From b27f7fab174b3b397ad5f3306d66e19d5ba0f2a4 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 十二月 2025 14:35:59 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复NPC等级不存在时导致取不到HeroID的bug)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  840 +++++++++++++++++++++++++++++++++++++++--------------------
 1 files changed, 553 insertions(+), 287 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 70c820a..0ba5348 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
@@ -61,19 +61,27 @@
         return
     
     if not curBatObj.IsAlive():
-        return
-    
+        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive and useSkill.GetTagAim() == ChConfig.SkillTagAim_Self:
+            GameWorld.DebugLogEx("死亡时使用复活自己的技能! skillID=%s", skillID)
+        else:
+            triggerWay = kwargs.get("triggerWay", 0)
+            if triggerWay in ChConfig.DeadCanTriggerWayList:
+                GameWorld.DebugLogEx("死亡可触发的方式触发技能可释放! skillID=%s,triggerWay=%s", skillID, triggerWay)
+            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):
@@ -85,24 +93,51 @@
         rate = useSkill.GetHappenRate()
         if rate:
             rate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, useSkill)
+            isRemove = False
             for tagObj in tagObjList[::-1]:
-                if not GameWorld.CanHappen(rate, ChConfig.Def_MaxRateValue):
+                if not curBatObj.IsSkillCanHappen(skillID, rate):
                     tagObjList.remove(tagObj)
-                    
+                    isRemove = True
+                    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 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)
+        GameWorld.DebugLogEx("找不到技能目标! skillID=%s,mapID=%s,funcLineID=%s", skillID, turnFight.mapID, turnFight.funcLineID, turnFight.getReqPlayerID())
+        if useSkill.GetSkillType() == ChConfig.Def_SkillType_Revive:
+            otherEff = useSkill.GetEffectByID(ChConfig.SkillEff_ReviveNoUse)
+            if otherEff:
+                otherSkillID = otherEff.GetEffectValue(0)
+                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)
+                if otherSkill:
+                    OnUseSkill(turnFight, curBatObj, otherSkill, None, batType, bySkill, byBuff, comboLimit, atkBackTag, **kwargs)
         return
     
     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):
+        maxXP = IpyGameDataPY.GetFuncCfg("AngerXP", 2)
+        angerOverflow = max(curXP - maxXP, 0)
+        curBatObj.SetAngerOverflow(angerOverflow)
+    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,oneActionUseCnt=%s" 
-                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), 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()
@@ -141,7 +176,7 @@
         
     #这个技能是Buff
     if SkillCommon.IsBuff(useSkill):
-        __doAddBuff(turnFight, curBatObj, useSkill)
+        __doAddBuff(turnFight, curBatObj, useSkill, **kwargs)
     else:
         __doUseSkill(turnFight, curBatObj, useSkill)
         
@@ -176,47 +211,55 @@
     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
 
 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_CleanBuff]:
+    if useSkill.GetSkillType() in [ChConfig.Def_SkillType_Atk, ChConfig.Def_SkillType_Cure, ChConfig.Def_SkillType_Revive, ChConfig.Def_SkillType_CleanBuff]:
         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
@@ -235,12 +278,12 @@
     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
@@ -258,10 +301,10 @@
         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()
@@ -326,11 +369,11 @@
                     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]
@@ -350,12 +393,12 @@
                 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]
@@ -368,39 +411,33 @@
     # 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:
         atkBackTagFrist = False
-        relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
-        sortObjList = [] # 优先灼烧目标,再对位
-        for aimObj in aimObjList:
-            sortValue = 0
-            buffMgr = aimObj.GetBuffManager()
-            if buffMgr.FindBuffListByState(ChConfig.BatObjState_Burn) or buffMgr.FindBuffListByState(ChConfig.BatObjState_BurnPlus):
-                sortValue = 2
-            elif relativeObj and relativeObj.GetID() == aimObj.GetID():
-                sortValue = 1
-            sortObjList.append([sortValue, aimObj])
-        sortObjList.sort(reverse=True)
-        aimObjList = [s[1] for s in sortObjList]
+        aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_Burn, ChConfig.BatObjState_BurnPlus])
+        
+    # 承伤盾目标优先
+    elif tagAffect == ChConfig.SkillTagAffect_DamShield:
+        atkBackTagFrist = False
+        aimObjList = __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, [ChConfig.BatObjState_DamShield])
         
