and multiValue != 1:
+        cureHP = int(cureHP * multiValue)
+        GameWorld.DebugLogEx("    治疗倍值: cureHP=%s,multiValue=%s", cureHP, multiValue)
         
     hurtShareEff = curSkill.GetEffectByID(ChConfig.SkillEff_HurtShare)
     if hurtShareEff:
         tagCnt = max(1, len(curSkill.GetTagObjList()))
         cureHP = cureHP / tagCnt
-        GameWorld.DebugLog("    目标均摊治疗: cureHP=%s,tagCnt=%s" % (cureHP, tagCnt))
+        GameWorld.DebugLogEx("    目标均摊治疗: cureHP=%s,tagCnt=%s", cureHP, tagCnt)
         
     if cureHP < 1:
         cureHP = 1
-        GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
+        GameWorld.DebugLogEx("    保底治疗值: cureHP=%s", cureHP)
     return int(cureHP)
 
 def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
@@ -2613,10 +2855,10 @@
         byBuff = curSkill.GetByBuff()
         if byBuff:
             baseValue = byBuff.GetValue1() + byBuff.GetValue2() * ChConfig.Def_PerPointValue
-            GameWorld.DebugLog("根据buff值: %s" % baseValue)
+            GameWorld.DebugLogEx("根据buff值: %s", baseValue)
     elif calcType == ChConfig.Def_Calc_HarmSelfHP:
         baseValue = curObj.GetHarmSelfHP()
-        GameWorld.DebugLog("根据自残值: %s" % baseValue)
+        GameWorld.DebugLogEx("根据自残值: %s", baseValue)
     elif calcType == ChConfig.Def_Calc_AtkedSkillHurtHP:
         bySkill = curSkill.GetBySkill()
         bySkillID = 0
@@ -2626,7 +2868,7 @@
             for hurtObj in bySkill.GetHurtObjListAll():
                 if curID == hurtObj.GetObjID():
                     baseValue += hurtObj.GetHurtHP()
-        GameWorld.DebugLog("根据最后受击技能伤害: %s,bySkillID=%s" % (baseValue, bySkillID))
+        GameWorld.DebugLogEx("根据最后受击技能伤害: %s,bySkillID=%s", baseValue, bySkillID)
         
     return max(0, baseValue)
 
@@ -2654,24 +2896,23 @@
     
     dHP = defObj.GetHP()
     dMaxHP = defObj.GetMaxHP()
-    GameWorld.DebugLog("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s" 
-                       % (atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP))
+    GameWorld.DebugLogEx("结算dot: atkID=%s,defID=%s,buffID=%s,skillID=%s,ownerID=%s,hurtValue=%s,hurtTypes=%s,dHP=%s/%s", 
+                         atkID, defID, buffID, skillID, ownerID, hurtValue, hurtTypes, dHP, dMaxHP)
     costLayer = kwargs.get("costLayer")
     layer = curBuff.GetLayer()
     if costLayer > 0:
         hurtValue *= min(costLayer, max(1, layer))
-        GameWorld.DebugLog("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s" % (hurtValue, costLayer, layer))
+        GameWorld.DebugLogEx("    消耗buff层伤害: hurtValue=%s,costLayer=%s,layer=%s", hurtValue, costLayer, layer)
     else:
         if layer > 0:
             hurtValue *= layer
-            GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+            GameWorld.DebugLogEx("    多层buff伤害: hurtValue=%s,layer=%s", hurtValue, layer)
     if "FinalDamPer" in kwargs:
         FinalDamPer = kwargs["FinalDamPer"]
         hurtValue *= (10000 + FinalDamPer) / 10000.0
-        GameWorld.DebugLog("    增伤: hurtValue=%s,FinalDamPer=%s" % (hurtValue, FinalDamPer))
+        GameWorld.DebugLogEx("    增伤: hurtValue=%s,FinalDamPer=%s", hurtValue, FinalDamPer)
         
-    poolMgr = ObjPool.GetPoolMgr()
-    useSkill = poolMgr.acquire(BattleObj.PySkill, skillIpyData, atkID)
+    useSkill = BattleObj.PySkill(skillIpyData, atkID)
     useSkill.SetTagObjList([defObj])
     useSkill.SetBatType(ChConfig.TurnBattleType_Dot)
     
