From ab3c1e29995e5bae442a06bbd8c4ae821efe88d0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 27 十一月 2025 11:11:46 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化被动buff触发有效效果逻辑;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  136 ++++++++++++++++++++++++++++++---------------
 1 files changed, 90 insertions(+), 46 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 5323c9b..04cd13e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -45,7 +45,7 @@
     ## 是否无视防御
     return useSkill.GetHurtType() / 10 == 1 # 2为真伤,待扩展
 
-def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None):
+def OnUseSkill(turnFight, curBatObj, useSkill, tagObjList=None, batType=ChConfig.TurnBattleType_Normal, bySkill=None, byBuff=None, comboLimit=False, atkBackTag=None, **kwargs):
     '''使用技能通用入口
     @param useSkill: 使用的技能,注意并不一定是身上的技能,可能只是 SkillData 表数据
     @param bySkill: 由哪个技能额外触发的,比如附加触发的技能或被动技能均可能由某个技能触发
@@ -92,6 +92,16 @@
     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:
+            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)
+                otherSkill = curBatObj.GetSkillManager().FindSkillByID(otherSkillID)
+                if not otherSkill:
+                    otherSkill = IpyGameDataPY.GetIpyGameData("Skill", otherSkillID)
+                if otherSkill:
+                    OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
         return
     
     oneActionUseCnt = turnFight.GetOneActionUseSkillCnt(objID)
@@ -153,7 +163,7 @@
         
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
-        __doAddBuff(turnFight, curBatObj, useSkill)
+        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
     else:
         __doUseSkill(turnFight, curBatObj, useSkill)
         
@@ -608,7 +618,7 @@
     #    return False
     return True
 
-def __doAddBuff(turnFight, curBatObj, useSkill):
+def __doAddBuff(turnFight, curBatObj, useSkill, **kwargs):
     #执行添加buff
     
     #光环技能,需先添加施法者
@@ -616,14 +626,14 @@
         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))
-        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj, **kwargs):
             for tagBatObj in useSkill.GetTagObjList():
                 if tagBatObj.GetID() == curBatObj.GetID():
                     continue
-                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+                TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
     else:
         for tagBatObj in useSkill.GetTagObjList():
-            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj)
+            TurnBuff.OnAddBuff(turnFight, tagBatObj, useSkill, buffOwner=curBatObj, **kwargs)
         
     return
 
@@ -643,7 +653,7 @@
         SkillModule_2(turnFight, curBatObj, useSkill)
     # 复活
     elif atkType == 3:
-        pass
+        SkillModule_3(turnFight, curBatObj, useSkill)
     # 多次攻击(锁目标多次伤害,非前端的多段飘血)
     elif atkType == 4:
         pass
@@ -722,7 +732,7 @@
     curBatObj.SetHarmSelfHP(harmHP) # 无视实际扣血量,直接更新
     
     # 单独通知前端表现
-    hurtTypes = pow(2, ChConfig.HurtType_HarmSelf)
+    hurtTypes = pow(2, ChConfig.HurtAtkType_HarmSelf)
     diffType, diffValue = 0, lostHP
     skillID = relatedSkillID = useSkill.GetSkillID()
     Sync_PropertyRefreshView(turnFight, curBatObj, ChConfig.AttrID_HP, updHP, diffValue, diffType, skillID, relatedSkillID, hurtTypes)
@@ -849,6 +859,27 @@
         
     return
 
+def SkillModule_3(turnFight, curBatObj, useSkill):
+    ## 复活
+    
+    skillPer = useSkill.GetSkillPer()
+    for tagBatObj in useSkill.GetTagObjList():
+        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill) # 复活后的血量百分比
+        
+        dID = tagBatObj.GetID()
+        dMapHP = tagBatObj.GetMaxHP()
+        cureHP = int(dMapHP * skillPer / 10000.0)
+        tagBatObj.SetRevive(cureHP)
+        
+        hurtObj = useSkill.AddHurtObj(dID)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
+        hurtObj.SetHurtHP(cureHP)
+        hurtObj.SetLostHP(cureHP)
+        hurtObj.SetCurHP(tagBatObj.GetHP())
+        GameWorld.DebugLog("    复活: dID=%s,cureHP=%s,skillPer=%s,%s/%s" % (dID, cureHP, skillPer, tagBatObj.GetHP(), dMapHP))
+        
+    return
+
 def DoSkillCureHP(turnFight, atkObj, curSkill, calcCureResults, lostType="", caorenProtectObj=None, isManyTimes=False):
     '''结算技能治疗
     @param calcCureResults: 技能公式计算后的伤害结果 [[tagBatObj, cureHP, poisonCureOwner], ...]
@@ -861,8 +892,9 @@
     for tagBatObj, cureHP, poisonCureOwner in calcCureResults:
         # 汇总毒奶
         if poisonCureOwner:
-            hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
-            hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+            hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+            hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
             hurtValue = cureHP
             hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, tagBatObj, hurtValue, hurtTypes)
             calcHurtResults.append([tagBatObj, hurtValue, hurtTypes, immuneHurt])
@@ -878,7 +910,7 @@
         tagBatObj.SetHP(remainHP)
         
