From b9e18bc2f11516b5e5c76dea6414768e7130503a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 21 十一月 2025 18:23:32 +0800
Subject: [PATCH] 16 卡牌服务端(删除节日游历)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py |  195 ++++++++++++++++++++++++++++++++++++------------
 1 files changed, 147 insertions(+), 48 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..c505673 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/TurnSkill.py
@@ -100,9 +100,21 @@
         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.DebugLog("◆使用技能: curID=%s,skillID=%s,tagCnt=%s,batType=%s,bySkillID=%s,HP:%s/%s,angerOverflow=%s,curXP=%s,oneActionUseCnt=%s" 
+                       % (objID, skillID, len(tagObjList), batType, bySkillID, curBatObj.GetHP(), curBatObj.GetMaxHP(), angerOverflow, curXP, oneActionUseCnt))
     # 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()
@@ -1195,8 +1207,9 @@
         
     # 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
     for hurtObj in useSkill.GetHurtObjListAll():
         hurtObjID = hurtObj.GetObjID()
@@ -1224,13 +1237,17 @@
                 
         if hurtObj.HaveHurtType(ChConfig.HurtType_Parry):
             DoHeroSpecialty(turnFight, tagObj, ChConfig.HeroSpecialty_Parry, relatedSkillID)
-            
+            if hurtObjID not in parryObjIDList:
+                parryObjIDList.append(hurtObjID)
+                
         if hurtObj.HaveHurtType(ChConfig.HurtType_SuperHit):
-            isSuperHit = True
-            
+            if hurtObjID not in superHitObjIDList:
+                superHitObjIDList.append(hurtObjID)
+                
         if hurtObj.HaveHurtType(ChConfig.HurtType_Stun):
-            isStun = True
-            
+            if hurtObjID not in stunObjIDList:
+                stunObjIDList.append(hurtObjID)
+                
         if hurtObj.GetSuckHP() > 0:
             isSuckHP = True
             
@@ -1239,9 +1256,9 @@
         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)
@@ -1302,31 +1319,64 @@
         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 missObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeParry, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Parry, curObj, connSkill=useSkill)
+            
+        # 闪避
+        if tagID in missObjIDList:
+            TurnPassive.OnTriggerPassiveEffect(turnFight, curObj, ChConfig.TriggerWay_BeMiss, tagObj, connSkill=useSkill)
+            TurnPassive.OnTriggerPassiveEffect(turnFight, tagObj, ChConfig.TriggerWay_Miss, curObj, connSkill=useSkill)
+            
         # 连击
-        if batType == ChConfig.TurnBattleType_Combo 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
         
@@ -1545,7 +1595,7 @@
 
 def OnUsePassiveSkill(turnFight, batObj, tagObj, passiveSkill, connSkill=None, effSkillID=0, effectID=0, connBuff=None):
     '''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 +1603,14 @@
     '''
     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()
@@ -1594,7 +1652,7 @@
     '''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)
@@ -1612,15 +1670,14 @@
     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))
         
     #命中公式 攻击方类型不同,公式不同
@@ -1649,10 +1706,12 @@
         
     if isSuperHit:
         hurtTypes |= pow(2, ChConfig.HurtType_SuperHit)
-        aSuperDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_SuperDamPer)
+        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.DebugLog("aSuperDamPer=%s,dSuperDamPerDef=%s" % (aSuperDamPer, dSuperDamPerDef))
         
     if isParry:
         hurtTypes |= pow(2, ChConfig.HurtType_Parry)
@@ -1691,8 +1750,16 @@
         
         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.DebugLog("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 +1769,32 @@
         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.getPVPPlayerID() > 0:
+        aPVPDamPer = atkObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPer)
+        dPVPDamPerDef = defObj.GetBatAttrValue(ChConfig.AttrID_PVPDamPerDef)
+        GameWorld.DebugLog("PVP aPVPDamPer=%s,dPVPDamPerDef=%s" % (aPVPDamPer, dPVPDamPerDef))
         
     # 所有万分率参数统一除10000.0
     atkSkillPer /= 10000.0
@@ -1721,22 +1802,30 @@
     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.DebugLog("伤血计算: atkID=%s,defID=%s,skillID=%s,atkSkillPer=%s,calcType=%s,aAtk=%s,dDef=%s,dHP=%s/%s,hurtTypes=%s,aBatDamPer=%s,aFinalDamPer=%s" 
+                       % (atkID, defID, skillID, atkSkillPer, calcType, aAtk, dDef, dHP, dMaxHP, hurtTypes, aBatDamPer, aFinalDamPer))
+    GameWorld.DebugLog("aCountry=%s,dCountry=%s,aCountryDamPer=%s,dCountryDamPerDef=%s" % (aCountry, dCountry, aCountryDamPer, dCountryDamPerDef))
     
     if isTurnNormalSkill:
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 1))
@@ -1754,7 +1843,7 @@
         hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("CalcTypeFormula", 1))
         GameWorld.DebugLog("    非按攻击力伤害=%s,calcType=%s,aAtk=%s" % (hurtValue, calcType, aAtk))
     else:
-        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 4))
+        hurtValue = eval(IpyGameDataPY.GetFuncCompileCfg("HurtFormula", 3))
         GameWorld.DebugLog("    其他伤害=%s" % (hurtValue))
         
     if isParry:
@@ -1792,6 +1881,7 @@
     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):
@@ -2291,7 +2381,16 @@
         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
@@ -2316,7 +2415,8 @@
     
     hurtObj.SetSuckHP(suckHP)
     atkObj.SetHP(remainHP)
-    GameWorld.DebugLog("    吸血=%s,remainHP=%s/%s,aSuckHPPer=%s,dSuckHPPerDef=%s" % (suckHP, remainHP, maxHP, aSuckHPPer, dSuckHPPerDef))
+    GameWorld.DebugLog("    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 +2437,20 @@
     
     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.DebugLog("计算治疗值(%s):skillID=%s,cureType=%s,baseValue=%s,skillPer=%s,aCurePer=%s,dCureDefPer=%s,angerOverflow=%s" 
+                       % (cureHP, skillID, cureType, baseValue, skillPer, aCurePer, dCureDefPer, angerOverflow))
     
     # 额外治疗值
     cureWayExEff = curSkill.GetEffectByID(ChConfig.SkillEff_CureWayEx)
@@ -2373,7 +2472,7 @@
     if cureHP < 1:
         cureHP = 1
         GameWorld.DebugLog("    保底治疗值: cureHP=%s" % (cureHP))
-    return cureHP
+    return int(cureHP)
 
 def GetCalcBaseValue(calcType, curObj, tagObj, curSkill):
     ##获得基础计算值

--
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