@@ -2687,12 +2928,11 @@
     Sync_TurnFightTag(turnFight, useTag, 1)
     
     useSkill.ResetUseRec()
-    poolMgr.release(useSkill)
     return
 
 def Sync_TurnFightTag(turnFight, useTag, sign):
     ## 通知技能标签
-    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCTurnFightTag)
+    clientPack = ChPyNetSendPack.tagSCTurnFightTag()
     clientPack.Tag = useTag
     clientPack.Len = len(clientPack.Tag)
     clientPack.Sign = sign
@@ -2703,8 +2943,7 @@
     ## 通知释放技能
     bySkill = useSkill.GetBySkill()
     relatedSkillID = bySkill.GetSkillID() if bySkill else 0
-    poolMgr = ObjPool.GetPoolMgr()
-    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkill)
+    clientPack = ChPyNetSendPack.tagSCUseSkill()
     clientPack.ObjID = curBatObj.GetID()
     clientPack.PMType = GetPMType(curBatObj, useSkill)
     clientPack.BattleType = useSkill.GetBatType()
@@ -2715,7 +2954,7 @@
     # 技能的主要伤害
     clientPack.HurtList = []
     for hurtObj in useSkill.GetHurtObjList():
-        hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+        hurt = ChPyNetSendPack.tagSCUseSkillHurt()
         hurt.ObjID = hurtObj.GetObjID()
         hurt.AttackTypes = hurtObj.GetHurtTypes()
         hurt.HurtHP = hurtObj.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2727,7 +2966,7 @@
         hurt.HurtListEx = []
         # 单个伤害的额外伤害,如弹射+平摊伤害
         for hurtObjEx in hurtObj.GetHurtObjListEx():
-            hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+            hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
             hurtEx.ObjID = hurtObjEx.GetObjID()
             hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
             hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2742,7 +2981,7 @@
     # 技能的额外伤害,如常规技能的平摊伤害
     clientPack.HurtListEx = []
     for hurtObjEx in useSkill.GetHurtObjListEx():
-        hurtEx = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurtEx)
+        hurtEx = ChPyNetSendPack.tagSCUseSkillHurtEx()
         hurtEx.ObjID = hurtObjEx.GetObjID()
         hurtEx.AttackTypes = hurtObjEx.GetHurtTypes()
         hurtEx.HurtHP = hurtObjEx.GetHurtHP() % ChConfig.Def_PerPointValue
@@ -2757,7 +2996,7 @@
     if not clientPack.HurtList:
         for tagObj in useSkill.GetTagObjList():
             tagID = tagObj.GetID()
-            hurt = poolMgr.acquire(ChPyNetSendPack.tagSCUseSkillHurt)
+            hurt = ChPyNetSendPack.tagSCUseSkillHurt()
             hurt.ObjID = tagID
             hurt.CurHP = tagObj.GetHP() % ChConfig.Def_PerPointValue
             hurt.CurHPEx = tagObj.GetHP() / ChConfig.Def_PerPointValue
@@ -2779,8 +3018,7 @@
     if attrID not in ChConfig.CDBRefresh_AttrIDDict:
         return
     refreshType, isBig = ChConfig.CDBRefresh_AttrIDDict[attrID]
-    poolMgr = ObjPool.GetPoolMgr()
-    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCObjPropertyRefreshView)
+    clientPack = ChPyNetSendPack.tagSCObjPropertyRefreshView()
     clientPack.ObjID = curBatObj.GetID()
     clientPack.RefreshType = refreshType
     clientPack.AttackTypes = hurtTypes    
@@ -2802,7 +3040,7 @@
 
 def Sync_HPRefresh(turnFight, curBatObj):
     hp, maxHP = curBatObj.GetHP(), curBatObj.GetMaxHP()
-    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagSCObjHPRefresh)
+    clientPack = ChPyNetSendPack.tagSCObjHPRefresh()
     clientPack.ObjID = curBatObj.GetID()
     clientPack.HP = hp % ShareDefine.Def_PerPointValue
     clientPack.HPEx = hp / ShareDefine.Def_PerPointValue

--
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