         hurtObj = curSkill.AddHurtObj(dID)
-        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(tagBatObj.GetHP())
@@ -921,7 +953,7 @@
     defID = defObj.GetID()
     
     # 结算需要同步标签
-    useTag = "Skill_%s_%s_Cot" % (atkID, skillID)
+    useTag = "Skill_%s_%s_Cot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
     Sync_TurnFightTag(turnFight, useTag, 0)
     
     dHP = defObj.GetHP()
@@ -946,8 +978,9 @@
     if poisonCureOwner:
         GameWorld.DebugLog("本次治疗为毒奶: cureHP=%s" % cureHP)
         hurtValue = cureHP
-        hurtTypes = pow(2, ChConfig.HurtTYpe_Cure)
-        hurtTypes |= pow(2, ChConfig.HurtType_PoisonCureHurt)
+        hurtTypes = pow(2, ChConfig.HurtAtkType_Cure)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Hurt)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_PoisonCureHurt)
         hurtValue, hurtTypes, immuneHurt = CalcHurtWithBuff(turnFight, poisonCureOwner, defObj, hurtValue, hurtTypes)
         calcHurtResults = [[defObj, hurtValue, hurtTypes, immuneHurt]]
         DoSkillHurtHP(turnFight, poisonCureOwner, useSkill, calcHurtResults, "PoisonCOT")
@@ -957,7 +990,7 @@
         defObj.SetHP(remainHP)
         
         hurtObj = useSkill.AddHurtObj(defID)
-        hurtObj.AddHurtType(ChConfig.HurtTYpe_Cure)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Cure)
         hurtObj.SetHurtHP(cureHP)
         hurtObj.SetLostHP(realCureHP)
         hurtObj.SetCurHP(defObj.GetHP())
@@ -1164,7 +1197,7 @@
     for hurtObj in useSkill.GetHurtObjListAll():
         if hurtObj.GetObjID() != tagID:
             continue
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry): # 格挡时可反击
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry): # 格挡时可反击
             canAtkBack = True
             break
         
@@ -1252,40 +1285,45 @@
     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
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
         tagObj = batObjMgr.getBatObj(hurtObjID)
         if not tagObj:
             continue
-        if not hurtObj.HaveHurtType(ChConfig.HurtTYpe_Cure) and not hurtObj.HaveHurtType(ChConfig.HurtType_Immune) \
+        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)
             
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Normal):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Hurt):
             totalHurtValue += hurtObj.GetHurtHP()
             if hurtObj.GetLostHP() > 0: # 有掉血的
                 if hurtObjID not in beHurtObjIDList:
                     beHurtObjIDList.append(hurtObjID)
                     
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Miss):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Miss):
             if hurtObjID not in missObjIDList:
                 missObjIDList.append(hurtObjID)
             DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Miss, relatedSkillID)
             
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Immune):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Revive):
+            if tagObj not in reviveObjList:
+                reviveObjList.append(tagObj)
+                
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Immune):
             if hurtObjID not in immuneObjIDList:
                 immuneObjIDList.append(hurtObjID)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Parry):
             DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
             if hurtObjID not in parryObjIDList:
                 parryObjIDList.append(hurtObjID)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
             if hurtObjID not in superHitObjIDList:
                 superHitObjIDList.append(hurtObjID)
                 
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
             if hurtObjID not in stunObjIDList:
                 stunObjIDList.append(hurtObjID)
                 
@@ -1345,12 +1383,23 @@
                         # 己方单位死亡时
                         else:
                             TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendDie, dieObj, connSkill=useSkill)
-                            
+                 
+    # 复活时
+    for tagObj in reviveObjList:
+        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Revive, curObj, connSkill=useSkill)
+        TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_InBattlefield, curObj, connSkill=useSkill)
+        
     triggerOne = False
     batType = useSkill.GetBatType()
     isAttackDirect = (isUseSkill and SkillCommon.isAttackDirectSkill(useSkill)) # 是否直接攻击
     for tagObj in tagObjListAll:
         tagID = tagObj.GetID()
+        
+        # 闪避
+        if tagID in missObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+            
         if tagID in effIgnoreObjIDList:
             continue
         