     # 仅焚血(毒奶)目标
     elif tagAffect == ChConfig.SkillTagAffect_PoisonCure:
@@ -435,6 +472,20 @@
         aimObjList = aimObjList[:tagCount]
         
     return aimObjList
+
+def __getBuffStateFirst(batObjMgr, curBatObj, posNum, batLineup, aimObjList, checkStateList):
+    ## 获取处于xxbuff状态优先,然后再对位目标
+    relativeObj = __GetRelativeObjDefault(batObjMgr, curBatObj, posNum, batLineup)
+    sortObjList = [] # 优先灼烧目标,再对位
+    for aimObj in aimObjList:
+        sortValue = 0
+        if aimObj.CheckInState(checkStateList):
+            sortValue = 2
+        elif relativeObj and relativeObj.GetID() == aimObj.GetID():
+            sortValue = 1
+        sortObjList.append([sortValue, aimObj])
+    sortObjList.sort(reverse=True)
+    return [s[1] for s in sortObjList]
 
 def CheckChangeTagEff(turnFight, curBatObj, useSkill):
     ## 技能自身设定强制修改目标,目前暂定优先级最高,无视软控
@@ -496,12 +547,12 @@
         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]
@@ -582,36 +633,37 @@
         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
     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
     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))
-        if TurnBuff.OnAddBuff(turnFight, curBatObj, useSkill, buffOwner=curBatObj):
+        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():
                     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
 
 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)
     
     # 通用攻击
@@ -622,7 +674,7 @@
         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
@@ -644,6 +696,38 @@
         
     return
 
+def __doStealBuff(turnFight, curBatObj, useSkill):
+    ## 施法前偷取buff
+    stealEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillStealBuff)
+    if not stealEff:
+        return
+    buffState = stealEff.GetEffectValue(0) # buff状态
+    stealCnt = stealEff.GetEffectValue(1) # 偷取个数 0-全部;>0-个数
+    isAll = True if stealCnt == 0 else False
+    
+    for tagObj in useSkill.GetTagObjList():
+        if not isAll and stealCnt <= 0:
+            break
+        tagBuffList = tagObj.GetBuffManager().FindBuffListByState(buffState)
+        if not tagBuffList:
+            continue
+        
+        if not isAll and len(tagBuffList) > stealCnt:
+            random.shuffle(tagBuffList) # 随机
+            
+        for tagBuff in tagBuffList:
+            skillID = tagBuff.GetSkillID()
+            buffOwner = curBatObj
+            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
+            stealCnt -= 1
+            TurnBuff.CopyBuff(turnFight, curBatObj, addBuff, tagBuff, useSkill, True, refreshTimeLayer=False)
+            TurnBuff.DoBuffDel(turnFight, tagObj, tagBuff, relatedSkill=useSkill)
+            
+    return
+
 def __doHarmSelf(turnFight, curBatObj, useSkill):
     ## 施法前自残
     harmEff = useSkill.GetEffectByID(ChConfig.SkillEff_UseSkillHarmSelf)
@@ -663,13 +747,13 @@
             
     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", 
+                         curHP, maxHP, harmPer, harmHP, lostHP, updHP, noEnoughDo)
     
     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)
@@ -678,19 +762,33 @@
 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))
+        
     # 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)
         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):
     ## 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, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, hurtValue, hurtTypes)
@@ -731,7 +829,7 @@
         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
@@ -745,7 +843,7 @@
         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):
@@ -796,6 +894,41 @@
         
     return
 
+def SkillModule_3(turnFight, curBatObj, useSkill):
+    ## 复活
+    
+    initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
+    xpMax = IpyGameDataPY.GetFuncCfg("AngerXP", 2) 
+    for tagBatObj in useSkill.GetTagObjList():
+        skillPer = useSkill.GetSkillPer()
+        skillPer += GetAddSkillPer(turnFight, curBatObj, tagBatObj, useSkill)
+        
+        reviveHPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveHPPer)
+        reviveHPPer += skillPer
+        reviveHPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveHPPer, useSkill)
+        
+        reviveXPPer = tagBatObj.GetBatAttrValue(ChConfig.AttrID_ReviveXPPer)
+        reviveXPPer += TurnPassive.GetTriggerEffectValue(turnFight, tagBatObj, curBatObj, ChConfig.AttrID_ReviveXPPer, useSkill)
+        
+        dID = tagBatObj.GetID()
+        dMapHP = tagBatObj.GetMaxHP()
+        
+        cureHP = int(dMapHP * reviveHPPer / 10000.0)
+        xp = initXP + int(xpMax * reviveXPPer / 10000.0)
+        
+        tagBatObj.SetRevive(cureHP)
+        tagBatObj.SetXP(xp, False)
+        
+        hurtObj = useSkill.AddHurtObj(dID)
+        hurtObj.AddHurtType(ChConfig.HurtAtkType_Revive)
+        hurtObj.SetHurtHP(cureHP)
+        hurtObj.SetLostHP(cureHP)
+        hurtObj.SetCurHP(tagBatObj.GetHP())
+        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
+
 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], ...]
@@ -808,8 +941,9 @@
     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])
@@ -825,11 +959,11 @@
         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())
-        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)
         