@@ -1397,14 +1446,9 @@
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
             
         # 格挡
-        if tagID in missObjIDList:
+        if tagID in parryObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
-            
-        # 闪避
-        if tagID in missObjIDList:
-            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
-            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
             
         # 连击
         if batType == ChConfig.TurnBattleType_Combo:
@@ -1643,7 +1687,7 @@
     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):
+def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None, **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
@@ -1684,17 +1728,17 @@
         if not tagObj:
             return
         tagID = tagObj.GetID()
-        if not tagObj.IsAlive():
+        if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
             GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
             return
         if happenRate and not GameWorld.CanHappen(happenRate, ChConfig.Def_MaxRateValue):
             GameWorld.DebugLog("    概率不触发: tagID=%s,happenRate=%s" % (tagID, happenRate))
             return
         passiveTagObjList = [tagObj]
-        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, 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)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
@@ -1739,9 +1783,9 @@
         if GameWorld.CanHappen(missRate):
             GameWorld.DebugLog("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.HurtType_Miss)
+            return 0, pow(2, ChConfig.HurtAtkType_Miss)
         
-    hurtTypes = pow(2, ChConfig.HurtType_Normal)
+    hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
     
     isSuperHit, isParry, isStun = False, False, False
     aSuperDamPer, dSuperDamPerDef = 0, 0
@@ -1755,7 +1799,7 @@
         isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
-        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_SuperHit)
         aSuperDamPer = IpyGameDataPY.GetFuncCfg("SuperHitCfg", 2) * 10000
         aSuperDamPer += atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
         aSuperDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SuperDamPer, curSkill)
@@ -1764,14 +1808,14 @@
         GameWorld.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
         
     if isParry:
-        hurtTypes |= pow(2, ChConfig.HurtType_Parry)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Parry)
         
     if ignoreDef:
         GameWorld.DebugLog("无视防御/真实伤害!")
-        hurtTypes |= pow(2, ChConfig.HurtType_IgnoreDef)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_IgnoreDef)
         
     if isStun:
-        hurtTypes |= pow(2, ChConfig.HurtType_Stun)
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Stun)
         
     #参与运算的数值
     #rand = random.random()                #种子数 0~1
@@ -1998,7 +2042,7 @@
     
     hurtValue = int(hurtValue)
     if defObj.CheckInState(ChConfig.BatObjState_Wudi):
-        hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+        hurtTypes |= pow(2, ChConfig.HurtAtkType_Immune) # 添加免疫
         immuneHurt = hurtValue
         hurtValue = 0
         return hurtValue, hurtTypes, immuneHurt
@@ -2127,7 +2171,7 @@
         immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0) # 因为有标记-1值,所以加max
         # 主要目标的免疫标记外层已经处理,仅额外处理标记曹仁防护
         if caorenProtectID == tagID:
-            hurtTypes |= pow(2, ChConfig.HurtType_CaorenProtect) # 标记受到曹仁防护,前端表现需要
+            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))
@@ -2139,11 +2183,11 @@
         tagObj = batObjMgr.getBatObj(tagID)
         if not tagObj:
             continue
-        hurtTypes = pow(2, ChConfig.HurtType_Normal)
+        hurtTypes = pow(2, ChConfig.HurtAtkType_Hurt)
         finalHurt = int(hurtValueDict.pop(tagID, 0))
         immuneHurt = max(int(immuneHurtDict.pop(tagID, 0)), 0)
         if immuneHurt > 0:
-            hurtTypes |= pow(2, ChConfig.HurtType_Immune) # 添加免疫
+            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))
         if finalHurt > 0 or immuneHurt > 0: # 额外目标有受伤或免疫才算
@@ -2454,7 +2498,7 @@
         GameWorld.DebugLog("    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.HurtType_PoisonCureSuck)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_PoisonCureSuck)
         hurtObj.SetSuckHP(hurtValue) # 如果前端有需要表现免疫吸血毒奶,可以判断吸血毒奶下该值为0代表免疫
         return
     
@@ -2577,7 +2621,7 @@
     defID = defObj.GetID()
     
     # 结算需要同步标签
-    useTag = "Skill_%s_%s_Dot" % (atkID, skillID)
+    useTag = "Skill_%s_%s_Dot_%s" % (atkID, skillID, atkObj.GetIncrementValue())
     Sync_TurnFightTag(turnFight, useTag, 0)
     
     dHP = defObj.GetHP()

--
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