@@ -868,21 +1002,21 @@
     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()
     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)
@@ -891,10 +1025,11 @@
     
     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.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")
@@ -904,17 +1039,17 @@
         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())
-        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)
         
     Sync_UseSkill(turnFight, atkObj, useSkill)
     
-    DoBeAttackResult(turnFight, atkObj, useSkill)
+    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
     
     # 通知结束标签
     Sync_TurnFightTag(turnFight, useTag, 1)
@@ -939,8 +1074,8 @@
     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():
         
@@ -952,7 +1087,7 @@
             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
@@ -962,7 +1097,7 @@
             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
@@ -974,7 +1109,7 @@
             diffValue = GetEnhanceXP(tagBatObj, calcValue)
             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:
@@ -983,7 +1118,7 @@
         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
@@ -1005,14 +1140,15 @@
     if useSkill.GetCoolDownTime():
         useSkill.SetRemainTime(useSkill.GetCoolDownTime())
         
+    __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)
     
-    DoBeAttackResult(turnFight, curBatObj, useSkill, True)
+    DoBeAttackResult(turnFight, curBatObj, useSkill)
     return
 
 def DoCombo(turnFight, atkObj, useSkill):
@@ -1053,7 +1189,7 @@
         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
         
@@ -1067,11 +1203,11 @@
     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
@@ -1094,29 +1230,29 @@
     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
     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
         
     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
@@ -1124,7 +1260,7 @@
     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()
@@ -1133,17 +1269,17 @@
         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, isUseSkill=False):
+def DoBeAttackResult(turnFight, curObj, useSkill, curBuff=None):
     '''被攻击结果
     @param curObj: 施法方或buff归属方
-    @param isUseSkill: 是否是直接使用技能的攻击结果,否则视为持续性的
     '''
     
     #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
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(useSkill)
     isAngerSkill = SkillCommon.isAngerSkill(useSkill)
     
@@ -1195,42 +1331,52 @@
         
     # 统计伤血,可能单个技能对同一目标造成多次伤害
     totalHurtValue = 0
-    isSuperHit, isStun, isSuckHP = False, False, False
+    isSuckHP = False
     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 hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
-            isSuperHit = True
-            
-        if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
-            isStun = True
-            
+            if hurtObjID not in parryObjIDList:
+                parryObjIDList.append(hurtObjID)
+                
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_SuperHit):
+            if hurtObjID not in superHitObjIDList:
+                superHitObjIDList.append(hurtObjID)
+                
+        if hurtObj.HaveHurtType(ChConfig.HurtAtkType_Stun):
+            if hurtObjID not in stunObjIDList:
+                stunObjIDList.append(hurtObjID)
+                
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
@@ -1239,9 +1385,9 @@
         curObj.SetLastHurtValue(totalHurtValue)
         
     # 群攻只触发一次特长
-    if isSuperHit:
+    if superHitObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuperHit, relatedSkillID)
-    if isStun:
+    if stunObjIDList:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_Stun, relatedSkillID)
     if isSuckHP:
         DoHeroSpecialty(turnFight, curObj, ChConfig.HeroSpecialty_SuckHP, relatedSkillID)
@@ -1272,6 +1418,9 @@
         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)
+            
         for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
             batFaction = turnFight.getBatFaction(faction)
             for lineupNum in batFaction.lineupDict.keys():
@@ -1287,12 +1436,26 @@
                         # 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:
+        # 同步最新的怒气及buff,血量已经在技能中通知了
+        tagObj.SetXP(tagObj.GetXP())
+        TurnBuff.DoBuffByRevive(turnFight, tagObj)
+        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
         
@@ -1302,31 +1465,59 @@
         if tagID in beHurtObjIDList:
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeHurt, curObj, connSkill=useSkill)
             
+        #  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:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
+            
+        # 额外目标不再触发以下内容
+        if isExObj:
+            continue
+        
         # 直接攻击
-        if isAttackDirect and not isExObj:
+        if isAttackDirect:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirectOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AttackOverDirect, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAttackedDirect, curObj, connSkill=useSkill)
         # 持续伤害
         elif not isAttackDirect:
-            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAnyEffect, curObj, connSkill=useSkill)
             # 受到持续伤害
-            if tagID in beHurtObjIDList and not isExObj:
+            if tagID in beHurtObjIDList:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeDOTHurt, curObj, connSkill=useSkill)
                 
         # 使用技能后
-        if isUseSkill and not isExObj:
+        if isUseSkill:
             if not triggerOne:
                 TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOverOne, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_UseSkillOver, tagObj, connSkill=useSkill)
             
+        # 击晕
+        if tagID in stunObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Stun, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeStun, curObj, connSkill=useSkill)
+            
+        # 暴击
+        if tagID in superHitObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_SuperHit, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeSuperHit, curObj, connSkill=useSkill)
+            
+        # 格挡
+        if tagID in parryObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+            
         # 连击
-        if batType == ChConfig.TurnBattleType_Combo and not isExObj:
+        if batType == ChConfig.TurnBattleType_Combo:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Combo, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeCombo, curObj, connSkill=useSkill)
         # 追击
-        elif batType == ChConfig.TurnBattleType_Pursue and not isExObj:
+        elif batType == ChConfig.TurnBattleType_Pursue:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_Pursue, tagObj, connSkill=useSkill)
             TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BePursue, curObj, connSkill=useSkill)
+        # 反击
+        elif batType == ChConfig.TurnBattleType_AtkBack:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_AtkBack, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_BeAtkBack, curObj, connSkill=useSkill)
             
         triggerOne = True # 设置已经触发过一次
         
@@ -1379,7 +1570,7 @@
         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):
@@ -1389,13 +1580,13 @@
     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:
@@ -1405,7 +1596,7 @@
     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):
@@ -1422,7 +1613,7 @@
     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
 
@@ -1434,7 +1625,7 @@
         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):
@@ -1450,7 +1641,7 @@
                 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)
@@ -1469,12 +1660,13 @@
 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)
-    GameWorld.DebugLog("额外触发的技能: enhanceSkillID=%s,checkInStateList=%s,checkHeroJob=%s" % (enhanceSkillID, checkInStateList, checkHeroJob))
+    checkHeroSex = curEffect.GetEffectValue(3)
+    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)
@@ -1486,33 +1678,37 @@
         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()
-        enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID())
+        if enhanceRate:
+            enhanceRate += TurnPassive.GetTriggerEffectValue(turnFight, curBatObj, None, ChConfig.PassiveEff_AddSkillRate, connSkillTypeID=enhanceSkillData.GetSkillTypeID(), connSkillID=enhanceSkillID)
         enchanceTagObjList = []
         for tagObj in tagObjList:
             tagID = tagObj.GetID()
             if not tagObj.IsAlive():
-                GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+                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 enhanceRate and enhanceRate != ChConfig.Def_MaxRateValue and not GameWorld.CanHappen(enhanceRate, ChConfig.Def_MaxRateValue):
-                GameWorld.DebugLog("    概率不触发: tagID=%s,enhanceRate=%s" % (tagID, enhanceRate))
+            if checkHeroSex and checkHeroSex != tagObj.GetSex():
+                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.DebugLogEx("    概率不触发: tagID=%s,enhanceRate=%s", tagID, enhanceRate)
                 continue
             
             enchanceTagObjList.append(tagObj)
@@ -1523,9 +1719,9 @@
         return
     
     # 只执行一次,防止群攻时额外触发多次
-    GameWorld.DebugLog("重新锁定目标! enhanceSkillID=%s" % enhanceSkillID)
-    if checkInStateList or checkHeroJob:
-        inState, haveJob = False, False
+    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:
             tagID = tagObj.GetID()
             if tagID in effIgnoreObjIDList:
@@ -1534,18 +1730,23 @@
                 inState = True
             if not haveJob and checkHeroJob and checkHeroJob == tagObj.GetJob():
                 haveJob = True
+            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.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):
+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
+    @param passiveSkill: 释放的被动技能 或 技能ID
     @param connSkill: 由什么技能引起的
     @param effSkillID: 被动效果所属的技能ID
     @param effectID: 被动效果ID
@@ -1553,6 +1754,14 @@
     '''
     if not passiveSkill:
         return
+    if isinstance(passiveSkill, int):
+        passiveSkillID = passiveSkill
+        passiveSkill = batObj.GetSkillManager().FindSkillByID(passiveSkillID)
+        if not passiveSkill:
+            passiveSkill = IpyGameDataPY.GetIpyGameData("Skill", passiveSkillID)
+        if not passiveSkill:
+            return
+        
     bySkillID = 0
     if connSkill:
         bySkillID = connSkill.GetSkillID()
@@ -1560,33 +1769,40 @@
         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:
-        happenRate = passiveSkill.GetHappenRate()
-        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))
+    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.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():
-            GameWorld.DebugLog("    已被击杀不触发: tagID=%s" % (tagID))
+        if not tagObj.IsAlive() and passiveSkill.GetSkillType() != ChConfig.Def_SkillType_Revive:
+            GameWorld.DebugLogEx("    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))
+        if not batObj.IsSkillCanHappen(passiveSkillID, 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)
+        isOK = OnUseSkill(turnFight, batObj, passiveSkill, passiveTagObjList, batType=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
+    elif tagAim == ChConfig.SkillTagAim_MainSkillEx:
+        if not connSkill:
+            return
+        passiveTagObjList = connSkill.GetTagObjList()
+        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)
+        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=ChConfig.TurnBattleType_Passive, bySkill=connSkill, byBuff=connBuff, **kwargs)
         
     return isOK
 
@@ -1594,7 +1810,7 @@
     '''按公式计算伤害,默认按攻击计算
     '''
     
-    mapID = turnFight.mapID
+    #mapID = turnFight.mapID
     skillID = curSkill.GetSkillID()
     pmType = GetPMType(atkObj, curSkill)
     ignoreDef = IsIgnoreDef(curSkill)
@@ -1603,7 +1819,7 @@
     changeHurtType = TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_ChangeHurtType, 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()
@@ -1612,16 +1828,15 @@
     isTurnNormalSkill = SkillCommon.isTurnNormalSkill(curSkill)
     isAngerSkill = SkillCommon.isAngerSkill(curSkill)
     isDot = ("damageoftime" in kwargs)
-    angerOverflow = 0 # 怒气溢出值
     
     mustHit = False # 是否必命中
     if not isTurnNormalSkill: # 仅普攻判断是否闪避
         mustHit = True
         
+    angerOverflow = atkObj.GetAngerOverflow() # 怒气溢出值
     if isAngerSkill:
         curXP = atkObj.GetXP()
-        angerOverflow = max(atkObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        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():
@@ -1630,11 +1845,11 @@
         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.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
@@ -1648,21 +1863,23 @@
         isStun = CanStun(turnFight, atkObj, defObj, curSkill) # 是否击晕
         
     if isSuperHit:
-        hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
-        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        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)
         
-        dSuperDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+        dSuperDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPerDef)
+        GameWorld.DebugLogEx("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)
+        GameWorld.DebugLogEx("无视防御/真实伤害!")
+        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
@@ -1691,8 +1908,16 @@
         
         dAngerSkillPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_AngerSkillPerDef) # 怒技减伤
         
-    aAddSkillPer = 0 # 技能增伤
-    aAddSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_SkillPer, curSkill)
+    aDOTPer, dDOTPerDef = 0, 0
+    if isDot:
+        aDOTPer = atkObj.GetBatAttrValue(ChConfig.AttrID_DOTPer)
+        dDOTPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_DOTPerDef)
+        GameWorld.DebugLogEx("aDOTPer=%s,dDOTPerDef=%s", aDOTPer, dDOTPerDef)
+        
+    #aAddSkillPer = 0 # 技能增伤
+    aBatDamPer, dBatDamPerDef = 0, 0 # 战斗增减伤
+    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.AttrID_BatDamPer, curSkill)
+    aBatDamPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddBatDamPerByTagLostHP, curSkill)
     
     # 物法增减伤
     if pmType == IPY_GameWorld.ghtMag: # 法伤
@@ -1702,18 +1927,32 @@
         aPMDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPer) 
         dPMDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PhyDamPerDef)
         
-    aComboDamPer = 0 # 连击增伤
+    # 阵营增减伤
+    aCountry = atkObj.GetCountry()
+    dCountry = defObj.GetCountry()
+    countryAttrIDDict = {1:[ChConfig.AttrID_WeiFinalDamPer, ChConfig.AttrID_WeiFinalDamPerDef], 
+                         2:[ChConfig.AttrID_ShuFinalDamPer, ChConfig.AttrID_ShuFinalDamPerDef],
+                         3:[ChConfig.AttrID_WuFinalDamPer, ChConfig.AttrID_WuFinalDamPerDef],
+                         4:[ChConfig.AttrID_QunFinalDamPer, ChConfig.AttrID_QunFinalDamPerDef],
+                         }
+    aCountryDamPer = atkObj.GetBatAttrValue(countryAttrIDDict.get(dCountry, [0, 0])[0])
+    dCountryDamPerDef = defObj.GetBatAttrValue(countryAttrIDDict.get(aCountry, [0, 0])[1])
+    
+    aComboDamPer, dComboDamPerDef = 0, 0 # 连击增伤
     if batType == ChConfig.TurnBattleType_Combo:
         aComboDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPer)
+        dComboDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_ComboDamPerDef)
         
-    aPursueDamPer = 0 # 追击增伤
+    aPursueDamPer, dPursueDamPerDef = 0, 0 # 追击增伤
     if batType == ChConfig.TurnBattleType_Pursue:
         aPursueDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPer)
+        dPursueDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PursueDamPerDef)
         
-    aArenaDamPer, dArenaDamPerDef = 0, 0 # 竞技增伤、竞技减伤
-    if mapID == ChConfig.Def_FBMapID_ArenaBattle:
-        aArenaDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPer)
-        dArenaDamPerDef = atkObj.GetBatAttrValue(ChConfig.AttrID_ArenaDamPerDef)
+    aPVPDamPer, dPVPDamPerDef = 0, 0 # PVP
+    if turnFight.isPVP() > 0:
+        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+        GameWorld.DebugLogEx("PVP aPVPDamPer=%s,dPVPDamPerDef=%s", aPVPDamPer, dPVPDamPerDef)
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -1721,65 +1960,73 @@
     dNormalSkillPerDef /= 10000.0
     aAngerSkillPer /= 10000.0
     dAngerSkillPerDef /= 10000.0
-    aAddSkillPer /= 10000.0
+    aDOTPer /= 10000.0
+    dDOTPerDef /= 10000.0
+    aBatDamPer /= 10000.0
+    dBatDamPerDef /= 10000.0
     aPMDamPer /= 10000.0
     dPMDamPerDef /= 10000.0
     aSuperDamPer /= 10000.0
     dSuperDamPerDef /= 10000.0
     aFinalDamPer /= 10000.0
     dFinalDamPerDef /= 10000.0
+    aCountryDamPer /= 10000.0
+    dCountryDamPerDef /= 10000.0
     aComboDamPer /= 10000.0
+    dComboDamPerDef /= 10000.0
     aPursueDamPer /= 10000.0
-    aArenaDamPer /= 10000.0
-    dArenaDamPerDef /= 10000.0
+    dPursueDamPerDef /= 10000.0
+    aPVPDamPer /= 10000.0
+    dPVPDamPerDef /= 10000.0
     
     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,aAddSkillPer=%s,aFinalDamPer=%s" 
-                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aAddSkillPer, aFinalDamPer))
+    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", 4))
-        GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
+        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:
         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
@@ -1792,11 +2039,12 @@
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByJob, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffLayer, curSkill)
     atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByDeadTeammate, curSkill)
+    atkSkillPer += TurnPassive.GetTriggerEffectValue(turnFight, atkObj, defObj, ChConfig.PassiveEff_AddSkillPerByBuffState, curSkill)
     return atkSkillPer
 
 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)
@@ -1804,7 +2052,7 @@
     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
 
@@ -1817,7 +2065,7 @@
         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
 
@@ -1831,7 +2079,7 @@
     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
     
@@ -1840,7 +2088,7 @@
     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
@@ -1858,7 +2106,7 @@
     
     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
@@ -1949,10 +2197,10 @@
             
     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():
@@ -1962,8 +2210,8 @@
         # 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
@@ -1974,8 +2222,8 @@
             
             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 = []
@@ -1987,10 +2235,10 @@
         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))
+        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
@@ -1999,18 +2247,18 @@
         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))
+        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):
@@ -2035,8 +2283,8 @@
     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:
@@ -2052,28 +2300,28 @@
         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)
@@ -2086,10 +2334,10 @@
         
         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():
@@ -2099,12 +2347,12 @@
                     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:
@@ -2112,27 +2360,27 @@
             
         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()
@@ -2147,12 +2395,12 @@
                 
             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)
@@ -2160,12 +2408,12 @@
                     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
 
@@ -2188,8 +2436,8 @@
             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
@@ -2216,7 +2464,7 @@
         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:
@@ -2227,20 +2475,20 @@
                 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))
+                GameWorld.DebugLogEx("        删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
                 TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
             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
@@ -2249,8 +2497,8 @@
     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
 
@@ -2273,10 +2521,10 @@
     if bounceHP <= 0:
         return
     
-    GameWorld.DebugLog("    反弹伤害=%s,%s/%s, damBackPer=%s" % (bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer))
+    GameWorld.DebugLogEx("    反弹伤害=%s,%s/%s, damBackPer=%s", bounceHP, atkObj.GetHP(), atkObj.GetMaxHP(), damBackPer)
     bounceHP, _, immuneHurt = CalcHurtWithBuff(turnFight, atkObj, defObj, 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
@@ -2290,8 +2538,21 @@
     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)
+    aCurePer = atkObj.GetBatAttrValue(ChConfig.AttrID_CurePer)
+    
     dSuckHPPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_SuckHPPerDef)
+    dCureDefPer = defObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef)
+    
+    aSuckHPPer /= float(ChConfig.Def_MaxRateValue)
+    aCurePer /= float(ChConfig.Def_MaxRateValue)
+    dSuckHPPerDef /= float(ChConfig.Def_MaxRateValue)
+    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
+    
     suckHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("SuckHPCfg", 1)))
     if suckHP <= 0:
         return
@@ -2302,10 +2563,10 @@
         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.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
     
@@ -2316,7 +2577,8 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+    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)
@@ -2337,21 +2599,20 @@
     
     skillPer += GetAddSkillPer(turnFight, userObj, tagObj, curSkill)
     
-    curePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
-    cureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
-    angerOverflow = 0 # 怒气溢出值
-    if SkillCommon.isAngerSkill(curSkill):
-        angerOverflow = max(userObj.GetXP() - IpyGameDataPY.GetFuncCfg("AngerXP", 2), 0)
-        
+    aCurePer = userObj.GetBatAttrValue(ChConfig.AttrID_CurePer) # 治疗加成
+    dCureDefPer = relativeObj.GetBatAttrValue(ChConfig.AttrID_CurePerDef) # 对位的弱化治疗
+    
+    angerOverflow = userObj.GetAngerOverflow() # 怒气溢出值
+    
     skillPer /= float(ChConfig.Def_MaxRateValue)
-    curePer /= float(ChConfig.Def_MaxRateValue)
-    cureDefPer /= float(ChConfig.Def_MaxRateValue)
+    aCurePer /= float(ChConfig.Def_MaxRateValue)
+    dCureDefPer /= float(ChConfig.Def_MaxRateValue)
     
     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,curePer=%s,cureDefPer=%s,angerOverflow=%s" 
-                       % (cureHP, skillID, cureType, baseValue, skillPer, curePer, cureDefPer, 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)
@@ -2362,18 +2623,18 @@
         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)
         
     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))
-    return cureHP
+        GameWorld.DebugLogEx("    保底治疗值: cureHP=%s", cureHP)
+    return int(cureHP)
 
 def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
     ##获得基础计算值
@@ -2392,10 +2653,10 @@
         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
@@ -2405,7 +2666,7 @@
             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)
 
@@ -2428,21 +2689,26 @@
     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()
     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 layer > 0:
-        hurtValue *= layer
-        GameWorld.DebugLog("    多层buff伤害: hurtValue=%s,layer=%s" % (hurtValue, layer))
+    if costLayer > 0:
+        hurtValue *= min(costLayer, max(1, 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.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)
@@ -2455,7 +2721,7 @@
     
     Sync_UseSkill(turnFight, atkObj, useSkill)
     
-    DoBeAttackResult(turnFight, atkObj, useSkill)
+    DoBeAttackResult(turnFight, atkObj, useSkill, curBuff)
     
     # 通知结束标签
     Sync_TurnFightTag(turnFight, useTag, 1)

--
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